babylon.module.d.ts 5.4 MB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487248824892490249124922493249424952496249724982499250025012502250325042505250625072508250925102511251225132514251525162517251825192520252125222523252425252526252725282529253025312532253325342535253625372538253925402541254225432544254525462547254825492550255125522553255425552556255725582559256025612562256325642565256625672568256925702571257225732574257525762577257825792580258125822583258425852586258725882589259025912592259325942595259625972598259926002601260226032604260526062607260826092610261126122613261426152616261726182619262026212622262326242625262626272628262926302631263226332634263526362637263826392640264126422643264426452646264726482649265026512652265326542655265626572658265926602661266226632664266526662667266826692670267126722673267426752676267726782679268026812682268326842685268626872688268926902691269226932694269526962697269826992700270127022703270427052706270727082709271027112712271327142715271627172718271927202721272227232724272527262727272827292730273127322733273427352736273727382739274027412742274327442745274627472748274927502751275227532754275527562757275827592760276127622763276427652766276727682769277027712772277327742775277627772778277927802781278227832784278527862787278827892790279127922793279427952796279727982799280028012802280328042805280628072808280928102811281228132814281528162817281828192820282128222823282428252826282728282829283028312832283328342835283628372838283928402841284228432844284528462847284828492850285128522853285428552856285728582859286028612862286328642865286628672868286928702871287228732874287528762877287828792880288128822883288428852886288728882889289028912892289328942895289628972898289929002901290229032904290529062907290829092910291129122913291429152916291729182919292029212922292329242925292629272928292929302931293229332934293529362937293829392940294129422943294429452946294729482949295029512952295329542955295629572958295929602961296229632964296529662967296829692970297129722973297429752976297729782979298029812982298329842985298629872988298929902991299229932994299529962997299829993000300130023003300430053006300730083009301030113012301330143015301630173018301930203021302230233024302530263027302830293030303130323033303430353036303730383039304030413042304330443045304630473048304930503051305230533054305530563057305830593060306130623063306430653066306730683069307030713072307330743075307630773078307930803081308230833084308530863087308830893090309130923093309430953096309730983099310031013102310331043105310631073108310931103111311231133114311531163117311831193120312131223123312431253126312731283129313031313132313331343135313631373138313931403141314231433144314531463147314831493150315131523153315431553156315731583159316031613162316331643165316631673168316931703171317231733174317531763177317831793180318131823183318431853186318731883189319031913192319331943195319631973198319932003201320232033204320532063207320832093210321132123213321432153216321732183219322032213222322332243225322632273228322932303231323232333234323532363237323832393240324132423243324432453246324732483249325032513252325332543255325632573258325932603261326232633264326532663267326832693270327132723273327432753276327732783279328032813282328332843285328632873288328932903291329232933294329532963297329832993300330133023303330433053306330733083309331033113312331333143315331633173318331933203321332233233324332533263327332833293330333133323333333433353336333733383339334033413342334333443345334633473348334933503351335233533354335533563357335833593360336133623363336433653366336733683369337033713372337333743375337633773378337933803381338233833384338533863387338833893390339133923393339433953396339733983399340034013402340334043405340634073408340934103411341234133414341534163417341834193420342134223423342434253426342734283429343034313432343334343435343634373438343934403441344234433444344534463447344834493450345134523453345434553456345734583459346034613462346334643465346634673468346934703471347234733474347534763477347834793480348134823483348434853486348734883489349034913492349334943495349634973498349935003501350235033504350535063507350835093510351135123513351435153516351735183519352035213522352335243525352635273528352935303531353235333534353535363537353835393540354135423543354435453546354735483549355035513552355335543555355635573558355935603561356235633564356535663567356835693570357135723573357435753576357735783579358035813582358335843585358635873588358935903591359235933594359535963597359835993600360136023603360436053606360736083609361036113612361336143615361636173618361936203621362236233624362536263627362836293630363136323633363436353636363736383639364036413642364336443645364636473648364936503651365236533654365536563657365836593660366136623663366436653666366736683669367036713672367336743675367636773678367936803681368236833684368536863687368836893690369136923693369436953696369736983699370037013702370337043705370637073708370937103711371237133714371537163717371837193720372137223723372437253726372737283729373037313732373337343735373637373738373937403741374237433744374537463747374837493750375137523753375437553756375737583759376037613762376337643765376637673768376937703771377237733774377537763777377837793780378137823783378437853786378737883789379037913792379337943795379637973798379938003801380238033804380538063807380838093810381138123813381438153816381738183819382038213822382338243825382638273828382938303831383238333834383538363837383838393840384138423843384438453846384738483849385038513852385338543855385638573858385938603861386238633864386538663867386838693870387138723873387438753876387738783879388038813882388338843885388638873888388938903891389238933894389538963897389838993900390139023903390439053906390739083909391039113912391339143915391639173918391939203921392239233924392539263927392839293930393139323933393439353936393739383939394039413942394339443945394639473948394939503951395239533954395539563957395839593960396139623963396439653966396739683969397039713972397339743975397639773978397939803981398239833984398539863987398839893990399139923993399439953996399739983999400040014002400340044005400640074008400940104011401240134014401540164017401840194020402140224023402440254026402740284029403040314032403340344035403640374038403940404041404240434044404540464047404840494050405140524053405440554056405740584059406040614062406340644065406640674068406940704071407240734074407540764077407840794080408140824083408440854086408740884089409040914092409340944095409640974098409941004101410241034104410541064107410841094110411141124113411441154116411741184119412041214122412341244125412641274128412941304131413241334134413541364137413841394140414141424143414441454146414741484149415041514152415341544155415641574158415941604161416241634164416541664167416841694170417141724173417441754176417741784179418041814182418341844185418641874188418941904191419241934194419541964197419841994200420142024203420442054206420742084209421042114212421342144215421642174218421942204221422242234224422542264227422842294230423142324233423442354236423742384239424042414242424342444245424642474248424942504251425242534254425542564257425842594260426142624263426442654266426742684269427042714272427342744275427642774278427942804281428242834284428542864287428842894290429142924293429442954296429742984299430043014302430343044305430643074308430943104311431243134314431543164317431843194320432143224323432443254326432743284329433043314332433343344335433643374338433943404341434243434344434543464347434843494350435143524353435443554356435743584359436043614362436343644365436643674368436943704371437243734374437543764377437843794380438143824383438443854386438743884389439043914392439343944395439643974398439944004401440244034404440544064407440844094410441144124413441444154416441744184419442044214422442344244425442644274428442944304431443244334434443544364437443844394440444144424443444444454446444744484449445044514452445344544455445644574458445944604461446244634464446544664467446844694470447144724473447444754476447744784479448044814482448344844485448644874488448944904491449244934494449544964497449844994500450145024503450445054506450745084509451045114512451345144515451645174518451945204521452245234524452545264527452845294530453145324533453445354536453745384539454045414542454345444545454645474548454945504551455245534554455545564557455845594560456145624563456445654566456745684569457045714572457345744575457645774578457945804581458245834584458545864587458845894590459145924593459445954596459745984599460046014602460346044605460646074608460946104611461246134614461546164617461846194620462146224623462446254626462746284629463046314632463346344635463646374638463946404641464246434644464546464647464846494650465146524653465446554656465746584659466046614662466346644665466646674668466946704671467246734674467546764677467846794680468146824683468446854686468746884689469046914692469346944695469646974698469947004701470247034704470547064707470847094710471147124713471447154716471747184719472047214722472347244725472647274728472947304731473247334734473547364737473847394740474147424743474447454746474747484749475047514752475347544755475647574758475947604761476247634764476547664767476847694770477147724773477447754776477747784779478047814782478347844785478647874788478947904791479247934794479547964797479847994800480148024803480448054806480748084809481048114812481348144815481648174818481948204821482248234824482548264827482848294830483148324833483448354836483748384839484048414842484348444845484648474848484948504851485248534854485548564857485848594860486148624863486448654866486748684869487048714872487348744875487648774878487948804881488248834884488548864887488848894890489148924893489448954896489748984899490049014902490349044905490649074908490949104911491249134914491549164917491849194920492149224923492449254926492749284929493049314932493349344935493649374938493949404941494249434944494549464947494849494950495149524953495449554956495749584959496049614962496349644965496649674968496949704971497249734974497549764977497849794980498149824983498449854986498749884989499049914992499349944995499649974998499950005001500250035004500550065007500850095010501150125013501450155016501750185019502050215022502350245025502650275028502950305031503250335034503550365037503850395040504150425043504450455046504750485049505050515052505350545055505650575058505950605061506250635064506550665067506850695070507150725073507450755076507750785079508050815082508350845085508650875088508950905091509250935094509550965097509850995100510151025103510451055106510751085109511051115112511351145115511651175118511951205121512251235124512551265127512851295130513151325133513451355136513751385139514051415142514351445145514651475148514951505151515251535154515551565157515851595160516151625163516451655166516751685169517051715172517351745175517651775178517951805181518251835184518551865187518851895190519151925193519451955196519751985199520052015202520352045205520652075208520952105211521252135214521552165217521852195220522152225223522452255226522752285229523052315232523352345235523652375238523952405241524252435244524552465247524852495250525152525253525452555256525752585259526052615262526352645265526652675268526952705271527252735274527552765277527852795280528152825283528452855286528752885289529052915292529352945295529652975298529953005301530253035304530553065307530853095310531153125313531453155316531753185319532053215322532353245325532653275328532953305331533253335334533553365337533853395340534153425343534453455346534753485349535053515352535353545355535653575358535953605361536253635364536553665367536853695370537153725373537453755376537753785379538053815382538353845385538653875388538953905391539253935394539553965397539853995400540154025403540454055406540754085409541054115412541354145415541654175418541954205421542254235424542554265427542854295430543154325433543454355436543754385439544054415442544354445445544654475448544954505451545254535454545554565457545854595460546154625463546454655466546754685469547054715472547354745475547654775478547954805481548254835484548554865487548854895490549154925493549454955496549754985499550055015502550355045505550655075508550955105511551255135514551555165517551855195520552155225523552455255526552755285529553055315532553355345535553655375538553955405541554255435544554555465547554855495550555155525553555455555556555755585559556055615562556355645565556655675568556955705571557255735574557555765577557855795580558155825583558455855586558755885589559055915592559355945595559655975598559956005601560256035604560556065607560856095610561156125613561456155616561756185619562056215622562356245625562656275628562956305631563256335634563556365637563856395640564156425643564456455646564756485649565056515652565356545655565656575658565956605661566256635664566556665667566856695670567156725673567456755676567756785679568056815682568356845685568656875688568956905691569256935694569556965697569856995700570157025703570457055706570757085709571057115712571357145715571657175718571957205721572257235724572557265727572857295730573157325733573457355736573757385739574057415742574357445745574657475748574957505751575257535754575557565757575857595760576157625763576457655766576757685769577057715772577357745775577657775778577957805781578257835784578557865787578857895790579157925793579457955796579757985799580058015802580358045805580658075808580958105811581258135814581558165817581858195820582158225823582458255826582758285829583058315832583358345835583658375838583958405841584258435844584558465847584858495850585158525853585458555856585758585859586058615862586358645865586658675868586958705871587258735874587558765877587858795880588158825883588458855886588758885889589058915892589358945895589658975898589959005901590259035904590559065907590859095910591159125913591459155916591759185919592059215922592359245925592659275928592959305931593259335934593559365937593859395940594159425943594459455946594759485949595059515952595359545955595659575958595959605961596259635964596559665967596859695970597159725973597459755976597759785979598059815982598359845985598659875988598959905991599259935994599559965997599859996000600160026003600460056006600760086009601060116012601360146015601660176018601960206021602260236024602560266027602860296030603160326033603460356036603760386039604060416042604360446045604660476048604960506051605260536054605560566057605860596060606160626063606460656066606760686069607060716072607360746075607660776078607960806081608260836084608560866087608860896090609160926093609460956096609760986099610061016102610361046105610661076108610961106111611261136114611561166117611861196120612161226123612461256126612761286129613061316132613361346135613661376138613961406141614261436144614561466147614861496150615161526153615461556156615761586159616061616162616361646165616661676168616961706171617261736174617561766177617861796180618161826183618461856186618761886189619061916192619361946195619661976198619962006201620262036204620562066207620862096210621162126213621462156216621762186219622062216222622362246225622662276228622962306231623262336234623562366237623862396240624162426243624462456246624762486249625062516252625362546255625662576258625962606261626262636264626562666267626862696270627162726273627462756276627762786279628062816282628362846285628662876288628962906291629262936294629562966297629862996300630163026303630463056306630763086309631063116312631363146315631663176318631963206321632263236324632563266327632863296330633163326333633463356336633763386339634063416342634363446345634663476348634963506351635263536354635563566357635863596360636163626363636463656366636763686369637063716372637363746375637663776378637963806381638263836384638563866387638863896390639163926393639463956396639763986399640064016402640364046405640664076408640964106411641264136414641564166417641864196420642164226423642464256426642764286429643064316432643364346435643664376438643964406441644264436444644564466447644864496450645164526453645464556456645764586459646064616462646364646465646664676468646964706471647264736474647564766477647864796480648164826483648464856486648764886489649064916492649364946495649664976498649965006501650265036504650565066507650865096510651165126513651465156516651765186519652065216522652365246525652665276528652965306531653265336534653565366537653865396540654165426543654465456546654765486549655065516552655365546555655665576558655965606561656265636564656565666567656865696570657165726573657465756576657765786579658065816582658365846585658665876588658965906591659265936594659565966597659865996600660166026603660466056606660766086609661066116612661366146615661666176618661966206621662266236624662566266627662866296630663166326633663466356636663766386639664066416642664366446645664666476648664966506651665266536654665566566657665866596660666166626663666466656666666766686669667066716672667366746675667666776678667966806681668266836684668566866687668866896690669166926693669466956696669766986699670067016702670367046705670667076708670967106711671267136714671567166717671867196720672167226723672467256726672767286729673067316732673367346735673667376738673967406741674267436744674567466747674867496750675167526753675467556756675767586759676067616762676367646765676667676768676967706771677267736774677567766777677867796780678167826783678467856786678767886789679067916792679367946795679667976798679968006801680268036804680568066807680868096810681168126813681468156816681768186819682068216822682368246825682668276828682968306831683268336834683568366837683868396840684168426843684468456846684768486849685068516852685368546855685668576858685968606861686268636864686568666867686868696870687168726873687468756876687768786879688068816882688368846885688668876888688968906891689268936894689568966897689868996900690169026903690469056906690769086909691069116912691369146915691669176918691969206921692269236924692569266927692869296930693169326933693469356936693769386939694069416942694369446945694669476948694969506951695269536954695569566957695869596960696169626963696469656966696769686969697069716972697369746975697669776978697969806981698269836984698569866987698869896990699169926993699469956996699769986999700070017002700370047005700670077008700970107011701270137014701570167017701870197020702170227023702470257026702770287029703070317032703370347035703670377038703970407041704270437044704570467047704870497050705170527053705470557056705770587059706070617062706370647065706670677068706970707071707270737074707570767077707870797080708170827083708470857086708770887089709070917092709370947095709670977098709971007101710271037104710571067107710871097110711171127113711471157116711771187119712071217122712371247125712671277128712971307131713271337134713571367137713871397140714171427143714471457146714771487149715071517152715371547155715671577158715971607161716271637164716571667167716871697170717171727173717471757176717771787179718071817182718371847185718671877188718971907191719271937194719571967197719871997200720172027203720472057206720772087209721072117212721372147215721672177218721972207221722272237224722572267227722872297230723172327233723472357236723772387239724072417242724372447245724672477248724972507251725272537254725572567257725872597260726172627263726472657266726772687269727072717272727372747275727672777278727972807281728272837284728572867287728872897290729172927293729472957296729772987299730073017302730373047305730673077308730973107311731273137314731573167317731873197320732173227323732473257326732773287329733073317332733373347335733673377338733973407341734273437344734573467347734873497350735173527353735473557356735773587359736073617362736373647365736673677368736973707371737273737374737573767377737873797380738173827383738473857386738773887389739073917392739373947395739673977398739974007401740274037404740574067407740874097410741174127413741474157416741774187419742074217422742374247425742674277428742974307431743274337434743574367437743874397440744174427443744474457446744774487449745074517452745374547455745674577458745974607461746274637464746574667467746874697470747174727473747474757476747774787479748074817482748374847485748674877488748974907491749274937494749574967497749874997500750175027503750475057506750775087509751075117512751375147515751675177518751975207521752275237524752575267527752875297530753175327533753475357536753775387539754075417542754375447545754675477548754975507551755275537554755575567557755875597560756175627563756475657566756775687569757075717572757375747575757675777578757975807581758275837584758575867587758875897590759175927593759475957596759775987599760076017602760376047605760676077608760976107611761276137614761576167617761876197620762176227623762476257626762776287629763076317632763376347635763676377638763976407641764276437644764576467647764876497650765176527653765476557656765776587659766076617662766376647665766676677668766976707671767276737674767576767677767876797680768176827683768476857686768776887689769076917692769376947695769676977698769977007701770277037704770577067707770877097710771177127713771477157716771777187719772077217722772377247725772677277728772977307731773277337734773577367737773877397740774177427743774477457746774777487749775077517752775377547755775677577758775977607761776277637764776577667767776877697770777177727773777477757776777777787779778077817782778377847785778677877788778977907791779277937794779577967797779877997800780178027803780478057806780778087809781078117812781378147815781678177818781978207821782278237824782578267827782878297830783178327833783478357836783778387839784078417842784378447845784678477848784978507851785278537854785578567857785878597860786178627863786478657866786778687869787078717872787378747875787678777878787978807881788278837884788578867887788878897890789178927893789478957896789778987899790079017902790379047905790679077908790979107911791279137914791579167917791879197920792179227923792479257926792779287929793079317932793379347935793679377938793979407941794279437944794579467947794879497950795179527953795479557956795779587959796079617962796379647965796679677968796979707971797279737974797579767977797879797980798179827983798479857986798779887989799079917992799379947995799679977998799980008001800280038004800580068007800880098010801180128013801480158016801780188019802080218022802380248025802680278028802980308031803280338034803580368037803880398040804180428043804480458046804780488049805080518052805380548055805680578058805980608061806280638064806580668067806880698070807180728073807480758076807780788079808080818082808380848085808680878088808980908091809280938094809580968097809880998100810181028103810481058106810781088109811081118112811381148115811681178118811981208121812281238124812581268127812881298130813181328133813481358136813781388139814081418142814381448145814681478148814981508151815281538154815581568157815881598160816181628163816481658166816781688169817081718172817381748175817681778178817981808181818281838184818581868187818881898190819181928193819481958196819781988199820082018202820382048205820682078208820982108211821282138214821582168217821882198220822182228223822482258226822782288229823082318232823382348235823682378238823982408241824282438244824582468247824882498250825182528253825482558256825782588259826082618262826382648265826682678268826982708271827282738274827582768277827882798280828182828283828482858286828782888289829082918292829382948295829682978298829983008301830283038304830583068307830883098310831183128313831483158316831783188319832083218322832383248325832683278328832983308331833283338334833583368337833883398340834183428343834483458346834783488349835083518352835383548355835683578358835983608361836283638364836583668367836883698370837183728373837483758376837783788379838083818382838383848385838683878388838983908391839283938394839583968397839883998400840184028403840484058406840784088409841084118412841384148415841684178418841984208421842284238424842584268427842884298430843184328433843484358436843784388439844084418442844384448445844684478448844984508451845284538454845584568457845884598460846184628463846484658466846784688469847084718472847384748475847684778478847984808481848284838484848584868487848884898490849184928493849484958496849784988499850085018502850385048505850685078508850985108511851285138514851585168517851885198520852185228523852485258526852785288529853085318532853385348535853685378538853985408541854285438544854585468547854885498550855185528553855485558556855785588559856085618562856385648565856685678568856985708571857285738574857585768577857885798580858185828583858485858586858785888589859085918592859385948595859685978598859986008601860286038604860586068607860886098610861186128613861486158616861786188619862086218622862386248625862686278628862986308631863286338634863586368637863886398640864186428643864486458646864786488649865086518652865386548655865686578658865986608661866286638664866586668667866886698670867186728673867486758676867786788679868086818682868386848685868686878688868986908691869286938694869586968697869886998700870187028703870487058706870787088709871087118712871387148715871687178718871987208721872287238724872587268727872887298730873187328733873487358736873787388739874087418742874387448745874687478748874987508751875287538754875587568757875887598760876187628763876487658766876787688769877087718772877387748775877687778778877987808781878287838784878587868787878887898790879187928793879487958796879787988799880088018802880388048805880688078808880988108811881288138814881588168817881888198820882188228823882488258826882788288829883088318832883388348835883688378838883988408841884288438844884588468847884888498850885188528853885488558856885788588859886088618862886388648865886688678868886988708871887288738874887588768877887888798880888188828883888488858886888788888889889088918892889388948895889688978898889989008901890289038904890589068907890889098910891189128913891489158916891789188919892089218922892389248925892689278928892989308931893289338934893589368937893889398940894189428943894489458946894789488949895089518952895389548955895689578958895989608961896289638964896589668967896889698970897189728973897489758976897789788979898089818982898389848985898689878988898989908991899289938994899589968997899889999000900190029003900490059006900790089009901090119012901390149015901690179018901990209021902290239024902590269027902890299030903190329033903490359036903790389039904090419042904390449045904690479048904990509051905290539054905590569057905890599060906190629063906490659066906790689069907090719072907390749075907690779078907990809081908290839084908590869087908890899090909190929093909490959096909790989099910091019102910391049105910691079108910991109111911291139114911591169117911891199120912191229123912491259126912791289129913091319132913391349135913691379138913991409141914291439144914591469147914891499150915191529153915491559156915791589159916091619162916391649165916691679168916991709171917291739174917591769177917891799180918191829183918491859186918791889189919091919192919391949195919691979198919992009201920292039204920592069207920892099210921192129213921492159216921792189219922092219222922392249225922692279228922992309231923292339234923592369237923892399240924192429243924492459246924792489249925092519252925392549255925692579258925992609261926292639264926592669267926892699270927192729273927492759276927792789279928092819282928392849285928692879288928992909291929292939294929592969297929892999300930193029303930493059306930793089309931093119312931393149315931693179318931993209321932293239324932593269327932893299330933193329333933493359336933793389339934093419342934393449345934693479348934993509351935293539354935593569357935893599360936193629363936493659366936793689369937093719372937393749375937693779378937993809381938293839384938593869387938893899390939193929393939493959396939793989399940094019402940394049405940694079408940994109411941294139414941594169417941894199420942194229423942494259426942794289429943094319432943394349435943694379438943994409441944294439444944594469447944894499450945194529453945494559456945794589459946094619462946394649465946694679468946994709471947294739474947594769477947894799480948194829483948494859486948794889489949094919492949394949495949694979498949995009501950295039504950595069507950895099510951195129513951495159516951795189519952095219522952395249525952695279528952995309531953295339534953595369537953895399540954195429543954495459546954795489549955095519552955395549555955695579558955995609561956295639564956595669567956895699570957195729573957495759576957795789579958095819582958395849585958695879588958995909591959295939594959595969597959895999600960196029603960496059606960796089609961096119612961396149615961696179618961996209621962296239624962596269627962896299630963196329633963496359636963796389639964096419642964396449645964696479648964996509651965296539654965596569657965896599660966196629663966496659666966796689669967096719672967396749675967696779678967996809681968296839684968596869687968896899690969196929693969496959696969796989699970097019702970397049705970697079708970997109711971297139714971597169717971897199720972197229723972497259726972797289729973097319732973397349735973697379738973997409741974297439744974597469747974897499750975197529753975497559756975797589759976097619762976397649765976697679768976997709771977297739774977597769777977897799780978197829783978497859786978797889789979097919792979397949795979697979798979998009801980298039804980598069807980898099810981198129813981498159816981798189819982098219822982398249825982698279828982998309831983298339834983598369837983898399840984198429843984498459846984798489849985098519852985398549855985698579858985998609861986298639864986598669867986898699870987198729873987498759876987798789879988098819882988398849885988698879888988998909891989298939894989598969897989898999900990199029903990499059906990799089909991099119912991399149915991699179918991999209921992299239924992599269927992899299930993199329933993499359936993799389939994099419942994399449945994699479948994999509951995299539954995599569957995899599960996199629963996499659966996799689969997099719972997399749975997699779978997999809981998299839984998599869987998899899990999199929993999499959996999799989999100001000110002100031000410005100061000710008100091001010011100121001310014100151001610017100181001910020100211002210023100241002510026100271002810029100301003110032100331003410035100361003710038100391004010041100421004310044100451004610047100481004910050100511005210053100541005510056100571005810059100601006110062100631006410065100661006710068100691007010071100721007310074100751007610077100781007910080100811008210083100841008510086100871008810089100901009110092100931009410095100961009710098100991010010101101021010310104101051010610107101081010910110101111011210113101141011510116101171011810119101201012110122101231012410125101261012710128101291013010131101321013310134101351013610137101381013910140101411014210143101441014510146101471014810149101501015110152101531015410155101561015710158101591016010161101621016310164101651016610167101681016910170101711017210173101741017510176101771017810179101801018110182101831018410185101861018710188101891019010191101921019310194101951019610197101981019910200102011020210203102041020510206102071020810209102101021110212102131021410215102161021710218102191022010221102221022310224102251022610227102281022910230102311023210233102341023510236102371023810239102401024110242102431024410245102461024710248102491025010251102521025310254102551025610257102581025910260102611026210263102641026510266102671026810269102701027110272102731027410275102761027710278102791028010281102821028310284102851028610287102881028910290102911029210293102941029510296102971029810299103001030110302103031030410305103061030710308103091031010311103121031310314103151031610317103181031910320103211032210323103241032510326103271032810329103301033110332103331033410335103361033710338103391034010341103421034310344103451034610347103481034910350103511035210353103541035510356103571035810359103601036110362103631036410365103661036710368103691037010371103721037310374103751037610377103781037910380103811038210383103841038510386103871038810389103901039110392103931039410395103961039710398103991040010401104021040310404104051040610407104081040910410104111041210413104141041510416104171041810419104201042110422104231042410425104261042710428104291043010431104321043310434104351043610437104381043910440104411044210443104441044510446104471044810449104501045110452104531045410455104561045710458104591046010461104621046310464104651046610467104681046910470104711047210473104741047510476104771047810479104801048110482104831048410485104861048710488104891049010491104921049310494104951049610497104981049910500105011050210503105041050510506105071050810509105101051110512105131051410515105161051710518105191052010521105221052310524105251052610527105281052910530105311053210533105341053510536105371053810539105401054110542105431054410545105461054710548105491055010551105521055310554105551055610557105581055910560105611056210563105641056510566105671056810569105701057110572105731057410575105761057710578105791058010581105821058310584105851058610587105881058910590105911059210593105941059510596105971059810599106001060110602106031060410605106061060710608106091061010611106121061310614106151061610617106181061910620106211062210623106241062510626106271062810629106301063110632106331063410635106361063710638106391064010641106421064310644106451064610647106481064910650106511065210653106541065510656106571065810659106601066110662106631066410665106661066710668106691067010671106721067310674106751067610677106781067910680106811068210683106841068510686106871068810689106901069110692106931069410695106961069710698106991070010701107021070310704107051070610707107081070910710107111071210713107141071510716107171071810719107201072110722107231072410725107261072710728107291073010731107321073310734107351073610737107381073910740107411074210743107441074510746107471074810749107501075110752107531075410755107561075710758107591076010761107621076310764107651076610767107681076910770107711077210773107741077510776107771077810779107801078110782107831078410785107861078710788107891079010791107921079310794107951079610797107981079910800108011080210803108041080510806108071080810809108101081110812108131081410815108161081710818108191082010821108221082310824108251082610827108281082910830108311083210833108341083510836108371083810839108401084110842108431084410845108461084710848108491085010851108521085310854108551085610857108581085910860108611086210863108641086510866108671086810869108701087110872108731087410875108761087710878108791088010881108821088310884108851088610887108881088910890108911089210893108941089510896108971089810899109001090110902109031090410905109061090710908109091091010911109121091310914109151091610917109181091910920109211092210923109241092510926109271092810929109301093110932109331093410935109361093710938109391094010941109421094310944109451094610947109481094910950109511095210953109541095510956109571095810959109601096110962109631096410965109661096710968109691097010971109721097310974109751097610977109781097910980109811098210983109841098510986109871098810989109901099110992109931099410995109961099710998109991100011001110021100311004110051100611007110081100911010110111101211013110141101511016110171101811019110201102111022110231102411025110261102711028110291103011031110321103311034110351103611037110381103911040110411104211043110441104511046110471104811049110501105111052110531105411055110561105711058110591106011061110621106311064110651106611067110681106911070110711107211073110741107511076110771107811079110801108111082110831108411085110861108711088110891109011091110921109311094110951109611097110981109911100111011110211103111041110511106111071110811109111101111111112111131111411115111161111711118111191112011121111221112311124111251112611127111281112911130111311113211133111341113511136111371113811139111401114111142111431114411145111461114711148111491115011151111521115311154111551115611157111581115911160111611116211163111641116511166111671116811169111701117111172111731117411175111761117711178111791118011181111821118311184111851118611187111881118911190111911119211193111941119511196111971119811199112001120111202112031120411205112061120711208112091121011211112121121311214112151121611217112181121911220112211122211223112241122511226112271122811229112301123111232112331123411235112361123711238112391124011241112421124311244112451124611247112481124911250112511125211253112541125511256112571125811259112601126111262112631126411265112661126711268112691127011271112721127311274112751127611277112781127911280112811128211283112841128511286112871128811289112901129111292112931129411295112961129711298112991130011301113021130311304113051130611307113081130911310113111131211313113141131511316113171131811319113201132111322113231132411325113261132711328113291133011331113321133311334113351133611337113381133911340113411134211343113441134511346113471134811349113501135111352113531135411355113561135711358113591136011361113621136311364113651136611367113681136911370113711137211373113741137511376113771137811379113801138111382113831138411385113861138711388113891139011391113921139311394113951139611397113981139911400114011140211403114041140511406114071140811409114101141111412114131141411415114161141711418114191142011421114221142311424114251142611427114281142911430114311143211433114341143511436114371143811439114401144111442114431144411445114461144711448114491145011451114521145311454114551145611457114581145911460114611146211463114641146511466114671146811469114701147111472114731147411475114761147711478114791148011481114821148311484114851148611487114881148911490114911149211493114941149511496114971149811499115001150111502115031150411505115061150711508115091151011511115121151311514115151151611517115181151911520115211152211523115241152511526115271152811529115301153111532115331153411535115361153711538115391154011541115421154311544115451154611547115481154911550115511155211553115541155511556115571155811559115601156111562115631156411565115661156711568115691157011571115721157311574115751157611577115781157911580115811158211583115841158511586115871158811589115901159111592115931159411595115961159711598115991160011601116021160311604116051160611607116081160911610116111161211613116141161511616116171161811619116201162111622116231162411625116261162711628116291163011631116321163311634116351163611637116381163911640116411164211643116441164511646116471164811649116501165111652116531165411655116561165711658116591166011661116621166311664116651166611667116681166911670116711167211673116741167511676116771167811679116801168111682116831168411685116861168711688116891169011691116921169311694116951169611697116981169911700117011170211703117041170511706117071170811709117101171111712117131171411715117161171711718117191172011721117221172311724117251172611727117281172911730117311173211733117341173511736117371173811739117401174111742117431174411745117461174711748117491175011751117521175311754117551175611757117581175911760117611176211763117641176511766117671176811769117701177111772117731177411775117761177711778117791178011781117821178311784117851178611787117881178911790117911179211793117941179511796117971179811799118001180111802118031180411805118061180711808118091181011811118121181311814118151181611817118181181911820118211182211823118241182511826118271182811829118301183111832118331183411835118361183711838118391184011841118421184311844118451184611847118481184911850118511185211853118541185511856118571185811859118601186111862118631186411865118661186711868118691187011871118721187311874118751187611877118781187911880118811188211883118841188511886118871188811889118901189111892118931189411895118961189711898118991190011901119021190311904119051190611907119081190911910119111191211913119141191511916119171191811919119201192111922119231192411925119261192711928119291193011931119321193311934119351193611937119381193911940119411194211943119441194511946119471194811949119501195111952119531195411955119561195711958119591196011961119621196311964119651196611967119681196911970119711197211973119741197511976119771197811979119801198111982119831198411985119861198711988119891199011991119921199311994119951199611997119981199912000120011200212003120041200512006120071200812009120101201112012120131201412015120161201712018120191202012021120221202312024120251202612027120281202912030120311203212033120341203512036120371203812039120401204112042120431204412045120461204712048120491205012051120521205312054120551205612057120581205912060120611206212063120641206512066120671206812069120701207112072120731207412075120761207712078120791208012081120821208312084120851208612087120881208912090120911209212093120941209512096120971209812099121001210112102121031210412105121061210712108121091211012111121121211312114121151211612117121181211912120121211212212123121241212512126121271212812129121301213112132121331213412135121361213712138121391214012141121421214312144121451214612147121481214912150121511215212153121541215512156121571215812159121601216112162121631216412165121661216712168121691217012171121721217312174121751217612177121781217912180121811218212183121841218512186121871218812189121901219112192121931219412195121961219712198121991220012201122021220312204122051220612207122081220912210122111221212213122141221512216122171221812219122201222112222122231222412225122261222712228122291223012231122321223312234122351223612237122381223912240122411224212243122441224512246122471224812249122501225112252122531225412255122561225712258122591226012261122621226312264122651226612267122681226912270122711227212273122741227512276122771227812279122801228112282122831228412285122861228712288122891229012291122921229312294122951229612297122981229912300123011230212303123041230512306123071230812309123101231112312123131231412315123161231712318123191232012321123221232312324123251232612327123281232912330123311233212333123341233512336123371233812339123401234112342123431234412345123461234712348123491235012351123521235312354123551235612357123581235912360123611236212363123641236512366123671236812369123701237112372123731237412375123761237712378123791238012381123821238312384123851238612387123881238912390123911239212393123941239512396123971239812399124001240112402124031240412405124061240712408124091241012411124121241312414124151241612417124181241912420124211242212423124241242512426124271242812429124301243112432124331243412435124361243712438124391244012441124421244312444124451244612447124481244912450124511245212453124541245512456124571245812459124601246112462124631246412465124661246712468124691247012471124721247312474124751247612477124781247912480124811248212483124841248512486124871248812489124901249112492124931249412495124961249712498124991250012501125021250312504125051250612507125081250912510125111251212513125141251512516125171251812519125201252112522125231252412525125261252712528125291253012531125321253312534125351253612537125381253912540125411254212543125441254512546125471254812549125501255112552125531255412555125561255712558125591256012561125621256312564125651256612567125681256912570125711257212573125741257512576125771257812579125801258112582125831258412585125861258712588125891259012591125921259312594125951259612597125981259912600126011260212603126041260512606126071260812609126101261112612126131261412615126161261712618126191262012621126221262312624126251262612627126281262912630126311263212633126341263512636126371263812639126401264112642126431264412645126461264712648126491265012651126521265312654126551265612657126581265912660126611266212663126641266512666126671266812669126701267112672126731267412675126761267712678126791268012681126821268312684126851268612687126881268912690126911269212693126941269512696126971269812699127001270112702127031270412705127061270712708127091271012711127121271312714127151271612717127181271912720127211272212723127241272512726127271272812729127301273112732127331273412735127361273712738127391274012741127421274312744127451274612747127481274912750127511275212753127541275512756127571275812759127601276112762127631276412765127661276712768127691277012771127721277312774127751277612777127781277912780127811278212783127841278512786127871278812789127901279112792127931279412795127961279712798127991280012801128021280312804128051280612807128081280912810128111281212813128141281512816128171281812819128201282112822128231282412825128261282712828128291283012831128321283312834128351283612837128381283912840128411284212843128441284512846128471284812849128501285112852128531285412855128561285712858128591286012861128621286312864128651286612867128681286912870128711287212873128741287512876128771287812879128801288112882128831288412885128861288712888128891289012891128921289312894128951289612897128981289912900129011290212903129041290512906129071290812909129101291112912129131291412915129161291712918129191292012921129221292312924129251292612927129281292912930129311293212933129341293512936129371293812939129401294112942129431294412945129461294712948129491295012951129521295312954129551295612957129581295912960129611296212963129641296512966129671296812969129701297112972129731297412975129761297712978129791298012981129821298312984129851298612987129881298912990129911299212993129941299512996129971299812999130001300113002130031300413005130061300713008130091301013011130121301313014130151301613017130181301913020130211302213023130241302513026130271302813029130301303113032130331303413035130361303713038130391304013041130421304313044130451304613047130481304913050130511305213053130541305513056130571305813059130601306113062130631306413065130661306713068130691307013071130721307313074130751307613077130781307913080130811308213083130841308513086130871308813089130901309113092130931309413095130961309713098130991310013101131021310313104131051310613107131081310913110131111311213113131141311513116131171311813119131201312113122131231312413125131261312713128131291313013131131321313313134131351313613137131381313913140131411314213143131441314513146131471314813149131501315113152131531315413155131561315713158131591316013161131621316313164131651316613167131681316913170131711317213173131741317513176131771317813179131801318113182131831318413185131861318713188131891319013191131921319313194131951319613197131981319913200132011320213203132041320513206132071320813209132101321113212132131321413215132161321713218132191322013221132221322313224132251322613227132281322913230132311323213233132341323513236132371323813239132401324113242132431324413245132461324713248132491325013251132521325313254132551325613257132581325913260132611326213263132641326513266132671326813269132701327113272132731327413275132761327713278132791328013281132821328313284132851328613287132881328913290132911329213293132941329513296132971329813299133001330113302133031330413305133061330713308133091331013311133121331313314133151331613317133181331913320133211332213323133241332513326133271332813329133301333113332133331333413335133361333713338133391334013341133421334313344133451334613347133481334913350133511335213353133541335513356133571335813359133601336113362133631336413365133661336713368133691337013371133721337313374133751337613377133781337913380133811338213383133841338513386133871338813389133901339113392133931339413395133961339713398133991340013401134021340313404134051340613407134081340913410134111341213413134141341513416134171341813419134201342113422134231342413425134261342713428134291343013431134321343313434134351343613437134381343913440134411344213443134441344513446134471344813449134501345113452134531345413455134561345713458134591346013461134621346313464134651346613467134681346913470134711347213473134741347513476134771347813479134801348113482134831348413485134861348713488134891349013491134921349313494134951349613497134981349913500135011350213503135041350513506135071350813509135101351113512135131351413515135161351713518135191352013521135221352313524135251352613527135281352913530135311353213533135341353513536135371353813539135401354113542135431354413545135461354713548135491355013551135521355313554135551355613557135581355913560135611356213563135641356513566135671356813569135701357113572135731357413575135761357713578135791358013581135821358313584135851358613587135881358913590135911359213593135941359513596135971359813599136001360113602136031360413605136061360713608136091361013611136121361313614136151361613617136181361913620136211362213623136241362513626136271362813629136301363113632136331363413635136361363713638136391364013641136421364313644136451364613647136481364913650136511365213653136541365513656136571365813659136601366113662136631366413665136661366713668136691367013671136721367313674136751367613677136781367913680136811368213683136841368513686136871368813689136901369113692136931369413695136961369713698136991370013701137021370313704137051370613707137081370913710137111371213713137141371513716137171371813719137201372113722137231372413725137261372713728137291373013731137321373313734137351373613737137381373913740137411374213743137441374513746137471374813749137501375113752137531375413755137561375713758137591376013761137621376313764137651376613767137681376913770137711377213773137741377513776137771377813779137801378113782137831378413785137861378713788137891379013791137921379313794137951379613797137981379913800138011380213803138041380513806138071380813809138101381113812138131381413815138161381713818138191382013821138221382313824138251382613827138281382913830138311383213833138341383513836138371383813839138401384113842138431384413845138461384713848138491385013851138521385313854138551385613857138581385913860138611386213863138641386513866138671386813869138701387113872138731387413875138761387713878138791388013881138821388313884138851388613887138881388913890138911389213893138941389513896138971389813899139001390113902139031390413905139061390713908139091391013911139121391313914139151391613917139181391913920139211392213923139241392513926139271392813929139301393113932139331393413935139361393713938139391394013941139421394313944139451394613947139481394913950139511395213953139541395513956139571395813959139601396113962139631396413965139661396713968139691397013971139721397313974139751397613977139781397913980139811398213983139841398513986139871398813989139901399113992139931399413995139961399713998139991400014001140021400314004140051400614007140081400914010140111401214013140141401514016140171401814019140201402114022140231402414025140261402714028140291403014031140321403314034140351403614037140381403914040140411404214043140441404514046140471404814049140501405114052140531405414055140561405714058140591406014061140621406314064140651406614067140681406914070140711407214073140741407514076140771407814079140801408114082140831408414085140861408714088140891409014091140921409314094140951409614097140981409914100141011410214103141041410514106141071410814109141101411114112141131411414115141161411714118141191412014121141221412314124141251412614127141281412914130141311413214133141341413514136141371413814139141401414114142141431414414145141461414714148141491415014151141521415314154141551415614157141581415914160141611416214163141641416514166141671416814169141701417114172141731417414175141761417714178141791418014181141821418314184141851418614187141881418914190141911419214193141941419514196141971419814199142001420114202142031420414205142061420714208142091421014211142121421314214142151421614217142181421914220142211422214223142241422514226142271422814229142301423114232142331423414235142361423714238142391424014241142421424314244142451424614247142481424914250142511425214253142541425514256142571425814259142601426114262142631426414265142661426714268142691427014271142721427314274142751427614277142781427914280142811428214283142841428514286142871428814289142901429114292142931429414295142961429714298142991430014301143021430314304143051430614307143081430914310143111431214313143141431514316143171431814319143201432114322143231432414325143261432714328143291433014331143321433314334143351433614337143381433914340143411434214343143441434514346143471434814349143501435114352143531435414355143561435714358143591436014361143621436314364143651436614367143681436914370143711437214373143741437514376143771437814379143801438114382143831438414385143861438714388143891439014391143921439314394143951439614397143981439914400144011440214403144041440514406144071440814409144101441114412144131441414415144161441714418144191442014421144221442314424144251442614427144281442914430144311443214433144341443514436144371443814439144401444114442144431444414445144461444714448144491445014451144521445314454144551445614457144581445914460144611446214463144641446514466144671446814469144701447114472144731447414475144761447714478144791448014481144821448314484144851448614487144881448914490144911449214493144941449514496144971449814499145001450114502145031450414505145061450714508145091451014511145121451314514145151451614517145181451914520145211452214523145241452514526145271452814529145301453114532145331453414535145361453714538145391454014541145421454314544145451454614547145481454914550145511455214553145541455514556145571455814559145601456114562145631456414565145661456714568145691457014571145721457314574145751457614577145781457914580145811458214583145841458514586145871458814589145901459114592145931459414595145961459714598145991460014601146021460314604146051460614607146081460914610146111461214613146141461514616146171461814619146201462114622146231462414625146261462714628146291463014631146321463314634146351463614637146381463914640146411464214643146441464514646146471464814649146501465114652146531465414655146561465714658146591466014661146621466314664146651466614667146681466914670146711467214673146741467514676146771467814679146801468114682146831468414685146861468714688146891469014691146921469314694146951469614697146981469914700147011470214703147041470514706147071470814709147101471114712147131471414715147161471714718147191472014721147221472314724147251472614727147281472914730147311473214733147341473514736147371473814739147401474114742147431474414745147461474714748147491475014751147521475314754147551475614757147581475914760147611476214763147641476514766147671476814769147701477114772147731477414775147761477714778147791478014781147821478314784147851478614787147881478914790147911479214793147941479514796147971479814799148001480114802148031480414805148061480714808148091481014811148121481314814148151481614817148181481914820148211482214823148241482514826148271482814829148301483114832148331483414835148361483714838148391484014841148421484314844148451484614847148481484914850148511485214853148541485514856148571485814859148601486114862148631486414865148661486714868148691487014871148721487314874148751487614877148781487914880148811488214883148841488514886148871488814889148901489114892148931489414895148961489714898148991490014901149021490314904149051490614907149081490914910149111491214913149141491514916149171491814919149201492114922149231492414925149261492714928149291493014931149321493314934149351493614937149381493914940149411494214943149441494514946149471494814949149501495114952149531495414955149561495714958149591496014961149621496314964149651496614967149681496914970149711497214973149741497514976149771497814979149801498114982149831498414985149861498714988149891499014991149921499314994149951499614997149981499915000150011500215003150041500515006150071500815009150101501115012150131501415015150161501715018150191502015021150221502315024150251502615027150281502915030150311503215033150341503515036150371503815039150401504115042150431504415045150461504715048150491505015051150521505315054150551505615057150581505915060150611506215063150641506515066150671506815069150701507115072150731507415075150761507715078150791508015081150821508315084150851508615087150881508915090150911509215093150941509515096150971509815099151001510115102151031510415105151061510715108151091511015111151121511315114151151511615117151181511915120151211512215123151241512515126151271512815129151301513115132151331513415135151361513715138151391514015141151421514315144151451514615147151481514915150151511515215153151541515515156151571515815159151601516115162151631516415165151661516715168151691517015171151721517315174151751517615177151781517915180151811518215183151841518515186151871518815189151901519115192151931519415195151961519715198151991520015201152021520315204152051520615207152081520915210152111521215213152141521515216152171521815219152201522115222152231522415225152261522715228152291523015231152321523315234152351523615237152381523915240152411524215243152441524515246152471524815249152501525115252152531525415255152561525715258152591526015261152621526315264152651526615267152681526915270152711527215273152741527515276152771527815279152801528115282152831528415285152861528715288152891529015291152921529315294152951529615297152981529915300153011530215303153041530515306153071530815309153101531115312153131531415315153161531715318153191532015321153221532315324153251532615327153281532915330153311533215333153341533515336153371533815339153401534115342153431534415345153461534715348153491535015351153521535315354153551535615357153581535915360153611536215363153641536515366153671536815369153701537115372153731537415375153761537715378153791538015381153821538315384153851538615387153881538915390153911539215393153941539515396153971539815399154001540115402154031540415405154061540715408154091541015411154121541315414154151541615417154181541915420154211542215423154241542515426154271542815429154301543115432154331543415435154361543715438154391544015441154421544315444154451544615447154481544915450154511545215453154541545515456154571545815459154601546115462154631546415465154661546715468154691547015471154721547315474154751547615477154781547915480154811548215483154841548515486154871548815489154901549115492154931549415495154961549715498154991550015501155021550315504155051550615507155081550915510155111551215513155141551515516155171551815519155201552115522155231552415525155261552715528155291553015531155321553315534155351553615537155381553915540155411554215543155441554515546155471554815549155501555115552155531555415555155561555715558155591556015561155621556315564155651556615567155681556915570155711557215573155741557515576155771557815579155801558115582155831558415585155861558715588155891559015591155921559315594155951559615597155981559915600156011560215603156041560515606156071560815609156101561115612156131561415615156161561715618156191562015621156221562315624156251562615627156281562915630156311563215633156341563515636156371563815639156401564115642156431564415645156461564715648156491565015651156521565315654156551565615657156581565915660156611566215663156641566515666156671566815669156701567115672156731567415675156761567715678156791568015681156821568315684156851568615687156881568915690156911569215693156941569515696156971569815699157001570115702157031570415705157061570715708157091571015711157121571315714157151571615717157181571915720157211572215723157241572515726157271572815729157301573115732157331573415735157361573715738157391574015741157421574315744157451574615747157481574915750157511575215753157541575515756157571575815759157601576115762157631576415765157661576715768157691577015771157721577315774157751577615777157781577915780157811578215783157841578515786157871578815789157901579115792157931579415795157961579715798157991580015801158021580315804158051580615807158081580915810158111581215813158141581515816158171581815819158201582115822158231582415825158261582715828158291583015831158321583315834158351583615837158381583915840158411584215843158441584515846158471584815849158501585115852158531585415855158561585715858158591586015861158621586315864158651586615867158681586915870158711587215873158741587515876158771587815879158801588115882158831588415885158861588715888158891589015891158921589315894158951589615897158981589915900159011590215903159041590515906159071590815909159101591115912159131591415915159161591715918159191592015921159221592315924159251592615927159281592915930159311593215933159341593515936159371593815939159401594115942159431594415945159461594715948159491595015951159521595315954159551595615957159581595915960159611596215963159641596515966159671596815969159701597115972159731597415975159761597715978159791598015981159821598315984159851598615987159881598915990159911599215993159941599515996159971599815999160001600116002160031600416005160061600716008160091601016011160121601316014160151601616017160181601916020160211602216023160241602516026160271602816029160301603116032160331603416035160361603716038160391604016041160421604316044160451604616047160481604916050160511605216053160541605516056160571605816059160601606116062160631606416065160661606716068160691607016071160721607316074160751607616077160781607916080160811608216083160841608516086160871608816089160901609116092160931609416095160961609716098160991610016101161021610316104161051610616107161081610916110161111611216113161141611516116161171611816119161201612116122161231612416125161261612716128161291613016131161321613316134161351613616137161381613916140161411614216143161441614516146161471614816149161501615116152161531615416155161561615716158161591616016161161621616316164161651616616167161681616916170161711617216173161741617516176161771617816179161801618116182161831618416185161861618716188161891619016191161921619316194161951619616197161981619916200162011620216203162041620516206162071620816209162101621116212162131621416215162161621716218162191622016221162221622316224162251622616227162281622916230162311623216233162341623516236162371623816239162401624116242162431624416245162461624716248162491625016251162521625316254162551625616257162581625916260162611626216263162641626516266162671626816269162701627116272162731627416275162761627716278162791628016281162821628316284162851628616287162881628916290162911629216293162941629516296162971629816299163001630116302163031630416305163061630716308163091631016311163121631316314163151631616317163181631916320163211632216323163241632516326163271632816329163301633116332163331633416335163361633716338163391634016341163421634316344163451634616347163481634916350163511635216353163541635516356163571635816359163601636116362163631636416365163661636716368163691637016371163721637316374163751637616377163781637916380163811638216383163841638516386163871638816389163901639116392163931639416395163961639716398163991640016401164021640316404164051640616407164081640916410164111641216413164141641516416164171641816419164201642116422164231642416425164261642716428164291643016431164321643316434164351643616437164381643916440164411644216443164441644516446164471644816449164501645116452164531645416455164561645716458164591646016461164621646316464164651646616467164681646916470164711647216473164741647516476164771647816479164801648116482164831648416485164861648716488164891649016491164921649316494164951649616497164981649916500165011650216503165041650516506165071650816509165101651116512165131651416515165161651716518165191652016521165221652316524165251652616527165281652916530165311653216533165341653516536165371653816539165401654116542165431654416545165461654716548165491655016551165521655316554165551655616557165581655916560165611656216563165641656516566165671656816569165701657116572165731657416575165761657716578165791658016581165821658316584165851658616587165881658916590165911659216593165941659516596165971659816599166001660116602166031660416605166061660716608166091661016611166121661316614166151661616617166181661916620166211662216623166241662516626166271662816629166301663116632166331663416635166361663716638166391664016641166421664316644166451664616647166481664916650166511665216653166541665516656166571665816659166601666116662166631666416665166661666716668166691667016671166721667316674166751667616677166781667916680166811668216683166841668516686166871668816689166901669116692166931669416695166961669716698166991670016701167021670316704167051670616707167081670916710167111671216713167141671516716167171671816719167201672116722167231672416725167261672716728167291673016731167321673316734167351673616737167381673916740167411674216743167441674516746167471674816749167501675116752167531675416755167561675716758167591676016761167621676316764167651676616767167681676916770167711677216773167741677516776167771677816779167801678116782167831678416785167861678716788167891679016791167921679316794167951679616797167981679916800168011680216803168041680516806168071680816809168101681116812168131681416815168161681716818168191682016821168221682316824168251682616827168281682916830168311683216833168341683516836168371683816839168401684116842168431684416845168461684716848168491685016851168521685316854168551685616857168581685916860168611686216863168641686516866168671686816869168701687116872168731687416875168761687716878168791688016881168821688316884168851688616887168881688916890168911689216893168941689516896168971689816899169001690116902169031690416905169061690716908169091691016911169121691316914169151691616917169181691916920169211692216923169241692516926169271692816929169301693116932169331693416935169361693716938169391694016941169421694316944169451694616947169481694916950169511695216953169541695516956169571695816959169601696116962169631696416965169661696716968169691697016971169721697316974169751697616977169781697916980169811698216983169841698516986169871698816989169901699116992169931699416995169961699716998169991700017001170021700317004170051700617007170081700917010170111701217013170141701517016170171701817019170201702117022170231702417025170261702717028170291703017031170321703317034170351703617037170381703917040170411704217043170441704517046170471704817049170501705117052170531705417055170561705717058170591706017061170621706317064170651706617067170681706917070170711707217073170741707517076170771707817079170801708117082170831708417085170861708717088170891709017091170921709317094170951709617097170981709917100171011710217103171041710517106171071710817109171101711117112171131711417115171161711717118171191712017121171221712317124171251712617127171281712917130171311713217133171341713517136171371713817139171401714117142171431714417145171461714717148171491715017151171521715317154171551715617157171581715917160171611716217163171641716517166171671716817169171701717117172171731717417175171761717717178171791718017181171821718317184171851718617187171881718917190171911719217193171941719517196171971719817199172001720117202172031720417205172061720717208172091721017211172121721317214172151721617217172181721917220172211722217223172241722517226172271722817229172301723117232172331723417235172361723717238172391724017241172421724317244172451724617247172481724917250172511725217253172541725517256172571725817259172601726117262172631726417265172661726717268172691727017271172721727317274172751727617277172781727917280172811728217283172841728517286172871728817289172901729117292172931729417295172961729717298172991730017301173021730317304173051730617307173081730917310173111731217313173141731517316173171731817319173201732117322173231732417325173261732717328173291733017331173321733317334173351733617337173381733917340173411734217343173441734517346173471734817349173501735117352173531735417355173561735717358173591736017361173621736317364173651736617367173681736917370173711737217373173741737517376173771737817379173801738117382173831738417385173861738717388173891739017391173921739317394173951739617397173981739917400174011740217403174041740517406174071740817409174101741117412174131741417415174161741717418174191742017421174221742317424174251742617427174281742917430174311743217433174341743517436174371743817439174401744117442174431744417445174461744717448174491745017451174521745317454174551745617457174581745917460174611746217463174641746517466174671746817469174701747117472174731747417475174761747717478174791748017481174821748317484174851748617487174881748917490174911749217493174941749517496174971749817499175001750117502175031750417505175061750717508175091751017511175121751317514175151751617517175181751917520175211752217523175241752517526175271752817529175301753117532175331753417535175361753717538175391754017541175421754317544175451754617547175481754917550175511755217553175541755517556175571755817559175601756117562175631756417565175661756717568175691757017571175721757317574175751757617577175781757917580175811758217583175841758517586175871758817589175901759117592175931759417595175961759717598175991760017601176021760317604176051760617607176081760917610176111761217613176141761517616176171761817619176201762117622176231762417625176261762717628176291763017631176321763317634176351763617637176381763917640176411764217643176441764517646176471764817649176501765117652176531765417655176561765717658176591766017661176621766317664176651766617667176681766917670176711767217673176741767517676176771767817679176801768117682176831768417685176861768717688176891769017691176921769317694176951769617697176981769917700177011770217703177041770517706177071770817709177101771117712177131771417715177161771717718177191772017721177221772317724177251772617727177281772917730177311773217733177341773517736177371773817739177401774117742177431774417745177461774717748177491775017751177521775317754177551775617757177581775917760177611776217763177641776517766177671776817769177701777117772177731777417775177761777717778177791778017781177821778317784177851778617787177881778917790177911779217793177941779517796177971779817799178001780117802178031780417805178061780717808178091781017811178121781317814178151781617817178181781917820178211782217823178241782517826178271782817829178301783117832178331783417835178361783717838178391784017841178421784317844178451784617847178481784917850178511785217853178541785517856178571785817859178601786117862178631786417865178661786717868178691787017871178721787317874178751787617877178781787917880178811788217883178841788517886178871788817889178901789117892178931789417895178961789717898178991790017901179021790317904179051790617907179081790917910179111791217913179141791517916179171791817919179201792117922179231792417925179261792717928179291793017931179321793317934179351793617937179381793917940179411794217943179441794517946179471794817949179501795117952179531795417955179561795717958179591796017961179621796317964179651796617967179681796917970179711797217973179741797517976179771797817979179801798117982179831798417985179861798717988179891799017991179921799317994179951799617997179981799918000180011800218003180041800518006180071800818009180101801118012180131801418015180161801718018180191802018021180221802318024180251802618027180281802918030180311803218033180341803518036180371803818039180401804118042180431804418045180461804718048180491805018051180521805318054180551805618057180581805918060180611806218063180641806518066180671806818069180701807118072180731807418075180761807718078180791808018081180821808318084180851808618087180881808918090180911809218093180941809518096180971809818099181001810118102181031810418105181061810718108181091811018111181121811318114181151811618117181181811918120181211812218123181241812518126181271812818129181301813118132181331813418135181361813718138181391814018141181421814318144181451814618147181481814918150181511815218153181541815518156181571815818159181601816118162181631816418165181661816718168181691817018171181721817318174181751817618177181781817918180181811818218183181841818518186181871818818189181901819118192181931819418195181961819718198181991820018201182021820318204182051820618207182081820918210182111821218213182141821518216182171821818219182201822118222182231822418225182261822718228182291823018231182321823318234182351823618237182381823918240182411824218243182441824518246182471824818249182501825118252182531825418255182561825718258182591826018261182621826318264182651826618267182681826918270182711827218273182741827518276182771827818279182801828118282182831828418285182861828718288182891829018291182921829318294182951829618297182981829918300183011830218303183041830518306183071830818309183101831118312183131831418315183161831718318183191832018321183221832318324183251832618327183281832918330183311833218333183341833518336183371833818339183401834118342183431834418345183461834718348183491835018351183521835318354183551835618357183581835918360183611836218363183641836518366183671836818369183701837118372183731837418375183761837718378183791838018381183821838318384183851838618387183881838918390183911839218393183941839518396183971839818399184001840118402184031840418405184061840718408184091841018411184121841318414184151841618417184181841918420184211842218423184241842518426184271842818429184301843118432184331843418435184361843718438184391844018441184421844318444184451844618447184481844918450184511845218453184541845518456184571845818459184601846118462184631846418465184661846718468184691847018471184721847318474184751847618477184781847918480184811848218483184841848518486184871848818489184901849118492184931849418495184961849718498184991850018501185021850318504185051850618507185081850918510185111851218513185141851518516185171851818519185201852118522185231852418525185261852718528185291853018531185321853318534185351853618537185381853918540185411854218543185441854518546185471854818549185501855118552185531855418555185561855718558185591856018561185621856318564185651856618567185681856918570185711857218573185741857518576185771857818579185801858118582185831858418585185861858718588185891859018591185921859318594185951859618597185981859918600186011860218603186041860518606186071860818609186101861118612186131861418615186161861718618186191862018621186221862318624186251862618627186281862918630186311863218633186341863518636186371863818639186401864118642186431864418645186461864718648186491865018651186521865318654186551865618657186581865918660186611866218663186641866518666186671866818669186701867118672186731867418675186761867718678186791868018681186821868318684186851868618687186881868918690186911869218693186941869518696186971869818699187001870118702187031870418705187061870718708187091871018711187121871318714187151871618717187181871918720187211872218723187241872518726187271872818729187301873118732187331873418735187361873718738187391874018741187421874318744187451874618747187481874918750187511875218753187541875518756187571875818759187601876118762187631876418765187661876718768187691877018771187721877318774187751877618777187781877918780187811878218783187841878518786187871878818789187901879118792187931879418795187961879718798187991880018801188021880318804188051880618807188081880918810188111881218813188141881518816188171881818819188201882118822188231882418825188261882718828188291883018831188321883318834188351883618837188381883918840188411884218843188441884518846188471884818849188501885118852188531885418855188561885718858188591886018861188621886318864188651886618867188681886918870188711887218873188741887518876188771887818879188801888118882188831888418885188861888718888188891889018891188921889318894188951889618897188981889918900189011890218903189041890518906189071890818909189101891118912189131891418915189161891718918189191892018921189221892318924189251892618927189281892918930189311893218933189341893518936189371893818939189401894118942189431894418945189461894718948189491895018951189521895318954189551895618957189581895918960189611896218963189641896518966189671896818969189701897118972189731897418975189761897718978189791898018981189821898318984189851898618987189881898918990189911899218993189941899518996189971899818999190001900119002190031900419005190061900719008190091901019011190121901319014190151901619017190181901919020190211902219023190241902519026190271902819029190301903119032190331903419035190361903719038190391904019041190421904319044190451904619047190481904919050190511905219053190541905519056190571905819059190601906119062190631906419065190661906719068190691907019071190721907319074190751907619077190781907919080190811908219083190841908519086190871908819089190901909119092190931909419095190961909719098190991910019101191021910319104191051910619107191081910919110191111911219113191141911519116191171911819119191201912119122191231912419125191261912719128191291913019131191321913319134191351913619137191381913919140191411914219143191441914519146191471914819149191501915119152191531915419155191561915719158191591916019161191621916319164191651916619167191681916919170191711917219173191741917519176191771917819179191801918119182191831918419185191861918719188191891919019191191921919319194191951919619197191981919919200192011920219203192041920519206192071920819209192101921119212192131921419215192161921719218192191922019221192221922319224192251922619227192281922919230192311923219233192341923519236192371923819239192401924119242192431924419245192461924719248192491925019251192521925319254192551925619257192581925919260192611926219263192641926519266192671926819269192701927119272192731927419275192761927719278192791928019281192821928319284192851928619287192881928919290192911929219293192941929519296192971929819299193001930119302193031930419305193061930719308193091931019311193121931319314193151931619317193181931919320193211932219323193241932519326193271932819329193301933119332193331933419335193361933719338193391934019341193421934319344193451934619347193481934919350193511935219353193541935519356193571935819359193601936119362193631936419365193661936719368193691937019371193721937319374193751937619377193781937919380193811938219383193841938519386193871938819389193901939119392193931939419395193961939719398193991940019401194021940319404194051940619407194081940919410194111941219413194141941519416194171941819419194201942119422194231942419425194261942719428194291943019431194321943319434194351943619437194381943919440194411944219443194441944519446194471944819449194501945119452194531945419455194561945719458194591946019461194621946319464194651946619467194681946919470194711947219473194741947519476194771947819479194801948119482194831948419485194861948719488194891949019491194921949319494194951949619497194981949919500195011950219503195041950519506195071950819509195101951119512195131951419515195161951719518195191952019521195221952319524195251952619527195281952919530195311953219533195341953519536195371953819539195401954119542195431954419545195461954719548195491955019551195521955319554195551955619557195581955919560195611956219563195641956519566195671956819569195701957119572195731957419575195761957719578195791958019581195821958319584195851958619587195881958919590195911959219593195941959519596195971959819599196001960119602196031960419605196061960719608196091961019611196121961319614196151961619617196181961919620196211962219623196241962519626196271962819629196301963119632196331963419635196361963719638196391964019641196421964319644196451964619647196481964919650196511965219653196541965519656196571965819659196601966119662196631966419665196661966719668196691967019671196721967319674196751967619677196781967919680196811968219683196841968519686196871968819689196901969119692196931969419695196961969719698196991970019701197021970319704197051970619707197081970919710197111971219713197141971519716197171971819719197201972119722197231972419725197261972719728197291973019731197321973319734197351973619737197381973919740197411974219743197441974519746197471974819749197501975119752197531975419755197561975719758197591976019761197621976319764197651976619767197681976919770197711977219773197741977519776197771977819779197801978119782197831978419785197861978719788197891979019791197921979319794197951979619797197981979919800198011980219803198041980519806198071980819809198101981119812198131981419815198161981719818198191982019821198221982319824198251982619827198281982919830198311983219833198341983519836198371983819839198401984119842198431984419845198461984719848198491985019851198521985319854198551985619857198581985919860198611986219863198641986519866198671986819869198701987119872198731987419875198761987719878198791988019881198821988319884198851988619887198881988919890198911989219893198941989519896198971989819899199001990119902199031990419905199061990719908199091991019911199121991319914199151991619917199181991919920199211992219923199241992519926199271992819929199301993119932199331993419935199361993719938199391994019941199421994319944199451994619947199481994919950199511995219953199541995519956199571995819959199601996119962199631996419965199661996719968199691997019971199721997319974199751997619977199781997919980199811998219983199841998519986199871998819989199901999119992199931999419995199961999719998199992000020001200022000320004200052000620007200082000920010200112001220013200142001520016200172001820019200202002120022200232002420025200262002720028200292003020031200322003320034200352003620037200382003920040200412004220043200442004520046200472004820049200502005120052200532005420055200562005720058200592006020061200622006320064200652006620067200682006920070200712007220073200742007520076200772007820079200802008120082200832008420085200862008720088200892009020091200922009320094200952009620097200982009920100201012010220103201042010520106201072010820109201102011120112201132011420115201162011720118201192012020121201222012320124201252012620127201282012920130201312013220133201342013520136201372013820139201402014120142201432014420145201462014720148201492015020151201522015320154201552015620157201582015920160201612016220163201642016520166201672016820169201702017120172201732017420175201762017720178201792018020181201822018320184201852018620187201882018920190201912019220193201942019520196201972019820199202002020120202202032020420205202062020720208202092021020211202122021320214202152021620217202182021920220202212022220223202242022520226202272022820229202302023120232202332023420235202362023720238202392024020241202422024320244202452024620247202482024920250202512025220253202542025520256202572025820259202602026120262202632026420265202662026720268202692027020271202722027320274202752027620277202782027920280202812028220283202842028520286202872028820289202902029120292202932029420295202962029720298202992030020301203022030320304203052030620307203082030920310203112031220313203142031520316203172031820319203202032120322203232032420325203262032720328203292033020331203322033320334203352033620337203382033920340203412034220343203442034520346203472034820349203502035120352203532035420355203562035720358203592036020361203622036320364203652036620367203682036920370203712037220373203742037520376203772037820379203802038120382203832038420385203862038720388203892039020391203922039320394203952039620397203982039920400204012040220403204042040520406204072040820409204102041120412204132041420415204162041720418204192042020421204222042320424204252042620427204282042920430204312043220433204342043520436204372043820439204402044120442204432044420445204462044720448204492045020451204522045320454204552045620457204582045920460204612046220463204642046520466204672046820469204702047120472204732047420475204762047720478204792048020481204822048320484204852048620487204882048920490204912049220493204942049520496204972049820499205002050120502205032050420505205062050720508205092051020511205122051320514205152051620517205182051920520205212052220523205242052520526205272052820529205302053120532205332053420535205362053720538205392054020541205422054320544205452054620547205482054920550205512055220553205542055520556205572055820559205602056120562205632056420565205662056720568205692057020571205722057320574205752057620577205782057920580205812058220583205842058520586205872058820589205902059120592205932059420595205962059720598205992060020601206022060320604206052060620607206082060920610206112061220613206142061520616206172061820619206202062120622206232062420625206262062720628206292063020631206322063320634206352063620637206382063920640206412064220643206442064520646206472064820649206502065120652206532065420655206562065720658206592066020661206622066320664206652066620667206682066920670206712067220673206742067520676206772067820679206802068120682206832068420685206862068720688206892069020691206922069320694206952069620697206982069920700207012070220703207042070520706207072070820709207102071120712207132071420715207162071720718207192072020721207222072320724207252072620727207282072920730207312073220733207342073520736207372073820739207402074120742207432074420745207462074720748207492075020751207522075320754207552075620757207582075920760207612076220763207642076520766207672076820769207702077120772207732077420775207762077720778207792078020781207822078320784207852078620787207882078920790207912079220793207942079520796207972079820799208002080120802208032080420805208062080720808208092081020811208122081320814208152081620817208182081920820208212082220823208242082520826208272082820829208302083120832208332083420835208362083720838208392084020841208422084320844208452084620847208482084920850208512085220853208542085520856208572085820859208602086120862208632086420865208662086720868208692087020871208722087320874208752087620877208782087920880208812088220883208842088520886208872088820889208902089120892208932089420895208962089720898208992090020901209022090320904209052090620907209082090920910209112091220913209142091520916209172091820919209202092120922209232092420925209262092720928209292093020931209322093320934209352093620937209382093920940209412094220943209442094520946209472094820949209502095120952209532095420955209562095720958209592096020961209622096320964209652096620967209682096920970209712097220973209742097520976209772097820979209802098120982209832098420985209862098720988209892099020991209922099320994209952099620997209982099921000210012100221003210042100521006210072100821009210102101121012210132101421015210162101721018210192102021021210222102321024210252102621027210282102921030210312103221033210342103521036210372103821039210402104121042210432104421045210462104721048210492105021051210522105321054210552105621057210582105921060210612106221063210642106521066210672106821069210702107121072210732107421075210762107721078210792108021081210822108321084210852108621087210882108921090210912109221093210942109521096210972109821099211002110121102211032110421105211062110721108211092111021111211122111321114211152111621117211182111921120211212112221123211242112521126211272112821129211302113121132211332113421135211362113721138211392114021141211422114321144211452114621147211482114921150211512115221153211542115521156211572115821159211602116121162211632116421165211662116721168211692117021171211722117321174211752117621177211782117921180211812118221183211842118521186211872118821189211902119121192211932119421195211962119721198211992120021201212022120321204212052120621207212082120921210212112121221213212142121521216212172121821219212202122121222212232122421225212262122721228212292123021231212322123321234212352123621237212382123921240212412124221243212442124521246212472124821249212502125121252212532125421255212562125721258212592126021261212622126321264212652126621267212682126921270212712127221273212742127521276212772127821279212802128121282212832128421285212862128721288212892129021291212922129321294212952129621297212982129921300213012130221303213042130521306213072130821309213102131121312213132131421315213162131721318213192132021321213222132321324213252132621327213282132921330213312133221333213342133521336213372133821339213402134121342213432134421345213462134721348213492135021351213522135321354213552135621357213582135921360213612136221363213642136521366213672136821369213702137121372213732137421375213762137721378213792138021381213822138321384213852138621387213882138921390213912139221393213942139521396213972139821399214002140121402214032140421405214062140721408214092141021411214122141321414214152141621417214182141921420214212142221423214242142521426214272142821429214302143121432214332143421435214362143721438214392144021441214422144321444214452144621447214482144921450214512145221453214542145521456214572145821459214602146121462214632146421465214662146721468214692147021471214722147321474214752147621477214782147921480214812148221483214842148521486214872148821489214902149121492214932149421495214962149721498214992150021501215022150321504215052150621507215082150921510215112151221513215142151521516215172151821519215202152121522215232152421525215262152721528215292153021531215322153321534215352153621537215382153921540215412154221543215442154521546215472154821549215502155121552215532155421555215562155721558215592156021561215622156321564215652156621567215682156921570215712157221573215742157521576215772157821579215802158121582215832158421585215862158721588215892159021591215922159321594215952159621597215982159921600216012160221603216042160521606216072160821609216102161121612216132161421615216162161721618216192162021621216222162321624216252162621627216282162921630216312163221633216342163521636216372163821639216402164121642216432164421645216462164721648216492165021651216522165321654216552165621657216582165921660216612166221663216642166521666216672166821669216702167121672216732167421675216762167721678216792168021681216822168321684216852168621687216882168921690216912169221693216942169521696216972169821699217002170121702217032170421705217062170721708217092171021711217122171321714217152171621717217182171921720217212172221723217242172521726217272172821729217302173121732217332173421735217362173721738217392174021741217422174321744217452174621747217482174921750217512175221753217542175521756217572175821759217602176121762217632176421765217662176721768217692177021771217722177321774217752177621777217782177921780217812178221783217842178521786217872178821789217902179121792217932179421795217962179721798217992180021801218022180321804218052180621807218082180921810218112181221813218142181521816218172181821819218202182121822218232182421825218262182721828218292183021831218322183321834218352183621837218382183921840218412184221843218442184521846218472184821849218502185121852218532185421855218562185721858218592186021861218622186321864218652186621867218682186921870218712187221873218742187521876218772187821879218802188121882218832188421885218862188721888218892189021891218922189321894218952189621897218982189921900219012190221903219042190521906219072190821909219102191121912219132191421915219162191721918219192192021921219222192321924219252192621927219282192921930219312193221933219342193521936219372193821939219402194121942219432194421945219462194721948219492195021951219522195321954219552195621957219582195921960219612196221963219642196521966219672196821969219702197121972219732197421975219762197721978219792198021981219822198321984219852198621987219882198921990219912199221993219942199521996219972199821999220002200122002220032200422005220062200722008220092201022011220122201322014220152201622017220182201922020220212202222023220242202522026220272202822029220302203122032220332203422035220362203722038220392204022041220422204322044220452204622047220482204922050220512205222053220542205522056220572205822059220602206122062220632206422065220662206722068220692207022071220722207322074220752207622077220782207922080220812208222083220842208522086220872208822089220902209122092220932209422095220962209722098220992210022101221022210322104221052210622107221082210922110221112211222113221142211522116221172211822119221202212122122221232212422125221262212722128221292213022131221322213322134221352213622137221382213922140221412214222143221442214522146221472214822149221502215122152221532215422155221562215722158221592216022161221622216322164221652216622167221682216922170221712217222173221742217522176221772217822179221802218122182221832218422185221862218722188221892219022191221922219322194221952219622197221982219922200222012220222203222042220522206222072220822209222102221122212222132221422215222162221722218222192222022221222222222322224222252222622227222282222922230222312223222233222342223522236222372223822239222402224122242222432224422245222462224722248222492225022251222522225322254222552225622257222582225922260222612226222263222642226522266222672226822269222702227122272222732227422275222762227722278222792228022281222822228322284222852228622287222882228922290222912229222293222942229522296222972229822299223002230122302223032230422305223062230722308223092231022311223122231322314223152231622317223182231922320223212232222323223242232522326223272232822329223302233122332223332233422335223362233722338223392234022341223422234322344223452234622347223482234922350223512235222353223542235522356223572235822359223602236122362223632236422365223662236722368223692237022371223722237322374223752237622377223782237922380223812238222383223842238522386223872238822389223902239122392223932239422395223962239722398223992240022401224022240322404224052240622407224082240922410224112241222413224142241522416224172241822419224202242122422224232242422425224262242722428224292243022431224322243322434224352243622437224382243922440224412244222443224442244522446224472244822449224502245122452224532245422455224562245722458224592246022461224622246322464224652246622467224682246922470224712247222473224742247522476224772247822479224802248122482224832248422485224862248722488224892249022491224922249322494224952249622497224982249922500225012250222503225042250522506225072250822509225102251122512225132251422515225162251722518225192252022521225222252322524225252252622527225282252922530225312253222533225342253522536225372253822539225402254122542225432254422545225462254722548225492255022551225522255322554225552255622557225582255922560225612256222563225642256522566225672256822569225702257122572225732257422575225762257722578225792258022581225822258322584225852258622587225882258922590225912259222593225942259522596225972259822599226002260122602226032260422605226062260722608226092261022611226122261322614226152261622617226182261922620226212262222623226242262522626226272262822629226302263122632226332263422635226362263722638226392264022641226422264322644226452264622647226482264922650226512265222653226542265522656226572265822659226602266122662226632266422665226662266722668226692267022671226722267322674226752267622677226782267922680226812268222683226842268522686226872268822689226902269122692226932269422695226962269722698226992270022701227022270322704227052270622707227082270922710227112271222713227142271522716227172271822719227202272122722227232272422725227262272722728227292273022731227322273322734227352273622737227382273922740227412274222743227442274522746227472274822749227502275122752227532275422755227562275722758227592276022761227622276322764227652276622767227682276922770227712277222773227742277522776227772277822779227802278122782227832278422785227862278722788227892279022791227922279322794227952279622797227982279922800228012280222803228042280522806228072280822809228102281122812228132281422815228162281722818228192282022821228222282322824228252282622827228282282922830228312283222833228342283522836228372283822839228402284122842228432284422845228462284722848228492285022851228522285322854228552285622857228582285922860228612286222863228642286522866228672286822869228702287122872228732287422875228762287722878228792288022881228822288322884228852288622887228882288922890228912289222893228942289522896228972289822899229002290122902229032290422905229062290722908229092291022911229122291322914229152291622917229182291922920229212292222923229242292522926229272292822929229302293122932229332293422935229362293722938229392294022941229422294322944229452294622947229482294922950229512295222953229542295522956229572295822959229602296122962229632296422965229662296722968229692297022971229722297322974229752297622977229782297922980229812298222983229842298522986229872298822989229902299122992229932299422995229962299722998229992300023001230022300323004230052300623007230082300923010230112301223013230142301523016230172301823019230202302123022230232302423025230262302723028230292303023031230322303323034230352303623037230382303923040230412304223043230442304523046230472304823049230502305123052230532305423055230562305723058230592306023061230622306323064230652306623067230682306923070230712307223073230742307523076230772307823079230802308123082230832308423085230862308723088230892309023091230922309323094230952309623097230982309923100231012310223103231042310523106231072310823109231102311123112231132311423115231162311723118231192312023121231222312323124231252312623127231282312923130231312313223133231342313523136231372313823139231402314123142231432314423145231462314723148231492315023151231522315323154231552315623157231582315923160231612316223163231642316523166231672316823169231702317123172231732317423175231762317723178231792318023181231822318323184231852318623187231882318923190231912319223193231942319523196231972319823199232002320123202232032320423205232062320723208232092321023211232122321323214232152321623217232182321923220232212322223223232242322523226232272322823229232302323123232232332323423235232362323723238232392324023241232422324323244232452324623247232482324923250232512325223253232542325523256232572325823259232602326123262232632326423265232662326723268232692327023271232722327323274232752327623277232782327923280232812328223283232842328523286232872328823289232902329123292232932329423295232962329723298232992330023301233022330323304233052330623307233082330923310233112331223313233142331523316233172331823319233202332123322233232332423325233262332723328233292333023331233322333323334233352333623337233382333923340233412334223343233442334523346233472334823349233502335123352233532335423355233562335723358233592336023361233622336323364233652336623367233682336923370233712337223373233742337523376233772337823379233802338123382233832338423385233862338723388233892339023391233922339323394233952339623397233982339923400234012340223403234042340523406234072340823409234102341123412234132341423415234162341723418234192342023421234222342323424234252342623427234282342923430234312343223433234342343523436234372343823439234402344123442234432344423445234462344723448234492345023451234522345323454234552345623457234582345923460234612346223463234642346523466234672346823469234702347123472234732347423475234762347723478234792348023481234822348323484234852348623487234882348923490234912349223493234942349523496234972349823499235002350123502235032350423505235062350723508235092351023511235122351323514235152351623517235182351923520235212352223523235242352523526235272352823529235302353123532235332353423535235362353723538235392354023541235422354323544235452354623547235482354923550235512355223553235542355523556235572355823559235602356123562235632356423565235662356723568235692357023571235722357323574235752357623577235782357923580235812358223583235842358523586235872358823589235902359123592235932359423595235962359723598235992360023601236022360323604236052360623607236082360923610236112361223613236142361523616236172361823619236202362123622236232362423625236262362723628236292363023631236322363323634236352363623637236382363923640236412364223643236442364523646236472364823649236502365123652236532365423655236562365723658236592366023661236622366323664236652366623667236682366923670236712367223673236742367523676236772367823679236802368123682236832368423685236862368723688236892369023691236922369323694236952369623697236982369923700237012370223703237042370523706237072370823709237102371123712237132371423715237162371723718237192372023721237222372323724237252372623727237282372923730237312373223733237342373523736237372373823739237402374123742237432374423745237462374723748237492375023751237522375323754237552375623757237582375923760237612376223763237642376523766237672376823769237702377123772237732377423775237762377723778237792378023781237822378323784237852378623787237882378923790237912379223793237942379523796237972379823799238002380123802238032380423805238062380723808238092381023811238122381323814238152381623817238182381923820238212382223823238242382523826238272382823829238302383123832238332383423835238362383723838238392384023841238422384323844238452384623847238482384923850238512385223853238542385523856238572385823859238602386123862238632386423865238662386723868238692387023871238722387323874238752387623877238782387923880238812388223883238842388523886238872388823889238902389123892238932389423895238962389723898238992390023901239022390323904239052390623907239082390923910239112391223913239142391523916239172391823919239202392123922239232392423925239262392723928239292393023931239322393323934239352393623937239382393923940239412394223943239442394523946239472394823949239502395123952239532395423955239562395723958239592396023961239622396323964239652396623967239682396923970239712397223973239742397523976239772397823979239802398123982239832398423985239862398723988239892399023991239922399323994239952399623997239982399924000240012400224003240042400524006240072400824009240102401124012240132401424015240162401724018240192402024021240222402324024240252402624027240282402924030240312403224033240342403524036240372403824039240402404124042240432404424045240462404724048240492405024051240522405324054240552405624057240582405924060240612406224063240642406524066240672406824069240702407124072240732407424075240762407724078240792408024081240822408324084240852408624087240882408924090240912409224093240942409524096240972409824099241002410124102241032410424105241062410724108241092411024111241122411324114241152411624117241182411924120241212412224123241242412524126241272412824129241302413124132241332413424135241362413724138241392414024141241422414324144241452414624147241482414924150241512415224153241542415524156241572415824159241602416124162241632416424165241662416724168241692417024171241722417324174241752417624177241782417924180241812418224183241842418524186241872418824189241902419124192241932419424195241962419724198241992420024201242022420324204242052420624207242082420924210242112421224213242142421524216242172421824219242202422124222242232422424225242262422724228242292423024231242322423324234242352423624237242382423924240242412424224243242442424524246242472424824249242502425124252242532425424255242562425724258242592426024261242622426324264242652426624267242682426924270242712427224273242742427524276242772427824279242802428124282242832428424285242862428724288242892429024291242922429324294242952429624297242982429924300243012430224303243042430524306243072430824309243102431124312243132431424315243162431724318243192432024321243222432324324243252432624327243282432924330243312433224333243342433524336243372433824339243402434124342243432434424345243462434724348243492435024351243522435324354243552435624357243582435924360243612436224363243642436524366243672436824369243702437124372243732437424375243762437724378243792438024381243822438324384243852438624387243882438924390243912439224393243942439524396243972439824399244002440124402244032440424405244062440724408244092441024411244122441324414244152441624417244182441924420244212442224423244242442524426244272442824429244302443124432244332443424435244362443724438244392444024441244422444324444244452444624447244482444924450244512445224453244542445524456244572445824459244602446124462244632446424465244662446724468244692447024471244722447324474244752447624477244782447924480244812448224483244842448524486244872448824489244902449124492244932449424495244962449724498244992450024501245022450324504245052450624507245082450924510245112451224513245142451524516245172451824519245202452124522245232452424525245262452724528245292453024531245322453324534245352453624537245382453924540245412454224543245442454524546245472454824549245502455124552245532455424555245562455724558245592456024561245622456324564245652456624567245682456924570245712457224573245742457524576245772457824579245802458124582245832458424585245862458724588245892459024591245922459324594245952459624597245982459924600246012460224603246042460524606246072460824609246102461124612246132461424615246162461724618246192462024621246222462324624246252462624627246282462924630246312463224633246342463524636246372463824639246402464124642246432464424645246462464724648246492465024651246522465324654246552465624657246582465924660246612466224663246642466524666246672466824669246702467124672246732467424675246762467724678246792468024681246822468324684246852468624687246882468924690246912469224693246942469524696246972469824699247002470124702247032470424705247062470724708247092471024711247122471324714247152471624717247182471924720247212472224723247242472524726247272472824729247302473124732247332473424735247362473724738247392474024741247422474324744247452474624747247482474924750247512475224753247542475524756247572475824759247602476124762247632476424765247662476724768247692477024771247722477324774247752477624777247782477924780247812478224783247842478524786247872478824789247902479124792247932479424795247962479724798247992480024801248022480324804248052480624807248082480924810248112481224813248142481524816248172481824819248202482124822248232482424825248262482724828248292483024831248322483324834248352483624837248382483924840248412484224843248442484524846248472484824849248502485124852248532485424855248562485724858248592486024861248622486324864248652486624867248682486924870248712487224873248742487524876248772487824879248802488124882248832488424885248862488724888248892489024891248922489324894248952489624897248982489924900249012490224903249042490524906249072490824909249102491124912249132491424915249162491724918249192492024921249222492324924249252492624927249282492924930249312493224933249342493524936249372493824939249402494124942249432494424945249462494724948249492495024951249522495324954249552495624957249582495924960249612496224963249642496524966249672496824969249702497124972249732497424975249762497724978249792498024981249822498324984249852498624987249882498924990249912499224993249942499524996249972499824999250002500125002250032500425005250062500725008250092501025011250122501325014250152501625017250182501925020250212502225023250242502525026250272502825029250302503125032250332503425035250362503725038250392504025041250422504325044250452504625047250482504925050250512505225053250542505525056250572505825059250602506125062250632506425065250662506725068250692507025071250722507325074250752507625077250782507925080250812508225083250842508525086250872508825089250902509125092250932509425095250962509725098250992510025101251022510325104251052510625107251082510925110251112511225113251142511525116251172511825119251202512125122251232512425125251262512725128251292513025131251322513325134251352513625137251382513925140251412514225143251442514525146251472514825149251502515125152251532515425155251562515725158251592516025161251622516325164251652516625167251682516925170251712517225173251742517525176251772517825179251802518125182251832518425185251862518725188251892519025191251922519325194251952519625197251982519925200252012520225203252042520525206252072520825209252102521125212252132521425215252162521725218252192522025221252222522325224252252522625227252282522925230252312523225233252342523525236252372523825239252402524125242252432524425245252462524725248252492525025251252522525325254252552525625257252582525925260252612526225263252642526525266252672526825269252702527125272252732527425275252762527725278252792528025281252822528325284252852528625287252882528925290252912529225293252942529525296252972529825299253002530125302253032530425305253062530725308253092531025311253122531325314253152531625317253182531925320253212532225323253242532525326253272532825329253302533125332253332533425335253362533725338253392534025341253422534325344253452534625347253482534925350253512535225353253542535525356253572535825359253602536125362253632536425365253662536725368253692537025371253722537325374253752537625377253782537925380253812538225383253842538525386253872538825389253902539125392253932539425395253962539725398253992540025401254022540325404254052540625407254082540925410254112541225413254142541525416254172541825419254202542125422254232542425425254262542725428254292543025431254322543325434254352543625437254382543925440254412544225443254442544525446254472544825449254502545125452254532545425455254562545725458254592546025461254622546325464254652546625467254682546925470254712547225473254742547525476254772547825479254802548125482254832548425485254862548725488254892549025491254922549325494254952549625497254982549925500255012550225503255042550525506255072550825509255102551125512255132551425515255162551725518255192552025521255222552325524255252552625527255282552925530255312553225533255342553525536255372553825539255402554125542255432554425545255462554725548255492555025551255522555325554255552555625557255582555925560255612556225563255642556525566255672556825569255702557125572255732557425575255762557725578255792558025581255822558325584255852558625587255882558925590255912559225593255942559525596255972559825599256002560125602256032560425605256062560725608256092561025611256122561325614256152561625617256182561925620256212562225623256242562525626256272562825629256302563125632256332563425635256362563725638256392564025641256422564325644256452564625647256482564925650256512565225653256542565525656256572565825659256602566125662256632566425665256662566725668256692567025671256722567325674256752567625677256782567925680256812568225683256842568525686256872568825689256902569125692256932569425695256962569725698256992570025701257022570325704257052570625707257082570925710257112571225713257142571525716257172571825719257202572125722257232572425725257262572725728257292573025731257322573325734257352573625737257382573925740257412574225743257442574525746257472574825749257502575125752257532575425755257562575725758257592576025761257622576325764257652576625767257682576925770257712577225773257742577525776257772577825779257802578125782257832578425785257862578725788257892579025791257922579325794257952579625797257982579925800258012580225803258042580525806258072580825809258102581125812258132581425815258162581725818258192582025821258222582325824258252582625827258282582925830258312583225833258342583525836258372583825839258402584125842258432584425845258462584725848258492585025851258522585325854258552585625857258582585925860258612586225863258642586525866258672586825869258702587125872258732587425875258762587725878258792588025881258822588325884258852588625887258882588925890258912589225893258942589525896258972589825899259002590125902259032590425905259062590725908259092591025911259122591325914259152591625917259182591925920259212592225923259242592525926259272592825929259302593125932259332593425935259362593725938259392594025941259422594325944259452594625947259482594925950259512595225953259542595525956259572595825959259602596125962259632596425965259662596725968259692597025971259722597325974259752597625977259782597925980259812598225983259842598525986259872598825989259902599125992259932599425995259962599725998259992600026001260022600326004260052600626007260082600926010260112601226013260142601526016260172601826019260202602126022260232602426025260262602726028260292603026031260322603326034260352603626037260382603926040260412604226043260442604526046260472604826049260502605126052260532605426055260562605726058260592606026061260622606326064260652606626067260682606926070260712607226073260742607526076260772607826079260802608126082260832608426085260862608726088260892609026091260922609326094260952609626097260982609926100261012610226103261042610526106261072610826109261102611126112261132611426115261162611726118261192612026121261222612326124261252612626127261282612926130261312613226133261342613526136261372613826139261402614126142261432614426145261462614726148261492615026151261522615326154261552615626157261582615926160261612616226163261642616526166261672616826169261702617126172261732617426175261762617726178261792618026181261822618326184261852618626187261882618926190261912619226193261942619526196261972619826199262002620126202262032620426205262062620726208262092621026211262122621326214262152621626217262182621926220262212622226223262242622526226262272622826229262302623126232262332623426235262362623726238262392624026241262422624326244262452624626247262482624926250262512625226253262542625526256262572625826259262602626126262262632626426265262662626726268262692627026271262722627326274262752627626277262782627926280262812628226283262842628526286262872628826289262902629126292262932629426295262962629726298262992630026301263022630326304263052630626307263082630926310263112631226313263142631526316263172631826319263202632126322263232632426325263262632726328263292633026331263322633326334263352633626337263382633926340263412634226343263442634526346263472634826349263502635126352263532635426355263562635726358263592636026361263622636326364263652636626367263682636926370263712637226373263742637526376263772637826379263802638126382263832638426385263862638726388263892639026391263922639326394263952639626397263982639926400264012640226403264042640526406264072640826409264102641126412264132641426415264162641726418264192642026421264222642326424264252642626427264282642926430264312643226433264342643526436264372643826439264402644126442264432644426445264462644726448264492645026451264522645326454264552645626457264582645926460264612646226463264642646526466264672646826469264702647126472264732647426475264762647726478264792648026481264822648326484264852648626487264882648926490264912649226493264942649526496264972649826499265002650126502265032650426505265062650726508265092651026511265122651326514265152651626517265182651926520265212652226523265242652526526265272652826529265302653126532265332653426535265362653726538265392654026541265422654326544265452654626547265482654926550265512655226553265542655526556265572655826559265602656126562265632656426565265662656726568265692657026571265722657326574265752657626577265782657926580265812658226583265842658526586265872658826589265902659126592265932659426595265962659726598265992660026601266022660326604266052660626607266082660926610266112661226613266142661526616266172661826619266202662126622266232662426625266262662726628266292663026631266322663326634266352663626637266382663926640266412664226643266442664526646266472664826649266502665126652266532665426655266562665726658266592666026661266622666326664266652666626667266682666926670266712667226673266742667526676266772667826679266802668126682266832668426685266862668726688266892669026691266922669326694266952669626697266982669926700267012670226703267042670526706267072670826709267102671126712267132671426715267162671726718267192672026721267222672326724267252672626727267282672926730267312673226733267342673526736267372673826739267402674126742267432674426745267462674726748267492675026751267522675326754267552675626757267582675926760267612676226763267642676526766267672676826769267702677126772267732677426775267762677726778267792678026781267822678326784267852678626787267882678926790267912679226793267942679526796267972679826799268002680126802268032680426805268062680726808268092681026811268122681326814268152681626817268182681926820268212682226823268242682526826268272682826829268302683126832268332683426835268362683726838268392684026841268422684326844268452684626847268482684926850268512685226853268542685526856268572685826859268602686126862268632686426865268662686726868268692687026871268722687326874268752687626877268782687926880268812688226883268842688526886268872688826889268902689126892268932689426895268962689726898268992690026901269022690326904269052690626907269082690926910269112691226913269142691526916269172691826919269202692126922269232692426925269262692726928269292693026931269322693326934269352693626937269382693926940269412694226943269442694526946269472694826949269502695126952269532695426955269562695726958269592696026961269622696326964269652696626967269682696926970269712697226973269742697526976269772697826979269802698126982269832698426985269862698726988269892699026991269922699326994269952699626997269982699927000270012700227003270042700527006270072700827009270102701127012270132701427015270162701727018270192702027021270222702327024270252702627027270282702927030270312703227033270342703527036270372703827039270402704127042270432704427045270462704727048270492705027051270522705327054270552705627057270582705927060270612706227063270642706527066270672706827069270702707127072270732707427075270762707727078270792708027081270822708327084270852708627087270882708927090270912709227093270942709527096270972709827099271002710127102271032710427105271062710727108271092711027111271122711327114271152711627117271182711927120271212712227123271242712527126271272712827129271302713127132271332713427135271362713727138271392714027141271422714327144271452714627147271482714927150271512715227153271542715527156271572715827159271602716127162271632716427165271662716727168271692717027171271722717327174271752717627177271782717927180271812718227183271842718527186271872718827189271902719127192271932719427195271962719727198271992720027201272022720327204272052720627207272082720927210272112721227213272142721527216272172721827219272202722127222272232722427225272262722727228272292723027231272322723327234272352723627237272382723927240272412724227243272442724527246272472724827249272502725127252272532725427255272562725727258272592726027261272622726327264272652726627267272682726927270272712727227273272742727527276272772727827279272802728127282272832728427285272862728727288272892729027291272922729327294272952729627297272982729927300273012730227303273042730527306273072730827309273102731127312273132731427315273162731727318273192732027321273222732327324273252732627327273282732927330273312733227333273342733527336273372733827339273402734127342273432734427345273462734727348273492735027351273522735327354273552735627357273582735927360273612736227363273642736527366273672736827369273702737127372273732737427375273762737727378273792738027381273822738327384273852738627387273882738927390273912739227393273942739527396273972739827399274002740127402274032740427405274062740727408274092741027411274122741327414274152741627417274182741927420274212742227423274242742527426274272742827429274302743127432274332743427435274362743727438274392744027441274422744327444274452744627447274482744927450274512745227453274542745527456274572745827459274602746127462274632746427465274662746727468274692747027471274722747327474274752747627477274782747927480274812748227483274842748527486274872748827489274902749127492274932749427495274962749727498274992750027501275022750327504275052750627507275082750927510275112751227513275142751527516275172751827519275202752127522275232752427525275262752727528275292753027531275322753327534275352753627537275382753927540275412754227543275442754527546275472754827549275502755127552275532755427555275562755727558275592756027561275622756327564275652756627567275682756927570275712757227573275742757527576275772757827579275802758127582275832758427585275862758727588275892759027591275922759327594275952759627597275982759927600276012760227603276042760527606276072760827609276102761127612276132761427615276162761727618276192762027621276222762327624276252762627627276282762927630276312763227633276342763527636276372763827639276402764127642276432764427645276462764727648276492765027651276522765327654276552765627657276582765927660276612766227663276642766527666276672766827669276702767127672276732767427675276762767727678276792768027681276822768327684276852768627687276882768927690276912769227693276942769527696276972769827699277002770127702277032770427705277062770727708277092771027711277122771327714277152771627717277182771927720277212772227723277242772527726277272772827729277302773127732277332773427735277362773727738277392774027741277422774327744277452774627747277482774927750277512775227753277542775527756277572775827759277602776127762277632776427765277662776727768277692777027771277722777327774277752777627777277782777927780277812778227783277842778527786277872778827789277902779127792277932779427795277962779727798277992780027801278022780327804278052780627807278082780927810278112781227813278142781527816278172781827819278202782127822278232782427825278262782727828278292783027831278322783327834278352783627837278382783927840278412784227843278442784527846278472784827849278502785127852278532785427855278562785727858278592786027861278622786327864278652786627867278682786927870278712787227873278742787527876278772787827879278802788127882278832788427885278862788727888278892789027891278922789327894278952789627897278982789927900279012790227903279042790527906279072790827909279102791127912279132791427915279162791727918279192792027921279222792327924279252792627927279282792927930279312793227933279342793527936279372793827939279402794127942279432794427945279462794727948279492795027951279522795327954279552795627957279582795927960279612796227963279642796527966279672796827969279702797127972279732797427975279762797727978279792798027981279822798327984279852798627987279882798927990279912799227993279942799527996279972799827999280002800128002280032800428005280062800728008280092801028011280122801328014280152801628017280182801928020280212802228023280242802528026280272802828029280302803128032280332803428035280362803728038280392804028041280422804328044280452804628047280482804928050280512805228053280542805528056280572805828059280602806128062280632806428065280662806728068280692807028071280722807328074280752807628077280782807928080280812808228083280842808528086280872808828089280902809128092280932809428095280962809728098280992810028101281022810328104281052810628107281082810928110281112811228113281142811528116281172811828119281202812128122281232812428125281262812728128281292813028131281322813328134281352813628137281382813928140281412814228143281442814528146281472814828149281502815128152281532815428155281562815728158281592816028161281622816328164281652816628167281682816928170281712817228173281742817528176281772817828179281802818128182281832818428185281862818728188281892819028191281922819328194281952819628197281982819928200282012820228203282042820528206282072820828209282102821128212282132821428215282162821728218282192822028221282222822328224282252822628227282282822928230282312823228233282342823528236282372823828239282402824128242282432824428245282462824728248282492825028251282522825328254282552825628257282582825928260282612826228263282642826528266282672826828269282702827128272282732827428275282762827728278282792828028281282822828328284282852828628287282882828928290282912829228293282942829528296282972829828299283002830128302283032830428305283062830728308283092831028311283122831328314283152831628317283182831928320283212832228323283242832528326283272832828329283302833128332283332833428335283362833728338283392834028341283422834328344283452834628347283482834928350283512835228353283542835528356283572835828359283602836128362283632836428365283662836728368283692837028371283722837328374283752837628377283782837928380283812838228383283842838528386283872838828389283902839128392283932839428395283962839728398283992840028401284022840328404284052840628407284082840928410284112841228413284142841528416284172841828419284202842128422284232842428425284262842728428284292843028431284322843328434284352843628437284382843928440284412844228443284442844528446284472844828449284502845128452284532845428455284562845728458284592846028461284622846328464284652846628467284682846928470284712847228473284742847528476284772847828479284802848128482284832848428485284862848728488284892849028491284922849328494284952849628497284982849928500285012850228503285042850528506285072850828509285102851128512285132851428515285162851728518285192852028521285222852328524285252852628527285282852928530285312853228533285342853528536285372853828539285402854128542285432854428545285462854728548285492855028551285522855328554285552855628557285582855928560285612856228563285642856528566285672856828569285702857128572285732857428575285762857728578285792858028581285822858328584285852858628587285882858928590285912859228593285942859528596285972859828599286002860128602286032860428605286062860728608286092861028611286122861328614286152861628617286182861928620286212862228623286242862528626286272862828629286302863128632286332863428635286362863728638286392864028641286422864328644286452864628647286482864928650286512865228653286542865528656286572865828659286602866128662286632866428665286662866728668286692867028671286722867328674286752867628677286782867928680286812868228683286842868528686286872868828689286902869128692286932869428695286962869728698286992870028701287022870328704287052870628707287082870928710287112871228713287142871528716287172871828719287202872128722287232872428725287262872728728287292873028731287322873328734287352873628737287382873928740287412874228743287442874528746287472874828749287502875128752287532875428755287562875728758287592876028761287622876328764287652876628767287682876928770287712877228773287742877528776287772877828779287802878128782287832878428785287862878728788287892879028791287922879328794287952879628797287982879928800288012880228803288042880528806288072880828809288102881128812288132881428815288162881728818288192882028821288222882328824288252882628827288282882928830288312883228833288342883528836288372883828839288402884128842288432884428845288462884728848288492885028851288522885328854288552885628857288582885928860288612886228863288642886528866288672886828869288702887128872288732887428875288762887728878288792888028881288822888328884288852888628887288882888928890288912889228893288942889528896288972889828899289002890128902289032890428905289062890728908289092891028911289122891328914289152891628917289182891928920289212892228923289242892528926289272892828929289302893128932289332893428935289362893728938289392894028941289422894328944289452894628947289482894928950289512895228953289542895528956289572895828959289602896128962289632896428965289662896728968289692897028971289722897328974289752897628977289782897928980289812898228983289842898528986289872898828989289902899128992289932899428995289962899728998289992900029001290022900329004290052900629007290082900929010290112901229013290142901529016290172901829019290202902129022290232902429025290262902729028290292903029031290322903329034290352903629037290382903929040290412904229043290442904529046290472904829049290502905129052290532905429055290562905729058290592906029061290622906329064290652906629067290682906929070290712907229073290742907529076290772907829079290802908129082290832908429085290862908729088290892909029091290922909329094290952909629097290982909929100291012910229103291042910529106291072910829109291102911129112291132911429115291162911729118291192912029121291222912329124291252912629127291282912929130291312913229133291342913529136291372913829139291402914129142291432914429145291462914729148291492915029151291522915329154291552915629157291582915929160291612916229163291642916529166291672916829169291702917129172291732917429175291762917729178291792918029181291822918329184291852918629187291882918929190291912919229193291942919529196291972919829199292002920129202292032920429205292062920729208292092921029211292122921329214292152921629217292182921929220292212922229223292242922529226292272922829229292302923129232292332923429235292362923729238292392924029241292422924329244292452924629247292482924929250292512925229253292542925529256292572925829259292602926129262292632926429265292662926729268292692927029271292722927329274292752927629277292782927929280292812928229283292842928529286292872928829289292902929129292292932929429295292962929729298292992930029301293022930329304293052930629307293082930929310293112931229313293142931529316293172931829319293202932129322293232932429325293262932729328293292933029331293322933329334293352933629337293382933929340293412934229343293442934529346293472934829349293502935129352293532935429355293562935729358293592936029361293622936329364293652936629367293682936929370293712937229373293742937529376293772937829379293802938129382293832938429385293862938729388293892939029391293922939329394293952939629397293982939929400294012940229403294042940529406294072940829409294102941129412294132941429415294162941729418294192942029421294222942329424294252942629427294282942929430294312943229433294342943529436294372943829439294402944129442294432944429445294462944729448294492945029451294522945329454294552945629457294582945929460294612946229463294642946529466294672946829469294702947129472294732947429475294762947729478294792948029481294822948329484294852948629487294882948929490294912949229493294942949529496294972949829499295002950129502295032950429505295062950729508295092951029511295122951329514295152951629517295182951929520295212952229523295242952529526295272952829529295302953129532295332953429535295362953729538295392954029541295422954329544295452954629547295482954929550295512955229553295542955529556295572955829559295602956129562295632956429565295662956729568295692957029571295722957329574295752957629577295782957929580295812958229583295842958529586295872958829589295902959129592295932959429595295962959729598295992960029601296022960329604296052960629607296082960929610296112961229613296142961529616296172961829619296202962129622296232962429625296262962729628296292963029631296322963329634296352963629637296382963929640296412964229643296442964529646296472964829649296502965129652296532965429655296562965729658296592966029661296622966329664296652966629667296682966929670296712967229673296742967529676296772967829679296802968129682296832968429685296862968729688296892969029691296922969329694296952969629697296982969929700297012970229703297042970529706297072970829709297102971129712297132971429715297162971729718297192972029721297222972329724297252972629727297282972929730297312973229733297342973529736297372973829739297402974129742297432974429745297462974729748297492975029751297522975329754297552975629757297582975929760297612976229763297642976529766297672976829769297702977129772297732977429775297762977729778297792978029781297822978329784297852978629787297882978929790297912979229793297942979529796297972979829799298002980129802298032980429805298062980729808298092981029811298122981329814298152981629817298182981929820298212982229823298242982529826298272982829829298302983129832298332983429835298362983729838298392984029841298422984329844298452984629847298482984929850298512985229853298542985529856298572985829859298602986129862298632986429865298662986729868298692987029871298722987329874298752987629877298782987929880298812988229883298842988529886298872988829889298902989129892298932989429895298962989729898298992990029901299022990329904299052990629907299082990929910299112991229913299142991529916299172991829919299202992129922299232992429925299262992729928299292993029931299322993329934299352993629937299382993929940299412994229943299442994529946299472994829949299502995129952299532995429955299562995729958299592996029961299622996329964299652996629967299682996929970299712997229973299742997529976299772997829979299802998129982299832998429985299862998729988299892999029991299922999329994299952999629997299982999930000300013000230003300043000530006300073000830009300103001130012300133001430015300163001730018300193002030021300223002330024300253002630027300283002930030300313003230033300343003530036300373003830039300403004130042300433004430045300463004730048300493005030051300523005330054300553005630057300583005930060300613006230063300643006530066300673006830069300703007130072300733007430075300763007730078300793008030081300823008330084300853008630087300883008930090300913009230093300943009530096300973009830099301003010130102301033010430105301063010730108301093011030111301123011330114301153011630117301183011930120301213012230123301243012530126301273012830129301303013130132301333013430135301363013730138301393014030141301423014330144301453014630147301483014930150301513015230153301543015530156301573015830159301603016130162301633016430165301663016730168301693017030171301723017330174301753017630177301783017930180301813018230183301843018530186301873018830189301903019130192301933019430195301963019730198301993020030201302023020330204302053020630207302083020930210302113021230213302143021530216302173021830219302203022130222302233022430225302263022730228302293023030231302323023330234302353023630237302383023930240302413024230243302443024530246302473024830249302503025130252302533025430255302563025730258302593026030261302623026330264302653026630267302683026930270302713027230273302743027530276302773027830279302803028130282302833028430285302863028730288302893029030291302923029330294302953029630297302983029930300303013030230303303043030530306303073030830309303103031130312303133031430315303163031730318303193032030321303223032330324303253032630327303283032930330303313033230333303343033530336303373033830339303403034130342303433034430345303463034730348303493035030351303523035330354303553035630357303583035930360303613036230363303643036530366303673036830369303703037130372303733037430375303763037730378303793038030381303823038330384303853038630387303883038930390303913039230393303943039530396303973039830399304003040130402304033040430405304063040730408304093041030411304123041330414304153041630417304183041930420304213042230423304243042530426304273042830429304303043130432304333043430435304363043730438304393044030441304423044330444304453044630447304483044930450304513045230453304543045530456304573045830459304603046130462304633046430465304663046730468304693047030471304723047330474304753047630477304783047930480304813048230483304843048530486304873048830489304903049130492304933049430495304963049730498304993050030501305023050330504305053050630507305083050930510305113051230513305143051530516305173051830519305203052130522305233052430525305263052730528305293053030531305323053330534305353053630537305383053930540305413054230543305443054530546305473054830549305503055130552305533055430555305563055730558305593056030561305623056330564305653056630567305683056930570305713057230573305743057530576305773057830579305803058130582305833058430585305863058730588305893059030591305923059330594305953059630597305983059930600306013060230603306043060530606306073060830609306103061130612306133061430615306163061730618306193062030621306223062330624306253062630627306283062930630306313063230633306343063530636306373063830639306403064130642306433064430645306463064730648306493065030651306523065330654306553065630657306583065930660306613066230663306643066530666306673066830669306703067130672306733067430675306763067730678306793068030681306823068330684306853068630687306883068930690306913069230693306943069530696306973069830699307003070130702307033070430705307063070730708307093071030711307123071330714307153071630717307183071930720307213072230723307243072530726307273072830729307303073130732307333073430735307363073730738307393074030741307423074330744307453074630747307483074930750307513075230753307543075530756307573075830759307603076130762307633076430765307663076730768307693077030771307723077330774307753077630777307783077930780307813078230783307843078530786307873078830789307903079130792307933079430795307963079730798307993080030801308023080330804308053080630807308083080930810308113081230813308143081530816308173081830819308203082130822308233082430825308263082730828308293083030831308323083330834308353083630837308383083930840308413084230843308443084530846308473084830849308503085130852308533085430855308563085730858308593086030861308623086330864308653086630867308683086930870308713087230873308743087530876308773087830879308803088130882308833088430885308863088730888308893089030891308923089330894308953089630897308983089930900309013090230903309043090530906309073090830909309103091130912309133091430915309163091730918309193092030921309223092330924309253092630927309283092930930309313093230933309343093530936309373093830939309403094130942309433094430945309463094730948309493095030951309523095330954309553095630957309583095930960309613096230963309643096530966309673096830969309703097130972309733097430975309763097730978309793098030981309823098330984309853098630987309883098930990309913099230993309943099530996309973099830999310003100131002310033100431005310063100731008310093101031011310123101331014310153101631017310183101931020310213102231023310243102531026310273102831029310303103131032310333103431035310363103731038310393104031041310423104331044310453104631047310483104931050310513105231053310543105531056310573105831059310603106131062310633106431065310663106731068310693107031071310723107331074310753107631077310783107931080310813108231083310843108531086310873108831089310903109131092310933109431095310963109731098310993110031101311023110331104311053110631107311083110931110311113111231113311143111531116311173111831119311203112131122311233112431125311263112731128311293113031131311323113331134311353113631137311383113931140311413114231143311443114531146311473114831149311503115131152311533115431155311563115731158311593116031161311623116331164311653116631167311683116931170311713117231173311743117531176311773117831179311803118131182311833118431185311863118731188311893119031191311923119331194311953119631197311983119931200312013120231203312043120531206312073120831209312103121131212312133121431215312163121731218312193122031221312223122331224312253122631227312283122931230312313123231233312343123531236312373123831239312403124131242312433124431245312463124731248312493125031251312523125331254312553125631257312583125931260312613126231263312643126531266312673126831269312703127131272312733127431275312763127731278312793128031281312823128331284312853128631287312883128931290312913129231293312943129531296312973129831299313003130131302313033130431305313063130731308313093131031311313123131331314313153131631317313183131931320313213132231323313243132531326313273132831329313303133131332313333133431335313363133731338313393134031341313423134331344313453134631347313483134931350313513135231353313543135531356313573135831359313603136131362313633136431365313663136731368313693137031371313723137331374313753137631377313783137931380313813138231383313843138531386313873138831389313903139131392313933139431395313963139731398313993140031401314023140331404314053140631407314083140931410314113141231413314143141531416314173141831419314203142131422314233142431425314263142731428314293143031431314323143331434314353143631437314383143931440314413144231443314443144531446314473144831449314503145131452314533145431455314563145731458314593146031461314623146331464314653146631467314683146931470314713147231473314743147531476314773147831479314803148131482314833148431485314863148731488314893149031491314923149331494314953149631497314983149931500315013150231503315043150531506315073150831509315103151131512315133151431515315163151731518315193152031521315223152331524315253152631527315283152931530315313153231533315343153531536315373153831539315403154131542315433154431545315463154731548315493155031551315523155331554315553155631557315583155931560315613156231563315643156531566315673156831569315703157131572315733157431575315763157731578315793158031581315823158331584315853158631587315883158931590315913159231593315943159531596315973159831599316003160131602316033160431605316063160731608316093161031611316123161331614316153161631617316183161931620316213162231623316243162531626316273162831629316303163131632316333163431635316363163731638316393164031641316423164331644316453164631647316483164931650316513165231653316543165531656316573165831659316603166131662316633166431665316663166731668316693167031671316723167331674316753167631677316783167931680316813168231683316843168531686316873168831689316903169131692316933169431695316963169731698316993170031701317023170331704317053170631707317083170931710317113171231713317143171531716317173171831719317203172131722317233172431725317263172731728317293173031731317323173331734317353173631737317383173931740317413174231743317443174531746317473174831749317503175131752317533175431755317563175731758317593176031761317623176331764317653176631767317683176931770317713177231773317743177531776317773177831779317803178131782317833178431785317863178731788317893179031791317923179331794317953179631797317983179931800318013180231803318043180531806318073180831809318103181131812318133181431815318163181731818318193182031821318223182331824318253182631827318283182931830318313183231833318343183531836318373183831839318403184131842318433184431845318463184731848318493185031851318523185331854318553185631857318583185931860318613186231863318643186531866318673186831869318703187131872318733187431875318763187731878318793188031881318823188331884318853188631887318883188931890318913189231893318943189531896318973189831899319003190131902319033190431905319063190731908319093191031911319123191331914319153191631917319183191931920319213192231923319243192531926319273192831929319303193131932319333193431935319363193731938319393194031941319423194331944319453194631947319483194931950319513195231953319543195531956319573195831959319603196131962319633196431965319663196731968319693197031971319723197331974319753197631977319783197931980319813198231983319843198531986319873198831989319903199131992319933199431995319963199731998319993200032001320023200332004320053200632007320083200932010320113201232013320143201532016320173201832019320203202132022320233202432025320263202732028320293203032031320323203332034320353203632037320383203932040320413204232043320443204532046320473204832049320503205132052320533205432055320563205732058320593206032061320623206332064320653206632067320683206932070320713207232073320743207532076320773207832079320803208132082320833208432085320863208732088320893209032091320923209332094320953209632097320983209932100321013210232103321043210532106321073210832109321103211132112321133211432115321163211732118321193212032121321223212332124321253212632127321283212932130321313213232133321343213532136321373213832139321403214132142321433214432145321463214732148321493215032151321523215332154321553215632157321583215932160321613216232163321643216532166321673216832169321703217132172321733217432175321763217732178321793218032181321823218332184321853218632187321883218932190321913219232193321943219532196321973219832199322003220132202322033220432205322063220732208322093221032211322123221332214322153221632217322183221932220322213222232223322243222532226322273222832229322303223132232322333223432235322363223732238322393224032241322423224332244322453224632247322483224932250322513225232253322543225532256322573225832259322603226132262322633226432265322663226732268322693227032271322723227332274322753227632277322783227932280322813228232283322843228532286322873228832289322903229132292322933229432295322963229732298322993230032301323023230332304323053230632307323083230932310323113231232313323143231532316323173231832319323203232132322323233232432325323263232732328323293233032331323323233332334323353233632337323383233932340323413234232343323443234532346323473234832349323503235132352323533235432355323563235732358323593236032361323623236332364323653236632367323683236932370323713237232373323743237532376323773237832379323803238132382323833238432385323863238732388323893239032391323923239332394323953239632397323983239932400324013240232403324043240532406324073240832409324103241132412324133241432415324163241732418324193242032421324223242332424324253242632427324283242932430324313243232433324343243532436324373243832439324403244132442324433244432445324463244732448324493245032451324523245332454324553245632457324583245932460324613246232463324643246532466324673246832469324703247132472324733247432475324763247732478324793248032481324823248332484324853248632487324883248932490324913249232493324943249532496324973249832499325003250132502325033250432505325063250732508325093251032511325123251332514325153251632517325183251932520325213252232523325243252532526325273252832529325303253132532325333253432535325363253732538325393254032541325423254332544325453254632547325483254932550325513255232553325543255532556325573255832559325603256132562325633256432565325663256732568325693257032571325723257332574325753257632577325783257932580325813258232583325843258532586325873258832589325903259132592325933259432595325963259732598325993260032601326023260332604326053260632607326083260932610326113261232613326143261532616326173261832619326203262132622326233262432625326263262732628326293263032631326323263332634326353263632637326383263932640326413264232643326443264532646326473264832649326503265132652326533265432655326563265732658326593266032661326623266332664326653266632667326683266932670326713267232673326743267532676326773267832679326803268132682326833268432685326863268732688326893269032691326923269332694326953269632697326983269932700327013270232703327043270532706327073270832709327103271132712327133271432715327163271732718327193272032721327223272332724327253272632727327283272932730327313273232733327343273532736327373273832739327403274132742327433274432745327463274732748327493275032751327523275332754327553275632757327583275932760327613276232763327643276532766327673276832769327703277132772327733277432775327763277732778327793278032781327823278332784327853278632787327883278932790327913279232793327943279532796327973279832799328003280132802328033280432805328063280732808328093281032811328123281332814328153281632817328183281932820328213282232823328243282532826328273282832829328303283132832328333283432835328363283732838328393284032841328423284332844328453284632847328483284932850328513285232853328543285532856328573285832859328603286132862328633286432865328663286732868328693287032871328723287332874328753287632877328783287932880328813288232883328843288532886328873288832889328903289132892328933289432895328963289732898328993290032901329023290332904329053290632907329083290932910329113291232913329143291532916329173291832919329203292132922329233292432925329263292732928329293293032931329323293332934329353293632937329383293932940329413294232943329443294532946329473294832949329503295132952329533295432955329563295732958329593296032961329623296332964329653296632967329683296932970329713297232973329743297532976329773297832979329803298132982329833298432985329863298732988329893299032991329923299332994329953299632997329983299933000330013300233003330043300533006330073300833009330103301133012330133301433015330163301733018330193302033021330223302333024330253302633027330283302933030330313303233033330343303533036330373303833039330403304133042330433304433045330463304733048330493305033051330523305333054330553305633057330583305933060330613306233063330643306533066330673306833069330703307133072330733307433075330763307733078330793308033081330823308333084330853308633087330883308933090330913309233093330943309533096330973309833099331003310133102331033310433105331063310733108331093311033111331123311333114331153311633117331183311933120331213312233123331243312533126331273312833129331303313133132331333313433135331363313733138331393314033141331423314333144331453314633147331483314933150331513315233153331543315533156331573315833159331603316133162331633316433165331663316733168331693317033171331723317333174331753317633177331783317933180331813318233183331843318533186331873318833189331903319133192331933319433195331963319733198331993320033201332023320333204332053320633207332083320933210332113321233213332143321533216332173321833219332203322133222332233322433225332263322733228332293323033231332323323333234332353323633237332383323933240332413324233243332443324533246332473324833249332503325133252332533325433255332563325733258332593326033261332623326333264332653326633267332683326933270332713327233273332743327533276332773327833279332803328133282332833328433285332863328733288332893329033291332923329333294332953329633297332983329933300333013330233303333043330533306333073330833309333103331133312333133331433315333163331733318333193332033321333223332333324333253332633327333283332933330333313333233333333343333533336333373333833339333403334133342333433334433345333463334733348333493335033351333523335333354333553335633357333583335933360333613336233363333643336533366333673336833369333703337133372333733337433375333763337733378333793338033381333823338333384333853338633387333883338933390333913339233393333943339533396333973339833399334003340133402334033340433405334063340733408334093341033411334123341333414334153341633417334183341933420334213342233423334243342533426334273342833429334303343133432334333343433435334363343733438334393344033441334423344333444334453344633447334483344933450334513345233453334543345533456334573345833459334603346133462334633346433465334663346733468334693347033471334723347333474334753347633477334783347933480334813348233483334843348533486334873348833489334903349133492334933349433495334963349733498334993350033501335023350333504335053350633507335083350933510335113351233513335143351533516335173351833519335203352133522335233352433525335263352733528335293353033531335323353333534335353353633537335383353933540335413354233543335443354533546335473354833549335503355133552335533355433555335563355733558335593356033561335623356333564335653356633567335683356933570335713357233573335743357533576335773357833579335803358133582335833358433585335863358733588335893359033591335923359333594335953359633597335983359933600336013360233603336043360533606336073360833609336103361133612336133361433615336163361733618336193362033621336223362333624336253362633627336283362933630336313363233633336343363533636336373363833639336403364133642336433364433645336463364733648336493365033651336523365333654336553365633657336583365933660336613366233663336643366533666336673366833669336703367133672336733367433675336763367733678336793368033681336823368333684336853368633687336883368933690336913369233693336943369533696336973369833699337003370133702337033370433705337063370733708337093371033711337123371333714337153371633717337183371933720337213372233723337243372533726337273372833729337303373133732337333373433735337363373733738337393374033741337423374333744337453374633747337483374933750337513375233753337543375533756337573375833759337603376133762337633376433765337663376733768337693377033771337723377333774337753377633777337783377933780337813378233783337843378533786337873378833789337903379133792337933379433795337963379733798337993380033801338023380333804338053380633807338083380933810338113381233813338143381533816338173381833819338203382133822338233382433825338263382733828338293383033831338323383333834338353383633837338383383933840338413384233843338443384533846338473384833849338503385133852338533385433855338563385733858338593386033861338623386333864338653386633867338683386933870338713387233873338743387533876338773387833879338803388133882338833388433885338863388733888338893389033891338923389333894338953389633897338983389933900339013390233903339043390533906339073390833909339103391133912339133391433915339163391733918339193392033921339223392333924339253392633927339283392933930339313393233933339343393533936339373393833939339403394133942339433394433945339463394733948339493395033951339523395333954339553395633957339583395933960339613396233963339643396533966339673396833969339703397133972339733397433975339763397733978339793398033981339823398333984339853398633987339883398933990339913399233993339943399533996339973399833999340003400134002340033400434005340063400734008340093401034011340123401334014340153401634017340183401934020340213402234023340243402534026340273402834029340303403134032340333403434035340363403734038340393404034041340423404334044340453404634047340483404934050340513405234053340543405534056340573405834059340603406134062340633406434065340663406734068340693407034071340723407334074340753407634077340783407934080340813408234083340843408534086340873408834089340903409134092340933409434095340963409734098340993410034101341023410334104341053410634107341083410934110341113411234113341143411534116341173411834119341203412134122341233412434125341263412734128341293413034131341323413334134341353413634137341383413934140341413414234143341443414534146341473414834149341503415134152341533415434155341563415734158341593416034161341623416334164341653416634167341683416934170341713417234173341743417534176341773417834179341803418134182341833418434185341863418734188341893419034191341923419334194341953419634197341983419934200342013420234203342043420534206342073420834209342103421134212342133421434215342163421734218342193422034221342223422334224342253422634227342283422934230342313423234233342343423534236342373423834239342403424134242342433424434245342463424734248342493425034251342523425334254342553425634257342583425934260342613426234263342643426534266342673426834269342703427134272342733427434275342763427734278342793428034281342823428334284342853428634287342883428934290342913429234293342943429534296342973429834299343003430134302343033430434305343063430734308343093431034311343123431334314343153431634317343183431934320343213432234323343243432534326343273432834329343303433134332343333433434335343363433734338343393434034341343423434334344343453434634347343483434934350343513435234353343543435534356343573435834359343603436134362343633436434365343663436734368343693437034371343723437334374343753437634377343783437934380343813438234383343843438534386343873438834389343903439134392343933439434395343963439734398343993440034401344023440334404344053440634407344083440934410344113441234413344143441534416344173441834419344203442134422344233442434425344263442734428344293443034431344323443334434344353443634437344383443934440344413444234443344443444534446344473444834449344503445134452344533445434455344563445734458344593446034461344623446334464344653446634467344683446934470344713447234473344743447534476344773447834479344803448134482344833448434485344863448734488344893449034491344923449334494344953449634497344983449934500345013450234503345043450534506345073450834509345103451134512345133451434515345163451734518345193452034521345223452334524345253452634527345283452934530345313453234533345343453534536345373453834539345403454134542345433454434545345463454734548345493455034551345523455334554345553455634557345583455934560345613456234563345643456534566345673456834569345703457134572345733457434575345763457734578345793458034581345823458334584345853458634587345883458934590345913459234593345943459534596345973459834599346003460134602346033460434605346063460734608346093461034611346123461334614346153461634617346183461934620346213462234623346243462534626346273462834629346303463134632346333463434635346363463734638346393464034641346423464334644346453464634647346483464934650346513465234653346543465534656346573465834659346603466134662346633466434665346663466734668346693467034671346723467334674346753467634677346783467934680346813468234683346843468534686346873468834689346903469134692346933469434695346963469734698346993470034701347023470334704347053470634707347083470934710347113471234713347143471534716347173471834719347203472134722347233472434725347263472734728347293473034731347323473334734347353473634737347383473934740347413474234743347443474534746347473474834749347503475134752347533475434755347563475734758347593476034761347623476334764347653476634767347683476934770347713477234773347743477534776347773477834779347803478134782347833478434785347863478734788347893479034791347923479334794347953479634797347983479934800348013480234803348043480534806348073480834809348103481134812348133481434815348163481734818348193482034821348223482334824348253482634827348283482934830348313483234833348343483534836348373483834839348403484134842348433484434845348463484734848348493485034851348523485334854348553485634857348583485934860348613486234863348643486534866348673486834869348703487134872348733487434875348763487734878348793488034881348823488334884348853488634887348883488934890348913489234893348943489534896348973489834899349003490134902349033490434905349063490734908349093491034911349123491334914349153491634917349183491934920349213492234923349243492534926349273492834929349303493134932349333493434935349363493734938349393494034941349423494334944349453494634947349483494934950349513495234953349543495534956349573495834959349603496134962349633496434965349663496734968349693497034971349723497334974349753497634977349783497934980349813498234983349843498534986349873498834989349903499134992349933499434995349963499734998349993500035001350023500335004350053500635007350083500935010350113501235013350143501535016350173501835019350203502135022350233502435025350263502735028350293503035031350323503335034350353503635037350383503935040350413504235043350443504535046350473504835049350503505135052350533505435055350563505735058350593506035061350623506335064350653506635067350683506935070350713507235073350743507535076350773507835079350803508135082350833508435085350863508735088350893509035091350923509335094350953509635097350983509935100351013510235103351043510535106351073510835109351103511135112351133511435115351163511735118351193512035121351223512335124351253512635127351283512935130351313513235133351343513535136351373513835139351403514135142351433514435145351463514735148351493515035151351523515335154351553515635157351583515935160351613516235163351643516535166351673516835169351703517135172351733517435175351763517735178351793518035181351823518335184351853518635187351883518935190351913519235193351943519535196351973519835199352003520135202352033520435205352063520735208352093521035211352123521335214352153521635217352183521935220352213522235223352243522535226352273522835229352303523135232352333523435235352363523735238352393524035241352423524335244352453524635247352483524935250352513525235253352543525535256352573525835259352603526135262352633526435265352663526735268352693527035271352723527335274352753527635277352783527935280352813528235283352843528535286352873528835289352903529135292352933529435295352963529735298352993530035301353023530335304353053530635307353083530935310353113531235313353143531535316353173531835319353203532135322353233532435325353263532735328353293533035331353323533335334353353533635337353383533935340353413534235343353443534535346353473534835349353503535135352353533535435355353563535735358353593536035361353623536335364353653536635367353683536935370353713537235373353743537535376353773537835379353803538135382353833538435385353863538735388353893539035391353923539335394353953539635397353983539935400354013540235403354043540535406354073540835409354103541135412354133541435415354163541735418354193542035421354223542335424354253542635427354283542935430354313543235433354343543535436354373543835439354403544135442354433544435445354463544735448354493545035451354523545335454354553545635457354583545935460354613546235463354643546535466354673546835469354703547135472354733547435475354763547735478354793548035481354823548335484354853548635487354883548935490354913549235493354943549535496354973549835499355003550135502355033550435505355063550735508355093551035511355123551335514355153551635517355183551935520355213552235523355243552535526355273552835529355303553135532355333553435535355363553735538355393554035541355423554335544355453554635547355483554935550355513555235553355543555535556355573555835559355603556135562355633556435565355663556735568355693557035571355723557335574355753557635577355783557935580355813558235583355843558535586355873558835589355903559135592355933559435595355963559735598355993560035601356023560335604356053560635607356083560935610356113561235613356143561535616356173561835619356203562135622356233562435625356263562735628356293563035631356323563335634356353563635637356383563935640356413564235643356443564535646356473564835649356503565135652356533565435655356563565735658356593566035661356623566335664356653566635667356683566935670356713567235673356743567535676356773567835679356803568135682356833568435685356863568735688356893569035691356923569335694356953569635697356983569935700357013570235703357043570535706357073570835709357103571135712357133571435715357163571735718357193572035721357223572335724357253572635727357283572935730357313573235733357343573535736357373573835739357403574135742357433574435745357463574735748357493575035751357523575335754357553575635757357583575935760357613576235763357643576535766357673576835769357703577135772357733577435775357763577735778357793578035781357823578335784357853578635787357883578935790357913579235793357943579535796357973579835799358003580135802358033580435805358063580735808358093581035811358123581335814358153581635817358183581935820358213582235823358243582535826358273582835829358303583135832358333583435835358363583735838358393584035841358423584335844358453584635847358483584935850358513585235853358543585535856358573585835859358603586135862358633586435865358663586735868358693587035871358723587335874358753587635877358783587935880358813588235883358843588535886358873588835889358903589135892358933589435895358963589735898358993590035901359023590335904359053590635907359083590935910359113591235913359143591535916359173591835919359203592135922359233592435925359263592735928359293593035931359323593335934359353593635937359383593935940359413594235943359443594535946359473594835949359503595135952359533595435955359563595735958359593596035961359623596335964359653596635967359683596935970359713597235973359743597535976359773597835979359803598135982359833598435985359863598735988359893599035991359923599335994359953599635997359983599936000360013600236003360043600536006360073600836009360103601136012360133601436015360163601736018360193602036021360223602336024360253602636027360283602936030360313603236033360343603536036360373603836039360403604136042360433604436045360463604736048360493605036051360523605336054360553605636057360583605936060360613606236063360643606536066360673606836069360703607136072360733607436075360763607736078360793608036081360823608336084360853608636087360883608936090360913609236093360943609536096360973609836099361003610136102361033610436105361063610736108361093611036111361123611336114361153611636117361183611936120361213612236123361243612536126361273612836129361303613136132361333613436135361363613736138361393614036141361423614336144361453614636147361483614936150361513615236153361543615536156361573615836159361603616136162361633616436165361663616736168361693617036171361723617336174361753617636177361783617936180361813618236183361843618536186361873618836189361903619136192361933619436195361963619736198361993620036201362023620336204362053620636207362083620936210362113621236213362143621536216362173621836219362203622136222362233622436225362263622736228362293623036231362323623336234362353623636237362383623936240362413624236243362443624536246362473624836249362503625136252362533625436255362563625736258362593626036261362623626336264362653626636267362683626936270362713627236273362743627536276362773627836279362803628136282362833628436285362863628736288362893629036291362923629336294362953629636297362983629936300363013630236303363043630536306363073630836309363103631136312363133631436315363163631736318363193632036321363223632336324363253632636327363283632936330363313633236333363343633536336363373633836339363403634136342363433634436345363463634736348363493635036351363523635336354363553635636357363583635936360363613636236363363643636536366363673636836369363703637136372363733637436375363763637736378363793638036381363823638336384363853638636387363883638936390363913639236393363943639536396363973639836399364003640136402364033640436405364063640736408364093641036411364123641336414364153641636417364183641936420364213642236423364243642536426364273642836429364303643136432364333643436435364363643736438364393644036441364423644336444364453644636447364483644936450364513645236453364543645536456364573645836459364603646136462364633646436465364663646736468364693647036471364723647336474364753647636477364783647936480364813648236483364843648536486364873648836489364903649136492364933649436495364963649736498364993650036501365023650336504365053650636507365083650936510365113651236513365143651536516365173651836519365203652136522365233652436525365263652736528365293653036531365323653336534365353653636537365383653936540365413654236543365443654536546365473654836549365503655136552365533655436555365563655736558365593656036561365623656336564365653656636567365683656936570365713657236573365743657536576365773657836579365803658136582365833658436585365863658736588365893659036591365923659336594365953659636597365983659936600366013660236603366043660536606366073660836609366103661136612366133661436615366163661736618366193662036621366223662336624366253662636627366283662936630366313663236633366343663536636366373663836639366403664136642366433664436645366463664736648366493665036651366523665336654366553665636657366583665936660366613666236663366643666536666366673666836669366703667136672366733667436675366763667736678366793668036681366823668336684366853668636687366883668936690366913669236693366943669536696366973669836699367003670136702367033670436705367063670736708367093671036711367123671336714367153671636717367183671936720367213672236723367243672536726367273672836729367303673136732367333673436735367363673736738367393674036741367423674336744367453674636747367483674936750367513675236753367543675536756367573675836759367603676136762367633676436765367663676736768367693677036771367723677336774367753677636777367783677936780367813678236783367843678536786367873678836789367903679136792367933679436795367963679736798367993680036801368023680336804368053680636807368083680936810368113681236813368143681536816368173681836819368203682136822368233682436825368263682736828368293683036831368323683336834368353683636837368383683936840368413684236843368443684536846368473684836849368503685136852368533685436855368563685736858368593686036861368623686336864368653686636867368683686936870368713687236873368743687536876368773687836879368803688136882368833688436885368863688736888368893689036891368923689336894368953689636897368983689936900369013690236903369043690536906369073690836909369103691136912369133691436915369163691736918369193692036921369223692336924369253692636927369283692936930369313693236933369343693536936369373693836939369403694136942369433694436945369463694736948369493695036951369523695336954369553695636957369583695936960369613696236963369643696536966369673696836969369703697136972369733697436975369763697736978369793698036981369823698336984369853698636987369883698936990369913699236993369943699536996369973699836999370003700137002370033700437005370063700737008370093701037011370123701337014370153701637017370183701937020370213702237023370243702537026370273702837029370303703137032370333703437035370363703737038370393704037041370423704337044370453704637047370483704937050370513705237053370543705537056370573705837059370603706137062370633706437065370663706737068370693707037071370723707337074370753707637077370783707937080370813708237083370843708537086370873708837089370903709137092370933709437095370963709737098370993710037101371023710337104371053710637107371083710937110371113711237113371143711537116371173711837119371203712137122371233712437125371263712737128371293713037131371323713337134371353713637137371383713937140371413714237143371443714537146371473714837149371503715137152371533715437155371563715737158371593716037161371623716337164371653716637167371683716937170371713717237173371743717537176371773717837179371803718137182371833718437185371863718737188371893719037191371923719337194371953719637197371983719937200372013720237203372043720537206372073720837209372103721137212372133721437215372163721737218372193722037221372223722337224372253722637227372283722937230372313723237233372343723537236372373723837239372403724137242372433724437245372463724737248372493725037251372523725337254372553725637257372583725937260372613726237263372643726537266372673726837269372703727137272372733727437275372763727737278372793728037281372823728337284372853728637287372883728937290372913729237293372943729537296372973729837299373003730137302373033730437305373063730737308373093731037311373123731337314373153731637317373183731937320373213732237323373243732537326373273732837329373303733137332373333733437335373363733737338373393734037341373423734337344373453734637347373483734937350373513735237353373543735537356373573735837359373603736137362373633736437365373663736737368373693737037371373723737337374373753737637377373783737937380373813738237383373843738537386373873738837389373903739137392373933739437395373963739737398373993740037401374023740337404374053740637407374083740937410374113741237413374143741537416374173741837419374203742137422374233742437425374263742737428374293743037431374323743337434374353743637437374383743937440374413744237443374443744537446374473744837449374503745137452374533745437455374563745737458374593746037461374623746337464374653746637467374683746937470374713747237473374743747537476374773747837479374803748137482374833748437485374863748737488374893749037491374923749337494374953749637497374983749937500375013750237503375043750537506375073750837509375103751137512375133751437515375163751737518375193752037521375223752337524375253752637527375283752937530375313753237533375343753537536375373753837539375403754137542375433754437545375463754737548375493755037551375523755337554375553755637557375583755937560375613756237563375643756537566375673756837569375703757137572375733757437575375763757737578375793758037581375823758337584375853758637587375883758937590375913759237593375943759537596375973759837599376003760137602376033760437605376063760737608376093761037611376123761337614376153761637617376183761937620376213762237623376243762537626376273762837629376303763137632376333763437635376363763737638376393764037641376423764337644376453764637647376483764937650376513765237653376543765537656376573765837659376603766137662376633766437665376663766737668376693767037671376723767337674376753767637677376783767937680376813768237683376843768537686376873768837689376903769137692376933769437695376963769737698376993770037701377023770337704377053770637707377083770937710377113771237713377143771537716377173771837719377203772137722377233772437725377263772737728377293773037731377323773337734377353773637737377383773937740377413774237743377443774537746377473774837749377503775137752377533775437755377563775737758377593776037761377623776337764377653776637767377683776937770377713777237773377743777537776377773777837779377803778137782377833778437785377863778737788377893779037791377923779337794377953779637797377983779937800378013780237803378043780537806378073780837809378103781137812378133781437815378163781737818378193782037821378223782337824378253782637827378283782937830378313783237833378343783537836378373783837839378403784137842378433784437845378463784737848378493785037851378523785337854378553785637857378583785937860378613786237863378643786537866378673786837869378703787137872378733787437875378763787737878378793788037881378823788337884378853788637887378883788937890378913789237893378943789537896378973789837899379003790137902379033790437905379063790737908379093791037911379123791337914379153791637917379183791937920379213792237923379243792537926379273792837929379303793137932379333793437935379363793737938379393794037941379423794337944379453794637947379483794937950379513795237953379543795537956379573795837959379603796137962379633796437965379663796737968379693797037971379723797337974379753797637977379783797937980379813798237983379843798537986379873798837989379903799137992379933799437995379963799737998379993800038001380023800338004380053800638007380083800938010380113801238013380143801538016380173801838019380203802138022380233802438025380263802738028380293803038031380323803338034380353803638037380383803938040380413804238043380443804538046380473804838049380503805138052380533805438055380563805738058380593806038061380623806338064380653806638067380683806938070380713807238073380743807538076380773807838079380803808138082380833808438085380863808738088380893809038091380923809338094380953809638097380983809938100381013810238103381043810538106381073810838109381103811138112381133811438115381163811738118381193812038121381223812338124381253812638127381283812938130381313813238133381343813538136381373813838139381403814138142381433814438145381463814738148381493815038151381523815338154381553815638157381583815938160381613816238163381643816538166381673816838169381703817138172381733817438175381763817738178381793818038181381823818338184381853818638187381883818938190381913819238193381943819538196381973819838199382003820138202382033820438205382063820738208382093821038211382123821338214382153821638217382183821938220382213822238223382243822538226382273822838229382303823138232382333823438235382363823738238382393824038241382423824338244382453824638247382483824938250382513825238253382543825538256382573825838259382603826138262382633826438265382663826738268382693827038271382723827338274382753827638277382783827938280382813828238283382843828538286382873828838289382903829138292382933829438295382963829738298382993830038301383023830338304383053830638307383083830938310383113831238313383143831538316383173831838319383203832138322383233832438325383263832738328383293833038331383323833338334383353833638337383383833938340383413834238343383443834538346383473834838349383503835138352383533835438355383563835738358383593836038361383623836338364383653836638367383683836938370383713837238373383743837538376383773837838379383803838138382383833838438385383863838738388383893839038391383923839338394383953839638397383983839938400384013840238403384043840538406384073840838409384103841138412384133841438415384163841738418384193842038421384223842338424384253842638427384283842938430384313843238433384343843538436384373843838439384403844138442384433844438445384463844738448384493845038451384523845338454384553845638457384583845938460384613846238463384643846538466384673846838469384703847138472384733847438475384763847738478384793848038481384823848338484384853848638487384883848938490384913849238493384943849538496384973849838499385003850138502385033850438505385063850738508385093851038511385123851338514385153851638517385183851938520385213852238523385243852538526385273852838529385303853138532385333853438535385363853738538385393854038541385423854338544385453854638547385483854938550385513855238553385543855538556385573855838559385603856138562385633856438565385663856738568385693857038571385723857338574385753857638577385783857938580385813858238583385843858538586385873858838589385903859138592385933859438595385963859738598385993860038601386023860338604386053860638607386083860938610386113861238613386143861538616386173861838619386203862138622386233862438625386263862738628386293863038631386323863338634386353863638637386383863938640386413864238643386443864538646386473864838649386503865138652386533865438655386563865738658386593866038661386623866338664386653866638667386683866938670386713867238673386743867538676386773867838679386803868138682386833868438685386863868738688386893869038691386923869338694386953869638697386983869938700387013870238703387043870538706387073870838709387103871138712387133871438715387163871738718387193872038721387223872338724387253872638727387283872938730387313873238733387343873538736387373873838739387403874138742387433874438745387463874738748387493875038751387523875338754387553875638757387583875938760387613876238763387643876538766387673876838769387703877138772387733877438775387763877738778387793878038781387823878338784387853878638787387883878938790387913879238793387943879538796387973879838799388003880138802388033880438805388063880738808388093881038811388123881338814388153881638817388183881938820388213882238823388243882538826388273882838829388303883138832388333883438835388363883738838388393884038841388423884338844388453884638847388483884938850388513885238853388543885538856388573885838859388603886138862388633886438865388663886738868388693887038871388723887338874388753887638877388783887938880388813888238883388843888538886388873888838889388903889138892388933889438895388963889738898388993890038901389023890338904389053890638907389083890938910389113891238913389143891538916389173891838919389203892138922389233892438925389263892738928389293893038931389323893338934389353893638937389383893938940389413894238943389443894538946389473894838949389503895138952389533895438955389563895738958389593896038961389623896338964389653896638967389683896938970389713897238973389743897538976389773897838979389803898138982389833898438985389863898738988389893899038991389923899338994389953899638997389983899939000390013900239003390043900539006390073900839009390103901139012390133901439015390163901739018390193902039021390223902339024390253902639027390283902939030390313903239033390343903539036390373903839039390403904139042390433904439045390463904739048390493905039051390523905339054390553905639057390583905939060390613906239063390643906539066390673906839069390703907139072390733907439075390763907739078390793908039081390823908339084390853908639087390883908939090390913909239093390943909539096390973909839099391003910139102391033910439105391063910739108391093911039111391123911339114391153911639117391183911939120391213912239123391243912539126391273912839129391303913139132391333913439135391363913739138391393914039141391423914339144391453914639147391483914939150391513915239153391543915539156391573915839159391603916139162391633916439165391663916739168391693917039171391723917339174391753917639177391783917939180391813918239183391843918539186391873918839189391903919139192391933919439195391963919739198391993920039201392023920339204392053920639207392083920939210392113921239213392143921539216392173921839219392203922139222392233922439225392263922739228392293923039231392323923339234392353923639237392383923939240392413924239243392443924539246392473924839249392503925139252392533925439255392563925739258392593926039261392623926339264392653926639267392683926939270392713927239273392743927539276392773927839279392803928139282392833928439285392863928739288392893929039291392923929339294392953929639297392983929939300393013930239303393043930539306393073930839309393103931139312393133931439315393163931739318393193932039321393223932339324393253932639327393283932939330393313933239333393343933539336393373933839339393403934139342393433934439345393463934739348393493935039351393523935339354393553935639357393583935939360393613936239363393643936539366393673936839369393703937139372393733937439375393763937739378393793938039381393823938339384393853938639387393883938939390393913939239393393943939539396393973939839399394003940139402394033940439405394063940739408394093941039411394123941339414394153941639417394183941939420394213942239423394243942539426394273942839429394303943139432394333943439435394363943739438394393944039441394423944339444394453944639447394483944939450394513945239453394543945539456394573945839459394603946139462394633946439465394663946739468394693947039471394723947339474394753947639477394783947939480394813948239483394843948539486394873948839489394903949139492394933949439495394963949739498394993950039501395023950339504395053950639507395083950939510395113951239513395143951539516395173951839519395203952139522395233952439525395263952739528395293953039531395323953339534395353953639537395383953939540395413954239543395443954539546395473954839549395503955139552395533955439555395563955739558395593956039561395623956339564395653956639567395683956939570395713957239573395743957539576395773957839579395803958139582395833958439585395863958739588395893959039591395923959339594395953959639597395983959939600396013960239603396043960539606396073960839609396103961139612396133961439615396163961739618396193962039621396223962339624396253962639627396283962939630396313963239633396343963539636396373963839639396403964139642396433964439645396463964739648396493965039651396523965339654396553965639657396583965939660396613966239663396643966539666396673966839669396703967139672396733967439675396763967739678396793968039681396823968339684396853968639687396883968939690396913969239693396943969539696396973969839699397003970139702397033970439705397063970739708397093971039711397123971339714397153971639717397183971939720397213972239723397243972539726397273972839729397303973139732397333973439735397363973739738397393974039741397423974339744397453974639747397483974939750397513975239753397543975539756397573975839759397603976139762397633976439765397663976739768397693977039771397723977339774397753977639777397783977939780397813978239783397843978539786397873978839789397903979139792397933979439795397963979739798397993980039801398023980339804398053980639807398083980939810398113981239813398143981539816398173981839819398203982139822398233982439825398263982739828398293983039831398323983339834398353983639837398383983939840398413984239843398443984539846398473984839849398503985139852398533985439855398563985739858398593986039861398623986339864398653986639867398683986939870398713987239873398743987539876398773987839879398803988139882398833988439885398863988739888398893989039891398923989339894398953989639897398983989939900399013990239903399043990539906399073990839909399103991139912399133991439915399163991739918399193992039921399223992339924399253992639927399283992939930399313993239933399343993539936399373993839939399403994139942399433994439945399463994739948399493995039951399523995339954399553995639957399583995939960399613996239963399643996539966399673996839969399703997139972399733997439975399763997739978399793998039981399823998339984399853998639987399883998939990399913999239993399943999539996399973999839999400004000140002400034000440005400064000740008400094001040011400124001340014400154001640017400184001940020400214002240023400244002540026400274002840029400304003140032400334003440035400364003740038400394004040041400424004340044400454004640047400484004940050400514005240053400544005540056400574005840059400604006140062400634006440065400664006740068400694007040071400724007340074400754007640077400784007940080400814008240083400844008540086400874008840089400904009140092400934009440095400964009740098400994010040101401024010340104401054010640107401084010940110401114011240113401144011540116401174011840119401204012140122401234012440125401264012740128401294013040131401324013340134401354013640137401384013940140401414014240143401444014540146401474014840149401504015140152401534015440155401564015740158401594016040161401624016340164401654016640167401684016940170401714017240173401744017540176401774017840179401804018140182401834018440185401864018740188401894019040191401924019340194401954019640197401984019940200402014020240203402044020540206402074020840209402104021140212402134021440215402164021740218402194022040221402224022340224402254022640227402284022940230402314023240233402344023540236402374023840239402404024140242402434024440245402464024740248402494025040251402524025340254402554025640257402584025940260402614026240263402644026540266402674026840269402704027140272402734027440275402764027740278402794028040281402824028340284402854028640287402884028940290402914029240293402944029540296402974029840299403004030140302403034030440305403064030740308403094031040311403124031340314403154031640317403184031940320403214032240323403244032540326403274032840329403304033140332403334033440335403364033740338403394034040341403424034340344403454034640347403484034940350403514035240353403544035540356403574035840359403604036140362403634036440365403664036740368403694037040371403724037340374403754037640377403784037940380403814038240383403844038540386403874038840389403904039140392403934039440395403964039740398403994040040401404024040340404404054040640407404084040940410404114041240413404144041540416404174041840419404204042140422404234042440425404264042740428404294043040431404324043340434404354043640437404384043940440404414044240443404444044540446404474044840449404504045140452404534045440455404564045740458404594046040461404624046340464404654046640467404684046940470404714047240473404744047540476404774047840479404804048140482404834048440485404864048740488404894049040491404924049340494404954049640497404984049940500405014050240503405044050540506405074050840509405104051140512405134051440515405164051740518405194052040521405224052340524405254052640527405284052940530405314053240533405344053540536405374053840539405404054140542405434054440545405464054740548405494055040551405524055340554405554055640557405584055940560405614056240563405644056540566405674056840569405704057140572405734057440575405764057740578405794058040581405824058340584405854058640587405884058940590405914059240593405944059540596405974059840599406004060140602406034060440605406064060740608406094061040611406124061340614406154061640617406184061940620406214062240623406244062540626406274062840629406304063140632406334063440635406364063740638406394064040641406424064340644406454064640647406484064940650406514065240653406544065540656406574065840659406604066140662406634066440665406664066740668406694067040671406724067340674406754067640677406784067940680406814068240683406844068540686406874068840689406904069140692406934069440695406964069740698406994070040701407024070340704407054070640707407084070940710407114071240713407144071540716407174071840719407204072140722407234072440725407264072740728407294073040731407324073340734407354073640737407384073940740407414074240743407444074540746407474074840749407504075140752407534075440755407564075740758407594076040761407624076340764407654076640767407684076940770407714077240773407744077540776407774077840779407804078140782407834078440785407864078740788407894079040791407924079340794407954079640797407984079940800408014080240803408044080540806408074080840809408104081140812408134081440815408164081740818408194082040821408224082340824408254082640827408284082940830408314083240833408344083540836408374083840839408404084140842408434084440845408464084740848408494085040851408524085340854408554085640857408584085940860408614086240863408644086540866408674086840869408704087140872408734087440875408764087740878408794088040881408824088340884408854088640887408884088940890408914089240893408944089540896408974089840899409004090140902409034090440905409064090740908409094091040911409124091340914409154091640917409184091940920409214092240923409244092540926409274092840929409304093140932409334093440935409364093740938409394094040941409424094340944409454094640947409484094940950409514095240953409544095540956409574095840959409604096140962409634096440965409664096740968409694097040971409724097340974409754097640977409784097940980409814098240983409844098540986409874098840989409904099140992409934099440995409964099740998409994100041001410024100341004410054100641007410084100941010410114101241013410144101541016410174101841019410204102141022410234102441025410264102741028410294103041031410324103341034410354103641037410384103941040410414104241043410444104541046410474104841049410504105141052410534105441055410564105741058410594106041061410624106341064410654106641067410684106941070410714107241073410744107541076410774107841079410804108141082410834108441085410864108741088410894109041091410924109341094410954109641097410984109941100411014110241103411044110541106411074110841109411104111141112411134111441115411164111741118411194112041121411224112341124411254112641127411284112941130411314113241133411344113541136411374113841139411404114141142411434114441145411464114741148411494115041151411524115341154411554115641157411584115941160411614116241163411644116541166411674116841169411704117141172411734117441175411764117741178411794118041181411824118341184411854118641187411884118941190411914119241193411944119541196411974119841199412004120141202412034120441205412064120741208412094121041211412124121341214412154121641217412184121941220412214122241223412244122541226412274122841229412304123141232412334123441235412364123741238412394124041241412424124341244412454124641247412484124941250412514125241253412544125541256412574125841259412604126141262412634126441265412664126741268412694127041271412724127341274412754127641277412784127941280412814128241283412844128541286412874128841289412904129141292412934129441295412964129741298412994130041301413024130341304413054130641307413084130941310413114131241313413144131541316413174131841319413204132141322413234132441325413264132741328413294133041331413324133341334413354133641337413384133941340413414134241343413444134541346413474134841349413504135141352413534135441355413564135741358413594136041361413624136341364413654136641367413684136941370413714137241373413744137541376413774137841379413804138141382413834138441385413864138741388413894139041391413924139341394413954139641397413984139941400414014140241403414044140541406414074140841409414104141141412414134141441415414164141741418414194142041421414224142341424414254142641427414284142941430414314143241433414344143541436414374143841439414404144141442414434144441445414464144741448414494145041451414524145341454414554145641457414584145941460414614146241463414644146541466414674146841469414704147141472414734147441475414764147741478414794148041481414824148341484414854148641487414884148941490414914149241493414944149541496414974149841499415004150141502415034150441505415064150741508415094151041511415124151341514415154151641517415184151941520415214152241523415244152541526415274152841529415304153141532415334153441535415364153741538415394154041541415424154341544415454154641547415484154941550415514155241553415544155541556415574155841559415604156141562415634156441565415664156741568415694157041571415724157341574415754157641577415784157941580415814158241583415844158541586415874158841589415904159141592415934159441595415964159741598415994160041601416024160341604416054160641607416084160941610416114161241613416144161541616416174161841619416204162141622416234162441625416264162741628416294163041631416324163341634416354163641637416384163941640416414164241643416444164541646416474164841649416504165141652416534165441655416564165741658416594166041661416624166341664416654166641667416684166941670416714167241673416744167541676416774167841679416804168141682416834168441685416864168741688416894169041691416924169341694416954169641697416984169941700417014170241703417044170541706417074170841709417104171141712417134171441715417164171741718417194172041721417224172341724417254172641727417284172941730417314173241733417344173541736417374173841739417404174141742417434174441745417464174741748417494175041751417524175341754417554175641757417584175941760417614176241763417644176541766417674176841769417704177141772417734177441775417764177741778417794178041781417824178341784417854178641787417884178941790417914179241793417944179541796417974179841799418004180141802418034180441805418064180741808418094181041811418124181341814418154181641817418184181941820418214182241823418244182541826418274182841829418304183141832418334183441835418364183741838418394184041841418424184341844418454184641847418484184941850418514185241853418544185541856418574185841859418604186141862418634186441865418664186741868418694187041871418724187341874418754187641877418784187941880418814188241883418844188541886418874188841889418904189141892418934189441895418964189741898418994190041901419024190341904419054190641907419084190941910419114191241913419144191541916419174191841919419204192141922419234192441925419264192741928419294193041931419324193341934419354193641937419384193941940419414194241943419444194541946419474194841949419504195141952419534195441955419564195741958419594196041961419624196341964419654196641967419684196941970419714197241973419744197541976419774197841979419804198141982419834198441985419864198741988419894199041991419924199341994419954199641997419984199942000420014200242003420044200542006420074200842009420104201142012420134201442015420164201742018420194202042021420224202342024420254202642027420284202942030420314203242033420344203542036420374203842039420404204142042420434204442045420464204742048420494205042051420524205342054420554205642057420584205942060420614206242063420644206542066420674206842069420704207142072420734207442075420764207742078420794208042081420824208342084420854208642087420884208942090420914209242093420944209542096420974209842099421004210142102421034210442105421064210742108421094211042111421124211342114421154211642117421184211942120421214212242123421244212542126421274212842129421304213142132421334213442135421364213742138421394214042141421424214342144421454214642147421484214942150421514215242153421544215542156421574215842159421604216142162421634216442165421664216742168421694217042171421724217342174421754217642177421784217942180421814218242183421844218542186421874218842189421904219142192421934219442195421964219742198421994220042201422024220342204422054220642207422084220942210422114221242213422144221542216422174221842219422204222142222422234222442225422264222742228422294223042231422324223342234422354223642237422384223942240422414224242243422444224542246422474224842249422504225142252422534225442255422564225742258422594226042261422624226342264422654226642267422684226942270422714227242273422744227542276422774227842279422804228142282422834228442285422864228742288422894229042291422924229342294422954229642297422984229942300423014230242303423044230542306423074230842309423104231142312423134231442315423164231742318423194232042321423224232342324423254232642327423284232942330423314233242333423344233542336423374233842339423404234142342423434234442345423464234742348423494235042351423524235342354423554235642357423584235942360423614236242363423644236542366423674236842369423704237142372423734237442375423764237742378423794238042381423824238342384423854238642387423884238942390423914239242393423944239542396423974239842399424004240142402424034240442405424064240742408424094241042411424124241342414424154241642417424184241942420424214242242423424244242542426424274242842429424304243142432424334243442435424364243742438424394244042441424424244342444424454244642447424484244942450424514245242453424544245542456424574245842459424604246142462424634246442465424664246742468424694247042471424724247342474424754247642477424784247942480424814248242483424844248542486424874248842489424904249142492424934249442495424964249742498424994250042501425024250342504425054250642507425084250942510425114251242513425144251542516425174251842519425204252142522425234252442525425264252742528425294253042531425324253342534425354253642537425384253942540425414254242543425444254542546425474254842549425504255142552425534255442555425564255742558425594256042561425624256342564425654256642567425684256942570425714257242573425744257542576425774257842579425804258142582425834258442585425864258742588425894259042591425924259342594425954259642597425984259942600426014260242603426044260542606426074260842609426104261142612426134261442615426164261742618426194262042621426224262342624426254262642627426284262942630426314263242633426344263542636426374263842639426404264142642426434264442645426464264742648426494265042651426524265342654426554265642657426584265942660426614266242663426644266542666426674266842669426704267142672426734267442675426764267742678426794268042681426824268342684426854268642687426884268942690426914269242693426944269542696426974269842699427004270142702427034270442705427064270742708427094271042711427124271342714427154271642717427184271942720427214272242723427244272542726427274272842729427304273142732427334273442735427364273742738427394274042741427424274342744427454274642747427484274942750427514275242753427544275542756427574275842759427604276142762427634276442765427664276742768427694277042771427724277342774427754277642777427784277942780427814278242783427844278542786427874278842789427904279142792427934279442795427964279742798427994280042801428024280342804428054280642807428084280942810428114281242813428144281542816428174281842819428204282142822428234282442825428264282742828428294283042831428324283342834428354283642837428384283942840428414284242843428444284542846428474284842849428504285142852428534285442855428564285742858428594286042861428624286342864428654286642867428684286942870428714287242873428744287542876428774287842879428804288142882428834288442885428864288742888428894289042891428924289342894428954289642897428984289942900429014290242903429044290542906429074290842909429104291142912429134291442915429164291742918429194292042921429224292342924429254292642927429284292942930429314293242933429344293542936429374293842939429404294142942429434294442945429464294742948429494295042951429524295342954429554295642957429584295942960429614296242963429644296542966429674296842969429704297142972429734297442975429764297742978429794298042981429824298342984429854298642987429884298942990429914299242993429944299542996429974299842999430004300143002430034300443005430064300743008430094301043011430124301343014430154301643017430184301943020430214302243023430244302543026430274302843029430304303143032430334303443035430364303743038430394304043041430424304343044430454304643047430484304943050430514305243053430544305543056430574305843059430604306143062430634306443065430664306743068430694307043071430724307343074430754307643077430784307943080430814308243083430844308543086430874308843089430904309143092430934309443095430964309743098430994310043101431024310343104431054310643107431084310943110431114311243113431144311543116431174311843119431204312143122431234312443125431264312743128431294313043131431324313343134431354313643137431384313943140431414314243143431444314543146431474314843149431504315143152431534315443155431564315743158431594316043161431624316343164431654316643167431684316943170431714317243173431744317543176431774317843179431804318143182431834318443185431864318743188431894319043191431924319343194431954319643197431984319943200432014320243203432044320543206432074320843209432104321143212432134321443215432164321743218432194322043221432224322343224432254322643227432284322943230432314323243233432344323543236432374323843239432404324143242432434324443245432464324743248432494325043251432524325343254432554325643257432584325943260432614326243263432644326543266432674326843269432704327143272432734327443275432764327743278432794328043281432824328343284432854328643287432884328943290432914329243293432944329543296432974329843299433004330143302433034330443305433064330743308433094331043311433124331343314433154331643317433184331943320433214332243323433244332543326433274332843329433304333143332433334333443335433364333743338433394334043341433424334343344433454334643347433484334943350433514335243353433544335543356433574335843359433604336143362433634336443365433664336743368433694337043371433724337343374433754337643377433784337943380433814338243383433844338543386433874338843389433904339143392433934339443395433964339743398433994340043401434024340343404434054340643407434084340943410434114341243413434144341543416434174341843419434204342143422434234342443425434264342743428434294343043431434324343343434434354343643437434384343943440434414344243443434444344543446434474344843449434504345143452434534345443455434564345743458434594346043461434624346343464434654346643467434684346943470434714347243473434744347543476434774347843479434804348143482434834348443485434864348743488434894349043491434924349343494434954349643497434984349943500435014350243503435044350543506435074350843509435104351143512435134351443515435164351743518435194352043521435224352343524435254352643527435284352943530435314353243533435344353543536435374353843539435404354143542435434354443545435464354743548435494355043551435524355343554435554355643557435584355943560435614356243563435644356543566435674356843569435704357143572435734357443575435764357743578435794358043581435824358343584435854358643587435884358943590435914359243593435944359543596435974359843599436004360143602436034360443605436064360743608436094361043611436124361343614436154361643617436184361943620436214362243623436244362543626436274362843629436304363143632436334363443635436364363743638436394364043641436424364343644436454364643647436484364943650436514365243653436544365543656436574365843659436604366143662436634366443665436664366743668436694367043671436724367343674436754367643677436784367943680436814368243683436844368543686436874368843689436904369143692436934369443695436964369743698436994370043701437024370343704437054370643707437084370943710437114371243713437144371543716437174371843719437204372143722437234372443725437264372743728437294373043731437324373343734437354373643737437384373943740437414374243743437444374543746437474374843749437504375143752437534375443755437564375743758437594376043761437624376343764437654376643767437684376943770437714377243773437744377543776437774377843779437804378143782437834378443785437864378743788437894379043791437924379343794437954379643797437984379943800438014380243803438044380543806438074380843809438104381143812438134381443815438164381743818438194382043821438224382343824438254382643827438284382943830438314383243833438344383543836438374383843839438404384143842438434384443845438464384743848438494385043851438524385343854438554385643857438584385943860438614386243863438644386543866438674386843869438704387143872438734387443875438764387743878438794388043881438824388343884438854388643887438884388943890438914389243893438944389543896438974389843899439004390143902439034390443905439064390743908439094391043911439124391343914439154391643917439184391943920439214392243923439244392543926439274392843929439304393143932439334393443935439364393743938439394394043941439424394343944439454394643947439484394943950439514395243953439544395543956439574395843959439604396143962439634396443965439664396743968439694397043971439724397343974439754397643977439784397943980439814398243983439844398543986439874398843989439904399143992439934399443995439964399743998439994400044001440024400344004440054400644007440084400944010440114401244013440144401544016440174401844019440204402144022440234402444025440264402744028440294403044031440324403344034440354403644037440384403944040440414404244043440444404544046440474404844049440504405144052440534405444055440564405744058440594406044061440624406344064440654406644067440684406944070440714407244073440744407544076440774407844079440804408144082440834408444085440864408744088440894409044091440924409344094440954409644097440984409944100441014410244103441044410544106441074410844109441104411144112441134411444115441164411744118441194412044121441224412344124441254412644127441284412944130441314413244133441344413544136441374413844139441404414144142441434414444145441464414744148441494415044151441524415344154441554415644157441584415944160441614416244163441644416544166441674416844169441704417144172441734417444175441764417744178441794418044181441824418344184441854418644187441884418944190441914419244193441944419544196441974419844199442004420144202442034420444205442064420744208442094421044211442124421344214442154421644217442184421944220442214422244223442244422544226442274422844229442304423144232442334423444235442364423744238442394424044241442424424344244442454424644247442484424944250442514425244253442544425544256442574425844259442604426144262442634426444265442664426744268442694427044271442724427344274442754427644277442784427944280442814428244283442844428544286442874428844289442904429144292442934429444295442964429744298442994430044301443024430344304443054430644307443084430944310443114431244313443144431544316443174431844319443204432144322443234432444325443264432744328443294433044331443324433344334443354433644337443384433944340443414434244343443444434544346443474434844349443504435144352443534435444355443564435744358443594436044361443624436344364443654436644367443684436944370443714437244373443744437544376443774437844379443804438144382443834438444385443864438744388443894439044391443924439344394443954439644397443984439944400444014440244403444044440544406444074440844409444104441144412444134441444415444164441744418444194442044421444224442344424444254442644427444284442944430444314443244433444344443544436444374443844439444404444144442444434444444445444464444744448444494445044451444524445344454444554445644457444584445944460444614446244463444644446544466444674446844469444704447144472444734447444475444764447744478444794448044481444824448344484444854448644487444884448944490444914449244493444944449544496444974449844499445004450144502445034450444505445064450744508445094451044511445124451344514445154451644517445184451944520445214452244523445244452544526445274452844529445304453144532445334453444535445364453744538445394454044541445424454344544445454454644547445484454944550445514455244553445544455544556445574455844559445604456144562445634456444565445664456744568445694457044571445724457344574445754457644577445784457944580445814458244583445844458544586445874458844589445904459144592445934459444595445964459744598445994460044601446024460344604446054460644607446084460944610446114461244613446144461544616446174461844619446204462144622446234462444625446264462744628446294463044631446324463344634446354463644637446384463944640446414464244643446444464544646446474464844649446504465144652446534465444655446564465744658446594466044661446624466344664446654466644667446684466944670446714467244673446744467544676446774467844679446804468144682446834468444685446864468744688446894469044691446924469344694446954469644697446984469944700447014470244703447044470544706447074470844709447104471144712447134471444715447164471744718447194472044721447224472344724447254472644727447284472944730447314473244733447344473544736447374473844739447404474144742447434474444745447464474744748447494475044751447524475344754447554475644757447584475944760447614476244763447644476544766447674476844769447704477144772447734477444775447764477744778447794478044781447824478344784447854478644787447884478944790447914479244793447944479544796447974479844799448004480144802448034480444805448064480744808448094481044811448124481344814448154481644817448184481944820448214482244823448244482544826448274482844829448304483144832448334483444835448364483744838448394484044841448424484344844448454484644847448484484944850448514485244853448544485544856448574485844859448604486144862448634486444865448664486744868448694487044871448724487344874448754487644877448784487944880448814488244883448844488544886448874488844889448904489144892448934489444895448964489744898448994490044901449024490344904449054490644907449084490944910449114491244913449144491544916449174491844919449204492144922449234492444925449264492744928449294493044931449324493344934449354493644937449384493944940449414494244943449444494544946449474494844949449504495144952449534495444955449564495744958449594496044961449624496344964449654496644967449684496944970449714497244973449744497544976449774497844979449804498144982449834498444985449864498744988449894499044991449924499344994449954499644997449984499945000450014500245003450044500545006450074500845009450104501145012450134501445015450164501745018450194502045021450224502345024450254502645027450284502945030450314503245033450344503545036450374503845039450404504145042450434504445045450464504745048450494505045051450524505345054450554505645057450584505945060450614506245063450644506545066450674506845069450704507145072450734507445075450764507745078450794508045081450824508345084450854508645087450884508945090450914509245093450944509545096450974509845099451004510145102451034510445105451064510745108451094511045111451124511345114451154511645117451184511945120451214512245123451244512545126451274512845129451304513145132451334513445135451364513745138451394514045141451424514345144451454514645147451484514945150451514515245153451544515545156451574515845159451604516145162451634516445165451664516745168451694517045171451724517345174451754517645177451784517945180451814518245183451844518545186451874518845189451904519145192451934519445195451964519745198451994520045201452024520345204452054520645207452084520945210452114521245213452144521545216452174521845219452204522145222452234522445225452264522745228452294523045231452324523345234452354523645237452384523945240452414524245243452444524545246452474524845249452504525145252452534525445255452564525745258452594526045261452624526345264452654526645267452684526945270452714527245273452744527545276452774527845279452804528145282452834528445285452864528745288452894529045291452924529345294452954529645297452984529945300453014530245303453044530545306453074530845309453104531145312453134531445315453164531745318453194532045321453224532345324453254532645327453284532945330453314533245333453344533545336453374533845339453404534145342453434534445345453464534745348453494535045351453524535345354453554535645357453584535945360453614536245363453644536545366453674536845369453704537145372453734537445375453764537745378453794538045381453824538345384453854538645387453884538945390453914539245393453944539545396453974539845399454004540145402454034540445405454064540745408454094541045411454124541345414454154541645417454184541945420454214542245423454244542545426454274542845429454304543145432454334543445435454364543745438454394544045441454424544345444454454544645447454484544945450454514545245453454544545545456454574545845459454604546145462454634546445465454664546745468454694547045471454724547345474454754547645477454784547945480454814548245483454844548545486454874548845489454904549145492454934549445495454964549745498454994550045501455024550345504455054550645507455084550945510455114551245513455144551545516455174551845519455204552145522455234552445525455264552745528455294553045531455324553345534455354553645537455384553945540455414554245543455444554545546455474554845549455504555145552455534555445555455564555745558455594556045561455624556345564455654556645567455684556945570455714557245573455744557545576455774557845579455804558145582455834558445585455864558745588455894559045591455924559345594455954559645597455984559945600456014560245603456044560545606456074560845609456104561145612456134561445615456164561745618456194562045621456224562345624456254562645627456284562945630456314563245633456344563545636456374563845639456404564145642456434564445645456464564745648456494565045651456524565345654456554565645657456584565945660456614566245663456644566545666456674566845669456704567145672456734567445675456764567745678456794568045681456824568345684456854568645687456884568945690456914569245693456944569545696456974569845699457004570145702457034570445705457064570745708457094571045711457124571345714457154571645717457184571945720457214572245723457244572545726457274572845729457304573145732457334573445735457364573745738457394574045741457424574345744457454574645747457484574945750457514575245753457544575545756457574575845759457604576145762457634576445765457664576745768457694577045771457724577345774457754577645777457784577945780457814578245783457844578545786457874578845789457904579145792457934579445795457964579745798457994580045801458024580345804458054580645807458084580945810458114581245813458144581545816458174581845819458204582145822458234582445825458264582745828458294583045831458324583345834458354583645837458384583945840458414584245843458444584545846458474584845849458504585145852458534585445855458564585745858458594586045861458624586345864458654586645867458684586945870458714587245873458744587545876458774587845879458804588145882458834588445885458864588745888458894589045891458924589345894458954589645897458984589945900459014590245903459044590545906459074590845909459104591145912459134591445915459164591745918459194592045921459224592345924459254592645927459284592945930459314593245933459344593545936459374593845939459404594145942459434594445945459464594745948459494595045951459524595345954459554595645957459584595945960459614596245963459644596545966459674596845969459704597145972459734597445975459764597745978459794598045981459824598345984459854598645987459884598945990459914599245993459944599545996459974599845999460004600146002460034600446005460064600746008460094601046011460124601346014460154601646017460184601946020460214602246023460244602546026460274602846029460304603146032460334603446035460364603746038460394604046041460424604346044460454604646047460484604946050460514605246053460544605546056460574605846059460604606146062460634606446065460664606746068460694607046071460724607346074460754607646077460784607946080460814608246083460844608546086460874608846089460904609146092460934609446095460964609746098460994610046101461024610346104461054610646107461084610946110461114611246113461144611546116461174611846119461204612146122461234612446125461264612746128461294613046131461324613346134461354613646137461384613946140461414614246143461444614546146461474614846149461504615146152461534615446155461564615746158461594616046161461624616346164461654616646167461684616946170461714617246173461744617546176461774617846179461804618146182461834618446185461864618746188461894619046191461924619346194461954619646197461984619946200462014620246203462044620546206462074620846209462104621146212462134621446215462164621746218462194622046221462224622346224462254622646227462284622946230462314623246233462344623546236462374623846239462404624146242462434624446245462464624746248462494625046251462524625346254462554625646257462584625946260462614626246263462644626546266462674626846269462704627146272462734627446275462764627746278462794628046281462824628346284462854628646287462884628946290462914629246293462944629546296462974629846299463004630146302463034630446305463064630746308463094631046311463124631346314463154631646317463184631946320463214632246323463244632546326463274632846329463304633146332463334633446335463364633746338463394634046341463424634346344463454634646347463484634946350463514635246353463544635546356463574635846359463604636146362463634636446365463664636746368463694637046371463724637346374463754637646377463784637946380463814638246383463844638546386463874638846389463904639146392463934639446395463964639746398463994640046401464024640346404464054640646407464084640946410464114641246413464144641546416464174641846419464204642146422464234642446425464264642746428464294643046431464324643346434464354643646437464384643946440464414644246443464444644546446464474644846449464504645146452464534645446455464564645746458464594646046461464624646346464464654646646467464684646946470464714647246473464744647546476464774647846479464804648146482464834648446485464864648746488464894649046491464924649346494464954649646497464984649946500465014650246503465044650546506465074650846509465104651146512465134651446515465164651746518465194652046521465224652346524465254652646527465284652946530465314653246533465344653546536465374653846539465404654146542465434654446545465464654746548465494655046551465524655346554465554655646557465584655946560465614656246563465644656546566465674656846569465704657146572465734657446575465764657746578465794658046581465824658346584465854658646587465884658946590465914659246593465944659546596465974659846599466004660146602466034660446605466064660746608466094661046611466124661346614466154661646617466184661946620466214662246623466244662546626466274662846629466304663146632466334663446635466364663746638466394664046641466424664346644466454664646647466484664946650466514665246653466544665546656466574665846659466604666146662466634666446665466664666746668466694667046671466724667346674466754667646677466784667946680466814668246683466844668546686466874668846689466904669146692466934669446695466964669746698466994670046701467024670346704467054670646707467084670946710467114671246713467144671546716467174671846719467204672146722467234672446725467264672746728467294673046731467324673346734467354673646737467384673946740467414674246743467444674546746467474674846749467504675146752467534675446755467564675746758467594676046761467624676346764467654676646767467684676946770467714677246773467744677546776467774677846779467804678146782467834678446785467864678746788467894679046791467924679346794467954679646797467984679946800468014680246803468044680546806468074680846809468104681146812468134681446815468164681746818468194682046821468224682346824468254682646827468284682946830468314683246833468344683546836468374683846839468404684146842468434684446845468464684746848468494685046851468524685346854468554685646857468584685946860468614686246863468644686546866468674686846869468704687146872468734687446875468764687746878468794688046881468824688346884468854688646887468884688946890468914689246893468944689546896468974689846899469004690146902469034690446905469064690746908469094691046911469124691346914469154691646917469184691946920469214692246923469244692546926469274692846929469304693146932469334693446935469364693746938469394694046941469424694346944469454694646947469484694946950469514695246953469544695546956469574695846959469604696146962469634696446965469664696746968469694697046971469724697346974469754697646977469784697946980469814698246983469844698546986469874698846989469904699146992469934699446995469964699746998469994700047001470024700347004470054700647007470084700947010470114701247013470144701547016470174701847019470204702147022470234702447025470264702747028470294703047031470324703347034470354703647037470384703947040470414704247043470444704547046470474704847049470504705147052470534705447055470564705747058470594706047061470624706347064470654706647067470684706947070470714707247073470744707547076470774707847079470804708147082470834708447085470864708747088470894709047091470924709347094470954709647097470984709947100471014710247103471044710547106471074710847109471104711147112471134711447115471164711747118471194712047121471224712347124471254712647127471284712947130471314713247133471344713547136471374713847139471404714147142471434714447145471464714747148471494715047151471524715347154471554715647157471584715947160471614716247163471644716547166471674716847169471704717147172471734717447175471764717747178471794718047181471824718347184471854718647187471884718947190471914719247193471944719547196471974719847199472004720147202472034720447205472064720747208472094721047211472124721347214472154721647217472184721947220472214722247223472244722547226472274722847229472304723147232472334723447235472364723747238472394724047241472424724347244472454724647247472484724947250472514725247253472544725547256472574725847259472604726147262472634726447265472664726747268472694727047271472724727347274472754727647277472784727947280472814728247283472844728547286472874728847289472904729147292472934729447295472964729747298472994730047301473024730347304473054730647307473084730947310473114731247313473144731547316473174731847319473204732147322473234732447325473264732747328473294733047331473324733347334473354733647337473384733947340473414734247343473444734547346473474734847349473504735147352473534735447355473564735747358473594736047361473624736347364473654736647367473684736947370473714737247373473744737547376473774737847379473804738147382473834738447385473864738747388473894739047391473924739347394473954739647397473984739947400474014740247403474044740547406474074740847409474104741147412474134741447415474164741747418474194742047421474224742347424474254742647427474284742947430474314743247433474344743547436474374743847439474404744147442474434744447445474464744747448474494745047451474524745347454474554745647457474584745947460474614746247463474644746547466474674746847469474704747147472474734747447475474764747747478474794748047481474824748347484474854748647487474884748947490474914749247493474944749547496474974749847499475004750147502475034750447505475064750747508475094751047511475124751347514475154751647517475184751947520475214752247523475244752547526475274752847529475304753147532475334753447535475364753747538475394754047541475424754347544475454754647547475484754947550475514755247553475544755547556475574755847559475604756147562475634756447565475664756747568475694757047571475724757347574475754757647577475784757947580475814758247583475844758547586475874758847589475904759147592475934759447595475964759747598475994760047601476024760347604476054760647607476084760947610476114761247613476144761547616476174761847619476204762147622476234762447625476264762747628476294763047631476324763347634476354763647637476384763947640476414764247643476444764547646476474764847649476504765147652476534765447655476564765747658476594766047661476624766347664476654766647667476684766947670476714767247673476744767547676476774767847679476804768147682476834768447685476864768747688476894769047691476924769347694476954769647697476984769947700477014770247703477044770547706477074770847709477104771147712477134771447715477164771747718477194772047721477224772347724477254772647727477284772947730477314773247733477344773547736477374773847739477404774147742477434774447745477464774747748477494775047751477524775347754477554775647757477584775947760477614776247763477644776547766477674776847769477704777147772477734777447775477764777747778477794778047781477824778347784477854778647787477884778947790477914779247793477944779547796477974779847799478004780147802478034780447805478064780747808478094781047811478124781347814478154781647817478184781947820478214782247823478244782547826478274782847829478304783147832478334783447835478364783747838478394784047841478424784347844478454784647847478484784947850478514785247853478544785547856478574785847859478604786147862478634786447865478664786747868478694787047871478724787347874478754787647877478784787947880478814788247883478844788547886478874788847889478904789147892478934789447895478964789747898478994790047901479024790347904479054790647907479084790947910479114791247913479144791547916479174791847919479204792147922479234792447925479264792747928479294793047931479324793347934479354793647937479384793947940479414794247943479444794547946479474794847949479504795147952479534795447955479564795747958479594796047961479624796347964479654796647967479684796947970479714797247973479744797547976479774797847979479804798147982479834798447985479864798747988479894799047991479924799347994479954799647997479984799948000480014800248003480044800548006480074800848009480104801148012480134801448015480164801748018480194802048021480224802348024480254802648027480284802948030480314803248033480344803548036480374803848039480404804148042480434804448045480464804748048480494805048051480524805348054480554805648057480584805948060480614806248063480644806548066480674806848069480704807148072480734807448075480764807748078480794808048081480824808348084480854808648087480884808948090480914809248093480944809548096480974809848099481004810148102481034810448105481064810748108481094811048111481124811348114481154811648117481184811948120481214812248123481244812548126481274812848129481304813148132481334813448135481364813748138481394814048141481424814348144481454814648147481484814948150481514815248153481544815548156481574815848159481604816148162481634816448165481664816748168481694817048171481724817348174481754817648177481784817948180481814818248183481844818548186481874818848189481904819148192481934819448195481964819748198481994820048201482024820348204482054820648207482084820948210482114821248213482144821548216482174821848219482204822148222482234822448225482264822748228482294823048231482324823348234482354823648237482384823948240482414824248243482444824548246482474824848249482504825148252482534825448255482564825748258482594826048261482624826348264482654826648267482684826948270482714827248273482744827548276482774827848279482804828148282482834828448285482864828748288482894829048291482924829348294482954829648297482984829948300483014830248303483044830548306483074830848309483104831148312483134831448315483164831748318483194832048321483224832348324483254832648327483284832948330483314833248333483344833548336483374833848339483404834148342483434834448345483464834748348483494835048351483524835348354483554835648357483584835948360483614836248363483644836548366483674836848369483704837148372483734837448375483764837748378483794838048381483824838348384483854838648387483884838948390483914839248393483944839548396483974839848399484004840148402484034840448405484064840748408484094841048411484124841348414484154841648417484184841948420484214842248423484244842548426484274842848429484304843148432484334843448435484364843748438484394844048441484424844348444484454844648447484484844948450484514845248453484544845548456484574845848459484604846148462484634846448465484664846748468484694847048471484724847348474484754847648477484784847948480484814848248483484844848548486484874848848489484904849148492484934849448495484964849748498484994850048501485024850348504485054850648507485084850948510485114851248513485144851548516485174851848519485204852148522485234852448525485264852748528485294853048531485324853348534485354853648537485384853948540485414854248543485444854548546485474854848549485504855148552485534855448555485564855748558485594856048561485624856348564485654856648567485684856948570485714857248573485744857548576485774857848579485804858148582485834858448585485864858748588485894859048591485924859348594485954859648597485984859948600486014860248603486044860548606486074860848609486104861148612486134861448615486164861748618486194862048621486224862348624486254862648627486284862948630486314863248633486344863548636486374863848639486404864148642486434864448645486464864748648486494865048651486524865348654486554865648657486584865948660486614866248663486644866548666486674866848669486704867148672486734867448675486764867748678486794868048681486824868348684486854868648687486884868948690486914869248693486944869548696486974869848699487004870148702487034870448705487064870748708487094871048711487124871348714487154871648717487184871948720487214872248723487244872548726487274872848729487304873148732487334873448735487364873748738487394874048741487424874348744487454874648747487484874948750487514875248753487544875548756487574875848759487604876148762487634876448765487664876748768487694877048771487724877348774487754877648777487784877948780487814878248783487844878548786487874878848789487904879148792487934879448795487964879748798487994880048801488024880348804488054880648807488084880948810488114881248813488144881548816488174881848819488204882148822488234882448825488264882748828488294883048831488324883348834488354883648837488384883948840488414884248843488444884548846488474884848849488504885148852488534885448855488564885748858488594886048861488624886348864488654886648867488684886948870488714887248873488744887548876488774887848879488804888148882488834888448885488864888748888488894889048891488924889348894488954889648897488984889948900489014890248903489044890548906489074890848909489104891148912489134891448915489164891748918489194892048921489224892348924489254892648927489284892948930489314893248933489344893548936489374893848939489404894148942489434894448945489464894748948489494895048951489524895348954489554895648957489584895948960489614896248963489644896548966489674896848969489704897148972489734897448975489764897748978489794898048981489824898348984489854898648987489884898948990489914899248993489944899548996489974899848999490004900149002490034900449005490064900749008490094901049011490124901349014490154901649017490184901949020490214902249023490244902549026490274902849029490304903149032490334903449035490364903749038490394904049041490424904349044490454904649047490484904949050490514905249053490544905549056490574905849059490604906149062490634906449065490664906749068490694907049071490724907349074490754907649077490784907949080490814908249083490844908549086490874908849089490904909149092490934909449095490964909749098490994910049101491024910349104491054910649107491084910949110491114911249113491144911549116491174911849119491204912149122491234912449125491264912749128491294913049131491324913349134491354913649137491384913949140491414914249143491444914549146491474914849149491504915149152491534915449155491564915749158491594916049161491624916349164491654916649167491684916949170491714917249173491744917549176491774917849179491804918149182491834918449185491864918749188491894919049191491924919349194491954919649197491984919949200492014920249203492044920549206492074920849209492104921149212492134921449215492164921749218492194922049221492224922349224492254922649227492284922949230492314923249233492344923549236492374923849239492404924149242492434924449245492464924749248492494925049251492524925349254492554925649257492584925949260492614926249263492644926549266492674926849269492704927149272492734927449275492764927749278492794928049281492824928349284492854928649287492884928949290492914929249293492944929549296492974929849299493004930149302493034930449305493064930749308493094931049311493124931349314493154931649317493184931949320493214932249323493244932549326493274932849329493304933149332493334933449335493364933749338493394934049341493424934349344493454934649347493484934949350493514935249353493544935549356493574935849359493604936149362493634936449365493664936749368493694937049371493724937349374493754937649377493784937949380493814938249383493844938549386493874938849389493904939149392493934939449395493964939749398493994940049401494024940349404494054940649407494084940949410494114941249413494144941549416494174941849419494204942149422494234942449425494264942749428494294943049431494324943349434494354943649437494384943949440494414944249443494444944549446494474944849449494504945149452494534945449455494564945749458494594946049461494624946349464494654946649467494684946949470494714947249473494744947549476494774947849479494804948149482494834948449485494864948749488494894949049491494924949349494494954949649497494984949949500495014950249503495044950549506495074950849509495104951149512495134951449515495164951749518495194952049521495224952349524495254952649527495284952949530495314953249533495344953549536495374953849539495404954149542495434954449545495464954749548495494955049551495524955349554495554955649557495584955949560495614956249563495644956549566495674956849569495704957149572495734957449575495764957749578495794958049581495824958349584495854958649587495884958949590495914959249593495944959549596495974959849599496004960149602496034960449605496064960749608496094961049611496124961349614496154961649617496184961949620496214962249623496244962549626496274962849629496304963149632496334963449635496364963749638496394964049641496424964349644496454964649647496484964949650496514965249653496544965549656496574965849659496604966149662496634966449665496664966749668496694967049671496724967349674496754967649677496784967949680496814968249683496844968549686496874968849689496904969149692496934969449695496964969749698496994970049701497024970349704497054970649707497084970949710497114971249713497144971549716497174971849719497204972149722497234972449725497264972749728497294973049731497324973349734497354973649737497384973949740497414974249743497444974549746497474974849749497504975149752497534975449755497564975749758497594976049761497624976349764497654976649767497684976949770497714977249773497744977549776497774977849779497804978149782497834978449785497864978749788497894979049791497924979349794497954979649797497984979949800498014980249803498044980549806498074980849809498104981149812498134981449815498164981749818498194982049821498224982349824498254982649827498284982949830498314983249833498344983549836498374983849839498404984149842498434984449845498464984749848498494985049851498524985349854498554985649857498584985949860498614986249863498644986549866498674986849869498704987149872498734987449875498764987749878498794988049881498824988349884498854988649887498884988949890498914989249893498944989549896498974989849899499004990149902499034990449905499064990749908499094991049911499124991349914499154991649917499184991949920499214992249923499244992549926499274992849929499304993149932499334993449935499364993749938499394994049941499424994349944499454994649947499484994949950499514995249953499544995549956499574995849959499604996149962499634996449965499664996749968499694997049971499724997349974499754997649977499784997949980499814998249983499844998549986499874998849989499904999149992499934999449995499964999749998499995000050001500025000350004500055000650007500085000950010500115001250013500145001550016500175001850019500205002150022500235002450025500265002750028500295003050031500325003350034500355003650037500385003950040500415004250043500445004550046500475004850049500505005150052500535005450055500565005750058500595006050061500625006350064500655006650067500685006950070500715007250073500745007550076500775007850079500805008150082500835008450085500865008750088500895009050091500925009350094500955009650097500985009950100501015010250103501045010550106501075010850109501105011150112501135011450115501165011750118501195012050121501225012350124501255012650127501285012950130501315013250133501345013550136501375013850139501405014150142501435014450145501465014750148501495015050151501525015350154501555015650157501585015950160501615016250163501645016550166501675016850169501705017150172501735017450175501765017750178501795018050181501825018350184501855018650187501885018950190501915019250193501945019550196501975019850199502005020150202502035020450205502065020750208502095021050211502125021350214502155021650217502185021950220502215022250223502245022550226502275022850229502305023150232502335023450235502365023750238502395024050241502425024350244502455024650247502485024950250502515025250253502545025550256502575025850259502605026150262502635026450265502665026750268502695027050271502725027350274502755027650277502785027950280502815028250283502845028550286502875028850289502905029150292502935029450295502965029750298502995030050301503025030350304503055030650307503085030950310503115031250313503145031550316503175031850319503205032150322503235032450325503265032750328503295033050331503325033350334503355033650337503385033950340503415034250343503445034550346503475034850349503505035150352503535035450355503565035750358503595036050361503625036350364503655036650367503685036950370503715037250373503745037550376503775037850379503805038150382503835038450385503865038750388503895039050391503925039350394503955039650397503985039950400504015040250403504045040550406504075040850409504105041150412504135041450415504165041750418504195042050421504225042350424504255042650427504285042950430504315043250433504345043550436504375043850439504405044150442504435044450445504465044750448504495045050451504525045350454504555045650457504585045950460504615046250463504645046550466504675046850469504705047150472504735047450475504765047750478504795048050481504825048350484504855048650487504885048950490504915049250493504945049550496504975049850499505005050150502505035050450505505065050750508505095051050511505125051350514505155051650517505185051950520505215052250523505245052550526505275052850529505305053150532505335053450535505365053750538505395054050541505425054350544505455054650547505485054950550505515055250553505545055550556505575055850559505605056150562505635056450565505665056750568505695057050571505725057350574505755057650577505785057950580505815058250583505845058550586505875058850589505905059150592505935059450595505965059750598505995060050601506025060350604506055060650607506085060950610506115061250613506145061550616506175061850619506205062150622506235062450625506265062750628506295063050631506325063350634506355063650637506385063950640506415064250643506445064550646506475064850649506505065150652506535065450655506565065750658506595066050661506625066350664506655066650667506685066950670506715067250673506745067550676506775067850679506805068150682506835068450685506865068750688506895069050691506925069350694506955069650697506985069950700507015070250703507045070550706507075070850709507105071150712507135071450715507165071750718507195072050721507225072350724507255072650727507285072950730507315073250733507345073550736507375073850739507405074150742507435074450745507465074750748507495075050751507525075350754507555075650757507585075950760507615076250763507645076550766507675076850769507705077150772507735077450775507765077750778507795078050781507825078350784507855078650787507885078950790507915079250793507945079550796507975079850799508005080150802508035080450805508065080750808508095081050811508125081350814508155081650817508185081950820508215082250823508245082550826508275082850829508305083150832508335083450835508365083750838508395084050841508425084350844508455084650847508485084950850508515085250853508545085550856508575085850859508605086150862508635086450865508665086750868508695087050871508725087350874508755087650877508785087950880508815088250883508845088550886508875088850889508905089150892508935089450895508965089750898508995090050901509025090350904509055090650907509085090950910509115091250913509145091550916509175091850919509205092150922509235092450925509265092750928509295093050931509325093350934509355093650937509385093950940509415094250943509445094550946509475094850949509505095150952509535095450955509565095750958509595096050961509625096350964509655096650967509685096950970509715097250973509745097550976509775097850979509805098150982509835098450985509865098750988509895099050991509925099350994509955099650997509985099951000510015100251003510045100551006510075100851009510105101151012510135101451015510165101751018510195102051021510225102351024510255102651027510285102951030510315103251033510345103551036510375103851039510405104151042510435104451045510465104751048510495105051051510525105351054510555105651057510585105951060510615106251063510645106551066510675106851069510705107151072510735107451075510765107751078510795108051081510825108351084510855108651087510885108951090510915109251093510945109551096510975109851099511005110151102511035110451105511065110751108511095111051111511125111351114511155111651117511185111951120511215112251123511245112551126511275112851129511305113151132511335113451135511365113751138511395114051141511425114351144511455114651147511485114951150511515115251153511545115551156511575115851159511605116151162511635116451165511665116751168511695117051171511725117351174511755117651177511785117951180511815118251183511845118551186511875118851189511905119151192511935119451195511965119751198511995120051201512025120351204512055120651207512085120951210512115121251213512145121551216512175121851219512205122151222512235122451225512265122751228512295123051231512325123351234512355123651237512385123951240512415124251243512445124551246512475124851249512505125151252512535125451255512565125751258512595126051261512625126351264512655126651267512685126951270512715127251273512745127551276512775127851279512805128151282512835128451285512865128751288512895129051291512925129351294512955129651297512985129951300513015130251303513045130551306513075130851309513105131151312513135131451315513165131751318513195132051321513225132351324513255132651327513285132951330513315133251333513345133551336513375133851339513405134151342513435134451345513465134751348513495135051351513525135351354513555135651357513585135951360513615136251363513645136551366513675136851369513705137151372513735137451375513765137751378513795138051381513825138351384513855138651387513885138951390513915139251393513945139551396513975139851399514005140151402514035140451405514065140751408514095141051411514125141351414514155141651417514185141951420514215142251423514245142551426514275142851429514305143151432514335143451435514365143751438514395144051441514425144351444514455144651447514485144951450514515145251453514545145551456514575145851459514605146151462514635146451465514665146751468514695147051471514725147351474514755147651477514785147951480514815148251483514845148551486514875148851489514905149151492514935149451495514965149751498514995150051501515025150351504515055150651507515085150951510515115151251513515145151551516515175151851519515205152151522515235152451525515265152751528515295153051531515325153351534515355153651537515385153951540515415154251543515445154551546515475154851549515505155151552515535155451555515565155751558515595156051561515625156351564515655156651567515685156951570515715157251573515745157551576515775157851579515805158151582515835158451585515865158751588515895159051591515925159351594515955159651597515985159951600516015160251603516045160551606516075160851609516105161151612516135161451615516165161751618516195162051621516225162351624516255162651627516285162951630516315163251633516345163551636516375163851639516405164151642516435164451645516465164751648516495165051651516525165351654516555165651657516585165951660516615166251663516645166551666516675166851669516705167151672516735167451675516765167751678516795168051681516825168351684516855168651687516885168951690516915169251693516945169551696516975169851699517005170151702517035170451705517065170751708517095171051711517125171351714517155171651717517185171951720517215172251723517245172551726517275172851729517305173151732517335173451735517365173751738517395174051741517425174351744517455174651747517485174951750517515175251753517545175551756517575175851759517605176151762517635176451765517665176751768517695177051771517725177351774517755177651777517785177951780517815178251783517845178551786517875178851789517905179151792517935179451795517965179751798517995180051801518025180351804518055180651807518085180951810518115181251813518145181551816518175181851819518205182151822518235182451825518265182751828518295183051831518325183351834518355183651837518385183951840518415184251843518445184551846518475184851849518505185151852518535185451855518565185751858518595186051861518625186351864518655186651867518685186951870518715187251873518745187551876518775187851879518805188151882518835188451885518865188751888518895189051891518925189351894518955189651897518985189951900519015190251903519045190551906519075190851909519105191151912519135191451915519165191751918519195192051921519225192351924519255192651927519285192951930519315193251933519345193551936519375193851939519405194151942519435194451945519465194751948519495195051951519525195351954519555195651957519585195951960519615196251963519645196551966519675196851969519705197151972519735197451975519765197751978519795198051981519825198351984519855198651987519885198951990519915199251993519945199551996519975199851999520005200152002520035200452005520065200752008520095201052011520125201352014520155201652017520185201952020520215202252023520245202552026520275202852029520305203152032520335203452035520365203752038520395204052041520425204352044520455204652047520485204952050520515205252053520545205552056520575205852059520605206152062520635206452065520665206752068520695207052071520725207352074520755207652077520785207952080520815208252083520845208552086520875208852089520905209152092520935209452095520965209752098520995210052101521025210352104521055210652107521085210952110521115211252113521145211552116521175211852119521205212152122521235212452125521265212752128521295213052131521325213352134521355213652137521385213952140521415214252143521445214552146521475214852149521505215152152521535215452155521565215752158521595216052161521625216352164521655216652167521685216952170521715217252173521745217552176521775217852179521805218152182521835218452185521865218752188521895219052191521925219352194521955219652197521985219952200522015220252203522045220552206522075220852209522105221152212522135221452215522165221752218522195222052221522225222352224522255222652227522285222952230522315223252233522345223552236522375223852239522405224152242522435224452245522465224752248522495225052251522525225352254522555225652257522585225952260522615226252263522645226552266522675226852269522705227152272522735227452275522765227752278522795228052281522825228352284522855228652287522885228952290522915229252293522945229552296522975229852299523005230152302523035230452305523065230752308523095231052311523125231352314523155231652317523185231952320523215232252323523245232552326523275232852329523305233152332523335233452335523365233752338523395234052341523425234352344523455234652347523485234952350523515235252353523545235552356523575235852359523605236152362523635236452365523665236752368523695237052371523725237352374523755237652377523785237952380523815238252383523845238552386523875238852389523905239152392523935239452395523965239752398523995240052401524025240352404524055240652407524085240952410524115241252413524145241552416524175241852419524205242152422524235242452425524265242752428524295243052431524325243352434524355243652437524385243952440524415244252443524445244552446524475244852449524505245152452524535245452455524565245752458524595246052461524625246352464524655246652467524685246952470524715247252473524745247552476524775247852479524805248152482524835248452485524865248752488524895249052491524925249352494524955249652497524985249952500525015250252503525045250552506525075250852509525105251152512525135251452515525165251752518525195252052521525225252352524525255252652527525285252952530525315253252533525345253552536525375253852539525405254152542525435254452545525465254752548525495255052551525525255352554525555255652557525585255952560525615256252563525645256552566525675256852569525705257152572525735257452575525765257752578525795258052581525825258352584525855258652587525885258952590525915259252593525945259552596525975259852599526005260152602526035260452605526065260752608526095261052611526125261352614526155261652617526185261952620526215262252623526245262552626526275262852629526305263152632526335263452635526365263752638526395264052641526425264352644526455264652647526485264952650526515265252653526545265552656526575265852659526605266152662526635266452665526665266752668526695267052671526725267352674526755267652677526785267952680526815268252683526845268552686526875268852689526905269152692526935269452695526965269752698526995270052701527025270352704527055270652707527085270952710527115271252713527145271552716527175271852719527205272152722527235272452725527265272752728527295273052731527325273352734527355273652737527385273952740527415274252743527445274552746527475274852749527505275152752527535275452755527565275752758527595276052761527625276352764527655276652767527685276952770527715277252773527745277552776527775277852779527805278152782527835278452785527865278752788527895279052791527925279352794527955279652797527985279952800528015280252803528045280552806528075280852809528105281152812528135281452815528165281752818528195282052821528225282352824528255282652827528285282952830528315283252833528345283552836528375283852839528405284152842528435284452845528465284752848528495285052851528525285352854528555285652857528585285952860528615286252863528645286552866528675286852869528705287152872528735287452875528765287752878528795288052881528825288352884528855288652887528885288952890528915289252893528945289552896528975289852899529005290152902529035290452905529065290752908529095291052911529125291352914529155291652917529185291952920529215292252923529245292552926529275292852929529305293152932529335293452935529365293752938529395294052941529425294352944529455294652947529485294952950529515295252953529545295552956529575295852959529605296152962529635296452965529665296752968529695297052971529725297352974529755297652977529785297952980529815298252983529845298552986529875298852989529905299152992529935299452995529965299752998529995300053001530025300353004530055300653007530085300953010530115301253013530145301553016530175301853019530205302153022530235302453025530265302753028530295303053031530325303353034530355303653037530385303953040530415304253043530445304553046530475304853049530505305153052530535305453055530565305753058530595306053061530625306353064530655306653067530685306953070530715307253073530745307553076530775307853079530805308153082530835308453085530865308753088530895309053091530925309353094530955309653097530985309953100531015310253103531045310553106531075310853109531105311153112531135311453115531165311753118531195312053121531225312353124531255312653127531285312953130531315313253133531345313553136531375313853139531405314153142531435314453145531465314753148531495315053151531525315353154531555315653157531585315953160531615316253163531645316553166531675316853169531705317153172531735317453175531765317753178531795318053181531825318353184531855318653187531885318953190531915319253193531945319553196531975319853199532005320153202532035320453205532065320753208532095321053211532125321353214532155321653217532185321953220532215322253223532245322553226532275322853229532305323153232532335323453235532365323753238532395324053241532425324353244532455324653247532485324953250532515325253253532545325553256532575325853259532605326153262532635326453265532665326753268532695327053271532725327353274532755327653277532785327953280532815328253283532845328553286532875328853289532905329153292532935329453295532965329753298532995330053301533025330353304533055330653307533085330953310533115331253313533145331553316533175331853319533205332153322533235332453325533265332753328533295333053331533325333353334533355333653337533385333953340533415334253343533445334553346533475334853349533505335153352533535335453355533565335753358533595336053361533625336353364533655336653367533685336953370533715337253373533745337553376533775337853379533805338153382533835338453385533865338753388533895339053391533925339353394533955339653397533985339953400534015340253403534045340553406534075340853409534105341153412534135341453415534165341753418534195342053421534225342353424534255342653427534285342953430534315343253433534345343553436534375343853439534405344153442534435344453445534465344753448534495345053451534525345353454534555345653457534585345953460534615346253463534645346553466534675346853469534705347153472534735347453475534765347753478534795348053481534825348353484534855348653487534885348953490534915349253493534945349553496534975349853499535005350153502535035350453505535065350753508535095351053511535125351353514535155351653517535185351953520535215352253523535245352553526535275352853529535305353153532535335353453535535365353753538535395354053541535425354353544535455354653547535485354953550535515355253553535545355553556535575355853559535605356153562535635356453565535665356753568535695357053571535725357353574535755357653577535785357953580535815358253583535845358553586535875358853589535905359153592535935359453595535965359753598535995360053601536025360353604536055360653607536085360953610536115361253613536145361553616536175361853619536205362153622536235362453625536265362753628536295363053631536325363353634536355363653637536385363953640536415364253643536445364553646536475364853649536505365153652536535365453655536565365753658536595366053661536625366353664536655366653667536685366953670536715367253673536745367553676536775367853679536805368153682536835368453685536865368753688536895369053691536925369353694536955369653697536985369953700537015370253703537045370553706537075370853709537105371153712537135371453715537165371753718537195372053721537225372353724537255372653727537285372953730537315373253733537345373553736537375373853739537405374153742537435374453745537465374753748537495375053751537525375353754537555375653757537585375953760537615376253763537645376553766537675376853769537705377153772537735377453775537765377753778537795378053781537825378353784537855378653787537885378953790537915379253793537945379553796537975379853799538005380153802538035380453805538065380753808538095381053811538125381353814538155381653817538185381953820538215382253823538245382553826538275382853829538305383153832538335383453835538365383753838538395384053841538425384353844538455384653847538485384953850538515385253853538545385553856538575385853859538605386153862538635386453865538665386753868538695387053871538725387353874538755387653877538785387953880538815388253883538845388553886538875388853889538905389153892538935389453895538965389753898538995390053901539025390353904539055390653907539085390953910539115391253913539145391553916539175391853919539205392153922539235392453925539265392753928539295393053931539325393353934539355393653937539385393953940539415394253943539445394553946539475394853949539505395153952539535395453955539565395753958539595396053961539625396353964539655396653967539685396953970539715397253973539745397553976539775397853979539805398153982539835398453985539865398753988539895399053991539925399353994539955399653997539985399954000540015400254003540045400554006540075400854009540105401154012540135401454015540165401754018540195402054021540225402354024540255402654027540285402954030540315403254033540345403554036540375403854039540405404154042540435404454045540465404754048540495405054051540525405354054540555405654057540585405954060540615406254063540645406554066540675406854069540705407154072540735407454075540765407754078540795408054081540825408354084540855408654087540885408954090540915409254093540945409554096540975409854099541005410154102541035410454105541065410754108541095411054111541125411354114541155411654117541185411954120541215412254123541245412554126541275412854129541305413154132541335413454135541365413754138541395414054141541425414354144541455414654147541485414954150541515415254153541545415554156541575415854159541605416154162541635416454165541665416754168541695417054171541725417354174541755417654177541785417954180541815418254183541845418554186541875418854189541905419154192541935419454195541965419754198541995420054201542025420354204542055420654207542085420954210542115421254213542145421554216542175421854219542205422154222542235422454225542265422754228542295423054231542325423354234542355423654237542385423954240542415424254243542445424554246542475424854249542505425154252542535425454255542565425754258542595426054261542625426354264542655426654267542685426954270542715427254273542745427554276542775427854279542805428154282542835428454285542865428754288542895429054291542925429354294542955429654297542985429954300543015430254303543045430554306543075430854309543105431154312543135431454315543165431754318543195432054321543225432354324543255432654327543285432954330543315433254333543345433554336543375433854339543405434154342543435434454345543465434754348543495435054351543525435354354543555435654357543585435954360543615436254363543645436554366543675436854369543705437154372543735437454375543765437754378543795438054381543825438354384543855438654387543885438954390543915439254393543945439554396543975439854399544005440154402544035440454405544065440754408544095441054411544125441354414544155441654417544185441954420544215442254423544245442554426544275442854429544305443154432544335443454435544365443754438544395444054441544425444354444544455444654447544485444954450544515445254453544545445554456544575445854459544605446154462544635446454465544665446754468544695447054471544725447354474544755447654477544785447954480544815448254483544845448554486544875448854489544905449154492544935449454495544965449754498544995450054501545025450354504545055450654507545085450954510545115451254513545145451554516545175451854519545205452154522545235452454525545265452754528545295453054531545325453354534545355453654537545385453954540545415454254543545445454554546545475454854549545505455154552545535455454555545565455754558545595456054561545625456354564545655456654567545685456954570545715457254573545745457554576545775457854579545805458154582545835458454585545865458754588545895459054591545925459354594545955459654597545985459954600546015460254603546045460554606546075460854609546105461154612546135461454615546165461754618546195462054621546225462354624546255462654627546285462954630546315463254633546345463554636546375463854639546405464154642546435464454645546465464754648546495465054651546525465354654546555465654657546585465954660546615466254663546645466554666546675466854669546705467154672546735467454675546765467754678546795468054681546825468354684546855468654687546885468954690546915469254693546945469554696546975469854699547005470154702547035470454705547065470754708547095471054711547125471354714547155471654717547185471954720547215472254723547245472554726547275472854729547305473154732547335473454735547365473754738547395474054741547425474354744547455474654747547485474954750547515475254753547545475554756547575475854759547605476154762547635476454765547665476754768547695477054771547725477354774547755477654777547785477954780547815478254783547845478554786547875478854789547905479154792547935479454795547965479754798547995480054801548025480354804548055480654807548085480954810548115481254813548145481554816548175481854819548205482154822548235482454825548265482754828548295483054831548325483354834548355483654837548385483954840548415484254843548445484554846548475484854849548505485154852548535485454855548565485754858548595486054861548625486354864548655486654867548685486954870548715487254873548745487554876548775487854879548805488154882548835488454885548865488754888548895489054891548925489354894548955489654897548985489954900549015490254903549045490554906549075490854909549105491154912549135491454915549165491754918549195492054921549225492354924549255492654927549285492954930549315493254933549345493554936549375493854939549405494154942549435494454945549465494754948549495495054951549525495354954549555495654957549585495954960549615496254963549645496554966549675496854969549705497154972549735497454975549765497754978549795498054981549825498354984549855498654987549885498954990549915499254993549945499554996549975499854999550005500155002550035500455005550065500755008550095501055011550125501355014550155501655017550185501955020550215502255023550245502555026550275502855029550305503155032550335503455035550365503755038550395504055041550425504355044550455504655047550485504955050550515505255053550545505555056550575505855059550605506155062550635506455065550665506755068550695507055071550725507355074550755507655077550785507955080550815508255083550845508555086550875508855089550905509155092550935509455095550965509755098550995510055101551025510355104551055510655107551085510955110551115511255113551145511555116551175511855119551205512155122551235512455125551265512755128551295513055131551325513355134551355513655137551385513955140551415514255143551445514555146551475514855149551505515155152551535515455155551565515755158551595516055161551625516355164551655516655167551685516955170551715517255173551745517555176551775517855179551805518155182551835518455185551865518755188551895519055191551925519355194551955519655197551985519955200552015520255203552045520555206552075520855209552105521155212552135521455215552165521755218552195522055221552225522355224552255522655227552285522955230552315523255233552345523555236552375523855239552405524155242552435524455245552465524755248552495525055251552525525355254552555525655257552585525955260552615526255263552645526555266552675526855269552705527155272552735527455275552765527755278552795528055281552825528355284552855528655287552885528955290552915529255293552945529555296552975529855299553005530155302553035530455305553065530755308553095531055311553125531355314553155531655317553185531955320553215532255323553245532555326553275532855329553305533155332553335533455335553365533755338553395534055341553425534355344553455534655347553485534955350553515535255353553545535555356553575535855359553605536155362553635536455365553665536755368553695537055371553725537355374553755537655377553785537955380553815538255383553845538555386553875538855389553905539155392553935539455395553965539755398553995540055401554025540355404554055540655407554085540955410554115541255413554145541555416554175541855419554205542155422554235542455425554265542755428554295543055431554325543355434554355543655437554385543955440554415544255443554445544555446554475544855449554505545155452554535545455455554565545755458554595546055461554625546355464554655546655467554685546955470554715547255473554745547555476554775547855479554805548155482554835548455485554865548755488554895549055491554925549355494554955549655497554985549955500555015550255503555045550555506555075550855509555105551155512555135551455515555165551755518555195552055521555225552355524555255552655527555285552955530555315553255533555345553555536555375553855539555405554155542555435554455545555465554755548555495555055551555525555355554555555555655557555585555955560555615556255563555645556555566555675556855569555705557155572555735557455575555765557755578555795558055581555825558355584555855558655587555885558955590555915559255593555945559555596555975559855599556005560155602556035560455605556065560755608556095561055611556125561355614556155561655617556185561955620556215562255623556245562555626556275562855629556305563155632556335563455635556365563755638556395564055641556425564355644556455564655647556485564955650556515565255653556545565555656556575565855659556605566155662556635566455665556665566755668556695567055671556725567355674556755567655677556785567955680556815568255683556845568555686556875568855689556905569155692556935569455695556965569755698556995570055701557025570355704557055570655707557085570955710557115571255713557145571555716557175571855719557205572155722557235572455725557265572755728557295573055731557325573355734557355573655737557385573955740557415574255743557445574555746557475574855749557505575155752557535575455755557565575755758557595576055761557625576355764557655576655767557685576955770557715577255773557745577555776557775577855779557805578155782557835578455785557865578755788557895579055791557925579355794557955579655797557985579955800558015580255803558045580555806558075580855809558105581155812558135581455815558165581755818558195582055821558225582355824558255582655827558285582955830558315583255833558345583555836558375583855839558405584155842558435584455845558465584755848558495585055851558525585355854558555585655857558585585955860558615586255863558645586555866558675586855869558705587155872558735587455875558765587755878558795588055881558825588355884558855588655887558885588955890558915589255893558945589555896558975589855899559005590155902559035590455905559065590755908559095591055911559125591355914559155591655917559185591955920559215592255923559245592555926559275592855929559305593155932559335593455935559365593755938559395594055941559425594355944559455594655947559485594955950559515595255953559545595555956559575595855959559605596155962559635596455965559665596755968559695597055971559725597355974559755597655977559785597955980559815598255983559845598555986559875598855989559905599155992559935599455995559965599755998559995600056001560025600356004560055600656007560085600956010560115601256013560145601556016560175601856019560205602156022560235602456025560265602756028560295603056031560325603356034560355603656037560385603956040560415604256043560445604556046560475604856049560505605156052560535605456055560565605756058560595606056061560625606356064560655606656067560685606956070560715607256073560745607556076560775607856079560805608156082560835608456085560865608756088560895609056091560925609356094560955609656097560985609956100561015610256103561045610556106561075610856109561105611156112561135611456115561165611756118561195612056121561225612356124561255612656127561285612956130561315613256133561345613556136561375613856139561405614156142561435614456145561465614756148561495615056151561525615356154561555615656157561585615956160561615616256163561645616556166561675616856169561705617156172561735617456175561765617756178561795618056181561825618356184561855618656187561885618956190561915619256193561945619556196561975619856199562005620156202562035620456205562065620756208562095621056211562125621356214562155621656217562185621956220562215622256223562245622556226562275622856229562305623156232562335623456235562365623756238562395624056241562425624356244562455624656247562485624956250562515625256253562545625556256562575625856259562605626156262562635626456265562665626756268562695627056271562725627356274562755627656277562785627956280562815628256283562845628556286562875628856289562905629156292562935629456295562965629756298562995630056301563025630356304563055630656307563085630956310563115631256313563145631556316563175631856319563205632156322563235632456325563265632756328563295633056331563325633356334563355633656337563385633956340563415634256343563445634556346563475634856349563505635156352563535635456355563565635756358563595636056361563625636356364563655636656367563685636956370563715637256373563745637556376563775637856379563805638156382563835638456385563865638756388563895639056391563925639356394563955639656397563985639956400564015640256403564045640556406564075640856409564105641156412564135641456415564165641756418564195642056421564225642356424564255642656427564285642956430564315643256433564345643556436564375643856439564405644156442564435644456445564465644756448564495645056451564525645356454564555645656457564585645956460564615646256463564645646556466564675646856469564705647156472564735647456475564765647756478564795648056481564825648356484564855648656487564885648956490564915649256493564945649556496564975649856499565005650156502565035650456505565065650756508565095651056511565125651356514565155651656517565185651956520565215652256523565245652556526565275652856529565305653156532565335653456535565365653756538565395654056541565425654356544565455654656547565485654956550565515655256553565545655556556565575655856559565605656156562565635656456565565665656756568565695657056571565725657356574565755657656577565785657956580565815658256583565845658556586565875658856589565905659156592565935659456595565965659756598565995660056601566025660356604566055660656607566085660956610566115661256613566145661556616566175661856619566205662156622566235662456625566265662756628566295663056631566325663356634566355663656637566385663956640566415664256643566445664556646566475664856649566505665156652566535665456655566565665756658566595666056661566625666356664566655666656667566685666956670566715667256673566745667556676566775667856679566805668156682566835668456685566865668756688566895669056691566925669356694566955669656697566985669956700567015670256703567045670556706567075670856709567105671156712567135671456715567165671756718567195672056721567225672356724567255672656727567285672956730567315673256733567345673556736567375673856739567405674156742567435674456745567465674756748567495675056751567525675356754567555675656757567585675956760567615676256763567645676556766567675676856769567705677156772567735677456775567765677756778567795678056781567825678356784567855678656787567885678956790567915679256793567945679556796567975679856799568005680156802568035680456805568065680756808568095681056811568125681356814568155681656817568185681956820568215682256823568245682556826568275682856829568305683156832568335683456835568365683756838568395684056841568425684356844568455684656847568485684956850568515685256853568545685556856568575685856859568605686156862568635686456865568665686756868568695687056871568725687356874568755687656877568785687956880568815688256883568845688556886568875688856889568905689156892568935689456895568965689756898568995690056901569025690356904569055690656907569085690956910569115691256913569145691556916569175691856919569205692156922569235692456925569265692756928569295693056931569325693356934569355693656937569385693956940569415694256943569445694556946569475694856949569505695156952569535695456955569565695756958569595696056961569625696356964569655696656967569685696956970569715697256973569745697556976569775697856979569805698156982569835698456985569865698756988569895699056991569925699356994569955699656997569985699957000570015700257003570045700557006570075700857009570105701157012570135701457015570165701757018570195702057021570225702357024570255702657027570285702957030570315703257033570345703557036570375703857039570405704157042570435704457045570465704757048570495705057051570525705357054570555705657057570585705957060570615706257063570645706557066570675706857069570705707157072570735707457075570765707757078570795708057081570825708357084570855708657087570885708957090570915709257093570945709557096570975709857099571005710157102571035710457105571065710757108571095711057111571125711357114571155711657117571185711957120571215712257123571245712557126571275712857129571305713157132571335713457135571365713757138571395714057141571425714357144571455714657147571485714957150571515715257153571545715557156571575715857159571605716157162571635716457165571665716757168571695717057171571725717357174571755717657177571785717957180571815718257183571845718557186571875718857189571905719157192571935719457195571965719757198571995720057201572025720357204572055720657207572085720957210572115721257213572145721557216572175721857219572205722157222572235722457225572265722757228572295723057231572325723357234572355723657237572385723957240572415724257243572445724557246572475724857249572505725157252572535725457255572565725757258572595726057261572625726357264572655726657267572685726957270572715727257273572745727557276572775727857279572805728157282572835728457285572865728757288572895729057291572925729357294572955729657297572985729957300573015730257303573045730557306573075730857309573105731157312573135731457315573165731757318573195732057321573225732357324573255732657327573285732957330573315733257333573345733557336573375733857339573405734157342573435734457345573465734757348573495735057351573525735357354573555735657357573585735957360573615736257363573645736557366573675736857369573705737157372573735737457375573765737757378573795738057381573825738357384573855738657387573885738957390573915739257393573945739557396573975739857399574005740157402574035740457405574065740757408574095741057411574125741357414574155741657417574185741957420574215742257423574245742557426574275742857429574305743157432574335743457435574365743757438574395744057441574425744357444574455744657447574485744957450574515745257453574545745557456574575745857459574605746157462574635746457465574665746757468574695747057471574725747357474574755747657477574785747957480574815748257483574845748557486574875748857489574905749157492574935749457495574965749757498574995750057501575025750357504575055750657507575085750957510575115751257513575145751557516575175751857519575205752157522575235752457525575265752757528575295753057531575325753357534575355753657537575385753957540575415754257543575445754557546575475754857549575505755157552575535755457555575565755757558575595756057561575625756357564575655756657567575685756957570575715757257573575745757557576575775757857579575805758157582575835758457585575865758757588575895759057591575925759357594575955759657597575985759957600576015760257603576045760557606576075760857609576105761157612576135761457615576165761757618576195762057621576225762357624576255762657627576285762957630576315763257633576345763557636576375763857639576405764157642576435764457645576465764757648576495765057651576525765357654576555765657657576585765957660576615766257663576645766557666576675766857669576705767157672576735767457675576765767757678576795768057681576825768357684576855768657687576885768957690576915769257693576945769557696576975769857699577005770157702577035770457705577065770757708577095771057711577125771357714577155771657717577185771957720577215772257723577245772557726577275772857729577305773157732577335773457735577365773757738577395774057741577425774357744577455774657747577485774957750577515775257753577545775557756577575775857759577605776157762577635776457765577665776757768577695777057771577725777357774577755777657777577785777957780577815778257783577845778557786577875778857789577905779157792577935779457795577965779757798577995780057801578025780357804578055780657807578085780957810578115781257813578145781557816578175781857819578205782157822578235782457825578265782757828578295783057831578325783357834578355783657837578385783957840578415784257843578445784557846578475784857849578505785157852578535785457855578565785757858578595786057861578625786357864578655786657867578685786957870578715787257873578745787557876578775787857879578805788157882578835788457885578865788757888578895789057891578925789357894578955789657897578985789957900579015790257903579045790557906579075790857909579105791157912579135791457915579165791757918579195792057921579225792357924579255792657927579285792957930579315793257933579345793557936579375793857939579405794157942579435794457945579465794757948579495795057951579525795357954579555795657957579585795957960579615796257963579645796557966579675796857969579705797157972579735797457975579765797757978579795798057981579825798357984579855798657987579885798957990579915799257993579945799557996579975799857999580005800158002580035800458005580065800758008580095801058011580125801358014580155801658017580185801958020580215802258023580245802558026580275802858029580305803158032580335803458035580365803758038580395804058041580425804358044580455804658047580485804958050580515805258053580545805558056580575805858059580605806158062580635806458065580665806758068580695807058071580725807358074580755807658077580785807958080580815808258083580845808558086580875808858089580905809158092580935809458095580965809758098580995810058101581025810358104581055810658107581085810958110581115811258113581145811558116581175811858119581205812158122581235812458125581265812758128581295813058131581325813358134581355813658137581385813958140581415814258143581445814558146581475814858149581505815158152581535815458155581565815758158581595816058161581625816358164581655816658167581685816958170581715817258173581745817558176581775817858179581805818158182581835818458185581865818758188581895819058191581925819358194581955819658197581985819958200582015820258203582045820558206582075820858209582105821158212582135821458215582165821758218582195822058221582225822358224582255822658227582285822958230582315823258233582345823558236582375823858239582405824158242582435824458245582465824758248582495825058251582525825358254582555825658257582585825958260582615826258263582645826558266582675826858269582705827158272582735827458275582765827758278582795828058281582825828358284582855828658287582885828958290582915829258293582945829558296582975829858299583005830158302583035830458305583065830758308583095831058311583125831358314583155831658317583185831958320583215832258323583245832558326583275832858329583305833158332583335833458335583365833758338583395834058341583425834358344583455834658347583485834958350583515835258353583545835558356583575835858359583605836158362583635836458365583665836758368583695837058371583725837358374583755837658377583785837958380583815838258383583845838558386583875838858389583905839158392583935839458395583965839758398583995840058401584025840358404584055840658407584085840958410584115841258413584145841558416584175841858419584205842158422584235842458425584265842758428584295843058431584325843358434584355843658437584385843958440584415844258443584445844558446584475844858449584505845158452584535845458455584565845758458584595846058461584625846358464584655846658467584685846958470584715847258473584745847558476584775847858479584805848158482584835848458485584865848758488584895849058491584925849358494584955849658497584985849958500585015850258503585045850558506585075850858509585105851158512585135851458515585165851758518585195852058521585225852358524585255852658527585285852958530585315853258533585345853558536585375853858539585405854158542585435854458545585465854758548585495855058551585525855358554585555855658557585585855958560585615856258563585645856558566585675856858569585705857158572585735857458575585765857758578585795858058581585825858358584585855858658587585885858958590585915859258593585945859558596585975859858599586005860158602586035860458605586065860758608586095861058611586125861358614586155861658617586185861958620586215862258623586245862558626586275862858629586305863158632586335863458635586365863758638586395864058641586425864358644586455864658647586485864958650586515865258653586545865558656586575865858659586605866158662586635866458665586665866758668586695867058671586725867358674586755867658677586785867958680586815868258683586845868558686586875868858689586905869158692586935869458695586965869758698586995870058701587025870358704587055870658707587085870958710587115871258713587145871558716587175871858719587205872158722587235872458725587265872758728587295873058731587325873358734587355873658737587385873958740587415874258743587445874558746587475874858749587505875158752587535875458755587565875758758587595876058761587625876358764587655876658767587685876958770587715877258773587745877558776587775877858779587805878158782587835878458785587865878758788587895879058791587925879358794587955879658797587985879958800588015880258803588045880558806588075880858809588105881158812588135881458815588165881758818588195882058821588225882358824588255882658827588285882958830588315883258833588345883558836588375883858839588405884158842588435884458845588465884758848588495885058851588525885358854588555885658857588585885958860588615886258863588645886558866588675886858869588705887158872588735887458875588765887758878588795888058881588825888358884588855888658887588885888958890588915889258893588945889558896588975889858899589005890158902589035890458905589065890758908589095891058911589125891358914589155891658917589185891958920589215892258923589245892558926589275892858929589305893158932589335893458935589365893758938589395894058941589425894358944589455894658947589485894958950589515895258953589545895558956589575895858959589605896158962589635896458965589665896758968589695897058971589725897358974589755897658977589785897958980589815898258983589845898558986589875898858989589905899158992589935899458995589965899758998589995900059001590025900359004590055900659007590085900959010590115901259013590145901559016590175901859019590205902159022590235902459025590265902759028590295903059031590325903359034590355903659037590385903959040590415904259043590445904559046590475904859049590505905159052590535905459055590565905759058590595906059061590625906359064590655906659067590685906959070590715907259073590745907559076590775907859079590805908159082590835908459085590865908759088590895909059091590925909359094590955909659097590985909959100591015910259103591045910559106591075910859109591105911159112591135911459115591165911759118591195912059121591225912359124591255912659127591285912959130591315913259133591345913559136591375913859139591405914159142591435914459145591465914759148591495915059151591525915359154591555915659157591585915959160591615916259163591645916559166591675916859169591705917159172591735917459175591765917759178591795918059181591825918359184591855918659187591885918959190591915919259193591945919559196591975919859199592005920159202592035920459205592065920759208592095921059211592125921359214592155921659217592185921959220592215922259223592245922559226592275922859229592305923159232592335923459235592365923759238592395924059241592425924359244592455924659247592485924959250592515925259253592545925559256592575925859259592605926159262592635926459265592665926759268592695927059271592725927359274592755927659277592785927959280592815928259283592845928559286592875928859289592905929159292592935929459295592965929759298592995930059301593025930359304593055930659307593085930959310593115931259313593145931559316593175931859319593205932159322593235932459325593265932759328593295933059331593325933359334593355933659337593385933959340593415934259343593445934559346593475934859349593505935159352593535935459355593565935759358593595936059361593625936359364593655936659367593685936959370593715937259373593745937559376593775937859379593805938159382593835938459385593865938759388593895939059391593925939359394593955939659397593985939959400594015940259403594045940559406594075940859409594105941159412594135941459415594165941759418594195942059421594225942359424594255942659427594285942959430594315943259433594345943559436594375943859439594405944159442594435944459445594465944759448594495945059451594525945359454594555945659457594585945959460594615946259463594645946559466594675946859469594705947159472594735947459475594765947759478594795948059481594825948359484594855948659487594885948959490594915949259493594945949559496594975949859499595005950159502595035950459505595065950759508595095951059511595125951359514595155951659517595185951959520595215952259523595245952559526595275952859529595305953159532595335953459535595365953759538595395954059541595425954359544595455954659547595485954959550595515955259553595545955559556595575955859559595605956159562595635956459565595665956759568595695957059571595725957359574595755957659577595785957959580595815958259583595845958559586595875958859589595905959159592595935959459595595965959759598595995960059601596025960359604596055960659607596085960959610596115961259613596145961559616596175961859619596205962159622596235962459625596265962759628596295963059631596325963359634596355963659637596385963959640596415964259643596445964559646596475964859649596505965159652596535965459655596565965759658596595966059661596625966359664596655966659667596685966959670596715967259673596745967559676596775967859679596805968159682596835968459685596865968759688596895969059691596925969359694596955969659697596985969959700597015970259703597045970559706597075970859709597105971159712597135971459715597165971759718597195972059721597225972359724597255972659727597285972959730597315973259733597345973559736597375973859739597405974159742597435974459745597465974759748597495975059751597525975359754597555975659757597585975959760597615976259763597645976559766597675976859769597705977159772597735977459775597765977759778597795978059781597825978359784597855978659787597885978959790597915979259793597945979559796597975979859799598005980159802598035980459805598065980759808598095981059811598125981359814598155981659817598185981959820598215982259823598245982559826598275982859829598305983159832598335983459835598365983759838598395984059841598425984359844598455984659847598485984959850598515985259853598545985559856598575985859859598605986159862598635986459865598665986759868598695987059871598725987359874598755987659877598785987959880598815988259883598845988559886598875988859889598905989159892598935989459895598965989759898598995990059901599025990359904599055990659907599085990959910599115991259913599145991559916599175991859919599205992159922599235992459925599265992759928599295993059931599325993359934599355993659937599385993959940599415994259943599445994559946599475994859949599505995159952599535995459955599565995759958599595996059961599625996359964599655996659967599685996959970599715997259973599745997559976599775997859979599805998159982599835998459985599865998759988599895999059991599925999359994599955999659997599985999960000600016000260003600046000560006600076000860009600106001160012600136001460015600166001760018600196002060021600226002360024600256002660027600286002960030600316003260033600346003560036600376003860039600406004160042600436004460045600466004760048600496005060051600526005360054600556005660057600586005960060600616006260063600646006560066600676006860069600706007160072600736007460075600766007760078600796008060081600826008360084600856008660087600886008960090600916009260093600946009560096600976009860099601006010160102601036010460105601066010760108601096011060111601126011360114601156011660117601186011960120601216012260123601246012560126601276012860129601306013160132601336013460135601366013760138601396014060141601426014360144601456014660147601486014960150601516015260153601546015560156601576015860159601606016160162601636016460165601666016760168601696017060171601726017360174601756017660177601786017960180601816018260183601846018560186601876018860189601906019160192601936019460195601966019760198601996020060201602026020360204602056020660207602086020960210602116021260213602146021560216602176021860219602206022160222602236022460225602266022760228602296023060231602326023360234602356023660237602386023960240602416024260243602446024560246602476024860249602506025160252602536025460255602566025760258602596026060261602626026360264602656026660267602686026960270602716027260273602746027560276602776027860279602806028160282602836028460285602866028760288602896029060291602926029360294602956029660297602986029960300603016030260303603046030560306603076030860309603106031160312603136031460315603166031760318603196032060321603226032360324603256032660327603286032960330603316033260333603346033560336603376033860339603406034160342603436034460345603466034760348603496035060351603526035360354603556035660357603586035960360603616036260363603646036560366603676036860369603706037160372603736037460375603766037760378603796038060381603826038360384603856038660387603886038960390603916039260393603946039560396603976039860399604006040160402604036040460405604066040760408604096041060411604126041360414604156041660417604186041960420604216042260423604246042560426604276042860429604306043160432604336043460435604366043760438604396044060441604426044360444604456044660447604486044960450604516045260453604546045560456604576045860459604606046160462604636046460465604666046760468604696047060471604726047360474604756047660477604786047960480604816048260483604846048560486604876048860489604906049160492604936049460495604966049760498604996050060501605026050360504605056050660507605086050960510605116051260513605146051560516605176051860519605206052160522605236052460525605266052760528605296053060531605326053360534605356053660537605386053960540605416054260543605446054560546605476054860549605506055160552605536055460555605566055760558605596056060561605626056360564605656056660567605686056960570605716057260573605746057560576605776057860579605806058160582605836058460585605866058760588605896059060591605926059360594605956059660597605986059960600606016060260603606046060560606606076060860609606106061160612606136061460615606166061760618606196062060621606226062360624606256062660627606286062960630606316063260633606346063560636606376063860639606406064160642606436064460645606466064760648606496065060651606526065360654606556065660657606586065960660606616066260663606646066560666606676066860669606706067160672606736067460675606766067760678606796068060681606826068360684606856068660687606886068960690606916069260693606946069560696606976069860699607006070160702607036070460705607066070760708607096071060711607126071360714607156071660717607186071960720607216072260723607246072560726607276072860729607306073160732607336073460735607366073760738607396074060741607426074360744607456074660747607486074960750607516075260753607546075560756607576075860759607606076160762607636076460765607666076760768607696077060771607726077360774607756077660777607786077960780607816078260783607846078560786607876078860789607906079160792607936079460795607966079760798607996080060801608026080360804608056080660807608086080960810608116081260813608146081560816608176081860819608206082160822608236082460825608266082760828608296083060831608326083360834608356083660837608386083960840608416084260843608446084560846608476084860849608506085160852608536085460855608566085760858608596086060861608626086360864608656086660867608686086960870608716087260873608746087560876608776087860879608806088160882608836088460885608866088760888608896089060891608926089360894608956089660897608986089960900609016090260903609046090560906609076090860909609106091160912609136091460915609166091760918609196092060921609226092360924609256092660927609286092960930609316093260933609346093560936609376093860939609406094160942609436094460945609466094760948609496095060951609526095360954609556095660957609586095960960609616096260963609646096560966609676096860969609706097160972609736097460975609766097760978609796098060981609826098360984609856098660987609886098960990609916099260993609946099560996609976099860999610006100161002610036100461005610066100761008610096101061011610126101361014610156101661017610186101961020610216102261023610246102561026610276102861029610306103161032610336103461035610366103761038610396104061041610426104361044610456104661047610486104961050610516105261053610546105561056610576105861059610606106161062610636106461065610666106761068610696107061071610726107361074610756107661077610786107961080610816108261083610846108561086610876108861089610906109161092610936109461095610966109761098610996110061101611026110361104611056110661107611086110961110611116111261113611146111561116611176111861119611206112161122611236112461125611266112761128611296113061131611326113361134611356113661137611386113961140611416114261143611446114561146611476114861149611506115161152611536115461155611566115761158611596116061161611626116361164611656116661167611686116961170611716117261173611746117561176611776117861179611806118161182611836118461185611866118761188611896119061191611926119361194611956119661197611986119961200612016120261203612046120561206612076120861209612106121161212612136121461215612166121761218612196122061221612226122361224612256122661227612286122961230612316123261233612346123561236612376123861239612406124161242612436124461245612466124761248612496125061251612526125361254612556125661257612586125961260612616126261263612646126561266612676126861269612706127161272612736127461275612766127761278612796128061281612826128361284612856128661287612886128961290612916129261293612946129561296612976129861299613006130161302613036130461305613066130761308613096131061311613126131361314613156131661317613186131961320613216132261323613246132561326613276132861329613306133161332613336133461335613366133761338613396134061341613426134361344613456134661347613486134961350613516135261353613546135561356613576135861359613606136161362613636136461365613666136761368613696137061371613726137361374613756137661377613786137961380613816138261383613846138561386613876138861389613906139161392613936139461395613966139761398613996140061401614026140361404614056140661407614086140961410614116141261413614146141561416614176141861419614206142161422614236142461425614266142761428614296143061431614326143361434614356143661437614386143961440614416144261443614446144561446614476144861449614506145161452614536145461455614566145761458614596146061461614626146361464614656146661467614686146961470614716147261473614746147561476614776147861479614806148161482614836148461485614866148761488614896149061491614926149361494614956149661497614986149961500615016150261503615046150561506615076150861509615106151161512615136151461515615166151761518615196152061521615226152361524615256152661527615286152961530615316153261533615346153561536615376153861539615406154161542615436154461545615466154761548615496155061551615526155361554615556155661557615586155961560615616156261563615646156561566615676156861569615706157161572615736157461575615766157761578615796158061581615826158361584615856158661587615886158961590615916159261593615946159561596615976159861599616006160161602616036160461605616066160761608616096161061611616126161361614616156161661617616186161961620616216162261623616246162561626616276162861629616306163161632616336163461635616366163761638616396164061641616426164361644616456164661647616486164961650616516165261653616546165561656616576165861659616606166161662616636166461665616666166761668616696167061671616726167361674616756167661677616786167961680616816168261683616846168561686616876168861689616906169161692616936169461695616966169761698616996170061701617026170361704617056170661707617086170961710617116171261713617146171561716617176171861719617206172161722617236172461725617266172761728617296173061731617326173361734617356173661737617386173961740617416174261743617446174561746617476174861749617506175161752617536175461755617566175761758617596176061761617626176361764617656176661767617686176961770617716177261773617746177561776617776177861779617806178161782617836178461785617866178761788617896179061791617926179361794617956179661797617986179961800618016180261803618046180561806618076180861809618106181161812618136181461815618166181761818618196182061821618226182361824618256182661827618286182961830618316183261833618346183561836618376183861839618406184161842618436184461845618466184761848618496185061851618526185361854618556185661857618586185961860618616186261863618646186561866618676186861869618706187161872618736187461875618766187761878618796188061881618826188361884618856188661887618886188961890618916189261893618946189561896618976189861899619006190161902619036190461905619066190761908619096191061911619126191361914619156191661917619186191961920619216192261923619246192561926619276192861929619306193161932619336193461935619366193761938619396194061941619426194361944619456194661947619486194961950619516195261953619546195561956619576195861959619606196161962619636196461965619666196761968619696197061971619726197361974619756197661977619786197961980619816198261983619846198561986619876198861989619906199161992619936199461995619966199761998619996200062001620026200362004620056200662007620086200962010620116201262013620146201562016620176201862019620206202162022620236202462025620266202762028620296203062031620326203362034620356203662037620386203962040620416204262043620446204562046620476204862049620506205162052620536205462055620566205762058620596206062061620626206362064620656206662067620686206962070620716207262073620746207562076620776207862079620806208162082620836208462085620866208762088620896209062091620926209362094620956209662097620986209962100621016210262103621046210562106621076210862109621106211162112621136211462115621166211762118621196212062121621226212362124621256212662127621286212962130621316213262133621346213562136621376213862139621406214162142621436214462145621466214762148621496215062151621526215362154621556215662157621586215962160621616216262163621646216562166621676216862169621706217162172621736217462175621766217762178621796218062181621826218362184621856218662187621886218962190621916219262193621946219562196621976219862199622006220162202622036220462205622066220762208622096221062211622126221362214622156221662217622186221962220622216222262223622246222562226622276222862229622306223162232622336223462235622366223762238622396224062241622426224362244622456224662247622486224962250622516225262253622546225562256622576225862259622606226162262622636226462265622666226762268622696227062271622726227362274622756227662277622786227962280622816228262283622846228562286622876228862289622906229162292622936229462295622966229762298622996230062301623026230362304623056230662307623086230962310623116231262313623146231562316623176231862319623206232162322623236232462325623266232762328623296233062331623326233362334623356233662337623386233962340623416234262343623446234562346623476234862349623506235162352623536235462355623566235762358623596236062361623626236362364623656236662367623686236962370623716237262373623746237562376623776237862379623806238162382623836238462385623866238762388623896239062391623926239362394623956239662397623986239962400624016240262403624046240562406624076240862409624106241162412624136241462415624166241762418624196242062421624226242362424624256242662427624286242962430624316243262433624346243562436624376243862439624406244162442624436244462445624466244762448624496245062451624526245362454624556245662457624586245962460624616246262463624646246562466624676246862469624706247162472624736247462475624766247762478624796248062481624826248362484624856248662487624886248962490624916249262493624946249562496624976249862499625006250162502625036250462505625066250762508625096251062511625126251362514625156251662517625186251962520625216252262523625246252562526625276252862529625306253162532625336253462535625366253762538625396254062541625426254362544625456254662547625486254962550625516255262553625546255562556625576255862559625606256162562625636256462565625666256762568625696257062571625726257362574625756257662577625786257962580625816258262583625846258562586625876258862589625906259162592625936259462595625966259762598625996260062601626026260362604626056260662607626086260962610626116261262613626146261562616626176261862619626206262162622626236262462625626266262762628626296263062631626326263362634626356263662637626386263962640626416264262643626446264562646626476264862649626506265162652626536265462655626566265762658626596266062661626626266362664626656266662667626686266962670626716267262673626746267562676626776267862679626806268162682626836268462685626866268762688626896269062691626926269362694626956269662697626986269962700627016270262703627046270562706627076270862709627106271162712627136271462715627166271762718627196272062721627226272362724627256272662727627286272962730627316273262733627346273562736627376273862739627406274162742627436274462745627466274762748627496275062751627526275362754627556275662757627586275962760627616276262763627646276562766627676276862769627706277162772627736277462775627766277762778627796278062781627826278362784627856278662787627886278962790627916279262793627946279562796627976279862799628006280162802628036280462805628066280762808628096281062811628126281362814628156281662817628186281962820628216282262823628246282562826628276282862829628306283162832628336283462835628366283762838628396284062841628426284362844628456284662847628486284962850628516285262853628546285562856628576285862859628606286162862628636286462865628666286762868628696287062871628726287362874628756287662877628786287962880628816288262883628846288562886628876288862889628906289162892628936289462895628966289762898628996290062901629026290362904629056290662907629086290962910629116291262913629146291562916629176291862919629206292162922629236292462925629266292762928629296293062931629326293362934629356293662937629386293962940629416294262943629446294562946629476294862949629506295162952629536295462955629566295762958629596296062961629626296362964629656296662967629686296962970629716297262973629746297562976629776297862979629806298162982629836298462985629866298762988629896299062991629926299362994629956299662997629986299963000630016300263003630046300563006630076300863009630106301163012630136301463015630166301763018630196302063021630226302363024630256302663027630286302963030630316303263033630346303563036630376303863039630406304163042630436304463045630466304763048630496305063051630526305363054630556305663057630586305963060630616306263063630646306563066630676306863069630706307163072630736307463075630766307763078630796308063081630826308363084630856308663087630886308963090630916309263093630946309563096630976309863099631006310163102631036310463105631066310763108631096311063111631126311363114631156311663117631186311963120631216312263123631246312563126631276312863129631306313163132631336313463135631366313763138631396314063141631426314363144631456314663147631486314963150631516315263153631546315563156631576315863159631606316163162631636316463165631666316763168631696317063171631726317363174631756317663177631786317963180631816318263183631846318563186631876318863189631906319163192631936319463195631966319763198631996320063201632026320363204632056320663207632086320963210632116321263213632146321563216632176321863219632206322163222632236322463225632266322763228632296323063231632326323363234632356323663237632386323963240632416324263243632446324563246632476324863249632506325163252632536325463255632566325763258632596326063261632626326363264632656326663267632686326963270632716327263273632746327563276632776327863279632806328163282632836328463285632866328763288632896329063291632926329363294632956329663297632986329963300633016330263303633046330563306633076330863309633106331163312633136331463315633166331763318633196332063321633226332363324633256332663327633286332963330633316333263333633346333563336633376333863339633406334163342633436334463345633466334763348633496335063351633526335363354633556335663357633586335963360633616336263363633646336563366633676336863369633706337163372633736337463375633766337763378633796338063381633826338363384633856338663387633886338963390633916339263393633946339563396633976339863399634006340163402634036340463405634066340763408634096341063411634126341363414634156341663417634186341963420634216342263423634246342563426634276342863429634306343163432634336343463435634366343763438634396344063441634426344363444634456344663447634486344963450634516345263453634546345563456634576345863459634606346163462634636346463465634666346763468634696347063471634726347363474634756347663477634786347963480634816348263483634846348563486634876348863489634906349163492634936349463495634966349763498634996350063501635026350363504635056350663507635086350963510635116351263513635146351563516635176351863519635206352163522635236352463525635266352763528635296353063531635326353363534635356353663537635386353963540635416354263543635446354563546635476354863549635506355163552635536355463555635566355763558635596356063561635626356363564635656356663567635686356963570635716357263573635746357563576635776357863579635806358163582635836358463585635866358763588635896359063591635926359363594635956359663597635986359963600636016360263603636046360563606636076360863609636106361163612636136361463615636166361763618636196362063621636226362363624636256362663627636286362963630636316363263633636346363563636636376363863639636406364163642636436364463645636466364763648636496365063651636526365363654636556365663657636586365963660636616366263663636646366563666636676366863669636706367163672636736367463675636766367763678636796368063681636826368363684636856368663687636886368963690636916369263693636946369563696636976369863699637006370163702637036370463705637066370763708637096371063711637126371363714637156371663717637186371963720637216372263723637246372563726637276372863729637306373163732637336373463735637366373763738637396374063741637426374363744637456374663747637486374963750637516375263753637546375563756637576375863759637606376163762637636376463765637666376763768637696377063771637726377363774637756377663777637786377963780637816378263783637846378563786637876378863789637906379163792637936379463795637966379763798637996380063801638026380363804638056380663807638086380963810638116381263813638146381563816638176381863819638206382163822638236382463825638266382763828638296383063831638326383363834638356383663837638386383963840638416384263843638446384563846638476384863849638506385163852638536385463855638566385763858638596386063861638626386363864638656386663867638686386963870638716387263873638746387563876638776387863879638806388163882638836388463885638866388763888638896389063891638926389363894638956389663897638986389963900639016390263903639046390563906639076390863909639106391163912639136391463915639166391763918639196392063921639226392363924639256392663927639286392963930639316393263933639346393563936639376393863939639406394163942639436394463945639466394763948639496395063951639526395363954639556395663957639586395963960639616396263963639646396563966639676396863969639706397163972639736397463975639766397763978639796398063981639826398363984639856398663987639886398963990639916399263993639946399563996639976399863999640006400164002640036400464005640066400764008640096401064011640126401364014640156401664017640186401964020640216402264023640246402564026640276402864029640306403164032640336403464035640366403764038640396404064041640426404364044640456404664047640486404964050640516405264053640546405564056640576405864059640606406164062640636406464065640666406764068640696407064071640726407364074640756407664077640786407964080640816408264083640846408564086640876408864089640906409164092640936409464095640966409764098640996410064101641026410364104641056410664107641086410964110641116411264113641146411564116641176411864119641206412164122641236412464125641266412764128641296413064131641326413364134641356413664137641386413964140641416414264143641446414564146641476414864149641506415164152641536415464155641566415764158641596416064161641626416364164641656416664167641686416964170641716417264173641746417564176641776417864179641806418164182641836418464185641866418764188641896419064191641926419364194641956419664197641986419964200642016420264203642046420564206642076420864209642106421164212642136421464215642166421764218642196422064221642226422364224642256422664227642286422964230642316423264233642346423564236642376423864239642406424164242642436424464245642466424764248642496425064251642526425364254642556425664257642586425964260642616426264263642646426564266642676426864269642706427164272642736427464275642766427764278642796428064281642826428364284642856428664287642886428964290642916429264293642946429564296642976429864299643006430164302643036430464305643066430764308643096431064311643126431364314643156431664317643186431964320643216432264323643246432564326643276432864329643306433164332643336433464335643366433764338643396434064341643426434364344643456434664347643486434964350643516435264353643546435564356643576435864359643606436164362643636436464365643666436764368643696437064371643726437364374643756437664377643786437964380643816438264383643846438564386643876438864389643906439164392643936439464395643966439764398643996440064401644026440364404644056440664407644086440964410644116441264413644146441564416644176441864419644206442164422644236442464425644266442764428644296443064431644326443364434644356443664437644386443964440644416444264443644446444564446644476444864449644506445164452644536445464455644566445764458644596446064461644626446364464644656446664467644686446964470644716447264473644746447564476644776447864479644806448164482644836448464485644866448764488644896449064491644926449364494644956449664497644986449964500645016450264503645046450564506645076450864509645106451164512645136451464515645166451764518645196452064521645226452364524645256452664527645286452964530645316453264533645346453564536645376453864539645406454164542645436454464545645466454764548645496455064551645526455364554645556455664557645586455964560645616456264563645646456564566645676456864569645706457164572645736457464575645766457764578645796458064581645826458364584645856458664587645886458964590645916459264593645946459564596645976459864599646006460164602646036460464605646066460764608646096461064611646126461364614646156461664617646186461964620646216462264623646246462564626646276462864629646306463164632646336463464635646366463764638646396464064641646426464364644646456464664647646486464964650646516465264653646546465564656646576465864659646606466164662646636466464665646666466764668646696467064671646726467364674646756467664677646786467964680646816468264683646846468564686646876468864689646906469164692646936469464695646966469764698646996470064701647026470364704647056470664707647086470964710647116471264713647146471564716647176471864719647206472164722647236472464725647266472764728647296473064731647326473364734647356473664737647386473964740647416474264743647446474564746647476474864749647506475164752647536475464755647566475764758647596476064761647626476364764647656476664767647686476964770647716477264773647746477564776647776477864779647806478164782647836478464785647866478764788647896479064791647926479364794647956479664797647986479964800648016480264803648046480564806648076480864809648106481164812648136481464815648166481764818648196482064821648226482364824648256482664827648286482964830648316483264833648346483564836648376483864839648406484164842648436484464845648466484764848648496485064851648526485364854648556485664857648586485964860648616486264863648646486564866648676486864869648706487164872648736487464875648766487764878648796488064881648826488364884648856488664887648886488964890648916489264893648946489564896648976489864899649006490164902649036490464905649066490764908649096491064911649126491364914649156491664917649186491964920649216492264923649246492564926649276492864929649306493164932649336493464935649366493764938649396494064941649426494364944649456494664947649486494964950649516495264953649546495564956649576495864959649606496164962649636496464965649666496764968649696497064971649726497364974649756497664977649786497964980649816498264983649846498564986649876498864989649906499164992649936499464995649966499764998649996500065001650026500365004650056500665007650086500965010650116501265013650146501565016650176501865019650206502165022650236502465025650266502765028650296503065031650326503365034650356503665037650386503965040650416504265043650446504565046650476504865049650506505165052650536505465055650566505765058650596506065061650626506365064650656506665067650686506965070650716507265073650746507565076650776507865079650806508165082650836508465085650866508765088650896509065091650926509365094650956509665097650986509965100651016510265103651046510565106651076510865109651106511165112651136511465115651166511765118651196512065121651226512365124651256512665127651286512965130651316513265133651346513565136651376513865139651406514165142651436514465145651466514765148651496515065151651526515365154651556515665157651586515965160651616516265163651646516565166651676516865169651706517165172651736517465175651766517765178651796518065181651826518365184651856518665187651886518965190651916519265193651946519565196651976519865199652006520165202652036520465205652066520765208652096521065211652126521365214652156521665217652186521965220652216522265223652246522565226652276522865229652306523165232652336523465235652366523765238652396524065241652426524365244652456524665247652486524965250652516525265253652546525565256652576525865259652606526165262652636526465265652666526765268652696527065271652726527365274652756527665277652786527965280652816528265283652846528565286652876528865289652906529165292652936529465295652966529765298652996530065301653026530365304653056530665307653086530965310653116531265313653146531565316653176531865319653206532165322653236532465325653266532765328653296533065331653326533365334653356533665337653386533965340653416534265343653446534565346653476534865349653506535165352653536535465355653566535765358653596536065361653626536365364653656536665367653686536965370653716537265373653746537565376653776537865379653806538165382653836538465385653866538765388653896539065391653926539365394653956539665397653986539965400654016540265403654046540565406654076540865409654106541165412654136541465415654166541765418654196542065421654226542365424654256542665427654286542965430654316543265433654346543565436654376543865439654406544165442654436544465445654466544765448654496545065451654526545365454654556545665457654586545965460654616546265463654646546565466654676546865469654706547165472654736547465475654766547765478654796548065481654826548365484654856548665487654886548965490654916549265493654946549565496654976549865499655006550165502655036550465505655066550765508655096551065511655126551365514655156551665517655186551965520655216552265523655246552565526655276552865529655306553165532655336553465535655366553765538655396554065541655426554365544655456554665547655486554965550655516555265553655546555565556655576555865559655606556165562655636556465565655666556765568655696557065571655726557365574655756557665577655786557965580655816558265583655846558565586655876558865589655906559165592655936559465595655966559765598655996560065601656026560365604656056560665607656086560965610656116561265613656146561565616656176561865619656206562165622656236562465625656266562765628656296563065631656326563365634656356563665637656386563965640656416564265643656446564565646656476564865649656506565165652656536565465655656566565765658656596566065661656626566365664656656566665667656686566965670656716567265673656746567565676656776567865679656806568165682656836568465685656866568765688656896569065691656926569365694656956569665697656986569965700657016570265703657046570565706657076570865709657106571165712657136571465715657166571765718657196572065721657226572365724657256572665727657286572965730657316573265733657346573565736657376573865739657406574165742657436574465745657466574765748657496575065751657526575365754657556575665757657586575965760657616576265763657646576565766657676576865769657706577165772657736577465775657766577765778657796578065781657826578365784657856578665787657886578965790657916579265793657946579565796657976579865799658006580165802658036580465805658066580765808658096581065811658126581365814658156581665817658186581965820658216582265823658246582565826658276582865829658306583165832658336583465835658366583765838658396584065841658426584365844658456584665847658486584965850658516585265853658546585565856658576585865859658606586165862658636586465865658666586765868658696587065871658726587365874658756587665877658786587965880658816588265883658846588565886658876588865889658906589165892658936589465895658966589765898658996590065901659026590365904659056590665907659086590965910659116591265913659146591565916659176591865919659206592165922659236592465925659266592765928659296593065931659326593365934659356593665937659386593965940659416594265943659446594565946659476594865949659506595165952659536595465955659566595765958659596596065961659626596365964659656596665967659686596965970659716597265973659746597565976659776597865979659806598165982659836598465985659866598765988659896599065991659926599365994659956599665997659986599966000660016600266003660046600566006660076600866009660106601166012660136601466015660166601766018660196602066021660226602366024660256602666027660286602966030660316603266033660346603566036660376603866039660406604166042660436604466045660466604766048660496605066051660526605366054660556605666057660586605966060660616606266063660646606566066660676606866069660706607166072660736607466075660766607766078660796608066081660826608366084660856608666087660886608966090660916609266093660946609566096660976609866099661006610166102661036610466105661066610766108661096611066111661126611366114661156611666117661186611966120661216612266123661246612566126661276612866129661306613166132661336613466135661366613766138661396614066141661426614366144661456614666147661486614966150661516615266153661546615566156661576615866159661606616166162661636616466165661666616766168661696617066171661726617366174661756617666177661786617966180661816618266183661846618566186661876618866189661906619166192661936619466195661966619766198661996620066201662026620366204662056620666207662086620966210662116621266213662146621566216662176621866219662206622166222662236622466225662266622766228662296623066231662326623366234662356623666237662386623966240662416624266243662446624566246662476624866249662506625166252662536625466255662566625766258662596626066261662626626366264662656626666267662686626966270662716627266273662746627566276662776627866279662806628166282662836628466285662866628766288662896629066291662926629366294662956629666297662986629966300663016630266303663046630566306663076630866309663106631166312663136631466315663166631766318663196632066321663226632366324663256632666327663286632966330663316633266333663346633566336663376633866339663406634166342663436634466345663466634766348663496635066351663526635366354663556635666357663586635966360663616636266363663646636566366663676636866369663706637166372663736637466375663766637766378663796638066381663826638366384663856638666387663886638966390663916639266393663946639566396663976639866399664006640166402664036640466405664066640766408664096641066411664126641366414664156641666417664186641966420664216642266423664246642566426664276642866429664306643166432664336643466435664366643766438664396644066441664426644366444664456644666447664486644966450664516645266453664546645566456664576645866459664606646166462664636646466465664666646766468664696647066471664726647366474664756647666477664786647966480664816648266483664846648566486664876648866489664906649166492664936649466495664966649766498664996650066501665026650366504665056650666507665086650966510665116651266513665146651566516665176651866519665206652166522665236652466525665266652766528665296653066531665326653366534665356653666537665386653966540665416654266543665446654566546665476654866549665506655166552665536655466555665566655766558665596656066561665626656366564665656656666567665686656966570665716657266573665746657566576665776657866579665806658166582665836658466585665866658766588665896659066591665926659366594665956659666597665986659966600666016660266603666046660566606666076660866609666106661166612666136661466615666166661766618666196662066621666226662366624666256662666627666286662966630666316663266633666346663566636666376663866639666406664166642666436664466645666466664766648666496665066651666526665366654666556665666657666586665966660666616666266663666646666566666666676666866669666706667166672666736667466675666766667766678666796668066681666826668366684666856668666687666886668966690666916669266693666946669566696666976669866699667006670166702667036670466705667066670766708667096671066711667126671366714667156671666717667186671966720667216672266723667246672566726667276672866729667306673166732667336673466735667366673766738667396674066741667426674366744667456674666747667486674966750667516675266753667546675566756667576675866759667606676166762667636676466765667666676766768667696677066771667726677366774667756677666777667786677966780667816678266783667846678566786667876678866789667906679166792667936679466795667966679766798667996680066801668026680366804668056680666807668086680966810668116681266813668146681566816668176681866819668206682166822668236682466825668266682766828668296683066831668326683366834668356683666837668386683966840668416684266843668446684566846668476684866849668506685166852668536685466855668566685766858668596686066861668626686366864668656686666867668686686966870668716687266873668746687566876668776687866879668806688166882668836688466885668866688766888668896689066891668926689366894668956689666897668986689966900669016690266903669046690566906669076690866909669106691166912669136691466915669166691766918669196692066921669226692366924669256692666927669286692966930669316693266933669346693566936669376693866939669406694166942669436694466945669466694766948669496695066951669526695366954669556695666957669586695966960669616696266963669646696566966669676696866969669706697166972669736697466975669766697766978669796698066981669826698366984669856698666987669886698966990669916699266993669946699566996669976699866999670006700167002670036700467005670066700767008670096701067011670126701367014670156701667017670186701967020670216702267023670246702567026670276702867029670306703167032670336703467035670366703767038670396704067041670426704367044670456704667047670486704967050670516705267053670546705567056670576705867059670606706167062670636706467065670666706767068670696707067071670726707367074670756707667077670786707967080670816708267083670846708567086670876708867089670906709167092670936709467095670966709767098670996710067101671026710367104671056710667107671086710967110671116711267113671146711567116671176711867119671206712167122671236712467125671266712767128671296713067131671326713367134671356713667137671386713967140671416714267143671446714567146671476714867149671506715167152671536715467155671566715767158671596716067161671626716367164671656716667167671686716967170671716717267173671746717567176671776717867179671806718167182671836718467185671866718767188671896719067191671926719367194671956719667197671986719967200672016720267203672046720567206672076720867209672106721167212672136721467215672166721767218672196722067221672226722367224672256722667227672286722967230672316723267233672346723567236672376723867239672406724167242672436724467245672466724767248672496725067251672526725367254672556725667257672586725967260672616726267263672646726567266672676726867269672706727167272672736727467275672766727767278672796728067281672826728367284672856728667287672886728967290672916729267293672946729567296672976729867299673006730167302673036730467305673066730767308673096731067311673126731367314673156731667317673186731967320673216732267323673246732567326673276732867329673306733167332673336733467335673366733767338673396734067341673426734367344673456734667347673486734967350673516735267353673546735567356673576735867359673606736167362673636736467365673666736767368673696737067371673726737367374673756737667377673786737967380673816738267383673846738567386673876738867389673906739167392673936739467395673966739767398673996740067401674026740367404674056740667407674086740967410674116741267413674146741567416674176741867419674206742167422674236742467425674266742767428674296743067431674326743367434674356743667437674386743967440674416744267443674446744567446674476744867449674506745167452674536745467455674566745767458674596746067461674626746367464674656746667467674686746967470674716747267473674746747567476674776747867479674806748167482674836748467485674866748767488674896749067491674926749367494674956749667497674986749967500675016750267503675046750567506675076750867509675106751167512675136751467515675166751767518675196752067521675226752367524675256752667527675286752967530675316753267533675346753567536675376753867539675406754167542675436754467545675466754767548675496755067551675526755367554675556755667557675586755967560675616756267563675646756567566675676756867569675706757167572675736757467575675766757767578675796758067581675826758367584675856758667587675886758967590675916759267593675946759567596675976759867599676006760167602676036760467605676066760767608676096761067611676126761367614676156761667617676186761967620676216762267623676246762567626676276762867629676306763167632676336763467635676366763767638676396764067641676426764367644676456764667647676486764967650676516765267653676546765567656676576765867659676606766167662676636766467665676666766767668676696767067671676726767367674676756767667677676786767967680676816768267683676846768567686676876768867689676906769167692676936769467695676966769767698676996770067701677026770367704677056770667707677086770967710677116771267713677146771567716677176771867719677206772167722677236772467725677266772767728677296773067731677326773367734677356773667737677386773967740677416774267743677446774567746677476774867749677506775167752677536775467755677566775767758677596776067761677626776367764677656776667767677686776967770677716777267773677746777567776677776777867779677806778167782677836778467785677866778767788677896779067791677926779367794677956779667797677986779967800678016780267803678046780567806678076780867809678106781167812678136781467815678166781767818678196782067821678226782367824678256782667827678286782967830678316783267833678346783567836678376783867839678406784167842678436784467845678466784767848678496785067851678526785367854678556785667857678586785967860678616786267863678646786567866678676786867869678706787167872678736787467875678766787767878678796788067881678826788367884678856788667887678886788967890678916789267893678946789567896678976789867899679006790167902679036790467905679066790767908679096791067911679126791367914679156791667917679186791967920679216792267923679246792567926679276792867929679306793167932679336793467935679366793767938679396794067941679426794367944679456794667947679486794967950679516795267953679546795567956679576795867959679606796167962679636796467965679666796767968679696797067971679726797367974679756797667977679786797967980679816798267983679846798567986679876798867989679906799167992679936799467995679966799767998679996800068001680026800368004680056800668007680086800968010680116801268013680146801568016680176801868019680206802168022680236802468025680266802768028680296803068031680326803368034680356803668037680386803968040680416804268043680446804568046680476804868049680506805168052680536805468055680566805768058680596806068061680626806368064680656806668067680686806968070680716807268073680746807568076680776807868079680806808168082680836808468085680866808768088680896809068091680926809368094680956809668097680986809968100681016810268103681046810568106681076810868109681106811168112681136811468115681166811768118681196812068121681226812368124681256812668127681286812968130681316813268133681346813568136681376813868139681406814168142681436814468145681466814768148681496815068151681526815368154681556815668157681586815968160681616816268163681646816568166681676816868169681706817168172681736817468175681766817768178681796818068181681826818368184681856818668187681886818968190681916819268193681946819568196681976819868199682006820168202682036820468205682066820768208682096821068211682126821368214682156821668217682186821968220682216822268223682246822568226682276822868229682306823168232682336823468235682366823768238682396824068241682426824368244682456824668247682486824968250682516825268253682546825568256682576825868259682606826168262682636826468265682666826768268682696827068271682726827368274682756827668277682786827968280682816828268283682846828568286682876828868289682906829168292682936829468295682966829768298682996830068301683026830368304683056830668307683086830968310683116831268313683146831568316683176831868319683206832168322683236832468325683266832768328683296833068331683326833368334683356833668337683386833968340683416834268343683446834568346683476834868349683506835168352683536835468355683566835768358683596836068361683626836368364683656836668367683686836968370683716837268373683746837568376683776837868379683806838168382683836838468385683866838768388683896839068391683926839368394683956839668397683986839968400684016840268403684046840568406684076840868409684106841168412684136841468415684166841768418684196842068421684226842368424684256842668427684286842968430684316843268433684346843568436684376843868439684406844168442684436844468445684466844768448684496845068451684526845368454684556845668457684586845968460684616846268463684646846568466684676846868469684706847168472684736847468475684766847768478684796848068481684826848368484684856848668487684886848968490684916849268493684946849568496684976849868499685006850168502685036850468505685066850768508685096851068511685126851368514685156851668517685186851968520685216852268523685246852568526685276852868529685306853168532685336853468535685366853768538685396854068541685426854368544685456854668547685486854968550685516855268553685546855568556685576855868559685606856168562685636856468565685666856768568685696857068571685726857368574685756857668577685786857968580685816858268583685846858568586685876858868589685906859168592685936859468595685966859768598685996860068601686026860368604686056860668607686086860968610686116861268613686146861568616686176861868619686206862168622686236862468625686266862768628686296863068631686326863368634686356863668637686386863968640686416864268643686446864568646686476864868649686506865168652686536865468655686566865768658686596866068661686626866368664686656866668667686686866968670686716867268673686746867568676686776867868679686806868168682686836868468685686866868768688686896869068691686926869368694686956869668697686986869968700687016870268703687046870568706687076870868709687106871168712687136871468715687166871768718687196872068721687226872368724687256872668727687286872968730687316873268733687346873568736687376873868739687406874168742687436874468745687466874768748687496875068751687526875368754687556875668757687586875968760687616876268763687646876568766687676876868769687706877168772687736877468775687766877768778687796878068781687826878368784687856878668787687886878968790687916879268793687946879568796687976879868799688006880168802688036880468805688066880768808688096881068811688126881368814688156881668817688186881968820688216882268823688246882568826688276882868829688306883168832688336883468835688366883768838688396884068841688426884368844688456884668847688486884968850688516885268853688546885568856688576885868859688606886168862688636886468865688666886768868688696887068871688726887368874688756887668877688786887968880688816888268883688846888568886688876888868889688906889168892688936889468895688966889768898688996890068901689026890368904689056890668907689086890968910689116891268913689146891568916689176891868919689206892168922689236892468925689266892768928689296893068931689326893368934689356893668937689386893968940689416894268943689446894568946689476894868949689506895168952689536895468955689566895768958689596896068961689626896368964689656896668967689686896968970689716897268973689746897568976689776897868979689806898168982689836898468985689866898768988689896899068991689926899368994689956899668997689986899969000690016900269003690046900569006690076900869009690106901169012690136901469015690166901769018690196902069021690226902369024690256902669027690286902969030690316903269033690346903569036690376903869039690406904169042690436904469045690466904769048690496905069051690526905369054690556905669057690586905969060690616906269063690646906569066690676906869069690706907169072690736907469075690766907769078690796908069081690826908369084690856908669087690886908969090690916909269093690946909569096690976909869099691006910169102691036910469105691066910769108691096911069111691126911369114691156911669117691186911969120691216912269123691246912569126691276912869129691306913169132691336913469135691366913769138691396914069141691426914369144691456914669147691486914969150691516915269153691546915569156691576915869159691606916169162691636916469165691666916769168691696917069171691726917369174691756917669177691786917969180691816918269183691846918569186691876918869189691906919169192691936919469195691966919769198691996920069201692026920369204692056920669207692086920969210692116921269213692146921569216692176921869219692206922169222692236922469225692266922769228692296923069231692326923369234692356923669237692386923969240692416924269243692446924569246692476924869249692506925169252692536925469255692566925769258692596926069261692626926369264692656926669267692686926969270692716927269273692746927569276692776927869279692806928169282692836928469285692866928769288692896929069291692926929369294692956929669297692986929969300693016930269303693046930569306693076930869309693106931169312693136931469315693166931769318693196932069321693226932369324693256932669327693286932969330693316933269333693346933569336693376933869339693406934169342693436934469345693466934769348693496935069351693526935369354693556935669357693586935969360693616936269363693646936569366693676936869369693706937169372693736937469375693766937769378693796938069381693826938369384693856938669387693886938969390693916939269393693946939569396693976939869399694006940169402694036940469405694066940769408694096941069411694126941369414694156941669417694186941969420694216942269423694246942569426694276942869429694306943169432694336943469435694366943769438694396944069441694426944369444694456944669447694486944969450694516945269453694546945569456694576945869459694606946169462694636946469465694666946769468694696947069471694726947369474694756947669477694786947969480694816948269483694846948569486694876948869489694906949169492694936949469495694966949769498694996950069501695026950369504695056950669507695086950969510695116951269513695146951569516695176951869519695206952169522695236952469525695266952769528695296953069531695326953369534695356953669537695386953969540695416954269543695446954569546695476954869549695506955169552695536955469555695566955769558695596956069561695626956369564695656956669567695686956969570695716957269573695746957569576695776957869579695806958169582695836958469585695866958769588695896959069591695926959369594695956959669597695986959969600696016960269603696046960569606696076960869609696106961169612696136961469615696166961769618696196962069621696226962369624696256962669627696286962969630696316963269633696346963569636696376963869639696406964169642696436964469645696466964769648696496965069651696526965369654696556965669657696586965969660696616966269663696646966569666696676966869669696706967169672696736967469675696766967769678696796968069681696826968369684696856968669687696886968969690696916969269693696946969569696696976969869699697006970169702697036970469705697066970769708697096971069711697126971369714697156971669717697186971969720697216972269723697246972569726697276972869729697306973169732697336973469735697366973769738697396974069741697426974369744697456974669747697486974969750697516975269753697546975569756697576975869759697606976169762697636976469765697666976769768697696977069771697726977369774697756977669777697786977969780697816978269783697846978569786697876978869789697906979169792697936979469795697966979769798697996980069801698026980369804698056980669807698086980969810698116981269813698146981569816698176981869819698206982169822698236982469825698266982769828698296983069831698326983369834698356983669837698386983969840698416984269843698446984569846698476984869849698506985169852698536985469855698566985769858698596986069861698626986369864698656986669867698686986969870698716987269873698746987569876698776987869879698806988169882698836988469885698866988769888698896989069891698926989369894698956989669897698986989969900699016990269903699046990569906699076990869909699106991169912699136991469915699166991769918699196992069921699226992369924699256992669927699286992969930699316993269933699346993569936699376993869939699406994169942699436994469945699466994769948699496995069951699526995369954699556995669957699586995969960699616996269963699646996569966699676996869969699706997169972699736997469975699766997769978699796998069981699826998369984699856998669987699886998969990699916999269993699946999569996699976999869999700007000170002700037000470005700067000770008700097001070011700127001370014700157001670017700187001970020700217002270023700247002570026700277002870029700307003170032700337003470035700367003770038700397004070041700427004370044700457004670047700487004970050700517005270053700547005570056700577005870059700607006170062700637006470065700667006770068700697007070071700727007370074700757007670077700787007970080700817008270083700847008570086700877008870089700907009170092700937009470095700967009770098700997010070101701027010370104701057010670107701087010970110701117011270113701147011570116701177011870119701207012170122701237012470125701267012770128701297013070131701327013370134701357013670137701387013970140701417014270143701447014570146701477014870149701507015170152701537015470155701567015770158701597016070161701627016370164701657016670167701687016970170701717017270173701747017570176701777017870179701807018170182701837018470185701867018770188701897019070191701927019370194701957019670197701987019970200702017020270203702047020570206702077020870209702107021170212702137021470215702167021770218702197022070221702227022370224702257022670227702287022970230702317023270233702347023570236702377023870239702407024170242702437024470245702467024770248702497025070251702527025370254702557025670257702587025970260702617026270263702647026570266702677026870269702707027170272702737027470275702767027770278702797028070281702827028370284702857028670287702887028970290702917029270293702947029570296702977029870299703007030170302703037030470305703067030770308703097031070311703127031370314703157031670317703187031970320703217032270323703247032570326703277032870329703307033170332703337033470335703367033770338703397034070341703427034370344703457034670347703487034970350703517035270353703547035570356703577035870359703607036170362703637036470365703667036770368703697037070371703727037370374703757037670377703787037970380703817038270383703847038570386703877038870389703907039170392703937039470395703967039770398703997040070401704027040370404704057040670407704087040970410704117041270413704147041570416704177041870419704207042170422704237042470425704267042770428704297043070431704327043370434704357043670437704387043970440704417044270443704447044570446704477044870449704507045170452704537045470455704567045770458704597046070461704627046370464704657046670467704687046970470704717047270473704747047570476704777047870479704807048170482704837048470485704867048770488704897049070491704927049370494704957049670497704987049970500705017050270503705047050570506705077050870509705107051170512705137051470515705167051770518705197052070521705227052370524705257052670527705287052970530705317053270533705347053570536705377053870539705407054170542705437054470545705467054770548705497055070551705527055370554705557055670557705587055970560705617056270563705647056570566705677056870569705707057170572705737057470575705767057770578705797058070581705827058370584705857058670587705887058970590705917059270593705947059570596705977059870599706007060170602706037060470605706067060770608706097061070611706127061370614706157061670617706187061970620706217062270623706247062570626706277062870629706307063170632706337063470635706367063770638706397064070641706427064370644706457064670647706487064970650706517065270653706547065570656706577065870659706607066170662706637066470665706667066770668706697067070671706727067370674706757067670677706787067970680706817068270683706847068570686706877068870689706907069170692706937069470695706967069770698706997070070701707027070370704707057070670707707087070970710707117071270713707147071570716707177071870719707207072170722707237072470725707267072770728707297073070731707327073370734707357073670737707387073970740707417074270743707447074570746707477074870749707507075170752707537075470755707567075770758707597076070761707627076370764707657076670767707687076970770707717077270773707747077570776707777077870779707807078170782707837078470785707867078770788707897079070791707927079370794707957079670797707987079970800708017080270803708047080570806708077080870809708107081170812708137081470815708167081770818708197082070821708227082370824708257082670827708287082970830708317083270833708347083570836708377083870839708407084170842708437084470845708467084770848708497085070851708527085370854708557085670857708587085970860708617086270863708647086570866708677086870869708707087170872708737087470875708767087770878708797088070881708827088370884708857088670887708887088970890708917089270893708947089570896708977089870899709007090170902709037090470905709067090770908709097091070911709127091370914709157091670917709187091970920709217092270923709247092570926709277092870929709307093170932709337093470935709367093770938709397094070941709427094370944709457094670947709487094970950709517095270953709547095570956709577095870959709607096170962709637096470965709667096770968709697097070971709727097370974709757097670977709787097970980709817098270983709847098570986709877098870989709907099170992709937099470995709967099770998709997100071001710027100371004710057100671007710087100971010710117101271013710147101571016710177101871019710207102171022710237102471025710267102771028710297103071031710327103371034710357103671037710387103971040710417104271043710447104571046710477104871049710507105171052710537105471055710567105771058710597106071061710627106371064710657106671067710687106971070710717107271073710747107571076710777107871079710807108171082710837108471085710867108771088710897109071091710927109371094710957109671097710987109971100711017110271103711047110571106711077110871109711107111171112711137111471115711167111771118711197112071121711227112371124711257112671127711287112971130711317113271133711347113571136711377113871139711407114171142711437114471145711467114771148711497115071151711527115371154711557115671157711587115971160711617116271163711647116571166711677116871169711707117171172711737117471175711767117771178711797118071181711827118371184711857118671187711887118971190711917119271193711947119571196711977119871199712007120171202712037120471205712067120771208712097121071211712127121371214712157121671217712187121971220712217122271223712247122571226712277122871229712307123171232712337123471235712367123771238712397124071241712427124371244712457124671247712487124971250712517125271253712547125571256712577125871259712607126171262712637126471265712667126771268712697127071271712727127371274712757127671277712787127971280712817128271283712847128571286712877128871289712907129171292712937129471295712967129771298712997130071301713027130371304713057130671307713087130971310713117131271313713147131571316713177131871319713207132171322713237132471325713267132771328713297133071331713327133371334713357133671337713387133971340713417134271343713447134571346713477134871349713507135171352713537135471355713567135771358713597136071361713627136371364713657136671367713687136971370713717137271373713747137571376713777137871379713807138171382713837138471385713867138771388713897139071391713927139371394713957139671397713987139971400714017140271403714047140571406714077140871409714107141171412714137141471415714167141771418714197142071421714227142371424714257142671427714287142971430714317143271433714347143571436714377143871439714407144171442714437144471445714467144771448714497145071451714527145371454714557145671457714587145971460714617146271463714647146571466714677146871469714707147171472714737147471475714767147771478714797148071481714827148371484714857148671487714887148971490714917149271493714947149571496714977149871499715007150171502715037150471505715067150771508715097151071511715127151371514715157151671517715187151971520715217152271523715247152571526715277152871529715307153171532715337153471535715367153771538715397154071541715427154371544715457154671547715487154971550715517155271553715547155571556715577155871559715607156171562715637156471565715667156771568715697157071571715727157371574715757157671577715787157971580715817158271583715847158571586715877158871589715907159171592715937159471595715967159771598715997160071601716027160371604716057160671607716087160971610716117161271613716147161571616716177161871619716207162171622716237162471625716267162771628716297163071631716327163371634716357163671637716387163971640716417164271643716447164571646716477164871649716507165171652716537165471655716567165771658716597166071661716627166371664716657166671667716687166971670716717167271673716747167571676716777167871679716807168171682716837168471685716867168771688716897169071691716927169371694716957169671697716987169971700717017170271703717047170571706717077170871709717107171171712717137171471715717167171771718717197172071721717227172371724717257172671727717287172971730717317173271733717347173571736717377173871739717407174171742717437174471745717467174771748717497175071751717527175371754717557175671757717587175971760717617176271763717647176571766717677176871769717707177171772717737177471775717767177771778717797178071781717827178371784717857178671787717887178971790717917179271793717947179571796717977179871799718007180171802718037180471805718067180771808718097181071811718127181371814718157181671817718187181971820718217182271823718247182571826718277182871829718307183171832718337183471835718367183771838718397184071841718427184371844718457184671847718487184971850718517185271853718547185571856718577185871859718607186171862718637186471865718667186771868718697187071871718727187371874718757187671877718787187971880718817188271883718847188571886718877188871889718907189171892718937189471895718967189771898718997190071901719027190371904719057190671907719087190971910719117191271913719147191571916719177191871919719207192171922719237192471925719267192771928719297193071931719327193371934719357193671937719387193971940719417194271943719447194571946719477194871949719507195171952719537195471955719567195771958719597196071961719627196371964719657196671967719687196971970719717197271973719747197571976719777197871979719807198171982719837198471985719867198771988719897199071991719927199371994719957199671997719987199972000720017200272003720047200572006720077200872009720107201172012720137201472015720167201772018720197202072021720227202372024720257202672027720287202972030720317203272033720347203572036720377203872039720407204172042720437204472045720467204772048720497205072051720527205372054720557205672057720587205972060720617206272063720647206572066720677206872069720707207172072720737207472075720767207772078720797208072081720827208372084720857208672087720887208972090720917209272093720947209572096720977209872099721007210172102721037210472105721067210772108721097211072111721127211372114721157211672117721187211972120721217212272123721247212572126721277212872129721307213172132721337213472135721367213772138721397214072141721427214372144721457214672147721487214972150721517215272153721547215572156721577215872159721607216172162721637216472165721667216772168721697217072171721727217372174721757217672177721787217972180721817218272183721847218572186721877218872189721907219172192721937219472195721967219772198721997220072201722027220372204722057220672207722087220972210722117221272213722147221572216722177221872219722207222172222722237222472225722267222772228722297223072231722327223372234722357223672237722387223972240722417224272243722447224572246722477224872249722507225172252722537225472255722567225772258722597226072261722627226372264722657226672267722687226972270722717227272273722747227572276722777227872279722807228172282722837228472285722867228772288722897229072291722927229372294722957229672297722987229972300723017230272303723047230572306723077230872309723107231172312723137231472315723167231772318723197232072321723227232372324723257232672327723287232972330723317233272333723347233572336723377233872339723407234172342723437234472345723467234772348723497235072351723527235372354723557235672357723587235972360723617236272363723647236572366723677236872369723707237172372723737237472375723767237772378723797238072381723827238372384723857238672387723887238972390723917239272393723947239572396723977239872399724007240172402724037240472405724067240772408724097241072411724127241372414724157241672417724187241972420724217242272423724247242572426724277242872429724307243172432724337243472435724367243772438724397244072441724427244372444724457244672447724487244972450724517245272453724547245572456724577245872459724607246172462724637246472465724667246772468724697247072471724727247372474724757247672477724787247972480724817248272483724847248572486724877248872489724907249172492724937249472495724967249772498724997250072501725027250372504725057250672507725087250972510725117251272513725147251572516725177251872519725207252172522725237252472525725267252772528725297253072531725327253372534725357253672537725387253972540725417254272543725447254572546725477254872549725507255172552725537255472555725567255772558725597256072561725627256372564725657256672567725687256972570725717257272573725747257572576725777257872579725807258172582725837258472585725867258772588725897259072591725927259372594725957259672597725987259972600726017260272603726047260572606726077260872609726107261172612726137261472615726167261772618726197262072621726227262372624726257262672627726287262972630726317263272633726347263572636726377263872639726407264172642726437264472645726467264772648726497265072651726527265372654726557265672657726587265972660726617266272663726647266572666726677266872669726707267172672726737267472675726767267772678726797268072681726827268372684726857268672687726887268972690726917269272693726947269572696726977269872699727007270172702727037270472705727067270772708727097271072711727127271372714727157271672717727187271972720727217272272723727247272572726727277272872729727307273172732727337273472735727367273772738727397274072741727427274372744727457274672747727487274972750727517275272753727547275572756727577275872759727607276172762727637276472765727667276772768727697277072771727727277372774727757277672777727787277972780727817278272783727847278572786727877278872789727907279172792727937279472795727967279772798727997280072801728027280372804728057280672807728087280972810728117281272813728147281572816728177281872819728207282172822728237282472825728267282772828728297283072831728327283372834728357283672837728387283972840728417284272843728447284572846728477284872849728507285172852728537285472855728567285772858728597286072861728627286372864728657286672867728687286972870728717287272873728747287572876728777287872879728807288172882728837288472885728867288772888728897289072891728927289372894728957289672897728987289972900729017290272903729047290572906729077290872909729107291172912729137291472915729167291772918729197292072921729227292372924729257292672927729287292972930729317293272933729347293572936729377293872939729407294172942729437294472945729467294772948729497295072951729527295372954729557295672957729587295972960729617296272963729647296572966729677296872969729707297172972729737297472975729767297772978729797298072981729827298372984729857298672987729887298972990729917299272993729947299572996729977299872999730007300173002730037300473005730067300773008730097301073011730127301373014730157301673017730187301973020730217302273023730247302573026730277302873029730307303173032730337303473035730367303773038730397304073041730427304373044730457304673047730487304973050730517305273053730547305573056730577305873059730607306173062730637306473065730667306773068730697307073071730727307373074730757307673077730787307973080730817308273083730847308573086730877308873089730907309173092730937309473095730967309773098730997310073101731027310373104731057310673107731087310973110731117311273113731147311573116731177311873119731207312173122731237312473125731267312773128731297313073131731327313373134731357313673137731387313973140731417314273143731447314573146731477314873149731507315173152731537315473155731567315773158731597316073161731627316373164731657316673167731687316973170731717317273173731747317573176731777317873179731807318173182731837318473185731867318773188731897319073191731927319373194731957319673197731987319973200732017320273203732047320573206732077320873209732107321173212732137321473215732167321773218732197322073221732227322373224732257322673227732287322973230732317323273233732347323573236732377323873239732407324173242732437324473245732467324773248732497325073251732527325373254732557325673257732587325973260732617326273263732647326573266732677326873269732707327173272732737327473275732767327773278732797328073281732827328373284732857328673287732887328973290732917329273293732947329573296732977329873299733007330173302733037330473305733067330773308733097331073311733127331373314733157331673317733187331973320733217332273323733247332573326733277332873329733307333173332733337333473335733367333773338733397334073341733427334373344733457334673347733487334973350733517335273353733547335573356733577335873359733607336173362733637336473365733667336773368733697337073371733727337373374733757337673377733787337973380733817338273383733847338573386733877338873389733907339173392733937339473395733967339773398733997340073401734027340373404734057340673407734087340973410734117341273413734147341573416734177341873419734207342173422734237342473425734267342773428734297343073431734327343373434734357343673437734387343973440734417344273443734447344573446734477344873449734507345173452734537345473455734567345773458734597346073461734627346373464734657346673467734687346973470734717347273473734747347573476734777347873479734807348173482734837348473485734867348773488734897349073491734927349373494734957349673497734987349973500735017350273503735047350573506735077350873509735107351173512735137351473515735167351773518735197352073521735227352373524735257352673527735287352973530735317353273533735347353573536735377353873539735407354173542735437354473545735467354773548735497355073551735527355373554735557355673557735587355973560735617356273563735647356573566735677356873569735707357173572735737357473575735767357773578735797358073581735827358373584735857358673587735887358973590735917359273593735947359573596735977359873599736007360173602736037360473605736067360773608736097361073611736127361373614736157361673617736187361973620736217362273623736247362573626736277362873629736307363173632736337363473635736367363773638736397364073641736427364373644736457364673647736487364973650736517365273653736547365573656736577365873659736607366173662736637366473665736667366773668736697367073671736727367373674736757367673677736787367973680736817368273683736847368573686736877368873689736907369173692736937369473695736967369773698736997370073701737027370373704737057370673707737087370973710737117371273713737147371573716737177371873719737207372173722737237372473725737267372773728737297373073731737327373373734737357373673737737387373973740737417374273743737447374573746737477374873749737507375173752737537375473755737567375773758737597376073761737627376373764737657376673767737687376973770737717377273773737747377573776737777377873779737807378173782737837378473785737867378773788737897379073791737927379373794737957379673797737987379973800738017380273803738047380573806738077380873809738107381173812738137381473815738167381773818738197382073821738227382373824738257382673827738287382973830738317383273833738347383573836738377383873839738407384173842738437384473845738467384773848738497385073851738527385373854738557385673857738587385973860738617386273863738647386573866738677386873869738707387173872738737387473875738767387773878738797388073881738827388373884738857388673887738887388973890738917389273893738947389573896738977389873899739007390173902739037390473905739067390773908739097391073911739127391373914739157391673917739187391973920739217392273923739247392573926739277392873929739307393173932739337393473935739367393773938739397394073941739427394373944739457394673947739487394973950739517395273953739547395573956739577395873959739607396173962739637396473965739667396773968739697397073971739727397373974739757397673977739787397973980739817398273983739847398573986739877398873989739907399173992739937399473995739967399773998739997400074001740027400374004740057400674007740087400974010740117401274013740147401574016740177401874019740207402174022740237402474025740267402774028740297403074031740327403374034740357403674037740387403974040740417404274043740447404574046740477404874049740507405174052740537405474055740567405774058740597406074061740627406374064740657406674067740687406974070740717407274073740747407574076740777407874079740807408174082740837408474085740867408774088740897409074091740927409374094740957409674097740987409974100741017410274103741047410574106741077410874109741107411174112741137411474115741167411774118741197412074121741227412374124741257412674127741287412974130741317413274133741347413574136741377413874139741407414174142741437414474145741467414774148741497415074151741527415374154741557415674157741587415974160741617416274163741647416574166741677416874169741707417174172741737417474175741767417774178741797418074181741827418374184741857418674187741887418974190741917419274193741947419574196741977419874199742007420174202742037420474205742067420774208742097421074211742127421374214742157421674217742187421974220742217422274223742247422574226742277422874229742307423174232742337423474235742367423774238742397424074241742427424374244742457424674247742487424974250742517425274253742547425574256742577425874259742607426174262742637426474265742667426774268742697427074271742727427374274742757427674277742787427974280742817428274283742847428574286742877428874289742907429174292742937429474295742967429774298742997430074301743027430374304743057430674307743087430974310743117431274313743147431574316743177431874319743207432174322743237432474325743267432774328743297433074331743327433374334743357433674337743387433974340743417434274343743447434574346743477434874349743507435174352743537435474355743567435774358743597436074361743627436374364743657436674367743687436974370743717437274373743747437574376743777437874379743807438174382743837438474385743867438774388743897439074391743927439374394743957439674397743987439974400744017440274403744047440574406744077440874409744107441174412744137441474415744167441774418744197442074421744227442374424744257442674427744287442974430744317443274433744347443574436744377443874439744407444174442744437444474445744467444774448744497445074451744527445374454744557445674457744587445974460744617446274463744647446574466744677446874469744707447174472744737447474475744767447774478744797448074481744827448374484744857448674487744887448974490744917449274493744947449574496744977449874499745007450174502745037450474505745067450774508745097451074511745127451374514745157451674517745187451974520745217452274523745247452574526745277452874529745307453174532745337453474535745367453774538745397454074541745427454374544745457454674547745487454974550745517455274553745547455574556745577455874559745607456174562745637456474565745667456774568745697457074571745727457374574745757457674577745787457974580745817458274583745847458574586745877458874589745907459174592745937459474595745967459774598745997460074601746027460374604746057460674607746087460974610746117461274613746147461574616746177461874619746207462174622746237462474625746267462774628746297463074631746327463374634746357463674637746387463974640746417464274643746447464574646746477464874649746507465174652746537465474655746567465774658746597466074661746627466374664746657466674667746687466974670746717467274673746747467574676746777467874679746807468174682746837468474685746867468774688746897469074691746927469374694746957469674697746987469974700747017470274703747047470574706747077470874709747107471174712747137471474715747167471774718747197472074721747227472374724747257472674727747287472974730747317473274733747347473574736747377473874739747407474174742747437474474745747467474774748747497475074751747527475374754747557475674757747587475974760747617476274763747647476574766747677476874769747707477174772747737477474775747767477774778747797478074781747827478374784747857478674787747887478974790747917479274793747947479574796747977479874799748007480174802748037480474805748067480774808748097481074811748127481374814748157481674817748187481974820748217482274823748247482574826748277482874829748307483174832748337483474835748367483774838748397484074841748427484374844748457484674847748487484974850748517485274853748547485574856748577485874859748607486174862748637486474865748667486774868748697487074871748727487374874748757487674877748787487974880748817488274883748847488574886748877488874889748907489174892748937489474895748967489774898748997490074901749027490374904749057490674907749087490974910749117491274913749147491574916749177491874919749207492174922749237492474925749267492774928749297493074931749327493374934749357493674937749387493974940749417494274943749447494574946749477494874949749507495174952749537495474955749567495774958749597496074961749627496374964749657496674967749687496974970749717497274973749747497574976749777497874979749807498174982749837498474985749867498774988749897499074991749927499374994749957499674997749987499975000750017500275003750047500575006750077500875009750107501175012750137501475015750167501775018750197502075021750227502375024750257502675027750287502975030750317503275033750347503575036750377503875039750407504175042750437504475045750467504775048750497505075051750527505375054750557505675057750587505975060750617506275063750647506575066750677506875069750707507175072750737507475075750767507775078750797508075081750827508375084750857508675087750887508975090750917509275093750947509575096750977509875099751007510175102751037510475105751067510775108751097511075111751127511375114751157511675117751187511975120751217512275123751247512575126751277512875129751307513175132751337513475135751367513775138751397514075141751427514375144751457514675147751487514975150751517515275153751547515575156751577515875159751607516175162751637516475165751667516775168751697517075171751727517375174751757517675177751787517975180751817518275183751847518575186751877518875189751907519175192751937519475195751967519775198751997520075201752027520375204752057520675207752087520975210752117521275213752147521575216752177521875219752207522175222752237522475225752267522775228752297523075231752327523375234752357523675237752387523975240752417524275243752447524575246752477524875249752507525175252752537525475255752567525775258752597526075261752627526375264752657526675267752687526975270752717527275273752747527575276752777527875279752807528175282752837528475285752867528775288752897529075291752927529375294752957529675297752987529975300753017530275303753047530575306753077530875309753107531175312753137531475315753167531775318753197532075321753227532375324753257532675327753287532975330753317533275333753347533575336753377533875339753407534175342753437534475345753467534775348753497535075351753527535375354753557535675357753587535975360753617536275363753647536575366753677536875369753707537175372753737537475375753767537775378753797538075381753827538375384753857538675387753887538975390753917539275393753947539575396753977539875399754007540175402754037540475405754067540775408754097541075411754127541375414754157541675417754187541975420754217542275423754247542575426754277542875429754307543175432754337543475435754367543775438754397544075441754427544375444754457544675447754487544975450754517545275453754547545575456754577545875459754607546175462754637546475465754667546775468754697547075471754727547375474754757547675477754787547975480754817548275483754847548575486754877548875489754907549175492754937549475495754967549775498754997550075501755027550375504755057550675507755087550975510755117551275513755147551575516755177551875519755207552175522755237552475525755267552775528755297553075531755327553375534755357553675537755387553975540755417554275543755447554575546755477554875549755507555175552755537555475555755567555775558755597556075561755627556375564755657556675567755687556975570755717557275573755747557575576755777557875579755807558175582755837558475585755867558775588755897559075591755927559375594755957559675597755987559975600756017560275603756047560575606756077560875609756107561175612756137561475615756167561775618756197562075621756227562375624756257562675627756287562975630756317563275633756347563575636756377563875639756407564175642756437564475645756467564775648756497565075651756527565375654756557565675657756587565975660756617566275663756647566575666756677566875669756707567175672756737567475675756767567775678756797568075681756827568375684756857568675687756887568975690756917569275693756947569575696756977569875699757007570175702757037570475705757067570775708757097571075711757127571375714757157571675717757187571975720757217572275723757247572575726757277572875729757307573175732757337573475735757367573775738757397574075741757427574375744757457574675747757487574975750757517575275753757547575575756757577575875759757607576175762757637576475765757667576775768757697577075771757727577375774757757577675777757787577975780757817578275783757847578575786757877578875789757907579175792757937579475795757967579775798757997580075801758027580375804758057580675807758087580975810758117581275813758147581575816758177581875819758207582175822758237582475825758267582775828758297583075831758327583375834758357583675837758387583975840758417584275843758447584575846758477584875849758507585175852758537585475855758567585775858758597586075861758627586375864758657586675867758687586975870758717587275873758747587575876758777587875879758807588175882758837588475885758867588775888758897589075891758927589375894758957589675897758987589975900759017590275903759047590575906759077590875909759107591175912759137591475915759167591775918759197592075921759227592375924759257592675927759287592975930759317593275933759347593575936759377593875939759407594175942759437594475945759467594775948759497595075951759527595375954759557595675957759587595975960759617596275963759647596575966759677596875969759707597175972759737597475975759767597775978759797598075981759827598375984759857598675987759887598975990759917599275993759947599575996759977599875999760007600176002760037600476005760067600776008760097601076011760127601376014760157601676017760187601976020760217602276023760247602576026760277602876029760307603176032760337603476035760367603776038760397604076041760427604376044760457604676047760487604976050760517605276053760547605576056760577605876059760607606176062760637606476065760667606776068760697607076071760727607376074760757607676077760787607976080760817608276083760847608576086760877608876089760907609176092760937609476095760967609776098760997610076101761027610376104761057610676107761087610976110761117611276113761147611576116761177611876119761207612176122761237612476125761267612776128761297613076131761327613376134761357613676137761387613976140761417614276143761447614576146761477614876149761507615176152761537615476155761567615776158761597616076161761627616376164761657616676167761687616976170761717617276173761747617576176761777617876179761807618176182761837618476185761867618776188761897619076191761927619376194761957619676197761987619976200762017620276203762047620576206762077620876209762107621176212762137621476215762167621776218762197622076221762227622376224762257622676227762287622976230762317623276233762347623576236762377623876239762407624176242762437624476245762467624776248762497625076251762527625376254762557625676257762587625976260762617626276263762647626576266762677626876269762707627176272762737627476275762767627776278762797628076281762827628376284762857628676287762887628976290762917629276293762947629576296762977629876299763007630176302763037630476305763067630776308763097631076311763127631376314763157631676317763187631976320763217632276323763247632576326763277632876329763307633176332763337633476335763367633776338763397634076341763427634376344763457634676347763487634976350763517635276353763547635576356763577635876359763607636176362763637636476365763667636776368763697637076371763727637376374763757637676377763787637976380763817638276383763847638576386763877638876389763907639176392763937639476395763967639776398763997640076401764027640376404764057640676407764087640976410764117641276413764147641576416764177641876419764207642176422764237642476425764267642776428764297643076431764327643376434764357643676437764387643976440764417644276443764447644576446764477644876449764507645176452764537645476455764567645776458764597646076461764627646376464764657646676467764687646976470764717647276473764747647576476764777647876479764807648176482764837648476485764867648776488764897649076491764927649376494764957649676497764987649976500765017650276503765047650576506765077650876509765107651176512765137651476515765167651776518765197652076521765227652376524765257652676527765287652976530765317653276533765347653576536765377653876539765407654176542765437654476545765467654776548765497655076551765527655376554765557655676557765587655976560765617656276563765647656576566765677656876569765707657176572765737657476575765767657776578765797658076581765827658376584765857658676587765887658976590765917659276593765947659576596765977659876599766007660176602766037660476605766067660776608766097661076611766127661376614766157661676617766187661976620766217662276623766247662576626766277662876629766307663176632766337663476635766367663776638766397664076641766427664376644766457664676647766487664976650766517665276653766547665576656766577665876659766607666176662766637666476665766667666776668766697667076671766727667376674766757667676677766787667976680766817668276683766847668576686766877668876689766907669176692766937669476695766967669776698766997670076701767027670376704767057670676707767087670976710767117671276713767147671576716767177671876719767207672176722767237672476725767267672776728767297673076731767327673376734767357673676737767387673976740767417674276743767447674576746767477674876749767507675176752767537675476755767567675776758767597676076761767627676376764767657676676767767687676976770767717677276773767747677576776767777677876779767807678176782767837678476785767867678776788767897679076791767927679376794767957679676797767987679976800768017680276803768047680576806768077680876809768107681176812768137681476815768167681776818768197682076821768227682376824768257682676827768287682976830768317683276833768347683576836768377683876839768407684176842768437684476845768467684776848768497685076851768527685376854768557685676857768587685976860768617686276863768647686576866768677686876869768707687176872768737687476875768767687776878768797688076881768827688376884768857688676887768887688976890768917689276893768947689576896768977689876899769007690176902769037690476905769067690776908769097691076911769127691376914769157691676917769187691976920769217692276923769247692576926769277692876929769307693176932769337693476935769367693776938769397694076941769427694376944769457694676947769487694976950769517695276953769547695576956769577695876959769607696176962769637696476965769667696776968769697697076971769727697376974769757697676977769787697976980769817698276983769847698576986769877698876989769907699176992769937699476995769967699776998769997700077001770027700377004770057700677007770087700977010770117701277013770147701577016770177701877019770207702177022770237702477025770267702777028770297703077031770327703377034770357703677037770387703977040770417704277043770447704577046770477704877049770507705177052770537705477055770567705777058770597706077061770627706377064770657706677067770687706977070770717707277073770747707577076770777707877079770807708177082770837708477085770867708777088770897709077091770927709377094770957709677097770987709977100771017710277103771047710577106771077710877109771107711177112771137711477115771167711777118771197712077121771227712377124771257712677127771287712977130771317713277133771347713577136771377713877139771407714177142771437714477145771467714777148771497715077151771527715377154771557715677157771587715977160771617716277163771647716577166771677716877169771707717177172771737717477175771767717777178771797718077181771827718377184771857718677187771887718977190771917719277193771947719577196771977719877199772007720177202772037720477205772067720777208772097721077211772127721377214772157721677217772187721977220772217722277223772247722577226772277722877229772307723177232772337723477235772367723777238772397724077241772427724377244772457724677247772487724977250772517725277253772547725577256772577725877259772607726177262772637726477265772667726777268772697727077271772727727377274772757727677277772787727977280772817728277283772847728577286772877728877289772907729177292772937729477295772967729777298772997730077301773027730377304773057730677307773087730977310773117731277313773147731577316773177731877319773207732177322773237732477325773267732777328773297733077331773327733377334773357733677337773387733977340773417734277343773447734577346773477734877349773507735177352773537735477355773567735777358773597736077361773627736377364773657736677367773687736977370773717737277373773747737577376773777737877379773807738177382773837738477385773867738777388773897739077391773927739377394773957739677397773987739977400774017740277403774047740577406774077740877409774107741177412774137741477415774167741777418774197742077421774227742377424774257742677427774287742977430774317743277433774347743577436774377743877439774407744177442774437744477445774467744777448774497745077451774527745377454774557745677457774587745977460774617746277463774647746577466774677746877469774707747177472774737747477475774767747777478774797748077481774827748377484774857748677487774887748977490774917749277493774947749577496774977749877499775007750177502775037750477505775067750777508775097751077511775127751377514775157751677517775187751977520775217752277523775247752577526775277752877529775307753177532775337753477535775367753777538775397754077541775427754377544775457754677547775487754977550775517755277553775547755577556775577755877559775607756177562775637756477565775667756777568775697757077571775727757377574775757757677577775787757977580775817758277583775847758577586775877758877589775907759177592775937759477595775967759777598775997760077601776027760377604776057760677607776087760977610776117761277613776147761577616776177761877619776207762177622776237762477625776267762777628776297763077631776327763377634776357763677637776387763977640776417764277643776447764577646776477764877649776507765177652776537765477655776567765777658776597766077661776627766377664776657766677667776687766977670776717767277673776747767577676776777767877679776807768177682776837768477685776867768777688776897769077691776927769377694776957769677697776987769977700777017770277703777047770577706777077770877709777107771177712777137771477715777167771777718777197772077721777227772377724777257772677727777287772977730777317773277733777347773577736777377773877739777407774177742777437774477745777467774777748777497775077751777527775377754777557775677757777587775977760777617776277763777647776577766777677776877769777707777177772777737777477775777767777777778777797778077781777827778377784777857778677787777887778977790777917779277793777947779577796777977779877799778007780177802778037780477805778067780777808778097781077811778127781377814778157781677817778187781977820778217782277823778247782577826778277782877829778307783177832778337783477835778367783777838778397784077841778427784377844778457784677847778487784977850778517785277853778547785577856778577785877859778607786177862778637786477865778667786777868778697787077871778727787377874778757787677877778787787977880778817788277883778847788577886778877788877889778907789177892778937789477895778967789777898778997790077901779027790377904779057790677907779087790977910779117791277913779147791577916779177791877919779207792177922779237792477925779267792777928779297793077931779327793377934779357793677937779387793977940779417794277943779447794577946779477794877949779507795177952779537795477955779567795777958779597796077961779627796377964779657796677967779687796977970779717797277973779747797577976779777797877979779807798177982779837798477985779867798777988779897799077991779927799377994779957799677997779987799978000780017800278003780047800578006780077800878009780107801178012780137801478015780167801778018780197802078021780227802378024780257802678027780287802978030780317803278033780347803578036780377803878039780407804178042780437804478045780467804778048780497805078051780527805378054780557805678057780587805978060780617806278063780647806578066780677806878069780707807178072780737807478075780767807778078780797808078081780827808378084780857808678087780887808978090780917809278093780947809578096780977809878099781007810178102781037810478105781067810778108781097811078111781127811378114781157811678117781187811978120781217812278123781247812578126781277812878129781307813178132781337813478135781367813778138781397814078141781427814378144781457814678147781487814978150781517815278153781547815578156781577815878159781607816178162781637816478165781667816778168781697817078171781727817378174781757817678177781787817978180781817818278183781847818578186781877818878189781907819178192781937819478195781967819778198781997820078201782027820378204782057820678207782087820978210782117821278213782147821578216782177821878219782207822178222782237822478225782267822778228782297823078231782327823378234782357823678237782387823978240782417824278243782447824578246782477824878249782507825178252782537825478255782567825778258782597826078261782627826378264782657826678267782687826978270782717827278273782747827578276782777827878279782807828178282782837828478285782867828778288782897829078291782927829378294782957829678297782987829978300783017830278303783047830578306783077830878309783107831178312783137831478315783167831778318783197832078321783227832378324783257832678327783287832978330783317833278333783347833578336783377833878339783407834178342783437834478345783467834778348783497835078351783527835378354783557835678357783587835978360783617836278363783647836578366783677836878369783707837178372783737837478375783767837778378783797838078381783827838378384783857838678387783887838978390783917839278393783947839578396783977839878399784007840178402784037840478405784067840778408784097841078411784127841378414784157841678417784187841978420784217842278423784247842578426784277842878429784307843178432784337843478435784367843778438784397844078441784427844378444784457844678447784487844978450784517845278453784547845578456784577845878459784607846178462784637846478465784667846778468784697847078471784727847378474784757847678477784787847978480784817848278483784847848578486784877848878489784907849178492784937849478495784967849778498784997850078501785027850378504785057850678507785087850978510785117851278513785147851578516785177851878519785207852178522785237852478525785267852778528785297853078531785327853378534785357853678537785387853978540785417854278543785447854578546785477854878549785507855178552785537855478555785567855778558785597856078561785627856378564785657856678567785687856978570785717857278573785747857578576785777857878579785807858178582785837858478585785867858778588785897859078591785927859378594785957859678597785987859978600786017860278603786047860578606786077860878609786107861178612786137861478615786167861778618786197862078621786227862378624786257862678627786287862978630786317863278633786347863578636786377863878639786407864178642786437864478645786467864778648786497865078651786527865378654786557865678657786587865978660786617866278663786647866578666786677866878669786707867178672786737867478675786767867778678786797868078681786827868378684786857868678687786887868978690786917869278693786947869578696786977869878699787007870178702787037870478705787067870778708787097871078711787127871378714787157871678717787187871978720787217872278723787247872578726787277872878729787307873178732787337873478735787367873778738787397874078741787427874378744787457874678747787487874978750787517875278753787547875578756787577875878759787607876178762787637876478765787667876778768787697877078771787727877378774787757877678777787787877978780787817878278783787847878578786787877878878789787907879178792787937879478795787967879778798787997880078801788027880378804788057880678807788087880978810788117881278813788147881578816788177881878819788207882178822788237882478825788267882778828788297883078831788327883378834788357883678837788387883978840788417884278843788447884578846788477884878849788507885178852788537885478855788567885778858788597886078861788627886378864788657886678867788687886978870788717887278873788747887578876788777887878879788807888178882788837888478885788867888778888788897889078891788927889378894788957889678897788987889978900789017890278903789047890578906789077890878909789107891178912789137891478915789167891778918789197892078921789227892378924789257892678927789287892978930789317893278933789347893578936789377893878939789407894178942789437894478945789467894778948789497895078951789527895378954789557895678957789587895978960789617896278963789647896578966789677896878969789707897178972789737897478975789767897778978789797898078981789827898378984789857898678987789887898978990789917899278993789947899578996789977899878999790007900179002790037900479005790067900779008790097901079011790127901379014790157901679017790187901979020790217902279023790247902579026790277902879029790307903179032790337903479035790367903779038790397904079041790427904379044790457904679047790487904979050790517905279053790547905579056790577905879059790607906179062790637906479065790667906779068790697907079071790727907379074790757907679077790787907979080790817908279083790847908579086790877908879089790907909179092790937909479095790967909779098790997910079101791027910379104791057910679107791087910979110791117911279113791147911579116791177911879119791207912179122791237912479125791267912779128791297913079131791327913379134791357913679137791387913979140791417914279143791447914579146791477914879149791507915179152791537915479155791567915779158791597916079161791627916379164791657916679167791687916979170791717917279173791747917579176791777917879179791807918179182791837918479185791867918779188791897919079191791927919379194791957919679197791987919979200792017920279203792047920579206792077920879209792107921179212792137921479215792167921779218792197922079221792227922379224792257922679227792287922979230792317923279233792347923579236792377923879239792407924179242792437924479245792467924779248792497925079251792527925379254792557925679257792587925979260792617926279263792647926579266792677926879269792707927179272792737927479275792767927779278792797928079281792827928379284792857928679287792887928979290792917929279293792947929579296792977929879299793007930179302793037930479305793067930779308793097931079311793127931379314793157931679317793187931979320793217932279323793247932579326793277932879329793307933179332793337933479335793367933779338793397934079341793427934379344793457934679347793487934979350793517935279353793547935579356793577935879359793607936179362793637936479365793667936779368793697937079371793727937379374793757937679377793787937979380793817938279383793847938579386793877938879389793907939179392793937939479395793967939779398793997940079401794027940379404794057940679407794087940979410794117941279413794147941579416794177941879419794207942179422794237942479425794267942779428794297943079431794327943379434794357943679437794387943979440794417944279443794447944579446794477944879449794507945179452794537945479455794567945779458794597946079461794627946379464794657946679467794687946979470794717947279473794747947579476794777947879479794807948179482794837948479485794867948779488794897949079491794927949379494794957949679497794987949979500795017950279503795047950579506795077950879509795107951179512795137951479515795167951779518795197952079521795227952379524795257952679527795287952979530795317953279533795347953579536795377953879539795407954179542795437954479545795467954779548795497955079551795527955379554795557955679557795587955979560795617956279563795647956579566795677956879569795707957179572795737957479575795767957779578795797958079581795827958379584795857958679587795887958979590795917959279593795947959579596795977959879599796007960179602796037960479605796067960779608796097961079611796127961379614796157961679617796187961979620796217962279623796247962579626796277962879629796307963179632796337963479635796367963779638796397964079641796427964379644796457964679647796487964979650796517965279653796547965579656796577965879659796607966179662796637966479665796667966779668796697967079671796727967379674796757967679677796787967979680796817968279683796847968579686796877968879689796907969179692796937969479695796967969779698796997970079701797027970379704797057970679707797087970979710797117971279713797147971579716797177971879719797207972179722797237972479725797267972779728797297973079731797327973379734797357973679737797387973979740797417974279743797447974579746797477974879749797507975179752797537975479755797567975779758797597976079761797627976379764797657976679767797687976979770797717977279773797747977579776797777977879779797807978179782797837978479785797867978779788797897979079791797927979379794797957979679797797987979979800798017980279803798047980579806798077980879809798107981179812798137981479815798167981779818798197982079821798227982379824798257982679827798287982979830798317983279833798347983579836798377983879839798407984179842798437984479845798467984779848798497985079851798527985379854798557985679857798587985979860798617986279863798647986579866798677986879869798707987179872798737987479875798767987779878798797988079881798827988379884798857988679887798887988979890798917989279893798947989579896798977989879899799007990179902799037990479905799067990779908799097991079911799127991379914799157991679917799187991979920799217992279923799247992579926799277992879929799307993179932799337993479935799367993779938799397994079941799427994379944799457994679947799487994979950799517995279953799547995579956799577995879959799607996179962799637996479965799667996779968799697997079971799727997379974799757997679977799787997979980799817998279983799847998579986799877998879989799907999179992799937999479995799967999779998799998000080001800028000380004800058000680007800088000980010800118001280013800148001580016800178001880019800208002180022800238002480025800268002780028800298003080031800328003380034800358003680037800388003980040800418004280043800448004580046800478004880049800508005180052800538005480055800568005780058800598006080061800628006380064800658006680067800688006980070800718007280073800748007580076800778007880079800808008180082800838008480085800868008780088800898009080091800928009380094800958009680097800988009980100801018010280103801048010580106801078010880109801108011180112801138011480115801168011780118801198012080121801228012380124801258012680127801288012980130801318013280133801348013580136801378013880139801408014180142801438014480145801468014780148801498015080151801528015380154801558015680157801588015980160801618016280163801648016580166801678016880169801708017180172801738017480175801768017780178801798018080181801828018380184801858018680187801888018980190801918019280193801948019580196801978019880199802008020180202802038020480205802068020780208802098021080211802128021380214802158021680217802188021980220802218022280223802248022580226802278022880229802308023180232802338023480235802368023780238802398024080241802428024380244802458024680247802488024980250802518025280253802548025580256802578025880259802608026180262802638026480265802668026780268802698027080271802728027380274802758027680277802788027980280802818028280283802848028580286802878028880289802908029180292802938029480295802968029780298802998030080301803028030380304803058030680307803088030980310803118031280313803148031580316803178031880319803208032180322803238032480325803268032780328803298033080331803328033380334803358033680337803388033980340803418034280343803448034580346803478034880349803508035180352803538035480355803568035780358803598036080361803628036380364803658036680367803688036980370803718037280373803748037580376803778037880379803808038180382803838038480385803868038780388803898039080391803928039380394803958039680397803988039980400804018040280403804048040580406804078040880409804108041180412804138041480415804168041780418804198042080421804228042380424804258042680427804288042980430804318043280433804348043580436804378043880439804408044180442804438044480445804468044780448804498045080451804528045380454804558045680457804588045980460804618046280463804648046580466804678046880469804708047180472804738047480475804768047780478804798048080481804828048380484804858048680487804888048980490804918049280493804948049580496804978049880499805008050180502805038050480505805068050780508805098051080511805128051380514805158051680517805188051980520805218052280523805248052580526805278052880529805308053180532805338053480535805368053780538805398054080541805428054380544805458054680547805488054980550805518055280553805548055580556805578055880559805608056180562805638056480565805668056780568805698057080571805728057380574805758057680577805788057980580805818058280583805848058580586805878058880589805908059180592805938059480595805968059780598805998060080601806028060380604806058060680607806088060980610806118061280613806148061580616806178061880619806208062180622806238062480625806268062780628806298063080631806328063380634806358063680637806388063980640806418064280643806448064580646806478064880649806508065180652806538065480655806568065780658806598066080661806628066380664806658066680667806688066980670806718067280673806748067580676806778067880679806808068180682806838068480685806868068780688806898069080691806928069380694806958069680697806988069980700807018070280703807048070580706807078070880709807108071180712807138071480715807168071780718807198072080721807228072380724807258072680727807288072980730807318073280733807348073580736807378073880739807408074180742807438074480745807468074780748807498075080751807528075380754807558075680757807588075980760807618076280763807648076580766807678076880769807708077180772807738077480775807768077780778807798078080781807828078380784807858078680787807888078980790807918079280793807948079580796807978079880799808008080180802808038080480805808068080780808808098081080811808128081380814808158081680817808188081980820808218082280823808248082580826808278082880829808308083180832808338083480835808368083780838808398084080841808428084380844808458084680847808488084980850808518085280853808548085580856808578085880859808608086180862808638086480865808668086780868808698087080871808728087380874808758087680877808788087980880808818088280883808848088580886808878088880889808908089180892808938089480895808968089780898808998090080901809028090380904809058090680907809088090980910809118091280913809148091580916809178091880919809208092180922809238092480925809268092780928809298093080931809328093380934809358093680937809388093980940809418094280943809448094580946809478094880949809508095180952809538095480955809568095780958809598096080961809628096380964809658096680967809688096980970809718097280973809748097580976809778097880979809808098180982809838098480985809868098780988809898099080991809928099380994809958099680997809988099981000810018100281003810048100581006810078100881009810108101181012810138101481015810168101781018810198102081021810228102381024810258102681027810288102981030810318103281033810348103581036810378103881039810408104181042810438104481045810468104781048810498105081051810528105381054810558105681057810588105981060810618106281063810648106581066810678106881069810708107181072810738107481075810768107781078810798108081081810828108381084810858108681087810888108981090810918109281093810948109581096810978109881099811008110181102811038110481105811068110781108811098111081111811128111381114811158111681117811188111981120811218112281123811248112581126811278112881129811308113181132811338113481135811368113781138811398114081141811428114381144811458114681147811488114981150811518115281153811548115581156811578115881159811608116181162811638116481165811668116781168811698117081171811728117381174811758117681177811788117981180811818118281183811848118581186811878118881189811908119181192811938119481195811968119781198811998120081201812028120381204812058120681207812088120981210812118121281213812148121581216812178121881219812208122181222812238122481225812268122781228812298123081231812328123381234812358123681237812388123981240812418124281243812448124581246812478124881249812508125181252812538125481255812568125781258812598126081261812628126381264812658126681267812688126981270812718127281273812748127581276812778127881279812808128181282812838128481285812868128781288812898129081291812928129381294812958129681297812988129981300813018130281303813048130581306813078130881309813108131181312813138131481315813168131781318813198132081321813228132381324813258132681327813288132981330813318133281333813348133581336813378133881339813408134181342813438134481345813468134781348813498135081351813528135381354813558135681357813588135981360813618136281363813648136581366813678136881369813708137181372813738137481375813768137781378813798138081381813828138381384813858138681387813888138981390813918139281393813948139581396813978139881399814008140181402814038140481405814068140781408814098141081411814128141381414814158141681417814188141981420814218142281423814248142581426814278142881429814308143181432814338143481435814368143781438814398144081441814428144381444814458144681447814488144981450814518145281453814548145581456814578145881459814608146181462814638146481465814668146781468814698147081471814728147381474814758147681477814788147981480814818148281483814848148581486814878148881489814908149181492814938149481495814968149781498814998150081501815028150381504815058150681507815088150981510815118151281513815148151581516815178151881519815208152181522815238152481525815268152781528815298153081531815328153381534815358153681537815388153981540815418154281543815448154581546815478154881549815508155181552815538155481555815568155781558815598156081561815628156381564815658156681567815688156981570815718157281573815748157581576815778157881579815808158181582815838158481585815868158781588815898159081591815928159381594815958159681597815988159981600816018160281603816048160581606816078160881609816108161181612816138161481615816168161781618816198162081621816228162381624816258162681627816288162981630816318163281633816348163581636816378163881639816408164181642816438164481645816468164781648816498165081651816528165381654816558165681657816588165981660816618166281663816648166581666816678166881669816708167181672816738167481675816768167781678816798168081681816828168381684816858168681687816888168981690816918169281693816948169581696816978169881699817008170181702817038170481705817068170781708817098171081711817128171381714817158171681717817188171981720817218172281723817248172581726817278172881729817308173181732817338173481735817368173781738817398174081741817428174381744817458174681747817488174981750817518175281753817548175581756817578175881759817608176181762817638176481765817668176781768817698177081771817728177381774817758177681777817788177981780817818178281783817848178581786817878178881789817908179181792817938179481795817968179781798817998180081801818028180381804818058180681807818088180981810818118181281813818148181581816818178181881819818208182181822818238182481825818268182781828818298183081831818328183381834818358183681837818388183981840818418184281843818448184581846818478184881849818508185181852818538185481855818568185781858818598186081861818628186381864818658186681867818688186981870818718187281873818748187581876818778187881879818808188181882818838188481885818868188781888818898189081891818928189381894818958189681897818988189981900819018190281903819048190581906819078190881909819108191181912819138191481915819168191781918819198192081921819228192381924819258192681927819288192981930819318193281933819348193581936819378193881939819408194181942819438194481945819468194781948819498195081951819528195381954819558195681957819588195981960819618196281963819648196581966819678196881969819708197181972819738197481975819768197781978819798198081981819828198381984819858198681987819888198981990819918199281993819948199581996819978199881999820008200182002820038200482005820068200782008820098201082011820128201382014820158201682017820188201982020820218202282023820248202582026820278202882029820308203182032820338203482035820368203782038820398204082041820428204382044820458204682047820488204982050820518205282053820548205582056820578205882059820608206182062820638206482065820668206782068820698207082071820728207382074820758207682077820788207982080820818208282083820848208582086820878208882089820908209182092820938209482095820968209782098820998210082101821028210382104821058210682107821088210982110821118211282113821148211582116821178211882119821208212182122821238212482125821268212782128821298213082131821328213382134821358213682137821388213982140821418214282143821448214582146821478214882149821508215182152821538215482155821568215782158821598216082161821628216382164821658216682167821688216982170821718217282173821748217582176821778217882179821808218182182821838218482185821868218782188821898219082191821928219382194821958219682197821988219982200822018220282203822048220582206822078220882209822108221182212822138221482215822168221782218822198222082221822228222382224822258222682227822288222982230822318223282233822348223582236822378223882239822408224182242822438224482245822468224782248822498225082251822528225382254822558225682257822588225982260822618226282263822648226582266822678226882269822708227182272822738227482275822768227782278822798228082281822828228382284822858228682287822888228982290822918229282293822948229582296822978229882299823008230182302823038230482305823068230782308823098231082311823128231382314823158231682317823188231982320823218232282323823248232582326823278232882329823308233182332823338233482335823368233782338823398234082341823428234382344823458234682347823488234982350823518235282353823548235582356823578235882359823608236182362823638236482365823668236782368823698237082371823728237382374823758237682377823788237982380823818238282383823848238582386823878238882389823908239182392823938239482395823968239782398823998240082401824028240382404824058240682407824088240982410824118241282413824148241582416824178241882419824208242182422824238242482425824268242782428824298243082431824328243382434824358243682437824388243982440824418244282443824448244582446824478244882449824508245182452824538245482455824568245782458824598246082461824628246382464824658246682467824688246982470824718247282473824748247582476824778247882479824808248182482824838248482485824868248782488824898249082491824928249382494824958249682497824988249982500825018250282503825048250582506825078250882509825108251182512825138251482515825168251782518825198252082521825228252382524825258252682527825288252982530825318253282533825348253582536825378253882539825408254182542825438254482545825468254782548825498255082551825528255382554825558255682557825588255982560825618256282563825648256582566825678256882569825708257182572825738257482575825768257782578825798258082581825828258382584825858258682587825888258982590825918259282593825948259582596825978259882599826008260182602826038260482605826068260782608826098261082611826128261382614826158261682617826188261982620826218262282623826248262582626826278262882629826308263182632826338263482635826368263782638826398264082641826428264382644826458264682647826488264982650826518265282653826548265582656826578265882659826608266182662826638266482665826668266782668826698267082671826728267382674826758267682677826788267982680826818268282683826848268582686826878268882689826908269182692826938269482695826968269782698826998270082701827028270382704827058270682707827088270982710827118271282713827148271582716827178271882719827208272182722827238272482725827268272782728827298273082731827328273382734827358273682737827388273982740827418274282743827448274582746827478274882749827508275182752827538275482755827568275782758827598276082761827628276382764827658276682767827688276982770827718277282773827748277582776827778277882779827808278182782827838278482785827868278782788827898279082791827928279382794827958279682797827988279982800828018280282803828048280582806828078280882809828108281182812828138281482815828168281782818828198282082821828228282382824828258282682827828288282982830828318283282833828348283582836828378283882839828408284182842828438284482845828468284782848828498285082851828528285382854828558285682857828588285982860828618286282863828648286582866828678286882869828708287182872828738287482875828768287782878828798288082881828828288382884828858288682887828888288982890828918289282893828948289582896828978289882899829008290182902829038290482905829068290782908829098291082911829128291382914829158291682917829188291982920829218292282923829248292582926829278292882929829308293182932829338293482935829368293782938829398294082941829428294382944829458294682947829488294982950829518295282953829548295582956829578295882959829608296182962829638296482965829668296782968829698297082971829728297382974829758297682977829788297982980829818298282983829848298582986829878298882989829908299182992829938299482995829968299782998829998300083001830028300383004830058300683007830088300983010830118301283013830148301583016830178301883019830208302183022830238302483025830268302783028830298303083031830328303383034830358303683037830388303983040830418304283043830448304583046830478304883049830508305183052830538305483055830568305783058830598306083061830628306383064830658306683067830688306983070830718307283073830748307583076830778307883079830808308183082830838308483085830868308783088830898309083091830928309383094830958309683097830988309983100831018310283103831048310583106831078310883109831108311183112831138311483115831168311783118831198312083121831228312383124831258312683127831288312983130831318313283133831348313583136831378313883139831408314183142831438314483145831468314783148831498315083151831528315383154831558315683157831588315983160831618316283163831648316583166831678316883169831708317183172831738317483175831768317783178831798318083181831828318383184831858318683187831888318983190831918319283193831948319583196831978319883199832008320183202832038320483205832068320783208832098321083211832128321383214832158321683217832188321983220832218322283223832248322583226832278322883229832308323183232832338323483235832368323783238832398324083241832428324383244832458324683247832488324983250832518325283253832548325583256832578325883259832608326183262832638326483265832668326783268832698327083271832728327383274832758327683277832788327983280832818328283283832848328583286832878328883289832908329183292832938329483295832968329783298832998330083301833028330383304833058330683307833088330983310833118331283313833148331583316833178331883319833208332183322833238332483325833268332783328833298333083331833328333383334833358333683337833388333983340833418334283343833448334583346833478334883349833508335183352833538335483355833568335783358833598336083361833628336383364833658336683367833688336983370833718337283373833748337583376833778337883379833808338183382833838338483385833868338783388833898339083391833928339383394833958339683397833988339983400834018340283403834048340583406834078340883409834108341183412834138341483415834168341783418834198342083421834228342383424834258342683427834288342983430834318343283433834348343583436834378343883439834408344183442834438344483445834468344783448834498345083451834528345383454834558345683457834588345983460834618346283463834648346583466834678346883469834708347183472834738347483475834768347783478834798348083481834828348383484834858348683487834888348983490834918349283493834948349583496834978349883499835008350183502835038350483505835068350783508835098351083511835128351383514835158351683517835188351983520835218352283523835248352583526835278352883529835308353183532835338353483535835368353783538835398354083541835428354383544835458354683547835488354983550835518355283553835548355583556835578355883559835608356183562835638356483565835668356783568835698357083571835728357383574835758357683577835788357983580835818358283583835848358583586835878358883589835908359183592835938359483595835968359783598835998360083601836028360383604836058360683607836088360983610836118361283613836148361583616836178361883619836208362183622836238362483625836268362783628836298363083631836328363383634836358363683637836388363983640836418364283643836448364583646836478364883649836508365183652836538365483655836568365783658836598366083661836628366383664836658366683667836688366983670836718367283673836748367583676836778367883679836808368183682836838368483685836868368783688836898369083691836928369383694836958369683697836988369983700837018370283703837048370583706837078370883709837108371183712837138371483715837168371783718837198372083721837228372383724837258372683727837288372983730837318373283733837348373583736837378373883739837408374183742837438374483745837468374783748837498375083751837528375383754837558375683757837588375983760837618376283763837648376583766837678376883769837708377183772837738377483775837768377783778837798378083781837828378383784837858378683787837888378983790837918379283793837948379583796837978379883799838008380183802838038380483805838068380783808838098381083811838128381383814838158381683817838188381983820838218382283823838248382583826838278382883829838308383183832838338383483835838368383783838838398384083841838428384383844838458384683847838488384983850838518385283853838548385583856838578385883859838608386183862838638386483865838668386783868838698387083871838728387383874838758387683877838788387983880838818388283883838848388583886838878388883889838908389183892838938389483895838968389783898838998390083901839028390383904839058390683907839088390983910839118391283913839148391583916839178391883919839208392183922839238392483925839268392783928839298393083931839328393383934839358393683937839388393983940839418394283943839448394583946839478394883949839508395183952839538395483955839568395783958839598396083961839628396383964839658396683967839688396983970839718397283973839748397583976839778397883979839808398183982839838398483985839868398783988839898399083991839928399383994839958399683997839988399984000840018400284003840048400584006840078400884009840108401184012840138401484015840168401784018840198402084021840228402384024840258402684027840288402984030840318403284033840348403584036840378403884039840408404184042840438404484045840468404784048840498405084051840528405384054840558405684057840588405984060840618406284063840648406584066840678406884069840708407184072840738407484075840768407784078840798408084081840828408384084840858408684087840888408984090840918409284093840948409584096840978409884099841008410184102841038410484105841068410784108841098411084111841128411384114841158411684117841188411984120841218412284123841248412584126841278412884129841308413184132841338413484135841368413784138841398414084141841428414384144841458414684147841488414984150841518415284153841548415584156841578415884159841608416184162841638416484165841668416784168841698417084171841728417384174841758417684177841788417984180841818418284183841848418584186841878418884189841908419184192841938419484195841968419784198841998420084201842028420384204842058420684207842088420984210842118421284213842148421584216842178421884219842208422184222842238422484225842268422784228842298423084231842328423384234842358423684237842388423984240842418424284243842448424584246842478424884249842508425184252842538425484255842568425784258842598426084261842628426384264842658426684267842688426984270842718427284273842748427584276842778427884279842808428184282842838428484285842868428784288842898429084291842928429384294842958429684297842988429984300843018430284303843048430584306843078430884309843108431184312843138431484315843168431784318843198432084321843228432384324843258432684327843288432984330843318433284333843348433584336843378433884339843408434184342843438434484345843468434784348843498435084351843528435384354843558435684357843588435984360843618436284363843648436584366843678436884369843708437184372843738437484375843768437784378843798438084381843828438384384843858438684387843888438984390843918439284393843948439584396843978439884399844008440184402844038440484405844068440784408844098441084411844128441384414844158441684417844188441984420844218442284423844248442584426844278442884429844308443184432844338443484435844368443784438844398444084441844428444384444844458444684447844488444984450844518445284453844548445584456844578445884459844608446184462844638446484465844668446784468844698447084471844728447384474844758447684477844788447984480844818448284483844848448584486844878448884489844908449184492844938449484495844968449784498844998450084501845028450384504845058450684507845088450984510845118451284513845148451584516845178451884519845208452184522845238452484525845268452784528845298453084531845328453384534845358453684537845388453984540845418454284543845448454584546845478454884549845508455184552845538455484555845568455784558845598456084561845628456384564845658456684567845688456984570845718457284573845748457584576845778457884579845808458184582845838458484585845868458784588845898459084591845928459384594845958459684597845988459984600846018460284603846048460584606846078460884609846108461184612846138461484615846168461784618846198462084621846228462384624846258462684627846288462984630846318463284633846348463584636846378463884639846408464184642846438464484645846468464784648846498465084651846528465384654846558465684657846588465984660846618466284663846648466584666846678466884669846708467184672846738467484675846768467784678846798468084681846828468384684846858468684687846888468984690846918469284693846948469584696846978469884699847008470184702847038470484705847068470784708847098471084711847128471384714847158471684717847188471984720847218472284723847248472584726847278472884729847308473184732847338473484735847368473784738847398474084741847428474384744847458474684747847488474984750847518475284753847548475584756847578475884759847608476184762847638476484765847668476784768847698477084771847728477384774847758477684777847788477984780847818478284783847848478584786847878478884789847908479184792847938479484795847968479784798847998480084801848028480384804848058480684807848088480984810848118481284813848148481584816848178481884819848208482184822848238482484825848268482784828848298483084831848328483384834848358483684837848388483984840848418484284843848448484584846848478484884849848508485184852848538485484855848568485784858848598486084861848628486384864848658486684867848688486984870848718487284873848748487584876848778487884879848808488184882848838488484885848868488784888848898489084891848928489384894848958489684897848988489984900849018490284903849048490584906849078490884909849108491184912849138491484915849168491784918849198492084921849228492384924849258492684927849288492984930849318493284933849348493584936849378493884939849408494184942849438494484945849468494784948849498495084951849528495384954849558495684957849588495984960849618496284963849648496584966849678496884969849708497184972849738497484975849768497784978849798498084981849828498384984849858498684987849888498984990849918499284993849948499584996849978499884999850008500185002850038500485005850068500785008850098501085011850128501385014850158501685017850188501985020850218502285023850248502585026850278502885029850308503185032850338503485035850368503785038850398504085041850428504385044850458504685047850488504985050850518505285053850548505585056850578505885059850608506185062850638506485065850668506785068850698507085071850728507385074850758507685077850788507985080850818508285083850848508585086850878508885089850908509185092850938509485095850968509785098850998510085101851028510385104851058510685107851088510985110851118511285113851148511585116851178511885119851208512185122851238512485125851268512785128851298513085131851328513385134851358513685137851388513985140851418514285143851448514585146851478514885149851508515185152851538515485155851568515785158851598516085161851628516385164851658516685167851688516985170851718517285173851748517585176851778517885179851808518185182851838518485185851868518785188851898519085191851928519385194851958519685197851988519985200852018520285203852048520585206852078520885209852108521185212852138521485215852168521785218852198522085221852228522385224852258522685227852288522985230852318523285233852348523585236852378523885239852408524185242852438524485245852468524785248852498525085251852528525385254852558525685257852588525985260852618526285263852648526585266852678526885269852708527185272852738527485275852768527785278852798528085281852828528385284852858528685287852888528985290852918529285293852948529585296852978529885299853008530185302853038530485305853068530785308853098531085311853128531385314853158531685317853188531985320853218532285323853248532585326853278532885329853308533185332853338533485335853368533785338853398534085341853428534385344853458534685347853488534985350853518535285353853548535585356853578535885359853608536185362853638536485365853668536785368853698537085371853728537385374853758537685377853788537985380853818538285383853848538585386853878538885389853908539185392853938539485395853968539785398853998540085401854028540385404854058540685407854088540985410854118541285413854148541585416854178541885419854208542185422854238542485425854268542785428854298543085431854328543385434854358543685437854388543985440854418544285443854448544585446854478544885449854508545185452854538545485455854568545785458854598546085461854628546385464854658546685467854688546985470854718547285473854748547585476854778547885479854808548185482854838548485485854868548785488854898549085491854928549385494854958549685497854988549985500855018550285503855048550585506855078550885509855108551185512855138551485515855168551785518855198552085521855228552385524855258552685527855288552985530855318553285533855348553585536855378553885539855408554185542855438554485545855468554785548855498555085551855528555385554855558555685557855588555985560855618556285563855648556585566855678556885569855708557185572855738557485575855768557785578855798558085581855828558385584855858558685587855888558985590855918559285593855948559585596855978559885599856008560185602856038560485605856068560785608856098561085611856128561385614856158561685617856188561985620856218562285623856248562585626856278562885629856308563185632856338563485635856368563785638856398564085641856428564385644856458564685647856488564985650856518565285653856548565585656856578565885659856608566185662856638566485665856668566785668856698567085671856728567385674856758567685677856788567985680856818568285683856848568585686856878568885689856908569185692856938569485695856968569785698856998570085701857028570385704857058570685707857088570985710857118571285713857148571585716857178571885719857208572185722857238572485725857268572785728857298573085731857328573385734857358573685737857388573985740857418574285743857448574585746857478574885749857508575185752857538575485755857568575785758857598576085761857628576385764857658576685767857688576985770857718577285773857748577585776857778577885779857808578185782857838578485785857868578785788857898579085791857928579385794857958579685797857988579985800858018580285803858048580585806858078580885809858108581185812858138581485815858168581785818858198582085821858228582385824858258582685827858288582985830858318583285833858348583585836858378583885839858408584185842858438584485845858468584785848858498585085851858528585385854858558585685857858588585985860858618586285863858648586585866858678586885869858708587185872858738587485875858768587785878858798588085881858828588385884858858588685887858888588985890858918589285893858948589585896858978589885899859008590185902859038590485905859068590785908859098591085911859128591385914859158591685917859188591985920859218592285923859248592585926859278592885929859308593185932859338593485935859368593785938859398594085941859428594385944859458594685947859488594985950859518595285953859548595585956859578595885959859608596185962859638596485965859668596785968859698597085971859728597385974859758597685977859788597985980859818598285983859848598585986859878598885989859908599185992859938599485995859968599785998859998600086001860028600386004860058600686007860088600986010860118601286013860148601586016860178601886019860208602186022860238602486025860268602786028860298603086031860328603386034860358603686037860388603986040860418604286043860448604586046860478604886049860508605186052860538605486055860568605786058860598606086061860628606386064860658606686067860688606986070860718607286073860748607586076860778607886079860808608186082860838608486085860868608786088860898609086091860928609386094860958609686097860988609986100861018610286103861048610586106861078610886109861108611186112861138611486115861168611786118861198612086121861228612386124861258612686127861288612986130861318613286133861348613586136861378613886139861408614186142861438614486145861468614786148861498615086151861528615386154861558615686157861588615986160861618616286163861648616586166861678616886169861708617186172861738617486175861768617786178861798618086181861828618386184861858618686187861888618986190861918619286193861948619586196861978619886199862008620186202862038620486205862068620786208862098621086211862128621386214862158621686217862188621986220862218622286223862248622586226862278622886229862308623186232862338623486235862368623786238862398624086241862428624386244862458624686247862488624986250862518625286253862548625586256862578625886259862608626186262862638626486265862668626786268862698627086271862728627386274862758627686277862788627986280862818628286283862848628586286862878628886289862908629186292862938629486295862968629786298862998630086301863028630386304863058630686307863088630986310863118631286313863148631586316863178631886319863208632186322863238632486325863268632786328863298633086331863328633386334863358633686337863388633986340863418634286343863448634586346863478634886349863508635186352863538635486355863568635786358863598636086361863628636386364863658636686367863688636986370863718637286373863748637586376863778637886379863808638186382863838638486385863868638786388863898639086391863928639386394863958639686397863988639986400864018640286403864048640586406864078640886409864108641186412864138641486415864168641786418864198642086421864228642386424864258642686427864288642986430864318643286433864348643586436864378643886439864408644186442864438644486445864468644786448864498645086451864528645386454864558645686457864588645986460864618646286463864648646586466864678646886469864708647186472864738647486475864768647786478864798648086481864828648386484864858648686487864888648986490864918649286493864948649586496864978649886499865008650186502865038650486505865068650786508865098651086511865128651386514865158651686517865188651986520865218652286523865248652586526865278652886529865308653186532865338653486535865368653786538865398654086541865428654386544865458654686547865488654986550865518655286553865548655586556865578655886559865608656186562865638656486565865668656786568865698657086571865728657386574865758657686577865788657986580865818658286583865848658586586865878658886589865908659186592865938659486595865968659786598865998660086601866028660386604866058660686607866088660986610866118661286613866148661586616866178661886619866208662186622866238662486625866268662786628866298663086631866328663386634866358663686637866388663986640866418664286643866448664586646866478664886649866508665186652866538665486655866568665786658866598666086661866628666386664866658666686667866688666986670866718667286673866748667586676866778667886679866808668186682866838668486685866868668786688866898669086691866928669386694866958669686697866988669986700867018670286703867048670586706867078670886709867108671186712867138671486715867168671786718867198672086721867228672386724867258672686727867288672986730867318673286733867348673586736867378673886739867408674186742867438674486745867468674786748867498675086751867528675386754867558675686757867588675986760867618676286763867648676586766867678676886769867708677186772867738677486775867768677786778867798678086781867828678386784867858678686787867888678986790867918679286793867948679586796867978679886799868008680186802868038680486805868068680786808868098681086811868128681386814868158681686817868188681986820868218682286823868248682586826868278682886829868308683186832868338683486835868368683786838868398684086841868428684386844868458684686847868488684986850868518685286853868548685586856868578685886859868608686186862868638686486865868668686786868868698687086871868728687386874868758687686877868788687986880868818688286883868848688586886868878688886889868908689186892868938689486895868968689786898868998690086901869028690386904869058690686907869088690986910869118691286913869148691586916869178691886919869208692186922869238692486925869268692786928869298693086931869328693386934869358693686937869388693986940869418694286943869448694586946869478694886949869508695186952869538695486955869568695786958869598696086961869628696386964869658696686967869688696986970869718697286973869748697586976869778697886979869808698186982869838698486985869868698786988869898699086991869928699386994869958699686997869988699987000870018700287003870048700587006870078700887009870108701187012870138701487015870168701787018870198702087021870228702387024870258702687027870288702987030870318703287033870348703587036870378703887039870408704187042870438704487045870468704787048870498705087051870528705387054870558705687057870588705987060870618706287063870648706587066870678706887069870708707187072870738707487075870768707787078870798708087081870828708387084870858708687087870888708987090870918709287093870948709587096870978709887099871008710187102871038710487105871068710787108871098711087111871128711387114871158711687117871188711987120871218712287123871248712587126871278712887129871308713187132871338713487135871368713787138871398714087141871428714387144871458714687147871488714987150871518715287153871548715587156871578715887159871608716187162871638716487165871668716787168871698717087171871728717387174871758717687177871788717987180871818718287183871848718587186871878718887189871908719187192871938719487195871968719787198871998720087201872028720387204872058720687207872088720987210872118721287213872148721587216872178721887219872208722187222872238722487225872268722787228872298723087231872328723387234872358723687237872388723987240872418724287243872448724587246872478724887249872508725187252872538725487255872568725787258872598726087261872628726387264872658726687267872688726987270872718727287273872748727587276872778727887279872808728187282872838728487285872868728787288872898729087291872928729387294872958729687297872988729987300873018730287303873048730587306873078730887309873108731187312873138731487315873168731787318873198732087321873228732387324873258732687327873288732987330873318733287333873348733587336873378733887339873408734187342873438734487345873468734787348873498735087351873528735387354873558735687357873588735987360873618736287363873648736587366873678736887369873708737187372873738737487375873768737787378873798738087381873828738387384873858738687387873888738987390873918739287393873948739587396873978739887399874008740187402874038740487405874068740787408874098741087411874128741387414874158741687417874188741987420874218742287423874248742587426874278742887429874308743187432874338743487435874368743787438874398744087441874428744387444874458744687447874488744987450874518745287453874548745587456874578745887459874608746187462874638746487465874668746787468874698747087471874728747387474874758747687477874788747987480874818748287483874848748587486874878748887489874908749187492874938749487495874968749787498874998750087501875028750387504875058750687507875088750987510875118751287513875148751587516875178751887519875208752187522875238752487525875268752787528875298753087531875328753387534875358753687537875388753987540875418754287543875448754587546875478754887549875508755187552875538755487555875568755787558875598756087561875628756387564875658756687567875688756987570875718757287573875748757587576875778757887579875808758187582875838758487585875868758787588875898759087591875928759387594875958759687597875988759987600876018760287603876048760587606876078760887609876108761187612876138761487615876168761787618876198762087621876228762387624876258762687627876288762987630876318763287633876348763587636876378763887639876408764187642876438764487645876468764787648876498765087651876528765387654876558765687657876588765987660876618766287663876648766587666876678766887669876708767187672876738767487675876768767787678876798768087681876828768387684876858768687687876888768987690876918769287693876948769587696876978769887699877008770187702877038770487705877068770787708877098771087711877128771387714877158771687717877188771987720877218772287723877248772587726877278772887729877308773187732877338773487735877368773787738877398774087741877428774387744877458774687747877488774987750877518775287753877548775587756877578775887759877608776187762877638776487765877668776787768877698777087771877728777387774877758777687777877788777987780877818778287783877848778587786877878778887789877908779187792877938779487795877968779787798877998780087801878028780387804878058780687807878088780987810878118781287813878148781587816878178781887819878208782187822878238782487825878268782787828878298783087831878328783387834878358783687837878388783987840878418784287843878448784587846878478784887849878508785187852878538785487855878568785787858878598786087861878628786387864878658786687867878688786987870878718787287873878748787587876878778787887879878808788187882878838788487885878868788787888878898789087891878928789387894878958789687897878988789987900879018790287903879048790587906879078790887909879108791187912879138791487915879168791787918879198792087921879228792387924879258792687927879288792987930879318793287933879348793587936879378793887939879408794187942879438794487945879468794787948879498795087951879528795387954879558795687957879588795987960879618796287963879648796587966879678796887969879708797187972879738797487975879768797787978879798798087981879828798387984879858798687987879888798987990879918799287993879948799587996879978799887999880008800188002880038800488005880068800788008880098801088011880128801388014880158801688017880188801988020880218802288023880248802588026880278802888029880308803188032880338803488035880368803788038880398804088041880428804388044880458804688047880488804988050880518805288053880548805588056880578805888059880608806188062880638806488065880668806788068880698807088071880728807388074880758807688077880788807988080880818808288083880848808588086880878808888089880908809188092880938809488095880968809788098880998810088101881028810388104881058810688107881088810988110881118811288113881148811588116881178811888119881208812188122881238812488125881268812788128881298813088131881328813388134881358813688137881388813988140881418814288143881448814588146881478814888149881508815188152881538815488155881568815788158881598816088161881628816388164881658816688167881688816988170881718817288173881748817588176881778817888179881808818188182881838818488185881868818788188881898819088191881928819388194881958819688197881988819988200882018820288203882048820588206882078820888209882108821188212882138821488215882168821788218882198822088221882228822388224882258822688227882288822988230882318823288233882348823588236882378823888239882408824188242882438824488245882468824788248882498825088251882528825388254882558825688257882588825988260882618826288263882648826588266882678826888269882708827188272882738827488275882768827788278882798828088281882828828388284882858828688287882888828988290882918829288293882948829588296882978829888299883008830188302883038830488305883068830788308883098831088311883128831388314883158831688317883188831988320883218832288323883248832588326883278832888329883308833188332883338833488335883368833788338883398834088341883428834388344883458834688347883488834988350883518835288353883548835588356883578835888359883608836188362883638836488365883668836788368883698837088371883728837388374883758837688377883788837988380883818838288383883848838588386883878838888389883908839188392883938839488395883968839788398883998840088401884028840388404884058840688407884088840988410884118841288413884148841588416884178841888419884208842188422884238842488425884268842788428884298843088431884328843388434884358843688437884388843988440884418844288443884448844588446884478844888449884508845188452884538845488455884568845788458884598846088461884628846388464884658846688467884688846988470884718847288473884748847588476884778847888479884808848188482884838848488485884868848788488884898849088491884928849388494884958849688497884988849988500885018850288503885048850588506885078850888509885108851188512885138851488515885168851788518885198852088521885228852388524885258852688527885288852988530885318853288533885348853588536885378853888539885408854188542885438854488545885468854788548885498855088551885528855388554885558855688557885588855988560885618856288563885648856588566885678856888569885708857188572885738857488575885768857788578885798858088581885828858388584885858858688587885888858988590885918859288593885948859588596885978859888599886008860188602886038860488605886068860788608886098861088611886128861388614886158861688617886188861988620886218862288623886248862588626886278862888629886308863188632886338863488635886368863788638886398864088641886428864388644886458864688647886488864988650886518865288653886548865588656886578865888659886608866188662886638866488665886668866788668886698867088671886728867388674886758867688677886788867988680886818868288683886848868588686886878868888689886908869188692886938869488695886968869788698886998870088701887028870388704887058870688707887088870988710887118871288713887148871588716887178871888719887208872188722887238872488725887268872788728887298873088731887328873388734887358873688737887388873988740887418874288743887448874588746887478874888749887508875188752887538875488755887568875788758887598876088761887628876388764887658876688767887688876988770887718877288773887748877588776887778877888779887808878188782887838878488785887868878788788887898879088791887928879388794887958879688797887988879988800888018880288803888048880588806888078880888809888108881188812888138881488815888168881788818888198882088821888228882388824888258882688827888288882988830888318883288833888348883588836888378883888839888408884188842888438884488845888468884788848888498885088851888528885388854888558885688857888588885988860888618886288863888648886588866888678886888869888708887188872888738887488875888768887788878888798888088881888828888388884888858888688887888888888988890888918889288893888948889588896888978889888899889008890188902889038890488905889068890788908889098891088911889128891388914889158891688917889188891988920889218892288923889248892588926889278892888929889308893188932889338893488935889368893788938889398894088941889428894388944889458894688947889488894988950889518895288953889548895588956889578895888959889608896188962889638896488965889668896788968889698897088971889728897388974889758897688977889788897988980889818898288983889848898588986889878898888989889908899188992889938899488995889968899788998889998900089001890028900389004890058900689007890088900989010890118901289013890148901589016890178901889019890208902189022890238902489025890268902789028890298903089031890328903389034890358903689037890388903989040890418904289043890448904589046890478904889049890508905189052890538905489055890568905789058890598906089061890628906389064890658906689067890688906989070890718907289073890748907589076890778907889079890808908189082890838908489085890868908789088890898909089091890928909389094890958909689097890988909989100891018910289103891048910589106891078910889109891108911189112891138911489115891168911789118891198912089121891228912389124891258912689127891288912989130891318913289133891348913589136891378913889139891408914189142891438914489145891468914789148891498915089151891528915389154891558915689157891588915989160891618916289163891648916589166891678916889169891708917189172891738917489175891768917789178891798918089181891828918389184891858918689187891888918989190891918919289193891948919589196891978919889199892008920189202892038920489205892068920789208892098921089211892128921389214892158921689217892188921989220892218922289223892248922589226892278922889229892308923189232892338923489235892368923789238892398924089241892428924389244892458924689247892488924989250892518925289253892548925589256892578925889259892608926189262892638926489265892668926789268892698927089271892728927389274892758927689277892788927989280892818928289283892848928589286892878928889289892908929189292892938929489295892968929789298892998930089301893028930389304893058930689307893088930989310893118931289313893148931589316893178931889319893208932189322893238932489325893268932789328893298933089331893328933389334893358933689337893388933989340893418934289343893448934589346893478934889349893508935189352893538935489355893568935789358893598936089361893628936389364893658936689367893688936989370893718937289373893748937589376893778937889379893808938189382893838938489385893868938789388893898939089391893928939389394893958939689397893988939989400894018940289403894048940589406894078940889409894108941189412894138941489415894168941789418894198942089421894228942389424894258942689427894288942989430894318943289433894348943589436894378943889439894408944189442894438944489445894468944789448894498945089451894528945389454894558945689457894588945989460894618946289463894648946589466894678946889469894708947189472894738947489475894768947789478894798948089481894828948389484894858948689487894888948989490894918949289493894948949589496894978949889499895008950189502895038950489505895068950789508895098951089511895128951389514895158951689517895188951989520895218952289523895248952589526895278952889529895308953189532895338953489535895368953789538895398954089541895428954389544895458954689547895488954989550895518955289553895548955589556895578955889559895608956189562895638956489565895668956789568895698957089571895728957389574895758957689577895788957989580895818958289583895848958589586895878958889589895908959189592895938959489595895968959789598895998960089601896028960389604896058960689607896088960989610896118961289613896148961589616896178961889619896208962189622896238962489625896268962789628896298963089631896328963389634896358963689637896388963989640896418964289643896448964589646896478964889649896508965189652896538965489655896568965789658896598966089661896628966389664896658966689667896688966989670896718967289673896748967589676896778967889679896808968189682896838968489685896868968789688896898969089691896928969389694896958969689697896988969989700897018970289703897048970589706897078970889709897108971189712897138971489715897168971789718897198972089721897228972389724897258972689727897288972989730897318973289733897348973589736897378973889739897408974189742897438974489745897468974789748897498975089751897528975389754897558975689757897588975989760897618976289763897648976589766897678976889769897708977189772897738977489775897768977789778897798978089781897828978389784897858978689787897888978989790897918979289793897948979589796897978979889799898008980189802898038980489805898068980789808898098981089811898128981389814898158981689817898188981989820898218982289823898248982589826898278982889829898308983189832898338983489835898368983789838898398984089841898428984389844898458984689847898488984989850898518985289853898548985589856898578985889859898608986189862898638986489865898668986789868898698987089871898728987389874898758987689877898788987989880898818988289883898848988589886898878988889889898908989189892898938989489895898968989789898898998990089901899028990389904899058990689907899088990989910899118991289913899148991589916899178991889919899208992189922899238992489925899268992789928899298993089931899328993389934899358993689937899388993989940899418994289943899448994589946899478994889949899508995189952899538995489955899568995789958899598996089961899628996389964899658996689967899688996989970899718997289973899748997589976899778997889979899808998189982899838998489985899868998789988899898999089991899928999389994899958999689997899988999990000900019000290003900049000590006900079000890009900109001190012900139001490015900169001790018900199002090021900229002390024900259002690027900289002990030900319003290033900349003590036900379003890039900409004190042900439004490045900469004790048900499005090051900529005390054900559005690057900589005990060900619006290063900649006590066900679006890069900709007190072900739007490075900769007790078900799008090081900829008390084900859008690087900889008990090900919009290093900949009590096900979009890099901009010190102901039010490105901069010790108901099011090111901129011390114901159011690117901189011990120901219012290123901249012590126901279012890129901309013190132901339013490135901369013790138901399014090141901429014390144901459014690147901489014990150901519015290153901549015590156901579015890159901609016190162901639016490165901669016790168901699017090171901729017390174901759017690177901789017990180901819018290183901849018590186901879018890189901909019190192901939019490195901969019790198901999020090201902029020390204902059020690207902089020990210902119021290213902149021590216902179021890219902209022190222902239022490225902269022790228902299023090231902329023390234902359023690237902389023990240902419024290243902449024590246902479024890249902509025190252902539025490255902569025790258902599026090261902629026390264902659026690267902689026990270902719027290273902749027590276902779027890279902809028190282902839028490285902869028790288902899029090291902929029390294902959029690297902989029990300903019030290303903049030590306903079030890309903109031190312903139031490315903169031790318903199032090321903229032390324903259032690327903289032990330903319033290333903349033590336903379033890339903409034190342903439034490345903469034790348903499035090351903529035390354903559035690357903589035990360903619036290363903649036590366903679036890369903709037190372903739037490375903769037790378903799038090381903829038390384903859038690387903889038990390903919039290393903949039590396903979039890399904009040190402904039040490405904069040790408904099041090411904129041390414904159041690417904189041990420904219042290423904249042590426904279042890429904309043190432904339043490435904369043790438904399044090441904429044390444904459044690447904489044990450904519045290453904549045590456904579045890459904609046190462904639046490465904669046790468904699047090471904729047390474904759047690477904789047990480904819048290483904849048590486904879048890489904909049190492904939049490495904969049790498904999050090501905029050390504905059050690507905089050990510905119051290513905149051590516905179051890519905209052190522905239052490525905269052790528905299053090531905329053390534905359053690537905389053990540905419054290543905449054590546905479054890549905509055190552905539055490555905569055790558905599056090561905629056390564905659056690567905689056990570905719057290573905749057590576905779057890579905809058190582905839058490585905869058790588905899059090591905929059390594905959059690597905989059990600906019060290603906049060590606906079060890609906109061190612906139061490615906169061790618906199062090621906229062390624906259062690627906289062990630906319063290633906349063590636906379063890639906409064190642906439064490645906469064790648906499065090651906529065390654906559065690657906589065990660906619066290663906649066590666906679066890669906709067190672906739067490675906769067790678906799068090681906829068390684906859068690687906889068990690906919069290693906949069590696906979069890699907009070190702907039070490705907069070790708907099071090711907129071390714907159071690717907189071990720907219072290723907249072590726907279072890729907309073190732907339073490735907369073790738907399074090741907429074390744907459074690747907489074990750907519075290753907549075590756907579075890759907609076190762907639076490765907669076790768907699077090771907729077390774907759077690777907789077990780907819078290783907849078590786907879078890789907909079190792907939079490795907969079790798907999080090801908029080390804908059080690807908089080990810908119081290813908149081590816908179081890819908209082190822908239082490825908269082790828908299083090831908329083390834908359083690837908389083990840908419084290843908449084590846908479084890849908509085190852908539085490855908569085790858908599086090861908629086390864908659086690867908689086990870908719087290873908749087590876908779087890879908809088190882908839088490885908869088790888908899089090891908929089390894908959089690897908989089990900909019090290903909049090590906909079090890909909109091190912909139091490915909169091790918909199092090921909229092390924909259092690927909289092990930909319093290933909349093590936909379093890939909409094190942909439094490945909469094790948909499095090951909529095390954909559095690957909589095990960909619096290963909649096590966909679096890969909709097190972909739097490975909769097790978909799098090981909829098390984909859098690987909889098990990909919099290993909949099590996909979099890999910009100191002910039100491005910069100791008910099101091011910129101391014910159101691017910189101991020910219102291023910249102591026910279102891029910309103191032910339103491035910369103791038910399104091041910429104391044910459104691047910489104991050910519105291053910549105591056910579105891059910609106191062910639106491065910669106791068910699107091071910729107391074910759107691077910789107991080910819108291083910849108591086910879108891089910909109191092910939109491095910969109791098910999110091101911029110391104911059110691107911089110991110911119111291113911149111591116911179111891119911209112191122911239112491125911269112791128911299113091131911329113391134911359113691137911389113991140911419114291143911449114591146911479114891149911509115191152911539115491155911569115791158911599116091161911629116391164911659116691167911689116991170911719117291173911749117591176911779117891179911809118191182911839118491185911869118791188911899119091191911929119391194911959119691197911989119991200912019120291203912049120591206912079120891209912109121191212912139121491215912169121791218912199122091221912229122391224912259122691227912289122991230912319123291233912349123591236912379123891239912409124191242912439124491245912469124791248912499125091251912529125391254912559125691257912589125991260912619126291263912649126591266912679126891269912709127191272912739127491275912769127791278912799128091281912829128391284912859128691287912889128991290912919129291293912949129591296912979129891299913009130191302913039130491305913069130791308913099131091311913129131391314913159131691317913189131991320913219132291323913249132591326913279132891329913309133191332913339133491335913369133791338913399134091341913429134391344913459134691347913489134991350913519135291353913549135591356913579135891359913609136191362913639136491365913669136791368913699137091371913729137391374913759137691377913789137991380913819138291383913849138591386913879138891389913909139191392913939139491395913969139791398913999140091401914029140391404914059140691407914089140991410914119141291413914149141591416914179141891419914209142191422914239142491425914269142791428914299143091431914329143391434914359143691437914389143991440914419144291443914449144591446914479144891449914509145191452914539145491455914569145791458914599146091461914629146391464914659146691467914689146991470914719147291473914749147591476914779147891479914809148191482914839148491485914869148791488914899149091491914929149391494914959149691497914989149991500915019150291503915049150591506915079150891509915109151191512915139151491515915169151791518915199152091521915229152391524915259152691527915289152991530915319153291533915349153591536915379153891539915409154191542915439154491545915469154791548915499155091551915529155391554915559155691557915589155991560915619156291563915649156591566915679156891569915709157191572915739157491575915769157791578915799158091581915829158391584915859158691587915889158991590915919159291593915949159591596915979159891599916009160191602916039160491605916069160791608916099161091611916129161391614916159161691617916189161991620916219162291623916249162591626916279162891629916309163191632916339163491635916369163791638916399164091641916429164391644916459164691647916489164991650916519165291653916549165591656916579165891659916609166191662916639166491665916669166791668916699167091671916729167391674916759167691677916789167991680916819168291683916849168591686916879168891689916909169191692916939169491695916969169791698916999170091701917029170391704917059170691707917089170991710917119171291713917149171591716917179171891719917209172191722917239172491725917269172791728917299173091731917329173391734917359173691737917389173991740917419174291743917449174591746917479174891749917509175191752917539175491755917569175791758917599176091761917629176391764917659176691767917689176991770917719177291773917749177591776917779177891779917809178191782917839178491785917869178791788917899179091791917929179391794917959179691797917989179991800918019180291803918049180591806918079180891809918109181191812918139181491815918169181791818918199182091821918229182391824918259182691827918289182991830918319183291833918349183591836918379183891839918409184191842918439184491845918469184791848918499185091851918529185391854918559185691857918589185991860918619186291863918649186591866918679186891869918709187191872918739187491875918769187791878918799188091881918829188391884918859188691887918889188991890918919189291893918949189591896918979189891899919009190191902919039190491905919069190791908919099191091911919129191391914919159191691917919189191991920919219192291923919249192591926919279192891929919309193191932919339193491935919369193791938919399194091941919429194391944919459194691947919489194991950919519195291953919549195591956919579195891959919609196191962919639196491965919669196791968919699197091971919729197391974919759197691977919789197991980919819198291983919849198591986919879198891989919909199191992919939199491995919969199791998919999200092001920029200392004920059200692007920089200992010920119201292013920149201592016920179201892019920209202192022920239202492025920269202792028920299203092031920329203392034920359203692037920389203992040920419204292043920449204592046920479204892049920509205192052920539205492055920569205792058920599206092061920629206392064920659206692067920689206992070920719207292073920749207592076920779207892079920809208192082920839208492085920869208792088920899209092091920929209392094920959209692097920989209992100921019210292103921049210592106921079210892109921109211192112921139211492115921169211792118921199212092121921229212392124921259212692127921289212992130921319213292133921349213592136921379213892139921409214192142921439214492145921469214792148921499215092151921529215392154921559215692157921589215992160921619216292163921649216592166921679216892169921709217192172921739217492175921769217792178921799218092181921829218392184921859218692187921889218992190921919219292193921949219592196921979219892199922009220192202922039220492205922069220792208922099221092211922129221392214922159221692217922189221992220922219222292223922249222592226922279222892229922309223192232922339223492235922369223792238922399224092241922429224392244922459224692247922489224992250922519225292253922549225592256922579225892259922609226192262922639226492265922669226792268922699227092271922729227392274922759227692277922789227992280922819228292283922849228592286922879228892289922909229192292922939229492295922969229792298922999230092301923029230392304923059230692307923089230992310923119231292313923149231592316923179231892319923209232192322923239232492325923269232792328923299233092331923329233392334923359233692337923389233992340923419234292343923449234592346923479234892349923509235192352923539235492355923569235792358923599236092361923629236392364923659236692367923689236992370923719237292373923749237592376923779237892379923809238192382923839238492385923869238792388923899239092391923929239392394923959239692397923989239992400924019240292403924049240592406924079240892409924109241192412924139241492415924169241792418924199242092421924229242392424924259242692427924289242992430924319243292433924349243592436924379243892439924409244192442924439244492445924469244792448924499245092451924529245392454924559245692457924589245992460924619246292463924649246592466924679246892469924709247192472924739247492475924769247792478924799248092481924829248392484924859248692487924889248992490924919249292493924949249592496924979249892499925009250192502925039250492505925069250792508925099251092511925129251392514925159251692517925189251992520925219252292523925249252592526925279252892529925309253192532925339253492535925369253792538925399254092541925429254392544925459254692547925489254992550925519255292553925549255592556925579255892559925609256192562925639256492565925669256792568925699257092571925729257392574925759257692577925789257992580925819258292583925849258592586925879258892589925909259192592925939259492595925969259792598925999260092601926029260392604926059260692607926089260992610926119261292613926149261592616926179261892619926209262192622926239262492625926269262792628926299263092631926329263392634926359263692637926389263992640926419264292643926449264592646926479264892649926509265192652926539265492655926569265792658926599266092661926629266392664926659266692667926689266992670926719267292673926749267592676926779267892679926809268192682926839268492685926869268792688926899269092691926929269392694926959269692697926989269992700927019270292703927049270592706927079270892709927109271192712927139271492715927169271792718927199272092721927229272392724927259272692727927289272992730927319273292733927349273592736927379273892739927409274192742927439274492745927469274792748927499275092751927529275392754927559275692757927589275992760927619276292763927649276592766927679276892769927709277192772927739277492775927769277792778927799278092781927829278392784927859278692787927889278992790927919279292793927949279592796927979279892799928009280192802928039280492805928069280792808928099281092811928129281392814928159281692817928189281992820928219282292823928249282592826928279282892829928309283192832928339283492835928369283792838928399284092841928429284392844928459284692847928489284992850928519285292853928549285592856928579285892859928609286192862928639286492865928669286792868928699287092871928729287392874928759287692877928789287992880928819288292883928849288592886928879288892889928909289192892928939289492895928969289792898928999290092901929029290392904929059290692907929089290992910929119291292913929149291592916929179291892919929209292192922929239292492925929269292792928929299293092931929329293392934929359293692937929389293992940929419294292943929449294592946929479294892949929509295192952929539295492955929569295792958929599296092961929629296392964929659296692967929689296992970929719297292973929749297592976929779297892979929809298192982929839298492985929869298792988929899299092991929929299392994929959299692997929989299993000930019300293003930049300593006930079300893009930109301193012930139301493015930169301793018930199302093021930229302393024930259302693027930289302993030930319303293033930349303593036930379303893039930409304193042930439304493045930469304793048930499305093051930529305393054930559305693057930589305993060930619306293063930649306593066930679306893069930709307193072930739307493075930769307793078930799308093081930829308393084930859308693087930889308993090930919309293093930949309593096930979309893099931009310193102931039310493105931069310793108931099311093111931129311393114931159311693117931189311993120931219312293123931249312593126931279312893129931309313193132931339313493135931369313793138931399314093141931429314393144931459314693147931489314993150931519315293153931549315593156931579315893159931609316193162931639316493165931669316793168931699317093171931729317393174931759317693177931789317993180931819318293183931849318593186931879318893189931909319193192931939319493195931969319793198931999320093201932029320393204932059320693207932089320993210932119321293213932149321593216932179321893219932209322193222932239322493225932269322793228932299323093231932329323393234932359323693237932389323993240932419324293243932449324593246932479324893249932509325193252932539325493255932569325793258932599326093261932629326393264932659326693267932689326993270932719327293273932749327593276932779327893279932809328193282932839328493285932869328793288932899329093291932929329393294932959329693297932989329993300933019330293303933049330593306933079330893309933109331193312933139331493315933169331793318933199332093321933229332393324933259332693327933289332993330933319333293333933349333593336933379333893339933409334193342933439334493345933469334793348933499335093351933529335393354933559335693357933589335993360933619336293363933649336593366933679336893369933709337193372933739337493375933769337793378933799338093381933829338393384933859338693387933889338993390933919339293393933949339593396933979339893399934009340193402934039340493405934069340793408934099341093411934129341393414934159341693417934189341993420934219342293423934249342593426934279342893429934309343193432934339343493435934369343793438934399344093441934429344393444934459344693447934489344993450934519345293453934549345593456934579345893459934609346193462934639346493465934669346793468934699347093471934729347393474934759347693477934789347993480934819348293483934849348593486934879348893489934909349193492934939349493495934969349793498934999350093501935029350393504935059350693507935089350993510935119351293513935149351593516935179351893519935209352193522935239352493525935269352793528935299353093531935329353393534935359353693537935389353993540935419354293543935449354593546935479354893549935509355193552935539355493555935569355793558935599356093561935629356393564935659356693567935689356993570935719357293573935749357593576935779357893579935809358193582935839358493585935869358793588935899359093591935929359393594935959359693597935989359993600936019360293603936049360593606936079360893609936109361193612936139361493615936169361793618936199362093621936229362393624936259362693627936289362993630936319363293633936349363593636936379363893639936409364193642936439364493645936469364793648936499365093651936529365393654936559365693657936589365993660936619366293663936649366593666936679366893669936709367193672936739367493675936769367793678936799368093681936829368393684936859368693687936889368993690936919369293693936949369593696936979369893699937009370193702937039370493705937069370793708937099371093711937129371393714937159371693717937189371993720937219372293723937249372593726937279372893729937309373193732937339373493735937369373793738937399374093741937429374393744937459374693747937489374993750937519375293753937549375593756937579375893759937609376193762937639376493765937669376793768937699377093771937729377393774937759377693777937789377993780937819378293783937849378593786937879378893789937909379193792937939379493795937969379793798937999380093801938029380393804938059380693807938089380993810938119381293813938149381593816938179381893819938209382193822938239382493825938269382793828938299383093831938329383393834938359383693837938389383993840938419384293843938449384593846938479384893849938509385193852938539385493855938569385793858938599386093861938629386393864938659386693867938689386993870938719387293873938749387593876938779387893879938809388193882938839388493885938869388793888938899389093891938929389393894938959389693897938989389993900939019390293903939049390593906939079390893909939109391193912939139391493915939169391793918939199392093921939229392393924939259392693927939289392993930939319393293933939349393593936939379393893939939409394193942939439394493945939469394793948939499395093951939529395393954939559395693957939589395993960939619396293963939649396593966939679396893969939709397193972939739397493975939769397793978939799398093981939829398393984939859398693987939889398993990939919399293993939949399593996939979399893999940009400194002940039400494005940069400794008940099401094011940129401394014940159401694017940189401994020940219402294023940249402594026940279402894029940309403194032940339403494035940369403794038940399404094041940429404394044940459404694047940489404994050940519405294053940549405594056940579405894059940609406194062940639406494065940669406794068940699407094071940729407394074940759407694077940789407994080940819408294083940849408594086940879408894089940909409194092940939409494095940969409794098940999410094101941029410394104941059410694107941089410994110941119411294113941149411594116941179411894119941209412194122941239412494125941269412794128941299413094131941329413394134941359413694137941389413994140941419414294143941449414594146941479414894149941509415194152941539415494155941569415794158941599416094161941629416394164941659416694167941689416994170941719417294173941749417594176941779417894179941809418194182941839418494185941869418794188941899419094191941929419394194941959419694197941989419994200942019420294203942049420594206942079420894209942109421194212942139421494215942169421794218942199422094221942229422394224942259422694227942289422994230942319423294233942349423594236942379423894239942409424194242942439424494245942469424794248942499425094251942529425394254942559425694257942589425994260942619426294263942649426594266942679426894269942709427194272942739427494275942769427794278942799428094281942829428394284942859428694287942889428994290942919429294293942949429594296942979429894299943009430194302943039430494305943069430794308943099431094311943129431394314943159431694317943189431994320943219432294323943249432594326943279432894329943309433194332943339433494335943369433794338943399434094341943429434394344943459434694347943489434994350943519435294353943549435594356943579435894359943609436194362943639436494365943669436794368943699437094371943729437394374943759437694377943789437994380943819438294383943849438594386943879438894389943909439194392943939439494395943969439794398943999440094401944029440394404944059440694407944089440994410944119441294413944149441594416944179441894419944209442194422944239442494425944269442794428944299443094431944329443394434944359443694437944389443994440944419444294443944449444594446944479444894449944509445194452944539445494455944569445794458944599446094461944629446394464944659446694467944689446994470944719447294473944749447594476944779447894479944809448194482944839448494485944869448794488944899449094491944929449394494944959449694497944989449994500945019450294503945049450594506945079450894509945109451194512945139451494515945169451794518945199452094521945229452394524945259452694527945289452994530945319453294533945349453594536945379453894539945409454194542945439454494545945469454794548945499455094551945529455394554945559455694557945589455994560945619456294563945649456594566945679456894569945709457194572945739457494575945769457794578945799458094581945829458394584945859458694587945889458994590945919459294593945949459594596945979459894599946009460194602946039460494605946069460794608946099461094611946129461394614946159461694617946189461994620946219462294623946249462594626946279462894629946309463194632946339463494635946369463794638946399464094641946429464394644946459464694647946489464994650946519465294653946549465594656946579465894659946609466194662946639466494665946669466794668946699467094671946729467394674946759467694677946789467994680946819468294683946849468594686946879468894689946909469194692946939469494695946969469794698946999470094701947029470394704947059470694707947089470994710947119471294713947149471594716947179471894719947209472194722947239472494725947269472794728947299473094731947329473394734947359473694737947389473994740947419474294743947449474594746947479474894749947509475194752947539475494755947569475794758947599476094761947629476394764947659476694767947689476994770947719477294773947749477594776947779477894779947809478194782947839478494785947869478794788947899479094791947929479394794947959479694797947989479994800948019480294803948049480594806948079480894809948109481194812948139481494815948169481794818948199482094821948229482394824948259482694827948289482994830948319483294833948349483594836948379483894839948409484194842948439484494845948469484794848948499485094851948529485394854948559485694857948589485994860948619486294863948649486594866948679486894869948709487194872948739487494875948769487794878948799488094881948829488394884948859488694887948889488994890948919489294893948949489594896948979489894899949009490194902949039490494905949069490794908949099491094911949129491394914949159491694917949189491994920949219492294923949249492594926949279492894929949309493194932949339493494935949369493794938949399494094941949429494394944949459494694947949489494994950949519495294953949549495594956949579495894959949609496194962949639496494965949669496794968949699497094971949729497394974949759497694977949789497994980949819498294983949849498594986949879498894989949909499194992949939499494995949969499794998949999500095001950029500395004950059500695007950089500995010950119501295013950149501595016950179501895019950209502195022950239502495025950269502795028950299503095031950329503395034950359503695037950389503995040950419504295043950449504595046950479504895049950509505195052950539505495055950569505795058950599506095061950629506395064950659506695067950689506995070950719507295073950749507595076950779507895079950809508195082950839508495085950869508795088950899509095091950929509395094950959509695097950989509995100951019510295103951049510595106951079510895109951109511195112951139511495115951169511795118951199512095121951229512395124951259512695127951289512995130951319513295133951349513595136951379513895139951409514195142951439514495145951469514795148951499515095151951529515395154951559515695157951589515995160951619516295163951649516595166951679516895169951709517195172951739517495175951769517795178951799518095181951829518395184951859518695187951889518995190951919519295193951949519595196951979519895199952009520195202952039520495205952069520795208952099521095211952129521395214952159521695217952189521995220952219522295223952249522595226952279522895229952309523195232952339523495235952369523795238952399524095241952429524395244952459524695247952489524995250952519525295253952549525595256952579525895259952609526195262952639526495265952669526795268952699527095271952729527395274952759527695277952789527995280952819528295283952849528595286952879528895289952909529195292952939529495295952969529795298952999530095301953029530395304953059530695307953089530995310953119531295313953149531595316953179531895319953209532195322953239532495325953269532795328953299533095331953329533395334953359533695337953389533995340953419534295343953449534595346953479534895349953509535195352953539535495355953569535795358953599536095361953629536395364953659536695367953689536995370953719537295373953749537595376953779537895379953809538195382953839538495385953869538795388953899539095391953929539395394953959539695397953989539995400954019540295403954049540595406954079540895409954109541195412954139541495415954169541795418954199542095421954229542395424954259542695427954289542995430954319543295433954349543595436954379543895439954409544195442954439544495445954469544795448954499545095451954529545395454954559545695457954589545995460954619546295463954649546595466954679546895469954709547195472954739547495475954769547795478954799548095481954829548395484954859548695487954889548995490954919549295493954949549595496954979549895499955009550195502955039550495505955069550795508955099551095511955129551395514955159551695517955189551995520955219552295523955249552595526955279552895529955309553195532955339553495535955369553795538955399554095541955429554395544955459554695547955489554995550955519555295553955549555595556955579555895559955609556195562955639556495565955669556795568955699557095571955729557395574955759557695577955789557995580955819558295583955849558595586955879558895589955909559195592955939559495595955969559795598955999560095601956029560395604956059560695607956089560995610956119561295613956149561595616956179561895619956209562195622956239562495625956269562795628956299563095631956329563395634956359563695637956389563995640956419564295643956449564595646956479564895649956509565195652956539565495655956569565795658956599566095661956629566395664956659566695667956689566995670956719567295673956749567595676956779567895679956809568195682956839568495685956869568795688956899569095691956929569395694956959569695697956989569995700957019570295703957049570595706957079570895709957109571195712957139571495715957169571795718957199572095721957229572395724957259572695727957289572995730957319573295733957349573595736957379573895739957409574195742957439574495745957469574795748957499575095751957529575395754957559575695757957589575995760957619576295763957649576595766957679576895769957709577195772957739577495775957769577795778957799578095781957829578395784957859578695787957889578995790957919579295793957949579595796957979579895799958009580195802958039580495805958069580795808958099581095811958129581395814958159581695817958189581995820958219582295823958249582595826958279582895829958309583195832958339583495835958369583795838958399584095841958429584395844958459584695847958489584995850958519585295853958549585595856958579585895859958609586195862958639586495865958669586795868958699587095871958729587395874958759587695877958789587995880958819588295883958849588595886958879588895889958909589195892958939589495895958969589795898958999590095901959029590395904959059590695907959089590995910959119591295913959149591595916959179591895919959209592195922959239592495925959269592795928959299593095931959329593395934959359593695937959389593995940959419594295943959449594595946959479594895949959509595195952959539595495955959569595795958959599596095961959629596395964959659596695967959689596995970959719597295973959749597595976959779597895979959809598195982959839598495985959869598795988959899599095991959929599395994959959599695997959989599996000960019600296003960049600596006960079600896009960109601196012960139601496015960169601796018960199602096021960229602396024960259602696027960289602996030960319603296033960349603596036960379603896039960409604196042960439604496045960469604796048960499605096051960529605396054960559605696057960589605996060960619606296063960649606596066960679606896069960709607196072960739607496075960769607796078960799608096081960829608396084960859608696087960889608996090960919609296093960949609596096960979609896099961009610196102961039610496105961069610796108961099611096111961129611396114961159611696117961189611996120961219612296123961249612596126961279612896129961309613196132961339613496135961369613796138961399614096141961429614396144961459614696147961489614996150961519615296153961549615596156961579615896159961609616196162961639616496165961669616796168961699617096171961729617396174961759617696177961789617996180961819618296183961849618596186961879618896189961909619196192961939619496195961969619796198961999620096201962029620396204962059620696207962089620996210962119621296213962149621596216962179621896219962209622196222962239622496225962269622796228962299623096231962329623396234962359623696237962389623996240962419624296243962449624596246962479624896249962509625196252962539625496255962569625796258962599626096261962629626396264962659626696267962689626996270962719627296273962749627596276962779627896279962809628196282962839628496285962869628796288962899629096291962929629396294962959629696297962989629996300963019630296303963049630596306963079630896309963109631196312963139631496315963169631796318963199632096321963229632396324963259632696327963289632996330963319633296333963349633596336963379633896339963409634196342963439634496345963469634796348963499635096351963529635396354963559635696357963589635996360963619636296363963649636596366963679636896369963709637196372963739637496375963769637796378963799638096381963829638396384963859638696387963889638996390963919639296393963949639596396963979639896399964009640196402964039640496405964069640796408964099641096411964129641396414964159641696417964189641996420964219642296423964249642596426964279642896429964309643196432964339643496435964369643796438964399644096441964429644396444964459644696447964489644996450964519645296453964549645596456964579645896459964609646196462964639646496465964669646796468964699647096471964729647396474964759647696477964789647996480964819648296483964849648596486964879648896489964909649196492964939649496495964969649796498964999650096501965029650396504965059650696507965089650996510965119651296513965149651596516965179651896519965209652196522965239652496525965269652796528965299653096531965329653396534965359653696537965389653996540965419654296543965449654596546965479654896549965509655196552965539655496555965569655796558965599656096561965629656396564965659656696567965689656996570965719657296573965749657596576965779657896579965809658196582965839658496585965869658796588965899659096591965929659396594965959659696597965989659996600966019660296603966049660596606966079660896609966109661196612966139661496615966169661796618966199662096621966229662396624966259662696627966289662996630966319663296633966349663596636966379663896639966409664196642966439664496645966469664796648966499665096651966529665396654966559665696657966589665996660966619666296663966649666596666966679666896669966709667196672966739667496675966769667796678966799668096681966829668396684966859668696687966889668996690966919669296693966949669596696966979669896699967009670196702967039670496705967069670796708967099671096711967129671396714967159671696717967189671996720967219672296723967249672596726967279672896729967309673196732967339673496735967369673796738967399674096741967429674396744967459674696747967489674996750967519675296753967549675596756967579675896759967609676196762967639676496765967669676796768967699677096771967729677396774967759677696777967789677996780967819678296783967849678596786967879678896789967909679196792967939679496795967969679796798967999680096801968029680396804968059680696807968089680996810968119681296813968149681596816968179681896819968209682196822968239682496825968269682796828968299683096831968329683396834968359683696837968389683996840968419684296843968449684596846968479684896849968509685196852968539685496855968569685796858968599686096861968629686396864968659686696867968689686996870968719687296873968749687596876968779687896879968809688196882968839688496885968869688796888968899689096891968929689396894968959689696897968989689996900969019690296903969049690596906969079690896909969109691196912969139691496915969169691796918969199692096921969229692396924969259692696927969289692996930969319693296933969349693596936969379693896939969409694196942969439694496945969469694796948969499695096951969529695396954969559695696957969589695996960969619696296963969649696596966969679696896969969709697196972969739697496975969769697796978969799698096981969829698396984969859698696987969889698996990969919699296993969949699596996969979699896999970009700197002970039700497005970069700797008970099701097011970129701397014970159701697017970189701997020970219702297023970249702597026970279702897029970309703197032970339703497035970369703797038970399704097041970429704397044970459704697047970489704997050970519705297053970549705597056970579705897059970609706197062970639706497065970669706797068970699707097071970729707397074970759707697077970789707997080970819708297083970849708597086970879708897089970909709197092970939709497095970969709797098970999710097101971029710397104971059710697107971089710997110971119711297113971149711597116971179711897119971209712197122971239712497125971269712797128971299713097131971329713397134971359713697137971389713997140971419714297143971449714597146971479714897149971509715197152971539715497155971569715797158971599716097161971629716397164971659716697167971689716997170971719717297173971749717597176971779717897179971809718197182971839718497185971869718797188971899719097191971929719397194971959719697197971989719997200972019720297203972049720597206972079720897209972109721197212972139721497215972169721797218972199722097221972229722397224972259722697227972289722997230972319723297233972349723597236972379723897239972409724197242972439724497245972469724797248972499725097251972529725397254972559725697257972589725997260972619726297263972649726597266972679726897269972709727197272972739727497275972769727797278972799728097281972829728397284972859728697287972889728997290972919729297293972949729597296972979729897299973009730197302973039730497305973069730797308973099731097311973129731397314973159731697317973189731997320973219732297323973249732597326973279732897329973309733197332973339733497335973369733797338973399734097341973429734397344973459734697347973489734997350973519735297353973549735597356973579735897359973609736197362973639736497365973669736797368973699737097371973729737397374973759737697377973789737997380973819738297383973849738597386973879738897389973909739197392973939739497395973969739797398973999740097401974029740397404974059740697407974089740997410974119741297413974149741597416974179741897419974209742197422974239742497425974269742797428974299743097431974329743397434974359743697437974389743997440974419744297443974449744597446974479744897449974509745197452974539745497455974569745797458974599746097461974629746397464974659746697467974689746997470974719747297473974749747597476974779747897479974809748197482974839748497485974869748797488974899749097491974929749397494974959749697497974989749997500975019750297503975049750597506975079750897509975109751197512975139751497515975169751797518975199752097521975229752397524975259752697527975289752997530975319753297533975349753597536975379753897539975409754197542975439754497545975469754797548975499755097551975529755397554975559755697557975589755997560975619756297563975649756597566975679756897569975709757197572975739757497575975769757797578975799758097581975829758397584975859758697587975889758997590975919759297593975949759597596975979759897599976009760197602976039760497605976069760797608976099761097611976129761397614976159761697617976189761997620976219762297623976249762597626976279762897629976309763197632976339763497635976369763797638976399764097641976429764397644976459764697647976489764997650976519765297653976549765597656976579765897659976609766197662976639766497665976669766797668976699767097671976729767397674976759767697677976789767997680976819768297683976849768597686976879768897689976909769197692976939769497695976969769797698976999770097701977029770397704977059770697707977089770997710977119771297713977149771597716977179771897719977209772197722977239772497725977269772797728977299773097731977329773397734977359773697737977389773997740977419774297743977449774597746977479774897749977509775197752977539775497755977569775797758977599776097761977629776397764977659776697767977689776997770977719777297773977749777597776977779777897779977809778197782977839778497785977869778797788977899779097791977929779397794977959779697797977989779997800978019780297803978049780597806978079780897809978109781197812978139781497815978169781797818978199782097821978229782397824978259782697827978289782997830978319783297833978349783597836978379783897839978409784197842978439784497845978469784797848978499785097851978529785397854978559785697857978589785997860978619786297863978649786597866978679786897869978709787197872978739787497875978769787797878978799788097881978829788397884978859788697887978889788997890978919789297893978949789597896978979789897899979009790197902979039790497905979069790797908979099791097911979129791397914979159791697917979189791997920979219792297923979249792597926979279792897929979309793197932979339793497935979369793797938979399794097941979429794397944979459794697947979489794997950979519795297953979549795597956979579795897959979609796197962979639796497965979669796797968979699797097971979729797397974979759797697977979789797997980979819798297983979849798597986979879798897989979909799197992979939799497995979969799797998979999800098001980029800398004980059800698007980089800998010980119801298013980149801598016980179801898019980209802198022980239802498025980269802798028980299803098031980329803398034980359803698037980389803998040980419804298043980449804598046980479804898049980509805198052980539805498055980569805798058980599806098061980629806398064980659806698067980689806998070980719807298073980749807598076980779807898079980809808198082980839808498085980869808798088980899809098091980929809398094980959809698097980989809998100981019810298103981049810598106981079810898109981109811198112981139811498115981169811798118981199812098121981229812398124981259812698127981289812998130981319813298133981349813598136981379813898139981409814198142981439814498145981469814798148981499815098151981529815398154981559815698157981589815998160981619816298163981649816598166981679816898169981709817198172981739817498175981769817798178981799818098181981829818398184981859818698187981889818998190981919819298193981949819598196981979819898199982009820198202982039820498205982069820798208982099821098211982129821398214982159821698217982189821998220982219822298223982249822598226982279822898229982309823198232982339823498235982369823798238982399824098241982429824398244982459824698247982489824998250982519825298253982549825598256982579825898259982609826198262982639826498265982669826798268982699827098271982729827398274982759827698277982789827998280982819828298283982849828598286982879828898289982909829198292982939829498295982969829798298982999830098301983029830398304983059830698307983089830998310983119831298313983149831598316983179831898319983209832198322983239832498325983269832798328983299833098331983329833398334983359833698337983389833998340983419834298343983449834598346983479834898349983509835198352983539835498355983569835798358983599836098361983629836398364983659836698367983689836998370983719837298373983749837598376983779837898379983809838198382983839838498385983869838798388983899839098391983929839398394983959839698397983989839998400984019840298403984049840598406984079840898409984109841198412984139841498415984169841798418984199842098421984229842398424984259842698427984289842998430984319843298433984349843598436984379843898439984409844198442984439844498445984469844798448984499845098451984529845398454984559845698457984589845998460984619846298463984649846598466984679846898469984709847198472984739847498475984769847798478984799848098481984829848398484984859848698487984889848998490984919849298493984949849598496984979849898499985009850198502985039850498505985069850798508985099851098511985129851398514985159851698517985189851998520985219852298523985249852598526985279852898529985309853198532985339853498535985369853798538985399854098541985429854398544985459854698547985489854998550985519855298553985549855598556985579855898559985609856198562985639856498565985669856798568985699857098571985729857398574985759857698577985789857998580985819858298583985849858598586985879858898589985909859198592985939859498595985969859798598985999860098601986029860398604986059860698607986089860998610986119861298613986149861598616986179861898619986209862198622986239862498625986269862798628986299863098631986329863398634986359863698637986389863998640986419864298643986449864598646986479864898649986509865198652986539865498655986569865798658986599866098661986629866398664986659866698667986689866998670986719867298673986749867598676986779867898679986809868198682986839868498685986869868798688986899869098691986929869398694986959869698697986989869998700987019870298703987049870598706987079870898709987109871198712987139871498715987169871798718987199872098721987229872398724987259872698727987289872998730987319873298733987349873598736987379873898739987409874198742987439874498745987469874798748987499875098751987529875398754987559875698757987589875998760987619876298763987649876598766987679876898769987709877198772987739877498775987769877798778987799878098781987829878398784987859878698787987889878998790987919879298793987949879598796987979879898799988009880198802988039880498805988069880798808988099881098811988129881398814988159881698817988189881998820988219882298823988249882598826988279882898829988309883198832988339883498835988369883798838988399884098841988429884398844988459884698847988489884998850988519885298853988549885598856988579885898859988609886198862988639886498865988669886798868988699887098871988729887398874988759887698877988789887998880988819888298883988849888598886988879888898889988909889198892988939889498895988969889798898988999890098901989029890398904989059890698907989089890998910989119891298913989149891598916989179891898919989209892198922989239892498925989269892798928989299893098931989329893398934989359893698937989389893998940989419894298943989449894598946989479894898949989509895198952989539895498955989569895798958989599896098961989629896398964989659896698967989689896998970989719897298973989749897598976989779897898979989809898198982989839898498985989869898798988989899899098991989929899398994989959899698997989989899999000990019900299003990049900599006990079900899009990109901199012990139901499015990169901799018990199902099021990229902399024990259902699027990289902999030990319903299033990349903599036990379903899039990409904199042990439904499045990469904799048990499905099051990529905399054990559905699057990589905999060990619906299063990649906599066990679906899069990709907199072990739907499075990769907799078990799908099081990829908399084990859908699087990889908999090990919909299093990949909599096990979909899099991009910199102991039910499105991069910799108991099911099111991129911399114991159911699117991189911999120991219912299123991249912599126991279912899129991309913199132991339913499135991369913799138991399914099141991429914399144991459914699147991489914999150991519915299153991549915599156991579915899159991609916199162991639916499165991669916799168991699917099171991729917399174991759917699177991789917999180991819918299183991849918599186991879918899189991909919199192991939919499195991969919799198991999920099201992029920399204992059920699207992089920999210992119921299213992149921599216992179921899219992209922199222992239922499225992269922799228992299923099231992329923399234992359923699237992389923999240992419924299243992449924599246992479924899249992509925199252992539925499255992569925799258992599926099261992629926399264992659926699267992689926999270992719927299273992749927599276992779927899279992809928199282992839928499285992869928799288992899929099291992929929399294992959929699297992989929999300993019930299303993049930599306993079930899309993109931199312993139931499315993169931799318993199932099321993229932399324993259932699327993289932999330993319933299333993349933599336993379933899339993409934199342993439934499345993469934799348993499935099351993529935399354993559935699357993589935999360993619936299363993649936599366993679936899369993709937199372993739937499375993769937799378993799938099381993829938399384993859938699387993889938999390993919939299393993949939599396993979939899399994009940199402994039940499405994069940799408994099941099411994129941399414994159941699417994189941999420994219942299423994249942599426994279942899429994309943199432994339943499435994369943799438994399944099441994429944399444994459944699447994489944999450994519945299453994549945599456994579945899459994609946199462994639946499465994669946799468994699947099471994729947399474994759947699477994789947999480994819948299483994849948599486994879948899489994909949199492994939949499495994969949799498994999950099501995029950399504995059950699507995089950999510995119951299513995149951599516995179951899519995209952199522995239952499525995269952799528995299953099531995329953399534995359953699537995389953999540995419954299543995449954599546995479954899549995509955199552995539955499555995569955799558995599956099561995629956399564995659956699567995689956999570995719957299573995749957599576995779957899579995809958199582995839958499585995869958799588995899959099591995929959399594995959959699597995989959999600996019960299603996049960599606996079960899609996109961199612996139961499615996169961799618996199962099621996229962399624996259962699627996289962999630996319963299633996349963599636996379963899639996409964199642996439964499645996469964799648996499965099651996529965399654996559965699657996589965999660996619966299663996649966599666996679966899669996709967199672996739967499675996769967799678996799968099681996829968399684996859968699687996889968999690996919969299693996949969599696996979969899699997009970199702997039970499705997069970799708997099971099711997129971399714997159971699717997189971999720997219972299723997249972599726997279972899729997309973199732997339973499735997369973799738997399974099741997429974399744997459974699747997489974999750997519975299753997549975599756997579975899759997609976199762997639976499765997669976799768997699977099771997729977399774997759977699777997789977999780997819978299783997849978599786997879978899789997909979199792997939979499795997969979799798997999980099801998029980399804998059980699807998089980999810998119981299813998149981599816998179981899819998209982199822998239982499825998269982799828998299983099831998329983399834998359983699837998389983999840998419984299843998449984599846998479984899849998509985199852998539985499855998569985799858998599986099861998629986399864998659986699867998689986999870998719987299873998749987599876998779987899879998809988199882998839988499885998869988799888998899989099891998929989399894998959989699897998989989999900999019990299903999049990599906999079990899909999109991199912999139991499915999169991799918999199992099921999229992399924999259992699927999289992999930999319993299933999349993599936999379993899939999409994199942999439994499945999469994799948999499995099951999529995399954999559995699957999589995999960999619996299963999649996599966999679996899969999709997199972999739997499975999769997799978999799998099981999829998399984999859998699987999889998999990999919999299993999949999599996999979999899999100000100001100002100003100004100005100006100007100008100009100010100011100012100013100014100015100016100017100018100019100020100021100022100023100024100025100026100027100028100029100030100031100032100033100034100035100036100037100038100039100040100041100042100043100044100045100046100047100048100049100050100051100052100053100054100055100056100057100058100059100060100061100062100063100064100065100066100067100068100069100070100071100072100073100074100075100076100077100078100079100080100081100082100083100084100085100086100087100088100089100090100091100092100093100094100095100096100097100098100099100100100101100102100103100104100105100106100107100108100109100110100111100112100113100114100115100116100117100118100119100120100121100122100123100124100125100126100127100128100129100130100131100132100133100134100135100136100137100138100139100140100141100142100143100144100145100146100147100148100149100150100151100152100153100154100155100156100157100158100159100160100161100162100163100164100165100166100167100168100169100170100171100172100173100174100175100176100177100178100179100180100181100182100183100184100185100186100187100188100189100190100191100192100193100194100195100196100197100198100199100200100201100202100203100204100205100206100207100208100209100210100211100212100213100214100215100216100217100218100219100220100221100222100223100224100225100226100227100228100229100230100231100232100233100234100235100236100237100238100239100240100241100242100243100244100245100246100247100248100249100250100251100252100253100254100255100256100257100258100259100260100261100262100263100264100265100266100267100268100269100270100271100272100273100274100275100276100277100278100279100280100281100282100283100284100285100286100287100288100289100290100291100292100293100294100295100296100297100298100299100300100301100302100303100304100305100306100307100308100309100310100311100312100313100314100315100316100317100318100319100320100321100322100323100324100325100326100327100328100329100330100331100332100333100334100335100336100337100338100339100340100341100342100343100344100345100346100347100348100349100350100351100352100353100354100355100356100357100358100359100360100361100362100363100364100365100366100367100368100369100370100371100372100373100374100375100376100377100378100379100380100381100382100383100384100385100386100387100388100389100390100391100392100393100394100395100396100397100398100399100400100401100402100403100404100405100406100407100408100409100410100411100412100413100414100415100416100417100418100419100420100421100422100423100424100425100426100427100428100429100430100431100432100433100434100435100436100437100438100439100440100441100442100443100444100445100446100447100448100449100450100451100452100453100454100455100456100457100458100459100460100461100462100463100464100465100466100467100468100469100470100471100472100473100474100475100476100477100478100479100480100481100482100483100484100485100486100487100488100489100490100491100492100493100494100495100496100497100498100499100500100501100502100503100504100505100506100507100508100509100510100511100512100513100514100515100516100517100518100519100520100521100522100523100524100525100526100527100528100529100530100531100532100533100534100535100536100537100538100539100540100541100542100543100544100545100546100547100548100549100550100551100552100553100554100555100556100557100558100559100560100561100562100563100564100565100566100567100568100569100570100571100572100573100574100575100576100577100578100579100580100581100582100583100584100585100586100587100588100589100590100591100592100593100594100595100596100597100598100599100600100601100602100603100604100605100606100607100608100609100610100611100612100613100614100615100616100617100618100619100620100621100622100623100624100625100626100627100628100629100630100631100632100633100634100635100636100637100638100639100640100641100642100643100644100645100646100647100648100649100650100651100652100653100654100655100656100657100658100659100660100661100662100663100664100665100666100667100668100669100670100671100672100673100674100675100676100677100678100679100680100681100682100683100684100685100686100687100688100689100690100691100692100693100694100695100696100697100698100699100700100701100702100703100704100705100706100707100708100709100710100711100712100713100714100715100716100717100718100719100720100721100722100723100724100725100726100727100728100729100730100731100732100733100734100735100736100737100738100739100740100741100742100743100744100745100746100747100748100749100750100751100752100753100754100755100756100757100758100759100760100761100762100763100764100765100766100767100768100769100770100771100772100773100774100775100776100777100778100779100780100781100782100783100784100785100786100787100788100789100790100791100792100793100794100795100796100797100798100799100800100801100802100803100804100805100806100807100808100809100810100811100812100813100814100815100816100817100818100819100820100821100822100823100824100825100826100827100828100829100830100831100832100833100834100835100836100837100838100839100840100841100842100843100844100845100846100847100848100849100850100851100852100853100854100855100856100857100858100859100860100861100862100863100864100865100866100867100868100869100870100871100872100873100874100875100876100877100878100879100880100881100882100883100884100885100886100887100888100889100890100891100892100893100894100895100896100897100898100899100900100901100902100903100904100905100906100907100908100909100910100911100912100913100914100915100916100917100918100919100920100921100922100923100924100925100926100927100928100929100930100931100932100933100934100935100936100937100938100939100940100941100942100943100944100945100946100947100948100949100950100951100952100953100954100955100956100957100958100959100960100961100962100963100964100965100966100967100968100969100970100971100972100973100974100975100976100977100978100979100980100981100982100983100984100985100986100987100988100989100990100991100992100993100994100995100996100997100998100999101000101001101002101003101004101005101006101007101008101009101010101011101012101013101014101015101016101017101018101019101020101021101022101023101024101025101026101027101028101029101030101031101032101033101034101035101036101037101038101039101040101041101042101043101044101045101046101047101048101049101050101051101052101053101054101055101056101057101058101059101060101061101062101063101064101065101066101067101068101069101070101071101072101073101074101075101076101077101078101079101080101081101082101083101084101085101086101087101088101089101090101091101092101093101094101095101096101097101098101099101100101101101102101103101104101105101106101107101108101109101110101111101112101113101114101115101116101117101118101119101120101121101122101123101124101125101126101127101128101129101130101131101132101133101134101135101136101137101138101139101140101141101142101143101144101145101146101147101148101149101150101151101152101153101154101155101156101157101158101159101160101161101162101163101164101165101166101167101168101169101170101171101172101173101174101175101176101177101178101179101180101181101182101183101184101185101186101187101188101189101190101191101192101193101194101195101196101197101198101199101200101201101202101203101204101205101206101207101208101209101210101211101212101213101214101215101216101217101218101219101220101221101222101223101224101225101226101227101228101229101230101231101232101233101234101235101236101237101238101239101240101241101242101243101244101245101246101247101248101249101250101251101252101253101254101255101256101257101258101259101260101261101262101263101264101265101266101267101268101269101270101271101272101273101274101275101276101277101278101279101280101281101282101283101284101285101286101287101288101289101290101291101292101293101294101295101296101297101298101299101300101301101302101303101304101305101306101307101308101309101310101311101312101313101314101315101316101317101318101319101320101321101322101323101324101325101326101327101328101329101330101331101332101333101334101335101336101337101338101339101340101341101342101343101344101345101346101347101348101349101350101351101352101353101354101355101356101357101358101359101360101361101362101363101364101365101366101367101368101369101370101371101372101373101374101375101376101377101378101379101380101381101382101383101384101385101386101387101388101389101390101391101392101393101394101395101396101397101398101399101400101401101402101403101404101405101406101407101408101409101410101411101412101413101414101415101416101417101418101419101420101421101422101423101424101425101426101427101428101429101430101431101432101433101434101435101436101437101438101439101440101441101442101443101444101445101446101447101448101449101450101451101452101453101454101455101456101457101458101459101460101461101462101463101464101465101466101467101468101469101470101471101472101473101474101475101476101477101478101479101480101481101482101483101484101485101486101487101488101489101490101491101492101493101494101495101496101497101498101499101500101501101502101503101504101505101506101507101508101509101510101511101512101513101514101515101516101517101518101519101520101521101522101523101524101525101526101527101528101529101530101531101532101533101534101535101536101537101538101539101540101541101542101543101544101545101546101547101548101549101550101551101552101553101554101555101556101557101558101559101560101561101562101563101564101565101566101567101568101569101570101571101572101573101574101575101576101577101578101579101580101581101582101583101584101585101586101587101588101589101590101591101592101593101594101595101596101597101598101599101600101601101602101603101604101605101606101607101608101609101610101611101612101613101614101615101616101617101618101619101620101621101622101623101624101625101626101627101628101629101630101631101632101633101634101635101636101637101638101639101640101641101642101643101644101645101646101647101648101649101650101651101652101653101654101655101656101657101658101659101660101661101662101663101664101665101666101667101668101669101670101671101672101673101674101675101676101677101678101679101680101681101682101683101684101685101686101687101688101689101690101691101692101693101694101695101696101697101698101699101700101701101702101703101704101705101706101707101708101709101710101711101712101713101714101715101716101717101718101719101720101721101722101723101724101725101726101727101728101729101730101731101732101733101734101735101736101737101738101739101740101741101742101743101744101745101746101747101748101749101750101751101752101753101754101755101756101757101758101759101760101761101762101763101764101765101766101767101768101769101770101771101772101773101774101775101776101777101778101779101780101781101782101783101784101785101786101787101788101789101790101791101792101793101794101795101796101797101798101799101800101801101802101803101804101805101806101807101808101809101810101811101812101813101814101815101816101817101818101819101820101821101822101823101824101825101826101827101828101829101830101831101832101833101834101835101836101837101838101839101840101841101842101843101844101845101846101847101848101849101850101851101852101853101854101855101856101857101858101859101860101861101862101863101864101865101866101867101868101869101870101871101872101873101874101875101876101877101878101879101880101881101882101883101884101885101886101887101888101889101890101891101892101893101894101895101896101897101898101899101900101901101902101903101904101905101906101907101908101909101910101911101912101913101914101915101916101917101918101919101920101921101922101923101924101925101926101927101928101929101930101931101932101933101934101935101936101937101938101939101940101941101942101943101944101945101946101947101948101949101950101951101952101953101954101955101956101957101958101959101960101961101962101963101964101965101966101967101968101969101970101971101972101973101974101975101976101977101978101979101980101981101982101983101984101985101986101987101988101989101990101991101992101993101994101995101996101997101998101999102000102001102002102003102004102005102006102007102008102009102010102011102012102013102014102015102016102017102018102019102020102021102022102023102024102025102026102027102028102029102030102031102032102033102034102035102036102037102038102039102040102041102042102043102044102045102046102047102048102049102050102051102052102053102054102055102056102057102058102059102060102061102062102063102064102065102066102067102068102069102070102071102072102073102074102075102076102077102078102079102080102081102082102083102084102085102086102087102088102089102090102091102092102093102094102095102096102097102098102099102100102101102102102103102104102105102106102107102108102109102110102111102112102113102114102115102116102117102118102119102120102121102122102123102124102125102126102127102128102129102130102131102132102133102134102135102136102137102138102139102140102141102142102143102144102145102146102147102148102149102150102151102152102153102154102155102156102157102158102159102160102161102162102163102164102165102166102167102168102169102170102171102172102173102174102175102176102177102178102179102180102181102182102183102184102185102186102187102188102189102190102191102192102193102194102195102196102197102198102199102200102201102202102203102204102205102206102207102208102209102210102211102212102213102214102215102216102217102218102219102220102221102222102223102224102225102226102227102228102229102230102231102232102233102234102235102236102237102238102239102240102241102242102243102244102245102246102247102248102249102250102251102252102253102254102255102256102257102258102259102260102261102262102263102264102265102266102267102268102269102270102271102272102273102274102275102276102277102278102279102280102281102282102283102284102285102286102287102288102289102290102291102292102293102294102295102296102297102298102299102300102301102302102303102304102305102306102307102308102309102310102311102312102313102314102315102316102317102318102319102320102321102322102323102324102325102326102327102328102329102330102331102332102333102334102335102336102337102338102339102340102341102342102343102344102345102346102347102348102349102350102351102352102353102354102355102356102357102358102359102360102361102362102363102364102365102366102367102368102369102370102371102372102373102374102375102376102377102378102379102380102381102382102383102384102385102386102387102388102389102390102391102392102393102394102395102396102397102398102399102400102401102402102403102404102405102406102407102408102409102410102411102412102413102414102415102416102417102418102419102420102421102422102423102424102425102426102427102428102429102430102431102432102433102434102435102436102437102438102439102440102441102442102443102444102445102446102447102448102449102450102451102452102453102454102455102456102457102458102459102460102461102462102463102464102465102466102467102468102469102470102471102472102473102474102475102476102477102478102479102480102481102482102483102484102485102486102487102488102489102490102491102492102493102494102495102496102497102498102499102500102501102502102503102504102505102506102507102508102509102510102511102512102513102514102515102516102517102518102519102520102521102522102523102524102525102526102527102528102529102530102531102532102533102534102535102536102537102538102539102540102541102542102543102544102545102546102547102548102549102550102551102552102553102554102555102556102557102558102559102560102561102562102563102564102565102566102567102568102569102570102571102572102573102574102575102576102577102578102579102580102581102582102583102584102585102586102587102588102589102590102591102592102593102594102595102596102597102598102599102600102601102602102603102604102605102606102607102608102609102610102611102612102613102614102615102616102617102618102619102620102621102622102623102624102625102626102627102628102629102630102631102632102633102634102635102636102637102638102639102640102641102642102643102644102645102646102647102648102649102650102651102652102653102654102655102656102657102658102659102660102661102662102663102664102665102666102667102668102669102670102671102672102673102674102675102676102677102678102679102680102681102682102683102684102685102686102687102688102689102690102691102692102693102694102695102696102697102698102699102700102701102702102703102704102705102706102707102708102709102710102711102712102713102714102715102716102717102718102719102720102721102722102723102724102725102726102727102728102729102730102731102732102733102734102735102736102737102738102739102740102741102742102743102744102745102746102747102748102749102750102751102752102753102754102755102756102757102758102759102760102761102762102763102764102765102766102767102768102769102770102771102772102773102774102775102776102777102778102779102780102781102782102783102784102785102786102787102788102789102790102791102792102793102794102795102796102797102798102799102800102801102802102803102804102805102806102807102808102809102810102811102812102813102814102815102816102817102818102819102820102821102822102823102824102825102826102827102828102829102830102831102832102833102834102835102836102837102838102839102840102841102842102843102844102845102846102847102848102849102850102851102852102853102854102855102856102857102858102859102860102861102862102863102864102865102866102867102868102869102870102871102872102873102874102875102876102877102878102879102880102881102882102883102884102885102886102887102888102889102890102891102892102893102894102895102896102897102898102899102900102901102902102903102904102905102906102907102908102909102910102911102912102913102914102915102916102917102918102919102920102921102922102923102924102925102926102927102928102929102930102931102932102933102934102935102936102937102938102939102940102941102942102943102944102945102946102947102948102949102950102951102952102953102954102955102956102957102958102959102960102961102962102963102964102965102966102967102968102969102970102971102972102973102974102975102976102977102978102979102980102981102982102983102984102985102986102987102988102989102990102991102992102993102994102995102996102997102998102999103000103001103002103003103004103005103006103007103008103009103010103011103012103013103014103015103016103017103018103019103020103021103022103023103024103025103026103027103028103029103030103031103032103033103034103035103036103037103038103039103040103041103042103043103044103045103046103047103048103049103050103051103052103053103054103055103056103057103058103059103060103061103062103063103064103065103066103067103068103069103070103071103072103073103074103075103076103077103078103079103080103081103082103083103084103085103086103087103088103089103090103091103092103093103094103095103096103097103098103099103100103101103102103103103104103105103106103107103108103109103110103111103112103113103114103115103116103117103118103119103120103121103122103123103124103125103126103127103128103129103130103131103132103133103134103135103136103137103138103139103140103141103142103143103144103145103146103147103148103149103150103151103152103153103154103155103156103157103158103159103160103161103162103163103164103165103166103167103168103169103170103171103172103173103174103175103176103177103178103179103180103181103182103183103184103185103186103187103188103189103190103191103192103193103194103195103196103197103198103199103200103201103202103203103204103205103206103207103208103209103210103211103212103213103214103215103216103217103218103219103220103221103222103223103224103225103226103227103228103229103230103231103232103233103234103235103236103237103238103239103240103241103242103243103244103245103246103247103248103249103250103251103252103253103254103255103256103257103258103259103260103261103262103263103264103265103266103267103268103269103270103271103272103273103274103275103276103277103278103279103280103281103282103283103284103285103286103287103288103289103290103291103292103293103294103295103296103297103298103299103300103301103302103303103304103305103306103307103308103309103310103311103312103313103314103315103316103317103318103319103320103321103322103323103324103325103326103327103328103329103330103331103332103333103334103335103336103337103338103339103340103341103342103343103344103345103346103347103348103349103350103351103352103353103354103355103356103357103358103359103360103361103362103363103364103365103366103367103368103369103370103371103372103373103374103375103376103377103378103379103380103381103382103383103384103385103386103387103388103389103390103391103392103393103394103395103396103397103398103399103400103401103402103403103404103405103406103407103408103409103410103411103412103413103414103415103416103417103418103419103420103421103422103423103424103425103426103427103428103429103430103431103432103433103434103435103436103437103438103439103440103441103442103443103444103445103446103447103448103449103450103451103452103453103454103455103456103457103458103459103460103461103462103463103464103465103466103467103468103469103470103471103472103473103474103475103476103477103478103479103480103481103482103483103484103485103486103487103488103489103490103491103492103493103494103495103496103497103498103499103500103501103502103503103504103505103506103507103508103509103510103511103512103513103514103515103516103517103518103519103520103521103522103523103524103525103526103527103528103529103530103531103532103533103534103535103536103537103538103539103540103541103542103543103544103545103546103547103548103549103550103551103552103553103554103555103556103557103558103559103560103561103562103563103564103565103566103567103568103569103570103571103572103573103574103575103576103577103578103579103580103581103582103583103584103585103586103587103588103589103590103591103592103593103594103595103596103597103598103599103600103601103602103603103604103605103606103607103608103609103610103611103612103613103614103615103616103617103618103619103620103621103622103623103624103625103626103627103628103629103630103631103632103633103634103635103636103637103638103639103640103641103642103643103644103645103646103647103648103649103650103651103652103653103654103655103656103657103658103659103660103661103662103663103664103665103666103667103668103669103670103671103672103673103674103675103676103677103678103679103680103681103682103683103684103685103686103687103688103689103690103691103692103693103694103695103696103697103698103699103700103701103702103703103704103705103706103707103708103709103710103711103712103713103714103715103716103717103718103719103720103721103722103723103724103725103726103727103728103729103730103731103732103733103734103735103736103737103738103739103740103741103742103743103744103745103746103747103748103749103750103751103752103753103754103755103756103757103758103759103760103761103762103763103764103765103766103767103768103769103770103771103772103773103774103775103776103777103778103779103780103781103782103783103784103785103786103787103788103789103790103791103792103793103794103795103796103797103798103799103800103801103802103803103804103805103806103807103808103809103810103811103812103813103814103815103816103817103818103819103820103821103822103823103824103825103826103827103828103829103830103831103832103833103834103835103836103837103838103839103840103841103842103843103844103845103846103847103848103849103850103851103852103853103854103855103856103857103858103859103860103861103862103863103864103865103866103867103868103869103870103871103872103873103874103875103876103877103878103879103880103881103882103883103884103885103886103887103888103889103890103891103892103893103894103895103896103897103898103899103900103901103902103903103904103905103906103907103908103909103910103911103912103913103914103915103916103917103918103919103920103921103922103923103924103925103926103927103928103929103930103931103932103933103934103935103936103937103938103939103940103941103942103943103944103945103946103947103948103949103950103951103952103953103954103955103956103957103958103959103960103961103962103963103964103965103966103967103968103969103970103971103972103973103974103975103976103977103978103979103980103981103982103983103984103985103986103987103988103989103990103991103992103993103994103995103996103997103998103999104000104001104002104003104004104005104006104007104008104009104010104011104012104013104014104015104016104017104018104019104020104021104022104023104024104025104026104027104028104029104030104031104032104033104034104035104036104037104038104039104040104041104042104043104044104045104046104047104048104049104050104051104052104053104054104055104056104057104058104059104060104061104062104063104064104065104066104067104068104069104070104071104072104073104074104075104076104077104078104079104080104081104082104083104084104085104086104087104088104089104090104091104092104093104094104095104096104097104098104099104100104101104102104103104104104105104106104107104108104109104110104111104112104113104114104115104116104117104118104119104120104121104122104123104124104125104126104127104128104129104130104131104132104133104134104135104136104137104138104139104140104141104142104143104144104145104146104147104148104149104150104151104152104153104154104155104156104157104158104159104160104161104162104163104164104165104166104167104168104169104170104171104172104173104174104175104176104177104178104179104180104181104182104183104184104185104186104187104188104189104190104191104192104193104194104195104196104197104198104199104200104201104202104203104204104205104206104207104208104209104210104211104212104213104214104215104216104217104218104219104220104221104222104223104224104225104226104227104228104229104230104231104232104233104234104235104236104237104238104239104240104241104242104243104244104245104246104247104248104249104250104251104252104253104254104255104256104257104258104259104260104261104262104263104264104265104266104267104268104269104270104271104272104273104274104275104276104277104278104279104280104281104282104283104284104285104286104287104288104289104290104291104292104293104294104295104296104297104298104299104300104301104302104303104304104305104306104307104308104309104310104311104312104313104314104315104316104317104318104319104320104321104322104323104324104325104326104327104328104329104330104331104332104333104334104335104336104337104338104339104340104341104342104343104344104345104346104347104348104349104350104351104352104353104354104355104356104357104358104359104360104361104362104363104364104365104366104367104368104369104370104371104372104373104374104375104376104377104378104379104380104381104382104383104384104385104386104387104388104389104390104391104392104393104394104395104396104397104398104399104400104401104402104403104404104405104406104407104408104409104410104411104412104413104414104415104416104417104418104419104420104421104422104423104424104425104426104427104428104429104430104431104432104433104434104435104436104437104438104439104440104441104442104443104444104445104446104447104448104449104450104451104452104453104454104455104456104457104458104459104460104461104462104463104464104465104466104467104468104469104470104471104472104473104474104475104476104477104478104479104480104481104482104483104484104485104486104487104488104489104490104491104492104493104494104495104496104497104498104499104500104501104502104503104504104505104506104507104508104509104510104511104512104513104514104515104516104517104518104519104520104521104522104523104524104525104526104527104528104529104530104531104532104533104534104535104536104537104538104539104540104541104542104543104544104545104546104547104548104549104550104551104552104553104554104555104556104557104558104559104560104561104562104563104564104565104566104567104568104569104570104571104572104573104574104575104576104577104578104579104580104581104582104583104584104585104586104587104588104589104590104591104592104593104594104595104596104597104598104599104600104601104602104603104604104605104606104607104608104609104610104611104612104613104614104615104616104617104618104619104620104621104622104623104624104625104626104627104628104629104630104631104632104633104634104635104636104637104638104639104640104641104642104643104644104645104646104647104648104649104650104651104652104653104654104655104656104657104658104659104660104661104662104663104664104665104666104667104668104669104670104671104672104673104674104675104676104677104678104679104680104681104682104683104684104685104686104687104688104689104690104691104692104693104694104695104696104697104698104699104700104701104702104703104704104705104706104707104708104709104710104711104712104713104714104715104716104717104718104719104720104721104722104723104724104725104726104727104728104729104730104731104732104733104734104735104736104737104738104739104740104741104742104743104744104745104746104747104748104749104750104751104752104753104754104755104756104757104758104759104760104761104762104763104764104765104766104767104768104769104770104771104772104773104774104775104776104777104778104779104780104781104782104783104784104785104786104787104788104789104790104791104792104793104794104795104796104797104798104799104800104801104802104803104804104805104806104807104808104809104810104811104812104813104814104815104816104817104818104819104820104821104822104823104824104825104826104827104828104829104830104831104832104833104834104835104836104837104838104839104840104841104842104843104844104845104846104847104848104849104850104851104852104853104854104855104856104857104858104859104860104861104862104863104864104865104866104867104868104869104870104871104872104873104874104875104876104877104878104879104880104881104882104883104884104885104886104887104888104889104890104891104892104893104894104895104896104897104898104899104900104901104902104903104904104905104906104907104908104909104910104911104912104913104914104915104916104917104918104919104920104921104922104923104924104925104926104927104928104929104930104931104932104933104934104935104936104937104938104939104940104941104942104943104944104945104946104947104948104949104950104951104952104953104954104955104956104957104958104959104960104961104962104963104964104965104966104967104968104969104970104971104972104973104974104975104976104977104978104979104980104981104982104983104984104985104986104987104988104989104990104991104992104993104994104995104996104997104998104999105000105001105002105003105004105005105006105007105008105009105010105011105012105013105014105015105016105017105018105019105020105021105022105023105024105025105026105027105028105029105030105031105032105033105034105035105036105037105038105039105040105041105042105043105044105045105046105047105048105049105050105051105052105053105054105055105056105057105058105059105060105061105062105063105064105065105066105067105068105069105070105071105072105073105074105075105076105077105078105079105080105081105082105083105084105085105086105087105088105089105090105091105092105093105094105095105096105097105098105099105100105101105102105103105104105105105106105107105108105109105110105111105112105113105114105115105116105117105118105119105120105121105122105123105124105125105126105127105128105129105130105131105132105133105134105135105136105137105138105139105140105141105142105143105144105145105146105147105148105149105150105151105152105153105154105155105156105157105158105159105160105161105162105163105164105165105166105167105168105169105170105171105172105173105174105175105176105177105178105179105180105181105182105183105184105185105186105187105188105189105190105191105192105193105194105195105196105197105198105199105200105201105202105203105204105205105206105207105208105209105210105211105212105213105214105215105216105217105218105219105220105221105222105223105224105225105226105227105228105229105230105231105232105233105234105235105236105237105238105239105240105241105242105243105244105245105246105247105248105249105250105251105252105253105254105255105256105257105258105259105260105261105262105263105264105265105266105267105268105269105270105271105272105273105274105275105276105277105278105279105280105281105282105283105284105285105286105287105288105289105290105291105292105293105294105295105296105297105298105299105300105301105302105303105304105305105306105307105308105309105310105311105312105313105314105315105316105317105318105319105320105321105322105323105324105325105326105327105328105329105330105331105332105333105334105335105336105337105338105339105340105341105342105343105344105345105346105347105348105349105350105351105352105353105354105355105356105357105358105359105360105361105362105363105364105365105366105367105368105369105370105371105372105373105374105375105376105377105378105379105380105381105382105383105384105385105386105387105388105389105390105391105392105393105394105395105396105397105398105399105400105401105402105403105404105405105406105407105408105409105410105411105412105413105414105415105416105417105418105419105420105421105422105423105424105425105426105427105428105429105430105431105432105433105434105435105436105437105438105439105440105441105442105443105444105445105446105447105448105449105450105451105452105453105454105455105456105457105458105459105460105461105462105463105464105465105466105467105468105469105470105471105472105473105474105475105476105477105478105479105480105481105482105483105484105485105486105487105488105489105490105491105492105493105494105495105496105497105498105499105500105501105502105503105504105505105506105507105508105509105510105511105512105513105514105515105516105517105518105519105520105521105522105523105524105525105526105527105528105529105530105531105532105533105534105535105536105537105538105539105540105541105542105543105544105545105546105547105548105549105550105551105552105553105554105555105556105557105558105559105560105561105562105563105564105565105566105567105568105569105570105571105572105573105574105575105576105577105578105579105580105581105582105583105584105585105586105587105588105589105590105591105592105593105594105595105596105597105598105599105600105601105602105603105604105605105606105607105608105609105610105611105612105613105614105615105616105617105618105619105620105621105622105623105624105625105626105627105628105629105630105631105632105633105634105635105636105637105638105639105640105641105642105643105644105645105646105647105648105649105650105651105652105653105654105655105656105657105658105659105660105661105662105663105664105665105666105667105668105669105670105671105672105673105674105675105676105677105678105679105680105681105682105683105684105685105686105687105688105689105690105691105692105693105694105695105696105697105698105699105700105701105702105703105704105705105706105707105708105709105710105711105712105713105714105715105716105717105718105719105720105721105722105723105724105725105726105727105728105729105730105731105732105733105734105735105736105737105738105739105740105741105742105743105744105745105746105747105748105749105750105751105752105753105754105755105756105757105758105759105760105761105762105763105764105765105766105767105768105769105770105771105772105773105774105775105776105777105778105779105780105781105782105783105784105785105786105787105788105789105790105791105792105793105794105795105796105797105798105799105800105801105802105803105804105805105806105807105808105809105810105811105812105813105814105815105816105817105818105819105820105821105822105823105824105825105826105827105828105829105830105831105832105833105834105835105836105837105838105839105840105841105842105843105844105845105846105847105848105849105850105851105852105853105854105855105856105857105858105859105860105861105862105863105864105865105866105867105868105869105870105871105872105873105874105875105876105877105878105879105880105881105882105883105884105885105886105887105888105889105890105891105892105893105894105895105896105897105898105899105900105901105902105903105904105905105906105907105908105909105910105911105912105913105914105915105916105917105918105919105920105921105922105923105924105925105926105927105928105929105930105931105932105933105934105935105936105937105938105939105940105941105942105943105944105945105946105947105948105949105950105951105952105953105954105955105956105957105958105959105960105961105962105963105964105965105966105967105968105969105970105971105972105973105974105975105976105977105978105979105980105981105982105983105984105985105986105987105988105989105990105991105992105993105994105995105996105997105998105999106000106001106002106003106004106005106006106007106008106009106010106011106012106013106014106015106016106017106018106019106020106021106022106023106024106025106026106027106028106029106030106031106032106033106034106035106036106037106038106039106040106041106042106043106044106045106046106047106048106049106050106051106052106053106054106055106056106057106058106059106060106061106062106063106064106065106066106067106068106069106070106071106072106073106074106075106076106077106078106079106080106081106082106083106084106085106086106087106088106089106090106091106092106093106094106095106096106097106098106099106100106101106102106103106104106105106106106107106108106109106110106111106112106113106114106115106116106117106118106119106120106121106122106123106124106125106126106127106128106129106130106131106132106133106134106135106136106137106138106139106140106141106142106143106144106145106146106147106148106149106150106151106152106153106154106155106156106157106158106159106160106161106162106163106164106165106166106167106168106169106170106171106172106173106174106175106176106177106178106179106180106181106182106183106184106185106186106187106188106189106190106191106192106193106194106195106196106197106198106199106200106201106202106203106204106205106206106207106208106209106210106211106212106213106214106215106216106217106218106219106220106221106222106223106224106225106226106227106228106229106230106231106232106233106234106235106236106237106238106239106240106241106242106243106244106245106246106247106248106249106250106251106252106253106254106255106256106257106258106259106260106261106262106263106264106265106266106267106268106269106270106271106272106273106274106275106276106277106278106279106280106281106282106283106284106285106286106287106288106289106290106291106292106293106294106295106296106297106298106299106300106301106302106303106304106305106306106307106308106309106310106311106312106313106314106315106316106317106318106319106320106321106322106323106324106325106326106327106328106329106330106331106332106333106334106335106336106337106338106339106340106341106342106343106344106345106346106347106348106349106350106351106352106353106354106355106356106357106358106359106360106361106362106363106364106365106366106367106368106369106370106371106372106373106374106375106376106377106378106379106380106381106382106383106384106385106386106387106388106389106390106391106392106393106394106395106396106397106398106399106400106401106402106403106404106405106406106407106408106409106410106411106412106413106414106415106416106417106418106419106420106421106422106423106424106425106426106427106428106429106430106431106432106433106434106435106436106437106438106439106440106441106442106443106444106445106446106447106448106449106450106451106452106453106454106455106456106457106458106459106460106461106462106463106464106465106466106467106468106469106470106471106472106473106474106475106476106477106478106479106480106481106482106483106484106485106486106487106488106489106490106491106492106493106494106495106496106497106498106499106500106501106502106503106504106505106506106507106508106509106510106511106512106513106514106515106516106517106518106519106520106521106522106523106524106525106526106527106528106529106530106531106532106533106534106535106536106537106538106539106540106541106542106543106544106545106546106547106548106549106550106551106552106553106554106555106556106557106558106559106560106561106562106563106564106565106566106567106568106569106570106571106572106573106574106575106576106577106578106579106580106581106582106583106584106585106586106587106588106589106590106591106592106593106594106595106596106597106598106599106600106601106602106603106604106605106606106607106608106609106610106611106612106613106614106615106616106617106618106619106620106621106622106623106624106625106626106627106628106629106630106631106632106633106634106635106636106637106638106639106640106641106642106643106644106645106646106647106648106649106650106651106652106653106654106655106656106657106658106659106660106661106662106663106664106665106666106667106668106669106670106671106672106673106674106675106676106677106678106679106680106681106682106683106684106685106686106687106688106689106690106691106692106693106694106695106696106697106698106699106700106701106702106703106704106705106706106707106708106709106710106711106712106713106714106715106716106717106718106719106720106721106722106723106724106725106726106727106728106729106730106731106732106733106734106735106736106737106738106739106740106741106742106743106744106745106746106747106748106749106750106751106752106753106754106755106756106757106758106759106760106761106762106763106764106765106766106767106768106769106770106771106772106773106774106775106776106777106778106779106780106781106782106783106784106785106786106787106788106789106790106791106792106793106794106795106796106797106798106799106800106801106802106803106804106805106806106807106808106809106810106811106812106813106814106815106816106817106818106819106820106821106822106823106824106825106826106827106828106829106830106831106832106833106834106835106836106837106838106839106840106841106842106843106844106845106846106847106848106849106850106851106852106853106854106855106856106857106858106859106860106861106862106863106864106865106866106867106868106869106870106871106872106873106874106875106876106877106878106879106880106881106882106883106884106885106886106887106888106889106890106891106892106893106894106895106896106897106898106899106900106901106902106903106904106905106906106907106908106909106910106911106912106913106914106915106916106917106918106919106920106921106922106923106924106925106926106927106928106929106930106931106932106933106934106935106936106937106938106939106940106941106942106943106944106945106946106947106948106949106950106951106952106953106954106955106956106957106958106959106960106961106962106963106964106965106966106967106968106969106970106971106972106973106974106975106976106977106978106979106980106981106982106983106984106985106986106987106988106989106990106991106992106993106994106995106996106997106998106999107000107001107002107003107004107005107006107007107008107009107010107011107012107013107014107015107016107017107018107019107020107021107022107023107024107025107026107027107028107029107030107031107032107033107034107035107036107037107038107039107040107041107042107043107044107045107046107047107048107049107050107051107052107053107054107055107056107057107058107059107060107061107062107063107064107065107066107067107068107069107070107071107072107073107074107075107076107077107078107079107080107081107082107083107084107085107086107087107088107089107090107091107092107093107094107095107096107097107098107099107100107101107102107103107104107105107106107107107108107109107110107111107112107113107114107115107116107117107118107119107120107121107122107123107124107125107126107127107128107129107130107131107132107133107134107135107136107137107138107139107140107141107142107143107144107145107146107147107148107149107150107151107152107153107154107155107156107157107158107159107160107161107162107163107164107165107166107167107168107169107170107171107172107173107174107175107176107177107178107179107180107181107182107183107184107185107186107187107188107189107190107191107192107193107194107195107196107197107198107199107200107201107202107203107204107205107206107207107208107209107210107211107212107213107214107215107216107217107218107219107220107221107222107223107224107225107226107227107228107229107230107231107232107233107234107235107236107237107238107239107240107241107242107243107244107245107246107247107248107249107250107251107252107253107254107255107256107257107258107259107260107261107262107263107264107265107266107267107268107269107270107271107272107273107274107275107276107277107278107279107280107281107282107283107284107285107286107287107288107289107290107291107292107293107294107295107296107297107298107299107300107301107302107303107304107305107306107307107308107309107310107311107312107313107314107315107316107317107318107319107320107321107322107323107324107325107326107327107328107329107330107331107332107333107334107335107336107337107338107339107340107341107342107343107344107345107346107347107348107349107350107351107352107353107354107355107356107357107358107359107360107361107362107363107364107365107366107367107368107369107370107371107372107373107374107375107376107377107378107379107380107381107382107383107384107385107386107387107388107389107390107391107392107393107394107395107396107397107398107399107400107401107402107403107404107405107406107407107408107409107410107411107412107413107414107415107416107417107418107419107420107421107422107423107424107425107426107427107428107429107430107431107432107433107434107435107436107437107438107439107440107441107442107443107444107445107446107447107448107449107450107451107452107453107454107455107456107457107458107459107460107461107462107463107464107465107466107467107468107469107470107471107472107473107474107475107476107477107478107479107480107481107482107483107484107485107486107487107488107489107490107491107492107493107494107495107496107497107498107499107500107501107502107503107504107505107506107507107508107509107510107511107512107513107514107515107516107517107518107519107520107521107522107523107524107525107526107527107528107529107530107531107532107533107534107535107536107537107538107539107540107541107542107543107544107545107546107547107548107549107550107551107552107553107554107555107556107557107558107559107560107561107562107563107564107565107566107567107568107569107570107571107572107573107574107575107576107577107578107579107580107581107582107583107584107585107586107587107588107589107590107591107592107593107594107595107596107597107598107599107600107601107602107603107604107605107606107607107608107609107610107611107612107613107614107615107616107617107618107619107620107621107622107623107624107625107626107627107628107629107630107631107632107633107634107635107636107637107638107639107640107641107642107643107644107645107646107647107648107649107650107651107652107653107654107655107656107657107658107659107660107661107662107663107664107665107666107667107668107669107670107671107672107673107674107675107676107677107678107679107680107681107682107683107684107685107686107687107688107689107690107691107692107693107694107695107696107697107698107699107700107701107702107703107704107705107706107707107708107709107710107711107712107713107714107715107716107717107718107719107720107721107722107723107724107725107726107727107728107729107730107731107732107733107734107735107736107737107738107739107740107741107742107743107744107745107746107747107748107749107750107751107752107753107754107755107756107757107758107759107760107761107762107763107764107765107766107767107768107769107770107771107772107773107774107775107776107777107778107779107780107781107782107783107784107785107786107787107788107789107790107791107792107793107794107795107796107797107798107799107800107801107802107803107804107805107806107807107808107809107810107811107812107813107814107815107816107817107818107819107820107821107822107823107824107825107826107827107828107829107830107831107832107833107834107835107836107837107838107839107840107841107842107843107844107845107846107847107848107849107850107851107852107853107854107855107856107857107858107859107860107861107862107863107864107865107866107867107868107869107870107871107872107873107874107875107876107877107878107879107880107881107882107883107884107885107886107887107888107889107890107891107892107893107894107895107896107897107898107899107900107901107902107903107904107905107906107907107908107909107910107911107912107913107914107915107916107917107918107919107920107921107922107923107924107925107926107927107928107929107930107931107932107933107934107935107936107937107938107939107940107941107942107943107944107945107946107947107948107949107950107951107952107953107954107955107956107957107958107959107960107961107962107963107964107965107966107967107968107969107970107971107972107973107974107975107976107977107978107979107980107981107982107983107984107985107986107987107988107989107990107991107992107993107994107995107996107997107998107999108000108001108002108003108004108005108006108007108008108009108010108011108012108013108014108015108016108017108018108019108020108021108022108023108024108025108026108027108028108029108030108031108032108033108034108035108036108037108038108039108040108041108042108043108044108045108046108047108048108049108050108051108052108053108054108055108056108057108058108059108060108061108062108063108064108065108066108067108068108069108070108071108072108073108074108075108076108077108078108079108080108081108082108083108084108085108086108087108088108089108090108091108092108093108094108095108096108097108098108099108100108101108102108103108104108105108106108107108108108109108110108111108112108113108114108115108116108117108118108119108120108121108122108123108124108125108126108127108128108129108130108131108132108133108134108135108136108137108138108139108140108141108142108143108144108145108146108147108148108149108150108151108152108153108154108155108156108157108158108159108160108161108162108163108164108165108166108167108168108169108170108171108172108173108174108175108176108177108178108179108180108181108182108183108184108185108186108187108188108189108190108191108192108193108194108195108196108197108198108199108200108201108202108203108204108205108206108207108208108209108210108211108212108213108214108215108216108217108218108219108220108221108222108223108224108225108226108227108228108229108230108231108232108233108234108235108236108237108238108239108240108241108242108243108244108245108246108247108248108249108250108251108252108253108254108255108256108257108258108259108260108261108262108263108264108265108266108267108268108269108270108271108272108273108274108275108276108277108278108279108280108281108282108283108284108285108286108287108288108289108290108291108292108293108294108295108296108297108298108299108300108301108302108303108304108305108306108307108308108309108310108311108312108313108314108315108316108317108318108319108320108321108322108323108324108325108326108327108328108329108330108331108332108333108334108335108336108337108338108339108340108341108342108343108344108345108346108347108348108349108350108351108352108353108354108355108356108357108358108359108360108361108362108363108364108365108366108367108368108369108370108371108372108373108374108375108376108377108378108379108380108381108382108383108384108385108386108387108388108389108390108391108392108393108394108395108396108397108398108399108400108401108402108403108404108405108406108407108408108409108410108411108412108413108414108415108416108417108418108419108420108421108422108423108424108425108426108427108428108429108430108431108432108433108434108435108436108437108438108439108440108441108442108443108444108445108446108447108448108449108450108451108452108453108454108455108456108457108458108459108460108461108462108463108464108465108466108467108468108469108470108471108472108473108474108475108476108477108478108479108480108481108482108483108484108485108486108487108488108489108490108491108492108493108494108495108496108497108498108499108500108501108502108503108504108505108506108507108508108509108510108511108512108513108514108515108516108517108518108519108520108521108522108523108524108525108526108527108528108529108530108531108532108533108534108535108536108537108538108539108540108541108542108543108544108545108546108547108548108549108550108551108552108553108554108555108556108557108558108559108560108561108562108563108564108565108566108567108568108569108570108571108572108573108574108575108576108577108578108579108580108581108582108583108584108585108586108587108588108589108590108591108592108593108594108595108596108597108598108599108600108601108602108603108604108605108606108607108608108609108610108611108612108613108614108615108616108617108618108619108620108621108622108623108624108625108626108627108628108629108630108631108632108633108634108635108636108637108638108639108640108641108642108643108644108645108646108647108648108649108650108651108652108653108654108655108656108657108658108659108660108661108662108663108664108665108666108667108668108669108670108671108672108673108674108675108676108677108678108679108680108681108682108683108684108685108686108687108688108689108690108691108692108693108694108695108696108697108698108699108700108701108702108703108704108705108706108707108708108709108710108711108712108713108714108715108716108717108718108719108720108721108722108723108724108725108726108727108728108729108730108731108732108733108734108735108736108737108738108739108740108741108742108743108744108745108746108747108748108749108750108751108752108753108754108755108756108757108758108759108760108761108762108763108764108765108766108767108768108769108770108771108772108773108774108775108776108777108778108779108780108781108782108783108784108785108786108787108788108789108790108791108792108793108794108795108796108797108798108799108800108801108802108803108804108805108806108807108808108809108810108811108812108813108814108815108816108817108818108819108820108821108822108823108824108825108826108827108828108829108830108831108832108833108834108835108836108837108838108839108840108841108842108843108844108845108846108847108848108849108850108851108852108853108854108855108856108857108858108859108860108861108862108863108864108865108866108867108868108869108870108871108872108873108874108875108876108877108878108879108880108881108882108883108884108885108886108887108888108889108890108891108892108893108894108895108896108897108898108899108900108901108902108903108904108905108906108907108908108909108910108911108912108913108914108915108916108917108918108919108920108921108922108923108924108925108926108927108928108929108930108931108932108933108934108935108936108937108938108939108940108941108942108943108944108945108946108947108948108949108950108951108952108953108954108955108956108957108958108959108960108961108962108963108964108965108966108967108968108969108970108971108972108973108974108975108976108977108978108979108980108981108982108983108984108985108986108987108988108989108990108991108992108993108994108995108996108997108998108999109000109001109002109003109004109005109006109007109008109009109010109011109012109013109014109015109016109017109018109019109020109021109022109023109024109025109026109027109028109029109030109031109032109033109034109035109036109037109038109039109040109041109042109043109044109045109046109047109048109049109050109051109052109053109054109055109056109057109058109059109060109061109062109063109064109065109066109067109068109069109070109071109072109073109074109075109076109077109078109079109080109081109082109083109084109085109086109087109088109089109090109091109092109093109094109095109096109097109098109099109100109101109102109103109104109105109106109107109108109109109110109111109112109113109114109115109116109117109118109119109120109121109122109123109124109125109126109127109128109129109130109131109132109133109134109135109136109137109138109139109140109141109142109143109144109145109146109147109148109149109150109151109152109153109154109155109156109157109158109159109160109161109162109163109164109165109166109167109168109169109170109171109172109173109174109175109176109177109178109179109180109181109182109183109184109185109186109187109188109189109190109191109192109193109194109195109196109197109198109199109200109201109202109203109204109205109206109207109208109209109210109211109212109213109214109215109216109217109218109219109220109221109222109223109224109225109226109227109228109229109230109231109232109233109234109235109236109237109238109239109240109241109242109243109244109245109246109247109248109249109250109251109252109253109254109255109256109257109258109259109260109261109262109263109264109265109266109267109268109269109270109271109272109273109274109275109276109277109278109279109280109281109282109283109284109285109286109287109288109289109290109291109292109293109294109295109296109297109298109299109300109301109302109303109304109305109306109307109308109309109310109311109312109313109314109315109316109317109318109319109320109321109322109323109324109325109326109327109328109329109330109331109332109333109334109335109336109337109338109339109340109341109342109343109344109345109346109347109348109349109350109351109352109353109354109355109356109357109358109359109360109361109362109363109364109365109366109367109368109369109370109371109372109373109374109375109376109377109378109379109380109381109382109383109384109385109386109387109388109389109390109391109392109393109394109395109396109397109398109399109400109401109402109403109404109405109406109407109408109409109410109411109412109413109414109415109416109417109418109419109420109421109422109423109424109425109426109427109428109429109430109431109432109433109434109435109436109437109438109439109440109441109442109443109444109445109446109447109448109449109450109451109452109453109454109455109456109457109458109459109460109461109462109463109464109465109466109467109468109469109470109471109472109473109474109475109476109477109478109479109480109481109482109483109484109485109486109487109488109489109490109491109492109493109494109495109496109497109498109499109500109501109502109503109504109505109506109507109508109509109510109511109512109513109514109515109516109517109518109519109520109521109522109523109524109525109526109527109528109529109530109531109532109533109534109535109536109537109538109539109540109541109542109543109544109545109546109547109548109549109550109551109552109553109554109555109556109557109558109559109560109561109562109563109564109565109566109567109568109569109570109571109572109573109574109575109576109577109578109579109580109581109582109583109584109585109586109587109588109589109590109591109592109593109594109595109596109597109598109599109600109601109602109603109604109605109606109607109608109609109610109611109612109613109614109615109616109617109618109619109620109621109622109623109624109625109626109627109628109629109630109631109632109633109634109635109636109637109638109639109640109641109642109643109644109645109646109647109648109649109650109651109652109653109654109655109656109657109658109659109660109661109662109663109664109665109666109667109668109669109670109671109672109673109674109675109676109677109678109679109680109681109682109683109684109685109686109687109688109689109690109691109692109693109694109695109696109697109698109699109700109701109702109703109704109705109706109707109708109709109710109711109712109713109714109715109716109717109718109719109720109721109722109723109724109725109726109727109728109729109730109731109732109733109734109735109736109737109738109739109740109741109742109743109744109745109746109747109748109749109750109751109752109753109754109755109756109757109758109759109760109761109762109763109764109765109766109767109768109769109770109771109772109773109774109775109776109777109778109779109780109781109782109783109784109785109786109787109788109789109790109791109792109793109794109795109796109797109798109799109800109801109802109803109804109805109806109807109808109809109810109811109812109813109814109815109816109817109818109819109820109821109822109823109824109825109826109827109828109829109830109831109832109833109834109835109836109837109838109839109840109841109842109843109844109845109846109847109848109849109850109851109852109853109854109855109856109857109858109859109860109861109862109863109864109865109866109867109868109869109870109871109872109873109874109875109876109877109878109879109880109881109882109883109884109885109886109887109888109889109890109891109892109893109894109895109896109897109898109899109900109901109902109903109904109905109906109907109908109909109910109911109912109913109914109915109916109917109918109919109920109921109922109923109924109925109926109927109928109929109930109931109932109933109934109935109936109937109938109939109940109941109942109943109944109945109946109947109948109949109950109951109952109953109954109955109956109957109958109959109960109961109962109963109964109965109966109967109968109969109970109971109972109973109974109975109976109977109978109979109980109981109982109983109984109985109986109987109988109989109990109991109992109993109994109995109996109997109998109999110000110001110002110003110004110005110006110007110008110009110010110011110012110013110014110015110016110017110018110019110020110021110022110023110024110025110026110027110028110029110030110031110032110033110034110035110036110037110038110039110040110041110042110043110044110045110046110047110048110049110050110051110052110053110054110055110056110057110058110059110060110061110062110063110064110065110066110067110068110069110070110071110072110073110074110075110076110077110078110079110080110081110082110083110084110085110086110087110088110089110090110091110092110093110094110095110096110097110098110099110100110101110102110103110104110105110106110107110108110109110110110111110112110113110114110115110116110117110118110119110120110121110122110123110124110125110126110127110128110129110130110131110132110133110134110135110136110137110138110139110140110141110142110143110144110145110146110147110148110149110150110151110152110153110154110155110156110157110158110159110160110161110162110163110164110165110166110167110168110169110170110171110172110173110174110175110176110177110178110179110180110181110182110183110184110185110186110187110188110189110190110191110192110193110194110195110196110197110198110199110200110201110202110203110204110205110206110207110208110209110210110211110212110213110214110215110216110217110218110219110220110221110222110223110224110225110226110227110228110229110230110231110232110233110234110235110236110237110238110239110240110241110242110243110244110245110246110247110248110249110250110251110252110253110254110255110256110257110258110259110260110261110262110263110264110265110266110267110268110269110270110271110272110273110274110275110276110277110278110279110280110281110282110283110284110285110286110287110288110289110290110291110292110293110294110295110296110297110298110299110300110301110302110303110304110305110306110307110308110309110310110311110312110313110314110315110316110317110318110319110320110321110322110323110324110325110326110327110328110329110330110331110332110333110334110335110336110337110338110339110340110341110342110343110344110345110346110347110348110349110350110351110352110353110354110355110356110357110358110359110360110361110362110363110364110365110366110367110368110369110370110371110372110373110374110375110376110377110378110379110380110381110382110383110384110385110386110387110388110389110390110391110392110393110394110395110396110397110398110399110400110401110402110403110404110405110406110407110408110409110410110411110412110413110414110415110416110417110418110419110420110421110422110423110424110425110426110427110428110429110430110431110432110433110434110435110436110437110438110439110440110441110442110443110444110445110446110447110448110449110450110451110452110453110454110455110456110457110458110459110460110461110462110463110464110465110466110467110468110469110470110471110472110473110474110475110476110477110478110479110480110481110482110483110484110485110486110487110488110489110490110491110492110493110494110495110496110497110498110499110500110501110502110503110504110505110506110507110508110509110510110511110512110513110514110515110516110517110518110519110520110521110522110523110524110525110526110527110528110529110530110531110532110533110534110535110536110537110538110539110540110541110542110543110544110545110546110547110548110549110550110551110552110553110554110555110556110557110558110559110560110561110562110563110564110565110566110567110568110569110570110571110572110573110574110575110576110577110578110579110580110581110582110583110584110585110586110587110588110589110590110591110592110593110594110595110596110597110598110599110600110601110602110603110604110605110606110607110608110609110610110611110612110613110614110615110616110617110618110619110620110621110622110623110624110625110626110627110628110629110630110631110632110633110634110635110636110637110638110639110640110641110642110643110644110645110646110647110648110649110650110651110652110653110654110655110656110657110658110659110660110661110662110663110664110665110666110667110668110669110670110671110672110673110674110675110676110677110678110679110680110681110682110683110684110685110686110687110688110689110690110691110692110693110694110695110696110697110698110699110700110701110702110703110704110705110706110707110708110709110710110711110712110713110714110715110716110717110718110719110720110721110722110723110724110725110726110727110728110729110730110731110732110733110734110735110736110737110738110739110740110741110742110743110744110745110746110747110748110749110750110751110752110753110754110755110756110757110758110759110760110761110762110763110764110765110766110767110768110769110770110771110772110773110774110775110776110777110778110779110780110781110782110783110784110785110786110787110788110789110790110791110792110793110794110795110796110797110798110799110800110801110802110803110804110805110806110807110808110809110810110811110812110813110814110815110816110817110818110819110820110821110822110823110824110825110826110827110828110829110830110831110832110833110834110835110836110837110838110839110840110841110842110843110844110845110846110847110848110849110850110851110852110853110854110855110856110857110858110859110860110861110862110863110864110865110866110867110868110869110870110871110872110873110874110875110876110877110878110879110880110881110882110883110884110885110886110887110888110889110890110891110892110893110894110895110896110897110898110899110900110901110902110903110904110905110906110907110908110909110910110911110912110913110914110915110916110917110918110919110920110921110922110923110924110925110926110927110928110929110930110931110932110933110934110935110936110937110938110939110940110941110942110943110944110945110946110947110948110949110950110951110952110953110954110955110956110957110958110959110960110961110962110963110964110965110966110967110968110969110970110971110972110973110974110975110976110977110978110979110980110981110982110983110984110985110986110987110988110989110990110991110992110993110994110995110996110997110998110999111000111001111002111003111004111005111006111007111008111009111010111011111012111013111014111015111016111017111018111019111020111021111022111023111024111025111026111027111028111029111030111031111032111033111034111035111036111037111038111039111040111041111042111043111044111045111046111047111048111049111050111051111052111053111054111055111056111057111058111059111060111061111062111063111064111065111066111067111068111069111070111071111072111073111074111075111076111077111078111079111080111081111082111083111084111085111086111087111088111089111090111091111092111093111094111095111096111097111098111099111100111101111102111103111104111105111106111107111108111109111110111111111112111113111114111115111116111117111118111119111120111121111122111123111124111125111126111127111128111129111130111131111132111133111134111135111136111137111138111139111140111141111142111143111144111145111146111147111148111149111150111151111152111153111154111155111156111157111158111159111160111161111162111163111164111165111166111167111168111169111170111171111172111173111174111175111176111177111178111179111180111181111182111183111184111185111186111187111188111189111190111191111192111193111194111195111196111197111198111199111200111201111202111203111204111205111206111207111208111209111210111211111212111213111214111215111216111217111218111219111220111221111222111223111224111225111226111227111228111229111230111231111232111233111234111235111236111237111238111239111240111241111242111243111244111245111246111247111248111249111250111251111252111253111254111255111256111257111258111259111260111261111262111263111264111265111266111267111268111269111270111271111272111273111274111275111276111277111278111279111280111281111282111283111284111285111286111287111288111289111290111291111292111293111294111295111296111297111298111299111300111301111302111303111304111305111306111307111308111309111310111311111312111313111314111315111316111317111318111319111320111321111322111323111324111325111326111327111328111329111330111331111332111333111334111335111336111337111338111339111340111341111342111343111344111345111346111347111348111349111350111351111352111353111354111355111356111357111358111359111360111361111362111363111364111365111366111367111368111369111370111371111372111373111374111375111376111377111378111379111380111381111382111383111384111385111386111387111388111389111390111391111392111393111394111395111396111397111398111399111400111401111402111403111404111405111406111407111408111409111410111411111412111413111414111415111416111417111418111419111420111421111422111423111424111425111426111427111428111429111430111431111432111433111434111435111436111437111438111439111440111441111442111443111444111445111446111447111448111449111450111451111452111453111454111455111456111457111458111459111460111461111462111463111464111465111466111467111468111469111470111471111472111473111474111475111476111477111478111479111480111481111482111483111484111485111486111487111488111489111490111491111492111493111494111495111496111497111498111499111500111501111502111503111504111505111506111507111508111509111510111511111512111513111514111515111516111517111518111519111520111521111522111523111524111525111526111527111528111529111530111531111532111533111534111535111536111537111538111539111540111541111542111543111544111545111546111547111548111549111550111551111552111553111554111555111556111557111558111559111560111561111562111563111564111565111566111567111568111569111570111571111572111573111574111575111576111577111578111579111580111581111582111583111584111585111586111587111588111589111590111591111592111593111594111595111596111597111598111599111600111601111602111603111604111605111606111607111608111609111610111611111612111613111614111615111616111617111618111619111620111621111622111623111624111625111626111627111628111629111630111631111632111633111634111635111636111637111638111639111640111641111642111643111644111645111646111647111648111649111650111651111652111653111654111655111656111657111658111659111660111661111662111663111664111665111666111667111668111669111670111671111672111673111674111675111676111677111678111679111680111681111682111683111684111685111686111687111688111689111690111691111692111693111694111695111696111697111698111699111700111701111702111703111704111705111706111707111708111709111710111711111712111713111714111715111716111717111718111719111720111721111722111723111724111725111726111727111728111729111730111731111732111733111734111735111736111737111738111739111740111741111742111743111744111745111746111747111748111749111750111751111752111753111754111755111756111757111758111759111760111761111762111763111764111765111766111767111768111769111770111771111772111773111774111775111776111777111778111779111780111781111782111783111784111785111786111787111788111789111790111791111792111793111794111795111796111797111798111799111800111801111802111803111804111805111806111807111808111809111810111811111812111813111814111815111816111817111818111819111820111821111822111823111824111825111826111827111828111829111830111831111832111833111834111835111836111837111838111839111840111841111842111843111844111845111846111847111848111849111850111851111852111853111854111855111856111857111858111859111860111861111862111863111864111865111866111867111868111869111870111871111872111873111874111875111876111877111878111879111880111881111882111883111884111885111886111887111888111889111890111891111892111893111894111895111896111897111898111899111900111901111902111903111904111905111906111907111908111909111910111911111912111913111914111915111916111917111918111919111920111921111922111923111924111925111926111927111928111929111930111931111932111933111934111935111936111937111938111939111940111941111942111943111944111945111946111947111948111949111950111951111952111953111954111955111956111957111958111959111960111961111962111963111964111965111966111967111968111969111970111971111972111973111974111975111976111977111978111979111980111981111982111983111984111985111986111987111988111989111990111991111992111993111994111995111996111997111998111999112000112001112002112003112004112005112006112007112008112009112010112011112012112013112014112015112016112017112018112019112020112021112022112023112024112025112026112027112028112029112030112031112032112033112034112035112036112037112038112039112040112041112042112043112044112045112046112047112048112049112050112051112052112053112054112055112056112057112058112059112060112061112062112063112064112065112066112067112068112069112070112071112072112073112074112075112076112077112078112079112080112081112082112083112084112085112086112087112088112089112090112091112092112093112094112095112096112097112098112099112100112101112102112103112104112105112106112107112108112109112110112111112112112113112114112115112116112117112118112119112120112121112122112123112124112125112126112127112128112129112130112131112132112133112134112135112136112137112138112139112140112141112142112143112144112145112146112147112148112149112150112151112152112153112154112155112156112157112158112159112160112161112162112163112164112165112166112167112168112169112170112171112172112173112174112175112176112177112178112179112180112181112182112183112184112185112186112187112188112189112190112191112192112193112194112195112196112197112198112199112200112201112202112203112204112205112206112207112208112209112210112211112212112213112214112215112216112217112218112219112220112221112222112223112224112225112226112227112228112229112230112231112232112233112234112235112236112237112238112239112240112241112242112243112244112245112246112247112248112249112250112251112252112253112254112255112256112257112258112259112260112261112262112263112264112265112266112267112268112269112270112271112272112273112274112275112276112277112278112279112280112281112282112283112284112285112286112287112288112289112290112291112292112293112294112295112296112297112298112299112300112301112302112303112304112305112306112307112308112309112310112311112312112313112314112315112316112317112318112319112320112321112322112323112324112325112326112327112328112329112330112331112332112333112334112335112336112337112338112339112340112341112342112343112344112345112346112347112348112349112350112351112352112353112354112355112356112357112358112359112360112361112362112363112364112365112366112367112368112369112370112371112372112373112374112375112376112377112378112379112380112381112382112383112384112385112386112387112388112389112390112391112392112393112394112395112396112397112398112399112400112401112402112403112404112405112406112407112408112409112410112411112412112413112414112415112416112417112418112419112420112421112422112423112424112425112426112427112428112429112430112431112432112433112434112435112436112437112438112439112440112441112442112443112444112445112446112447112448112449112450112451112452112453112454112455112456112457112458112459112460112461112462112463112464112465112466112467112468112469112470112471112472112473112474112475112476112477112478112479112480112481112482112483112484112485112486112487112488112489112490112491112492112493112494112495112496112497112498112499112500112501112502112503112504112505112506112507112508112509112510112511112512112513112514112515112516112517112518112519112520112521112522112523112524112525112526112527112528112529112530112531112532112533112534112535112536112537112538112539112540112541112542112543112544112545112546112547112548112549112550112551112552112553112554112555112556112557112558112559112560112561112562112563112564112565112566112567112568112569112570112571112572112573112574112575112576112577112578112579112580112581112582112583112584112585112586112587112588112589112590112591112592112593112594112595112596112597112598112599112600112601112602112603112604112605112606112607112608112609112610112611112612112613112614112615112616112617112618112619112620112621112622112623112624112625112626112627112628112629112630112631112632112633112634112635112636112637112638112639112640112641112642112643112644112645112646112647112648112649112650112651112652112653112654112655112656112657112658112659112660112661112662112663112664112665112666112667112668112669112670112671112672112673112674112675112676112677112678112679112680112681112682112683112684112685112686112687112688112689112690112691112692112693112694112695112696112697112698112699112700112701112702112703112704112705112706112707112708112709112710112711112712112713112714112715112716112717112718112719112720112721112722112723112724112725112726112727112728112729112730112731112732112733112734112735112736112737112738112739112740112741112742112743112744112745112746112747112748112749112750112751112752112753112754112755112756112757112758112759112760112761112762112763112764112765112766112767112768112769112770112771112772112773112774112775112776112777112778112779112780112781112782112783112784112785112786112787112788112789112790112791112792112793112794112795112796112797112798112799112800112801112802112803112804112805112806112807112808112809112810112811112812112813112814112815112816112817112818112819112820112821112822112823112824112825112826112827112828112829112830112831112832112833112834112835112836112837112838112839112840112841112842112843112844112845112846112847112848112849112850112851112852112853112854112855112856112857112858112859112860112861112862112863112864112865112866112867112868112869112870112871112872112873112874112875112876112877112878112879112880112881112882112883112884112885112886112887112888112889112890112891112892112893112894112895112896112897112898112899112900112901112902112903112904112905112906112907112908112909112910112911112912112913112914112915112916112917112918112919112920112921112922112923112924112925112926112927112928112929112930112931112932112933112934112935112936112937112938112939112940112941112942112943112944112945112946112947112948112949112950112951112952112953112954112955112956112957112958112959112960112961112962112963112964112965112966112967112968112969112970112971112972112973112974112975112976112977112978112979112980112981112982112983112984112985112986112987112988112989112990112991112992112993112994112995112996112997112998112999113000113001113002113003113004113005113006113007113008113009113010113011113012113013113014113015113016113017113018113019113020113021113022113023113024113025113026113027113028113029113030113031113032113033113034113035113036113037113038113039113040113041113042113043113044113045113046113047113048113049113050113051113052113053113054113055113056113057113058113059113060113061113062113063113064113065113066113067113068113069113070113071113072113073113074113075113076113077113078113079113080113081113082113083113084113085113086113087113088113089113090113091113092113093113094113095113096113097113098113099113100113101113102113103113104113105113106113107113108113109113110113111113112113113113114113115113116113117113118113119113120113121113122113123113124113125113126113127113128113129113130113131113132113133113134113135113136113137113138113139113140113141113142113143113144113145113146113147113148113149113150113151113152113153113154113155113156113157113158113159113160113161113162113163113164113165113166113167113168113169113170113171113172113173113174113175113176113177113178113179113180113181113182113183113184113185113186113187113188113189113190113191113192113193113194113195113196113197113198113199113200113201113202113203113204113205113206113207113208113209113210113211113212113213113214113215113216113217113218113219113220113221113222113223113224113225113226113227113228113229113230113231113232113233113234113235113236113237113238113239113240113241113242113243113244113245113246113247113248113249113250113251113252113253113254113255113256113257113258113259113260113261113262113263113264113265113266113267113268113269113270113271113272113273113274113275113276113277113278113279113280113281113282113283113284113285113286113287113288113289113290113291113292113293113294113295113296113297113298113299113300113301113302113303113304113305113306113307113308113309113310113311113312113313113314113315113316113317113318113319113320113321113322113323113324113325113326113327113328113329113330113331113332113333113334113335113336113337113338113339113340113341113342113343113344113345113346113347113348113349113350113351113352113353113354113355113356113357113358113359113360113361113362113363113364113365113366113367113368113369113370113371113372113373113374113375113376113377113378113379113380113381113382113383113384113385113386113387113388113389113390113391113392113393113394113395113396113397113398113399113400113401113402113403113404113405113406113407113408113409113410113411113412113413113414113415113416113417113418113419113420113421113422113423113424113425113426113427113428113429113430113431113432113433113434113435113436113437113438113439113440113441113442113443113444113445113446113447113448113449113450113451113452113453113454113455113456113457113458113459113460113461113462113463113464113465113466113467113468113469113470113471113472113473113474113475113476113477113478113479113480113481113482113483113484113485113486113487113488113489113490113491113492113493113494113495113496113497113498113499113500113501113502113503113504113505113506113507113508113509113510113511113512113513113514113515113516113517113518113519113520113521113522113523113524113525113526113527113528113529113530113531113532113533113534113535113536113537113538113539113540113541113542113543113544113545113546113547113548113549113550113551113552113553113554113555113556113557113558113559113560113561113562113563113564113565113566113567113568113569113570113571113572113573113574113575113576113577113578113579113580113581113582113583113584113585113586113587113588113589113590113591113592113593113594113595113596113597113598113599113600113601113602113603113604113605113606113607113608113609113610113611113612113613113614113615113616113617113618113619113620113621113622113623113624113625113626113627113628113629113630113631113632113633113634113635113636113637113638113639113640113641113642113643113644113645113646113647113648113649113650113651113652113653113654113655113656113657113658113659113660113661113662113663113664113665113666113667113668113669113670113671113672113673113674113675113676113677113678113679113680113681113682113683113684113685113686113687113688113689113690113691113692113693113694113695113696113697113698113699113700113701113702113703113704113705113706113707113708113709113710113711113712113713113714113715113716113717113718113719113720113721113722113723113724113725113726113727113728113729113730113731113732113733113734113735113736113737113738113739113740113741113742113743113744113745113746113747113748113749113750113751113752113753113754113755113756113757113758113759113760113761113762113763113764113765113766113767113768113769113770113771113772113773113774113775113776113777113778113779113780113781113782113783113784113785113786113787113788113789113790113791113792113793113794113795113796113797113798113799113800113801113802113803113804113805113806113807113808113809113810113811113812113813113814113815113816113817113818113819113820113821113822113823113824113825113826113827113828113829113830113831113832113833113834113835113836113837113838113839113840113841113842113843113844113845113846113847113848113849113850113851113852113853113854113855113856113857113858113859113860113861113862113863113864113865113866113867113868113869113870113871113872113873113874113875113876113877113878113879113880113881113882113883113884113885113886113887113888113889113890113891113892113893113894113895113896113897113898113899113900113901113902113903113904113905113906113907113908113909113910113911113912113913113914113915113916113917113918113919113920113921113922113923113924113925113926113927113928113929113930113931113932113933113934113935113936113937113938113939113940113941113942113943113944113945113946113947113948113949113950113951113952113953113954113955113956113957113958113959113960113961113962113963113964113965113966113967113968113969113970113971113972113973113974113975113976113977113978113979113980113981113982113983113984113985113986113987113988113989113990113991113992113993113994113995113996113997113998113999114000114001114002114003114004114005114006114007114008114009114010114011114012114013114014114015114016114017114018114019114020114021114022114023114024114025114026114027114028114029114030114031114032114033114034114035114036114037114038114039114040114041114042114043114044114045114046114047114048114049114050114051114052114053114054114055114056114057114058114059114060114061114062114063114064114065114066114067114068114069114070114071114072114073114074114075114076114077114078114079114080114081114082114083114084114085114086114087114088114089114090114091114092114093114094114095114096114097114098114099114100114101114102114103114104114105114106114107114108114109114110114111114112114113114114114115114116114117114118114119114120114121114122114123114124114125114126114127114128114129114130114131114132114133114134114135114136114137114138114139114140114141114142114143114144114145114146114147114148114149114150114151114152114153114154114155114156114157114158114159114160114161114162114163114164114165114166114167114168114169114170114171114172114173114174114175114176114177114178114179114180114181114182114183114184114185114186114187114188114189114190114191114192114193114194114195114196114197114198114199114200114201114202114203114204114205114206114207114208114209114210114211114212114213114214114215114216114217114218114219114220114221114222114223114224114225114226114227114228114229114230114231114232114233114234114235114236114237114238114239114240114241114242114243114244114245114246114247114248114249114250114251114252114253114254114255114256114257114258114259114260114261114262114263114264114265114266114267114268114269114270114271114272114273114274114275114276114277114278114279114280114281114282114283114284114285114286114287114288114289114290114291114292114293114294114295114296114297114298114299114300114301114302114303114304114305114306114307114308114309114310114311114312114313114314114315114316114317114318114319114320114321114322114323114324114325114326114327114328114329114330114331114332114333114334114335114336114337114338114339114340114341114342114343114344114345114346114347114348114349114350114351114352114353114354114355114356114357114358114359114360114361114362114363114364114365114366114367114368114369114370114371114372114373114374114375114376114377114378114379114380114381114382114383114384114385114386114387114388114389114390114391114392114393114394114395114396114397114398114399114400114401114402114403114404114405114406114407114408114409114410114411114412114413114414114415114416114417114418114419114420114421114422114423114424114425114426114427114428114429114430114431114432114433114434114435114436114437114438114439114440114441114442114443114444114445114446114447114448114449114450114451114452114453114454114455114456114457114458114459114460114461114462114463114464114465114466114467114468114469114470114471114472114473114474114475114476114477114478114479114480114481114482114483114484114485114486114487114488114489114490114491114492114493114494114495114496114497114498114499114500114501114502114503114504114505114506114507114508114509114510114511114512114513114514114515114516114517114518114519114520114521114522114523114524114525114526114527114528114529114530114531114532114533114534114535114536114537114538114539114540114541114542114543114544114545114546114547114548114549114550114551114552114553114554114555114556114557114558114559114560114561114562114563114564114565114566114567114568114569114570114571114572114573114574114575114576114577114578114579114580114581114582114583114584114585114586114587114588114589114590114591114592114593114594114595114596114597114598114599114600114601114602114603114604114605114606114607114608114609114610114611114612114613114614114615114616114617114618114619114620114621114622114623114624114625114626114627114628114629114630114631114632114633114634114635114636114637114638114639114640114641114642114643114644114645114646114647114648114649114650114651114652114653114654114655114656114657114658114659114660114661114662114663114664114665114666114667114668114669114670114671114672114673114674114675114676114677114678114679114680114681114682114683114684114685114686114687114688114689114690114691114692114693114694114695114696114697114698114699114700114701114702114703114704114705114706114707114708114709114710114711114712114713114714114715114716114717114718114719114720114721114722114723114724114725114726114727114728114729114730114731114732114733114734114735114736114737114738114739114740114741114742114743114744114745114746114747114748114749114750114751114752114753114754114755114756114757114758114759114760114761114762114763114764114765114766114767114768114769114770114771114772114773114774114775114776114777114778114779114780114781114782114783114784114785114786114787114788114789114790114791114792114793114794114795114796114797114798114799114800114801114802114803114804114805114806114807114808114809114810114811114812114813114814114815114816114817114818114819114820114821114822114823114824114825114826114827114828114829114830114831114832114833114834114835114836114837114838114839114840114841114842114843114844114845114846114847114848114849114850114851114852114853114854114855114856114857114858114859114860114861114862114863114864114865114866114867114868114869114870114871114872114873114874114875114876114877114878114879114880114881114882114883114884114885114886114887114888114889114890114891114892114893114894114895114896114897114898114899114900114901114902114903114904114905114906114907114908114909114910114911114912114913114914114915114916114917114918114919114920114921114922114923114924114925114926114927114928114929114930114931114932114933114934114935114936114937114938114939114940114941114942114943114944114945114946114947114948114949114950114951114952114953114954114955114956114957114958114959114960114961114962114963114964114965114966114967114968114969114970114971114972114973114974114975114976114977114978114979114980114981114982114983114984114985114986114987114988114989114990114991114992114993114994114995114996114997114998114999115000115001115002115003115004115005115006115007115008115009115010115011115012115013115014115015115016115017115018115019115020115021115022115023115024115025115026115027115028115029115030115031115032115033115034115035115036115037115038115039115040115041115042115043115044115045115046115047115048115049115050115051115052115053115054115055115056115057115058115059115060115061115062115063115064115065115066115067115068115069115070115071115072115073115074115075115076115077115078115079115080115081115082115083115084115085115086115087115088115089115090115091115092115093115094115095115096115097115098115099115100115101115102115103115104115105115106115107115108115109115110115111115112115113115114115115115116115117115118115119115120115121115122115123115124115125115126115127115128115129115130115131115132115133115134115135115136115137115138115139115140115141115142115143115144115145115146115147115148115149115150115151115152115153115154115155115156115157115158115159115160115161115162115163115164115165115166115167115168115169115170115171115172115173115174115175115176115177115178115179115180115181115182115183115184115185115186115187115188115189115190115191115192115193115194115195115196115197115198115199115200115201115202115203115204115205115206115207115208115209115210115211115212115213115214115215115216115217115218115219115220115221115222115223115224115225115226115227115228115229115230115231115232115233115234115235115236115237115238115239115240115241115242115243115244115245115246115247115248115249115250115251115252115253115254115255115256115257115258115259115260115261115262115263115264115265115266115267115268115269115270115271115272115273115274115275115276115277115278115279115280115281115282115283115284115285115286115287115288115289115290115291115292115293115294115295115296115297115298115299115300115301115302115303115304115305115306115307115308115309115310115311115312115313115314115315115316115317115318115319115320115321115322115323115324115325115326115327115328115329115330115331115332115333115334115335115336115337115338115339115340115341115342115343115344115345115346115347115348115349115350115351115352115353115354115355115356115357115358115359115360115361115362115363115364115365115366115367115368115369115370115371115372115373115374115375115376115377115378115379115380115381115382115383115384115385115386115387115388115389115390115391115392115393115394115395115396115397115398115399115400115401115402115403115404115405115406115407115408115409115410115411115412115413115414115415115416115417115418115419115420115421115422115423115424115425115426115427115428115429115430115431115432115433115434115435115436115437115438115439115440115441115442115443115444115445115446115447115448115449115450115451115452115453115454115455115456115457115458115459115460115461115462115463115464115465115466115467115468115469115470115471115472115473115474115475115476115477115478115479115480115481115482115483115484115485115486115487115488115489115490115491115492115493115494115495115496115497115498115499115500115501115502115503115504115505115506115507115508115509115510115511115512115513115514115515115516115517115518115519115520115521115522115523115524115525115526115527115528115529115530115531115532115533115534115535115536115537115538115539115540115541115542115543115544115545115546115547115548115549115550115551115552115553115554115555115556115557115558115559115560115561115562115563115564115565115566115567115568115569115570115571115572115573115574115575115576115577115578115579115580115581115582115583115584115585115586115587115588115589115590115591115592115593115594115595115596115597115598115599115600115601115602115603115604115605115606115607115608115609115610115611115612115613115614115615115616115617115618115619115620115621115622115623115624115625115626115627115628115629115630115631115632115633115634115635115636115637115638115639115640115641115642115643115644115645115646115647115648115649115650115651115652115653115654115655115656115657115658115659115660115661115662115663115664115665115666115667115668115669115670115671115672115673115674115675115676115677115678115679115680115681115682115683115684115685115686115687115688115689115690115691115692115693115694115695115696115697115698115699115700115701115702115703115704115705115706115707115708115709115710115711115712115713115714115715115716115717115718115719115720115721115722115723115724115725115726115727115728115729115730115731115732115733115734115735115736115737115738115739115740115741115742115743115744115745115746115747115748115749115750115751115752115753115754115755115756115757115758115759115760115761115762115763115764115765115766115767115768115769115770115771115772115773115774115775115776115777115778115779115780115781115782115783115784115785115786115787115788115789115790115791115792115793115794115795115796115797115798115799115800115801115802115803115804115805115806115807115808115809115810115811115812115813115814115815115816115817115818115819115820115821115822115823115824115825115826115827115828115829115830115831115832115833115834115835115836115837115838115839115840115841115842115843115844115845115846115847115848115849115850115851115852115853115854115855115856115857115858115859115860115861115862115863115864115865115866115867115868115869115870115871115872115873115874115875115876115877115878115879115880115881115882115883115884115885115886115887115888115889115890115891115892115893115894115895115896115897115898115899115900115901115902115903115904115905115906115907115908115909115910115911115912115913115914115915115916115917115918115919115920115921115922115923115924115925115926115927115928115929115930115931115932115933115934115935115936115937115938115939115940115941115942115943115944115945115946115947115948115949115950115951115952115953115954115955115956115957115958115959115960115961115962115963115964115965115966115967115968115969115970115971115972115973115974115975115976115977115978115979115980115981115982115983115984115985115986115987115988115989115990115991115992115993115994115995115996115997115998115999116000116001116002116003116004116005116006116007116008116009116010116011116012116013116014116015116016116017116018116019116020116021116022116023116024116025116026116027116028116029116030116031116032116033116034116035116036116037116038116039116040116041116042116043116044116045116046116047116048116049116050116051116052116053116054116055116056116057116058116059116060116061116062116063116064116065116066116067116068116069116070116071116072116073116074116075116076116077116078116079116080116081116082116083116084116085116086116087116088116089116090116091116092116093116094116095116096116097116098116099116100116101116102116103116104116105116106116107116108116109116110116111116112116113116114116115116116116117116118116119116120116121116122116123116124116125116126116127116128116129116130116131116132116133116134116135116136116137116138116139116140116141116142116143116144116145116146116147116148116149116150116151116152116153116154116155116156116157116158116159116160116161116162116163116164116165116166116167116168116169116170116171116172116173116174116175116176116177116178116179116180116181116182116183116184116185116186116187116188116189116190116191116192116193116194116195116196116197116198116199116200116201116202116203116204116205116206116207116208116209116210116211116212116213116214116215116216116217116218116219116220116221116222116223116224116225116226116227116228116229116230116231116232116233116234116235116236116237116238116239116240116241116242116243116244116245116246116247116248116249116250116251116252116253116254116255116256116257116258116259116260116261116262116263116264116265116266116267116268116269116270116271116272116273116274116275116276116277116278116279116280116281116282116283116284116285116286116287116288116289116290116291116292116293116294116295116296116297116298116299116300116301116302116303116304116305116306116307116308116309116310116311116312116313116314116315116316116317116318116319116320116321116322116323116324116325116326116327116328116329116330116331116332116333116334116335116336116337116338116339116340116341116342116343116344116345116346116347116348116349116350116351116352116353116354116355116356116357116358116359116360116361116362116363116364116365116366116367116368116369116370116371116372116373116374116375116376116377116378116379116380116381116382116383116384116385116386116387116388116389116390116391116392116393116394116395116396116397116398116399116400116401116402116403116404116405116406116407116408116409116410116411116412116413116414116415116416116417116418116419116420116421116422116423116424116425116426116427116428116429116430116431116432116433116434116435116436116437116438116439116440116441116442116443116444116445116446116447116448116449116450116451116452116453116454116455116456116457116458116459116460116461116462116463116464116465116466116467116468116469116470116471116472116473116474116475116476116477116478116479116480116481116482116483116484116485116486116487116488116489116490116491116492116493116494116495116496116497116498116499116500116501116502116503116504116505116506116507116508116509116510116511116512116513116514116515116516116517116518116519116520116521116522116523116524116525116526116527116528116529116530116531116532116533116534116535116536116537116538116539116540116541116542116543116544116545116546116547116548116549116550116551116552116553116554116555116556116557116558116559116560116561116562116563116564116565116566116567116568116569116570116571116572116573116574116575116576116577116578116579116580116581116582116583116584116585116586116587116588116589116590116591116592116593116594116595116596116597116598116599116600116601116602116603116604116605116606116607116608116609116610116611116612116613116614116615116616116617116618116619116620116621116622116623116624116625116626116627116628116629116630116631116632116633116634116635116636116637116638116639116640116641116642116643116644116645116646116647116648116649116650116651116652116653116654116655116656116657116658116659116660116661116662116663116664116665116666116667116668116669116670116671116672116673116674116675116676116677116678116679116680116681116682116683116684116685116686116687116688116689116690116691116692116693116694116695116696116697116698116699116700116701116702116703116704116705116706116707116708116709116710116711116712116713116714116715116716116717116718116719116720116721116722116723116724116725116726116727116728116729116730116731116732116733116734116735116736116737116738116739116740116741116742116743116744116745116746116747116748116749116750116751116752116753116754116755116756116757116758116759116760116761116762116763116764116765116766116767116768116769116770116771116772116773116774116775116776116777116778116779116780116781116782116783116784116785116786116787116788116789116790116791116792116793116794116795116796116797116798116799116800116801116802116803116804116805116806116807116808116809116810116811116812116813116814116815116816116817116818116819116820116821116822116823116824116825116826116827116828116829116830116831116832116833116834116835116836116837116838116839116840116841116842116843116844116845116846116847116848116849116850116851116852116853116854116855116856116857116858116859116860116861116862116863116864116865116866116867116868116869116870116871116872116873116874116875116876116877116878116879116880116881116882116883116884116885116886116887116888116889116890116891116892116893116894116895116896116897116898116899116900116901116902116903116904116905116906116907116908116909116910116911116912116913116914116915116916116917116918116919116920116921116922116923116924116925116926116927116928116929116930116931116932116933116934116935116936116937116938116939116940116941116942116943116944116945116946116947116948116949116950116951116952116953116954116955116956116957116958116959116960116961116962116963116964116965116966116967116968116969116970116971116972116973116974116975116976116977116978116979116980116981116982116983116984116985116986116987116988116989116990116991116992116993116994116995116996116997116998116999117000117001117002117003117004117005117006117007117008117009117010117011117012117013117014117015117016117017117018117019117020117021117022117023117024117025117026117027117028117029117030117031117032117033117034117035117036117037117038117039117040117041117042117043117044117045117046117047117048117049117050117051117052117053117054117055117056117057117058117059117060117061117062117063117064117065117066117067117068117069117070117071117072117073117074117075117076117077117078117079117080117081117082117083117084117085117086117087117088117089117090117091117092117093117094117095117096117097117098117099117100117101117102117103117104117105117106117107117108117109117110117111117112117113117114117115117116117117117118117119117120117121117122117123117124117125117126117127117128117129117130117131117132117133117134117135117136117137117138117139117140117141117142117143117144117145117146117147117148117149117150117151117152117153117154117155117156117157117158117159117160117161117162117163117164117165117166117167117168117169117170117171117172117173117174117175117176117177117178117179117180117181117182117183117184117185117186117187117188117189117190117191117192117193117194117195117196117197117198117199117200117201117202117203117204117205117206117207117208117209117210117211117212117213117214117215117216117217117218117219117220117221117222117223117224117225117226117227117228117229117230117231117232117233117234117235117236117237117238117239117240117241117242117243117244117245117246117247117248117249117250117251117252117253117254117255117256117257117258117259117260117261117262117263117264117265117266117267117268117269117270117271117272117273117274117275117276117277117278117279117280117281117282117283117284117285117286117287117288117289117290117291117292117293117294117295117296117297117298117299117300117301117302117303117304117305117306117307117308117309117310117311117312117313117314117315117316117317117318117319117320117321117322117323117324117325117326117327117328117329117330117331117332117333117334117335117336117337117338117339117340117341117342117343117344117345117346117347117348117349117350117351117352117353117354117355117356117357117358117359117360117361117362117363117364117365117366117367117368117369117370117371117372117373117374117375117376117377117378117379117380117381117382117383117384117385117386117387117388117389117390117391117392117393117394117395117396117397117398117399117400117401117402117403117404117405117406117407117408117409117410117411117412117413117414117415117416117417117418117419117420117421117422117423117424117425117426117427117428117429117430117431117432117433117434117435117436117437117438117439117440117441117442117443117444117445117446117447117448117449117450117451117452117453117454117455117456117457117458117459117460117461117462117463117464117465117466117467117468117469117470117471117472117473117474117475117476117477117478117479117480117481117482117483117484117485117486117487117488117489117490117491117492117493117494117495117496117497117498117499117500117501117502117503117504117505117506117507117508117509117510117511117512117513117514117515117516117517117518117519117520117521117522117523117524117525117526117527117528117529117530117531117532117533117534117535117536117537117538117539117540117541117542117543117544117545117546117547117548117549117550117551117552117553117554117555117556117557117558117559117560117561117562117563117564117565117566117567117568117569117570117571117572117573117574117575117576117577117578117579117580117581117582117583117584117585117586117587117588117589117590117591117592117593117594117595117596117597117598117599117600117601117602117603117604117605117606117607117608117609117610117611117612117613117614117615117616117617117618117619117620117621117622117623117624117625117626117627117628117629117630117631117632117633117634117635117636117637117638117639117640117641117642117643117644117645117646117647117648117649117650117651117652117653117654117655117656117657117658117659117660117661117662117663117664117665117666117667117668117669117670117671117672117673117674117675117676117677117678117679117680117681117682117683117684117685117686117687117688117689117690117691117692117693117694117695117696117697117698117699117700117701117702117703117704117705117706117707117708117709117710117711117712117713117714117715117716117717117718117719117720117721117722117723117724117725117726117727117728117729117730117731117732117733117734117735117736117737117738117739117740117741117742117743117744117745117746117747117748117749117750117751117752117753117754117755117756117757117758117759117760117761117762117763117764117765117766117767117768117769117770117771117772117773117774117775117776117777117778117779117780117781117782117783117784117785117786117787117788117789117790117791117792117793117794117795117796117797117798117799117800117801117802117803117804117805117806117807117808117809117810117811117812117813117814117815117816117817117818117819117820117821117822117823117824117825117826117827117828117829117830117831117832117833117834117835117836117837117838117839117840117841117842117843117844117845117846117847117848117849117850117851117852117853117854117855117856117857117858117859117860117861117862117863117864117865117866117867117868117869117870117871117872117873117874117875117876117877117878117879117880117881117882117883117884117885117886117887117888117889117890117891117892117893117894117895117896117897117898117899117900117901117902117903117904117905117906117907117908117909117910117911117912117913117914117915117916117917117918117919117920117921117922117923117924117925117926117927117928117929117930117931117932117933117934117935117936117937117938117939117940117941117942117943117944117945117946117947117948117949117950117951117952117953117954117955117956117957117958117959117960117961117962117963117964117965117966117967117968117969117970117971117972117973117974117975117976117977117978117979117980117981117982117983117984117985117986117987117988117989117990117991117992117993117994117995117996117997117998117999118000118001118002118003118004118005118006118007118008118009118010118011118012118013118014118015118016118017118018118019118020118021118022118023118024118025118026118027118028118029118030118031118032118033118034118035118036118037118038118039118040118041118042118043118044118045118046118047118048118049118050118051118052118053118054118055118056118057118058118059118060118061118062118063118064118065118066118067118068118069118070118071118072118073118074118075118076118077118078118079118080118081118082118083118084118085118086118087118088118089118090118091118092118093118094118095118096118097118098118099118100118101118102118103118104118105118106118107118108118109118110118111118112118113118114118115118116118117118118118119118120118121118122118123118124118125118126118127118128118129118130118131118132118133118134118135118136118137118138118139118140118141118142118143118144118145118146118147118148118149118150118151118152118153118154118155118156118157118158118159118160118161118162118163118164118165118166118167118168118169118170118171118172118173118174118175118176118177118178118179118180118181118182118183118184118185118186118187118188118189118190118191118192118193118194118195118196118197118198118199118200118201118202118203118204118205118206118207118208118209118210118211118212118213118214118215118216118217118218118219118220118221118222118223118224118225118226118227118228118229118230118231118232118233118234118235118236118237118238118239118240118241118242118243118244118245118246118247118248118249118250118251118252118253118254118255118256118257118258118259118260118261118262118263118264118265118266118267118268118269118270118271118272118273118274118275118276118277118278118279118280118281118282118283118284118285118286118287118288118289118290118291118292118293118294118295118296118297118298118299118300118301118302118303118304118305118306118307118308118309118310118311118312118313118314118315118316118317118318118319118320118321118322118323118324118325118326118327118328118329118330118331118332118333118334118335118336118337118338118339118340118341118342118343118344118345118346118347118348118349118350118351118352118353118354118355118356118357118358118359118360118361118362118363118364118365118366118367118368118369118370118371118372118373118374118375118376118377118378118379118380118381118382118383118384118385118386118387118388118389118390118391118392118393118394118395118396118397118398118399118400118401118402118403118404118405118406118407118408118409118410118411118412118413118414118415118416118417118418118419118420118421118422118423118424118425118426118427118428118429118430118431118432118433118434118435118436118437118438118439118440118441118442118443118444118445118446118447118448118449118450118451118452118453118454118455118456118457118458118459118460118461118462118463118464118465118466118467118468118469118470118471118472118473118474118475118476118477118478118479118480118481118482118483118484118485118486118487118488118489118490118491118492118493118494118495118496118497118498118499118500118501118502118503118504118505118506118507118508118509118510118511118512118513118514118515118516118517118518118519118520118521118522118523118524118525118526118527118528118529118530118531118532118533118534118535118536118537118538118539118540118541118542118543118544118545118546118547118548118549118550118551118552118553118554118555118556118557118558118559118560118561118562118563118564118565118566118567118568118569118570118571118572118573118574118575118576118577118578118579118580118581118582118583118584118585118586118587118588118589118590118591118592118593118594118595118596118597118598118599118600118601118602118603118604118605118606118607118608118609118610118611118612118613118614118615118616118617118618118619118620118621118622118623118624118625118626118627118628118629118630118631118632118633118634118635118636118637118638118639118640118641118642118643118644118645118646118647118648118649118650118651118652118653118654118655118656118657118658118659118660118661118662118663118664118665118666118667118668118669118670118671118672118673118674118675118676118677118678118679118680118681118682118683118684118685118686118687118688118689118690118691118692118693118694118695118696118697118698118699118700118701118702118703118704118705118706118707118708118709118710118711118712118713118714118715118716118717118718118719118720118721118722118723118724118725118726118727118728118729118730118731118732118733118734118735118736118737118738118739118740118741118742118743118744118745118746118747118748118749118750118751118752118753118754118755118756118757118758118759118760118761118762118763118764118765118766118767118768118769118770118771118772118773118774118775118776118777118778118779118780118781118782118783118784118785118786118787118788118789118790118791118792118793118794118795118796118797118798118799118800118801118802118803118804118805118806118807118808118809118810118811118812118813118814118815118816118817118818118819118820118821118822118823118824118825118826118827118828118829118830118831118832118833118834118835118836118837118838118839118840118841118842118843118844118845118846118847118848118849118850118851118852118853118854118855118856118857118858118859118860118861118862118863118864118865118866118867118868118869118870118871118872118873118874118875118876118877118878118879118880118881118882118883118884118885118886118887118888118889118890118891118892118893118894118895118896118897118898118899118900118901118902118903118904118905118906118907118908118909118910118911118912118913118914118915118916118917118918118919118920118921118922118923118924118925118926118927118928118929118930118931118932118933118934118935118936118937118938118939118940118941118942118943118944118945118946118947118948118949118950118951118952118953118954118955118956118957118958118959118960118961118962118963118964118965118966118967118968118969118970118971118972118973118974118975118976118977118978118979118980118981118982118983118984118985118986118987118988118989118990118991118992118993118994118995118996118997118998118999119000119001119002119003119004119005119006119007119008119009119010119011119012119013119014119015119016119017119018119019119020119021119022119023119024119025119026119027119028119029119030119031119032119033119034119035119036119037119038119039119040119041119042119043119044119045119046119047119048119049119050119051119052119053119054119055119056119057119058119059119060119061119062119063119064119065119066119067119068119069119070119071119072119073119074119075119076119077119078119079119080119081119082119083119084119085119086119087119088119089119090119091119092119093119094119095119096119097119098119099119100119101119102119103119104119105119106119107119108119109119110119111119112119113119114119115119116119117119118119119119120119121119122119123119124119125119126119127119128119129119130119131119132119133119134119135119136119137119138119139119140119141119142119143119144119145119146119147119148119149119150119151119152119153119154119155119156119157119158119159119160119161119162119163119164119165119166119167119168119169119170119171119172119173119174119175119176119177119178119179119180119181119182119183119184119185119186119187119188119189119190119191119192119193119194119195119196119197119198119199119200119201119202119203119204119205119206119207119208119209119210119211119212119213119214119215119216119217119218119219119220119221119222119223119224119225119226119227119228119229119230119231119232119233119234119235119236119237119238119239119240119241119242119243119244119245119246119247119248119249119250119251119252119253119254119255119256119257119258119259119260119261119262119263119264119265119266119267119268119269119270119271119272119273119274119275119276119277119278119279119280119281119282119283119284119285119286119287119288119289119290119291119292119293119294119295119296119297119298119299119300119301119302119303119304119305119306119307119308119309119310119311119312119313119314119315119316119317119318119319119320119321119322119323119324119325119326119327119328119329119330119331119332119333119334119335119336119337119338119339119340119341119342119343119344119345119346119347119348119349119350119351119352119353119354119355119356119357119358119359119360119361119362119363119364119365119366119367119368119369119370119371119372119373119374119375119376119377119378119379119380119381119382119383119384119385119386119387119388119389119390119391119392119393119394119395119396119397119398119399119400119401119402119403119404119405119406119407119408119409119410119411119412119413119414119415119416119417119418119419119420119421119422119423119424119425119426119427119428119429119430119431119432119433119434119435119436119437119438119439119440119441119442119443119444119445119446119447119448119449119450119451119452119453119454119455119456119457119458119459119460119461119462119463119464119465119466119467119468119469119470119471119472119473119474119475119476119477119478119479119480119481119482119483119484119485119486119487119488119489119490119491119492119493119494119495119496119497119498119499119500119501119502119503119504119505119506119507119508119509119510119511119512119513119514119515119516119517119518119519119520119521119522119523119524119525119526119527119528119529119530119531119532119533119534119535119536119537119538119539119540119541119542119543119544119545119546119547119548119549119550119551119552119553119554119555119556119557119558119559119560119561119562119563119564119565119566119567119568119569119570119571119572119573119574119575119576119577119578119579119580119581119582119583119584119585119586119587119588119589119590119591119592119593119594119595119596119597119598119599119600119601119602119603119604119605119606119607119608119609119610119611119612119613119614119615119616119617119618119619119620119621119622119623119624119625119626119627119628119629119630119631119632119633119634119635119636119637119638119639119640119641119642119643119644119645119646119647119648119649119650119651119652119653119654119655119656119657119658119659119660119661119662119663119664119665119666119667119668119669119670119671119672119673119674119675119676119677119678119679119680119681119682119683119684119685119686119687119688119689119690119691119692119693119694119695119696119697119698119699119700119701119702119703119704119705119706119707119708119709119710119711119712119713119714119715119716119717119718119719119720119721119722119723119724119725119726119727119728119729119730119731119732119733119734119735119736119737119738119739119740119741119742119743119744119745119746119747119748119749119750119751119752119753119754119755119756119757119758119759119760119761119762119763119764119765119766119767119768119769119770119771119772119773119774119775119776119777119778119779119780119781119782119783119784119785119786119787119788119789119790119791119792119793119794119795119796119797119798119799119800119801119802119803119804119805119806119807119808119809119810119811119812119813119814119815119816119817119818119819119820119821119822119823119824119825119826119827119828119829119830119831119832119833119834119835119836119837119838119839119840119841119842119843119844119845119846119847119848119849119850119851119852119853119854119855119856119857119858119859119860119861119862119863119864119865119866119867119868119869119870119871119872119873119874119875119876119877119878119879119880119881119882119883119884119885119886119887119888119889119890119891119892119893119894119895119896119897119898119899119900119901119902119903119904119905119906119907119908119909119910119911119912119913119914119915119916119917119918119919119920119921119922119923119924119925119926119927119928119929119930119931119932119933119934119935119936119937119938119939119940119941119942119943119944119945119946119947119948119949119950119951119952119953119954119955119956119957119958119959119960119961119962119963119964119965119966119967119968119969119970119971119972119973119974119975119976119977119978119979119980119981119982119983119984119985119986119987119988119989119990119991119992119993119994119995119996119997119998119999120000120001120002120003120004120005120006120007120008120009120010120011120012120013120014120015120016120017120018120019120020120021120022120023120024120025120026120027120028120029120030120031120032120033120034120035120036120037120038120039120040120041120042120043120044120045120046120047120048120049120050120051120052120053120054120055120056120057120058120059120060120061120062120063120064120065120066120067120068120069120070120071120072120073120074120075120076120077120078120079120080120081120082120083120084120085120086120087120088120089120090120091120092120093120094120095120096120097120098120099120100120101120102120103120104120105120106120107120108120109120110120111120112120113120114120115120116120117120118120119120120120121120122120123120124120125120126120127120128120129120130120131120132120133120134120135120136120137120138120139120140120141120142120143120144120145120146120147120148120149120150120151120152120153120154120155120156120157120158120159120160120161120162120163120164120165120166120167120168120169120170120171120172120173120174120175120176120177120178120179120180120181120182120183120184120185120186120187120188120189120190120191120192120193120194120195120196120197120198120199120200120201120202120203120204120205120206120207120208120209120210120211120212120213120214120215120216120217120218120219120220120221120222120223120224120225120226120227120228120229120230120231120232120233120234120235120236120237120238120239120240120241120242120243120244120245120246120247120248120249120250120251120252120253120254120255120256120257120258120259120260120261120262120263120264120265120266120267120268120269120270120271120272120273120274120275120276120277120278120279120280120281120282120283120284120285120286120287120288120289120290120291120292120293120294120295120296120297120298120299120300120301120302120303120304120305120306120307120308120309120310120311120312120313120314120315120316120317120318120319120320120321120322120323120324120325120326120327120328120329120330120331120332120333120334120335120336120337120338120339120340120341120342120343120344120345120346120347120348120349120350120351120352120353120354120355120356120357120358120359120360120361120362120363120364120365120366120367120368120369120370120371120372120373120374120375120376120377120378120379120380120381120382120383120384120385120386120387120388120389120390120391120392120393120394120395120396120397120398120399120400120401120402120403120404120405120406120407120408120409120410120411120412120413120414120415120416120417120418120419120420120421120422120423120424120425120426120427120428120429120430120431120432120433120434120435120436120437120438120439120440120441120442120443120444120445120446120447120448120449120450120451120452120453120454120455120456120457120458120459120460120461120462120463120464120465120466120467120468120469120470120471120472120473120474120475120476120477120478120479120480120481120482120483120484120485120486120487120488120489120490120491120492120493120494120495120496120497120498120499120500120501120502120503120504120505120506120507120508120509120510120511120512120513120514120515120516120517120518120519120520120521120522120523120524120525120526120527120528120529120530120531120532120533120534120535120536120537120538120539120540120541120542120543120544120545120546120547120548120549120550120551120552120553120554120555120556120557120558120559120560120561120562120563120564120565120566120567120568120569120570120571120572120573120574120575120576120577120578120579120580120581120582120583120584120585120586120587120588120589120590120591120592120593120594120595120596120597120598120599120600120601120602120603120604120605120606120607120608120609120610120611120612120613120614120615120616120617120618120619120620120621120622120623120624120625120626120627120628120629120630120631120632120633120634120635120636120637120638120639120640120641120642120643120644120645120646120647120648120649120650120651120652120653120654120655120656120657120658120659120660120661120662120663120664120665120666120667120668120669120670120671120672120673120674120675120676120677120678120679120680120681120682120683120684120685120686120687120688120689120690120691120692120693120694120695120696120697120698120699120700120701120702120703120704120705120706120707120708120709120710120711120712120713120714120715120716120717120718120719120720120721120722120723120724120725120726120727120728120729120730120731120732120733120734120735120736120737120738120739120740120741120742120743120744120745120746120747120748120749120750120751120752120753120754120755120756120757120758120759120760120761120762120763120764120765120766120767120768120769120770120771120772120773120774120775120776120777120778120779120780120781120782120783120784120785120786120787120788120789120790120791120792120793120794120795120796120797120798120799120800120801120802120803120804120805120806120807120808120809120810120811120812120813120814120815120816120817120818120819120820120821120822120823120824120825120826120827120828120829120830120831120832120833120834120835120836120837120838120839120840120841120842120843120844120845120846120847120848120849120850120851120852120853120854120855120856120857120858120859120860120861120862120863120864120865120866120867120868120869120870120871120872120873120874120875120876120877120878120879120880120881120882120883120884120885120886120887120888120889120890120891120892120893120894120895120896120897120898120899120900120901120902120903120904120905120906120907120908120909120910120911120912120913120914120915120916120917120918120919120920120921120922120923120924120925120926120927120928120929120930120931120932120933120934120935120936120937120938120939120940120941120942120943120944120945120946120947120948120949120950120951120952120953120954120955120956120957120958120959120960120961120962120963120964120965120966120967120968120969120970120971120972120973120974120975120976120977120978120979120980120981120982120983120984120985120986120987120988120989120990120991120992120993120994120995120996120997120998120999121000121001121002121003121004121005121006121007121008121009121010121011121012121013121014121015121016121017121018121019121020121021121022121023121024121025121026121027121028121029121030121031121032121033121034121035121036121037121038121039121040121041121042121043121044121045121046121047121048121049121050121051121052121053121054121055121056121057121058121059121060121061121062121063121064121065121066121067121068121069121070121071121072121073121074121075121076121077121078121079121080121081121082121083121084121085121086121087121088121089121090121091121092121093121094121095121096121097121098121099121100121101121102121103121104121105121106121107121108121109121110121111121112121113121114121115121116121117121118121119121120121121121122121123121124121125121126121127121128121129121130121131121132121133121134121135121136121137121138121139121140121141121142121143121144121145121146121147121148121149121150121151121152121153121154121155121156121157121158121159121160121161121162121163121164121165121166121167121168121169121170121171121172121173121174121175121176121177121178121179121180121181121182121183121184121185121186121187121188121189121190121191121192121193121194121195121196121197121198121199121200121201121202121203121204121205121206121207121208121209121210121211121212121213121214121215121216121217121218121219121220121221121222121223121224121225121226121227121228121229121230121231121232121233121234121235121236121237121238121239121240121241121242121243121244121245121246121247121248121249121250121251121252121253121254121255121256121257121258121259121260121261121262121263121264121265121266121267121268121269121270121271121272121273121274121275121276121277121278121279121280121281121282121283121284121285121286121287121288121289121290121291121292121293121294121295121296121297121298121299121300121301121302121303121304121305121306121307121308121309121310121311121312121313121314121315121316121317121318121319121320121321121322121323121324121325121326121327121328121329121330121331121332121333121334121335121336121337121338121339121340121341121342121343121344121345121346121347121348121349121350121351121352121353121354121355121356121357121358121359121360121361121362121363121364121365121366121367121368121369121370121371121372121373121374121375121376121377121378121379121380121381121382121383121384121385121386121387121388121389121390121391121392121393121394121395121396121397121398121399121400121401121402121403121404121405121406121407121408121409121410121411121412121413121414121415121416121417121418121419121420121421121422121423121424121425121426121427121428121429121430121431121432121433121434121435121436121437121438121439121440121441121442121443121444121445121446121447121448121449121450121451121452121453121454121455121456121457121458121459121460121461121462121463121464121465121466121467121468121469121470121471121472121473121474121475121476121477121478121479121480121481121482121483121484121485121486121487121488121489121490121491121492121493121494121495121496121497121498121499121500121501121502121503121504121505121506121507121508121509121510121511121512121513121514121515121516121517121518121519121520121521121522121523121524121525121526121527121528121529121530121531121532121533121534121535121536121537121538121539121540121541121542121543121544121545121546121547121548121549121550121551121552121553121554121555121556121557121558121559121560121561121562121563121564121565121566121567121568121569121570121571121572121573121574121575121576121577121578121579121580121581121582121583121584121585121586121587121588121589121590121591121592121593121594121595121596121597121598121599121600121601121602121603121604121605121606121607121608121609121610121611121612121613121614121615121616121617121618121619121620121621121622121623121624121625121626121627121628121629121630121631121632121633121634121635121636121637121638121639121640121641121642121643121644121645121646121647121648121649121650121651121652121653121654121655121656121657121658121659121660121661121662121663121664121665121666121667121668121669121670121671121672121673121674121675121676121677121678121679121680121681121682121683121684121685121686121687121688121689121690121691121692121693121694121695121696121697121698121699121700121701121702121703121704121705121706121707121708121709121710121711121712121713121714121715121716121717121718121719121720121721121722121723121724121725121726121727121728121729121730121731121732121733121734121735121736121737121738121739121740121741121742121743121744121745121746121747121748121749121750121751121752121753121754121755121756121757121758121759121760121761121762121763121764121765121766121767121768121769121770121771121772121773121774121775121776121777121778121779121780121781121782121783121784121785121786121787121788121789121790121791121792121793121794121795121796121797121798121799121800121801121802121803121804121805121806121807121808121809121810121811121812121813121814121815121816121817121818121819121820121821121822121823121824121825121826121827121828121829121830121831121832121833121834121835121836121837121838121839121840121841121842121843121844121845121846121847121848121849121850121851121852121853121854121855121856121857121858121859121860121861121862121863121864121865121866121867121868121869121870121871121872121873121874121875121876121877121878121879121880121881121882121883121884121885121886121887121888121889121890121891121892121893121894121895121896121897121898121899121900121901121902121903121904121905121906121907121908121909121910121911121912121913121914121915121916121917121918121919121920121921121922121923121924121925121926121927121928121929121930121931121932121933121934121935121936121937121938121939121940121941121942121943121944121945121946121947121948121949121950121951121952121953121954121955121956121957121958121959121960121961121962121963121964121965121966121967121968121969121970121971121972121973121974121975121976121977121978121979121980121981121982121983121984121985121986121987121988121989121990121991121992121993121994121995121996121997121998121999122000122001122002122003122004122005122006122007122008122009122010122011122012122013122014122015122016122017122018122019122020122021122022122023122024122025122026122027122028122029122030122031122032122033122034122035122036122037122038122039122040122041122042122043122044122045122046122047122048122049122050122051122052122053122054122055122056122057122058122059122060122061122062122063122064122065122066122067122068122069122070122071122072122073122074122075122076122077122078122079122080122081122082122083122084122085122086122087122088122089122090122091122092122093122094122095122096122097122098122099122100122101122102122103122104122105122106122107122108122109122110122111122112122113122114122115122116122117122118122119122120122121122122122123122124122125122126122127122128122129122130122131122132122133122134122135122136122137122138122139122140122141122142122143122144122145122146122147122148122149122150122151122152122153122154122155122156122157122158122159122160122161122162122163122164122165122166122167122168122169122170122171122172122173122174122175122176122177122178122179122180122181122182122183122184122185122186122187122188122189122190122191122192122193122194122195122196122197122198122199122200122201122202122203122204122205122206122207122208122209122210122211122212122213122214122215122216122217122218122219122220122221122222122223122224122225122226122227122228122229122230122231122232122233122234122235122236122237122238122239122240122241122242122243122244122245122246122247122248122249122250122251122252122253122254122255122256122257122258122259122260122261122262122263122264122265122266122267122268122269122270122271122272122273122274122275122276122277122278122279122280122281122282122283122284122285122286122287122288122289122290122291122292122293122294122295122296122297122298122299122300122301122302122303122304122305122306122307122308122309122310122311122312122313122314122315122316122317122318122319122320122321122322122323122324122325122326122327122328122329122330122331122332122333122334122335122336122337122338122339122340122341122342122343122344122345122346122347122348122349122350122351122352122353122354122355122356122357122358122359122360122361122362122363122364122365122366122367122368122369122370122371122372122373122374122375122376122377122378122379122380122381122382122383122384122385122386122387122388122389122390122391122392122393122394122395122396122397122398122399122400122401122402122403122404122405122406122407122408122409122410122411122412122413122414122415122416122417122418122419122420122421122422122423122424122425122426122427122428122429122430122431122432122433122434122435122436122437122438122439122440122441122442122443122444122445122446122447122448122449122450122451122452122453122454122455122456122457122458122459122460122461122462122463122464122465122466122467122468122469122470122471122472122473122474122475122476122477122478122479122480122481122482122483122484122485122486122487122488122489122490122491122492122493122494122495122496122497122498122499122500122501122502122503122504122505122506122507122508122509122510122511122512122513122514122515122516122517122518122519122520122521122522122523122524122525122526122527122528122529122530122531122532122533122534122535122536122537122538122539122540122541122542122543122544122545122546122547122548122549122550122551122552122553122554122555122556122557122558122559122560122561122562122563122564122565122566122567122568122569122570122571122572122573122574122575122576122577122578122579122580122581122582122583122584122585122586122587122588122589122590122591122592122593122594122595122596122597122598122599122600122601122602122603122604122605122606122607122608122609122610122611122612122613122614122615122616122617122618122619122620122621122622122623122624122625122626122627122628122629122630122631122632122633122634122635122636122637122638122639122640122641122642122643122644122645122646122647122648122649122650122651122652122653122654122655122656122657122658122659122660122661122662122663122664122665122666122667122668122669122670122671122672122673122674122675122676122677122678122679122680122681122682122683122684122685122686122687122688122689122690122691122692122693122694122695122696122697122698122699122700122701122702122703122704122705122706122707122708122709122710122711122712122713122714122715122716122717122718122719122720122721122722122723122724122725122726122727122728122729122730122731122732122733122734122735122736122737122738122739122740122741122742122743122744122745122746122747122748122749122750122751122752122753122754122755122756122757122758122759122760122761122762122763122764122765122766122767122768122769122770122771122772122773122774122775122776122777122778122779122780122781122782122783122784122785122786122787122788122789122790122791122792122793122794122795122796122797122798122799122800122801122802122803122804122805122806122807122808122809122810122811122812122813122814122815122816122817122818122819122820122821122822122823122824122825122826122827122828122829122830122831122832122833122834122835122836122837122838122839122840122841122842122843122844122845122846122847122848122849122850122851122852122853122854122855122856122857122858122859122860122861122862122863122864122865122866122867122868122869122870122871122872122873122874122875122876122877122878122879122880122881122882122883122884122885122886122887122888122889122890122891122892122893122894122895122896122897122898122899122900122901122902122903122904122905122906122907122908122909122910122911122912122913122914122915122916122917122918122919122920122921122922122923122924122925122926122927122928122929122930122931122932122933122934122935122936122937122938122939122940122941122942122943122944122945122946122947122948122949122950122951122952122953122954122955122956122957122958122959122960122961122962122963122964122965122966122967122968122969122970122971122972122973122974122975122976122977122978122979122980122981122982122983122984122985122986122987122988122989122990122991122992122993122994122995122996122997122998122999123000123001123002123003123004123005123006123007123008123009123010123011123012123013123014123015123016123017123018123019123020123021123022123023123024123025123026123027123028123029123030123031123032123033123034123035123036123037123038123039123040123041123042123043123044123045123046123047123048123049123050123051123052123053123054123055123056123057123058123059123060123061123062123063123064123065123066123067123068123069123070123071123072123073123074123075123076123077123078123079123080123081123082123083123084123085123086123087123088123089123090123091123092123093123094123095123096123097123098123099123100123101123102123103123104123105123106123107123108123109123110123111123112123113123114123115123116123117123118123119123120123121123122123123123124123125123126123127123128123129123130123131123132123133123134123135123136123137123138123139123140123141123142123143123144123145123146123147123148123149123150123151123152123153123154123155123156123157123158123159123160123161123162123163123164123165123166123167123168123169123170123171123172123173123174123175123176123177123178123179123180123181123182123183123184123185123186123187123188123189123190123191123192123193123194123195123196123197123198123199123200123201123202123203123204123205123206123207123208123209123210123211123212123213123214123215123216123217123218123219123220123221123222123223123224123225123226123227123228123229123230123231123232123233123234123235123236123237123238123239123240123241123242123243123244123245123246123247123248123249123250123251123252123253123254123255123256123257123258123259123260123261123262123263123264123265123266123267123268123269123270123271123272123273123274123275123276123277123278123279123280123281123282123283123284123285123286123287123288123289123290123291123292123293123294123295123296123297123298123299123300123301123302123303123304123305123306123307123308123309123310123311123312123313123314123315123316123317123318123319123320123321123322123323123324123325123326123327123328123329123330123331123332123333123334123335123336123337123338123339123340123341123342123343123344123345123346123347123348123349123350123351123352123353123354123355123356123357123358123359123360123361123362123363123364123365123366123367123368123369123370123371123372123373123374123375123376123377123378123379123380123381123382123383123384123385123386123387123388123389123390123391123392123393123394123395123396123397123398123399123400123401123402123403123404123405123406123407123408123409123410123411123412123413123414123415123416123417123418123419123420123421123422123423123424123425123426123427123428123429123430123431123432123433123434123435123436123437123438123439123440123441123442123443123444123445123446123447123448123449123450123451123452123453123454123455123456123457123458123459123460123461123462123463123464123465123466123467123468123469123470123471123472123473123474123475123476123477123478123479123480123481123482123483123484123485123486123487123488123489123490123491123492123493123494123495123496123497123498123499123500123501123502123503123504123505123506123507123508123509123510123511123512123513123514123515123516123517123518123519123520123521123522123523123524123525123526123527123528123529123530123531123532123533123534123535123536123537123538123539123540123541123542123543123544123545123546123547123548123549123550123551123552123553123554123555123556123557123558123559123560123561123562123563123564123565123566123567123568123569123570123571123572123573123574123575123576123577123578123579123580123581123582123583123584123585123586123587123588123589123590123591123592123593123594123595123596123597123598123599123600123601123602123603123604123605123606123607123608123609123610123611123612123613123614123615123616123617123618123619123620123621123622123623123624123625123626123627123628123629123630123631123632123633123634123635123636123637123638123639123640123641123642123643123644123645123646123647123648123649123650123651123652123653123654123655123656123657123658123659123660123661123662123663123664123665123666123667123668123669123670123671123672123673123674123675123676123677123678123679123680123681123682123683123684123685123686123687123688123689123690123691123692123693123694123695123696123697123698123699123700123701123702123703123704123705123706123707123708123709123710123711123712123713123714123715123716123717123718123719123720123721123722123723123724123725123726123727123728123729123730123731123732123733123734123735123736123737123738123739123740123741123742123743123744123745123746123747123748123749123750123751123752123753123754123755123756123757123758123759123760123761123762123763123764123765123766123767123768123769123770123771123772123773123774123775123776123777123778123779123780123781123782123783123784123785123786123787123788123789123790123791123792123793123794123795123796123797123798123799123800123801123802123803123804123805123806123807123808123809123810123811123812123813123814123815123816123817123818123819123820123821123822123823123824123825123826123827123828123829123830123831123832123833123834123835123836123837123838123839123840123841123842123843123844123845123846123847123848123849123850123851123852123853123854123855123856123857123858123859123860123861123862123863123864123865123866123867123868123869123870123871123872123873123874123875123876123877123878123879123880123881123882123883123884123885123886123887123888123889123890123891123892123893123894123895123896123897123898123899123900123901123902123903123904123905123906123907123908123909123910123911123912123913123914123915123916123917123918123919123920123921123922123923123924123925123926123927123928123929123930123931123932123933123934123935123936123937123938123939123940123941123942123943123944123945123946123947123948123949123950123951123952123953123954123955123956123957123958123959123960123961123962123963123964123965123966123967123968123969123970123971123972123973123974123975123976123977123978123979123980123981123982123983123984123985123986123987123988123989123990123991123992123993123994123995123996123997123998123999124000124001124002124003124004124005124006124007124008124009124010124011124012124013124014124015124016124017124018124019124020124021124022124023124024124025124026124027124028124029124030124031124032124033124034124035124036124037124038124039124040124041124042124043124044124045124046124047124048124049124050124051124052124053124054124055124056124057124058124059124060124061124062124063124064124065124066124067124068124069124070124071124072124073124074124075124076124077124078124079124080124081124082124083124084124085124086124087124088124089124090124091124092124093124094124095124096124097124098124099124100124101124102124103124104124105124106124107124108124109124110124111124112124113124114124115124116124117124118124119124120124121124122124123124124124125124126124127124128124129124130124131124132124133124134124135124136124137124138124139124140124141124142124143124144124145124146124147124148124149124150124151124152124153124154124155124156124157124158124159124160124161124162124163124164124165124166124167124168124169124170124171124172124173124174124175124176124177124178124179124180124181124182124183124184124185124186124187124188124189124190124191124192124193124194124195124196124197124198124199124200124201124202124203124204124205124206124207124208124209124210124211124212124213124214124215124216124217124218124219124220124221124222124223124224124225124226124227124228124229124230124231124232124233124234124235124236124237124238124239124240124241124242124243124244124245124246124247124248124249124250124251124252124253124254124255124256124257124258124259124260124261124262124263124264124265124266124267124268124269124270124271124272124273124274124275124276124277124278124279124280124281124282124283124284124285124286124287124288124289124290124291124292124293124294124295124296124297124298124299124300124301124302124303124304124305124306124307124308124309124310124311124312124313124314124315124316124317124318124319124320124321124322124323124324124325124326124327124328124329124330124331124332124333124334124335124336124337124338124339124340124341124342124343124344124345124346124347124348124349124350124351124352124353124354124355124356124357124358124359124360124361124362124363124364124365124366124367124368124369124370124371124372124373124374124375124376124377124378124379124380124381124382124383124384124385124386124387124388124389124390124391124392124393124394124395124396124397124398124399124400124401124402124403124404124405124406124407124408124409124410124411124412124413124414124415124416124417124418124419124420124421124422124423124424124425124426124427124428124429124430124431124432124433124434124435124436124437124438124439124440124441124442124443124444124445124446124447124448124449124450124451124452124453124454124455124456124457124458124459124460124461124462124463124464124465124466124467124468124469124470124471124472124473124474124475124476124477124478124479124480124481124482124483124484124485124486124487124488124489124490124491124492124493124494124495124496124497124498124499124500124501124502124503124504124505124506124507124508124509124510124511124512124513124514124515124516124517124518124519124520124521124522124523124524124525124526124527124528124529124530124531124532124533124534124535124536124537124538124539124540124541124542124543124544124545124546124547124548124549124550124551124552124553124554124555124556124557124558124559124560124561124562124563124564124565124566124567124568124569124570124571124572124573124574124575124576124577124578124579124580124581124582124583124584124585124586124587124588124589124590124591124592124593124594124595124596124597124598124599124600124601124602124603124604124605124606124607124608124609124610124611124612124613124614124615124616124617124618124619124620124621124622124623124624124625124626124627124628124629124630124631124632124633124634124635124636124637124638124639124640124641124642124643124644124645124646124647124648124649124650124651124652124653124654124655124656124657124658124659124660124661124662124663124664124665124666124667124668124669124670124671124672124673124674124675124676124677124678124679124680124681124682124683124684124685124686124687124688124689124690124691124692124693124694124695124696124697124698124699124700124701124702124703124704124705124706124707124708124709124710124711124712124713124714124715124716124717124718124719124720124721124722124723124724124725124726124727124728124729124730124731124732124733124734124735124736124737124738124739124740124741124742124743124744124745124746124747124748124749124750124751124752124753124754124755124756124757124758124759124760124761124762124763124764124765124766124767124768124769124770124771124772124773124774124775124776124777124778124779124780124781124782124783124784124785124786124787124788124789124790124791124792124793124794124795124796124797124798124799124800124801124802124803124804124805124806124807124808124809124810124811124812124813124814124815124816124817124818124819124820124821124822124823124824124825124826124827124828124829124830124831124832124833124834124835124836124837124838124839124840124841124842124843124844124845124846124847124848124849124850124851124852124853124854124855124856124857124858124859124860124861124862124863124864124865124866124867124868124869124870124871124872124873124874124875124876124877124878124879124880124881124882124883124884124885124886124887124888124889124890124891124892124893124894124895124896124897124898124899124900124901124902124903124904124905124906124907124908124909124910124911124912124913124914124915124916124917124918124919124920124921124922124923124924124925124926124927124928124929124930124931124932124933124934124935124936124937124938124939124940124941124942124943124944124945124946124947124948124949124950124951124952124953124954124955124956124957124958124959124960124961124962124963124964124965124966124967124968124969124970124971124972124973124974124975124976124977124978124979124980124981124982124983124984124985124986124987124988124989124990124991124992124993124994124995124996124997124998124999125000125001125002125003125004125005125006125007125008125009125010125011125012125013125014125015125016125017125018125019125020125021125022125023125024125025125026125027125028125029125030125031125032125033125034125035125036125037125038125039125040125041125042125043125044125045125046125047125048125049125050125051125052125053125054125055125056125057125058125059125060125061125062125063125064125065125066125067125068125069125070125071125072125073125074125075125076125077125078125079125080125081125082125083125084125085125086125087125088125089125090125091125092125093125094125095125096125097125098125099125100125101125102125103125104125105125106125107125108125109125110125111125112125113125114125115125116125117125118125119125120125121125122125123125124125125125126125127125128125129125130125131125132125133125134125135125136125137125138125139125140125141125142125143125144125145125146125147125148125149125150125151125152125153125154125155125156125157125158125159125160125161125162125163125164125165125166125167125168125169125170125171125172125173125174125175125176125177125178125179125180125181125182125183125184125185125186125187125188125189125190125191125192125193125194125195125196125197125198125199125200125201125202125203125204125205125206125207125208125209125210125211125212125213125214125215125216125217125218125219125220125221125222125223125224125225125226125227125228125229125230125231125232125233125234125235125236125237125238125239125240125241125242125243125244125245125246125247125248125249125250125251125252125253125254125255125256125257125258125259125260125261125262125263125264125265125266125267125268125269125270125271125272125273125274125275125276125277125278125279125280125281125282125283125284125285125286125287125288125289125290125291125292125293125294125295125296125297125298125299125300125301125302125303125304125305125306125307125308125309125310125311125312125313125314125315125316125317125318125319125320125321125322125323125324125325125326125327125328125329125330125331125332125333125334125335125336125337125338125339125340125341125342125343125344125345125346125347125348125349125350125351125352125353125354125355125356125357125358125359125360125361125362125363125364125365125366125367125368125369125370125371125372125373125374125375125376125377125378125379125380125381125382125383125384125385125386125387125388125389125390125391125392125393125394125395125396125397125398125399125400125401125402125403125404125405125406125407125408125409125410125411125412125413125414125415125416125417125418125419125420125421125422125423125424125425125426125427125428125429125430125431125432125433125434125435125436125437125438125439125440125441125442125443125444125445125446125447125448125449125450125451125452125453125454125455125456125457125458125459125460125461125462125463125464125465125466125467125468125469125470125471125472125473125474125475125476125477125478125479125480125481125482125483125484125485125486125487125488125489125490125491125492125493125494125495125496125497125498125499125500125501125502125503125504125505125506125507125508125509125510125511125512125513125514125515125516125517125518125519125520125521125522125523125524125525125526125527125528125529125530125531125532125533125534125535125536125537125538125539125540125541125542125543125544125545125546125547125548125549125550125551125552125553125554125555125556125557125558125559125560125561125562125563125564125565125566125567125568125569125570125571125572125573125574125575125576125577125578125579125580125581125582125583125584125585125586125587125588125589125590125591125592125593125594125595125596125597125598125599125600125601125602125603125604125605125606125607125608125609125610125611125612125613125614125615125616125617125618125619125620125621125622125623125624125625125626125627125628125629125630125631125632125633125634125635125636125637125638125639125640125641125642125643125644125645125646125647125648125649125650125651125652125653125654125655125656125657125658125659125660125661125662125663125664125665125666125667125668125669125670125671125672125673125674125675125676125677125678125679125680125681125682125683125684125685125686125687125688125689125690125691125692125693125694125695125696125697125698125699125700125701125702125703125704125705125706125707125708125709125710125711125712125713125714125715125716125717125718125719125720125721125722125723125724125725125726125727125728125729125730125731125732125733125734125735125736125737125738125739125740125741125742125743125744125745125746125747125748125749125750125751125752125753125754125755125756125757125758125759125760125761125762125763125764125765125766125767125768125769125770125771125772125773125774125775125776125777125778125779125780125781125782125783125784125785125786125787125788125789125790125791125792125793125794125795125796125797125798125799125800125801125802125803125804125805125806125807125808125809125810125811125812125813125814125815125816125817125818125819125820125821125822125823125824125825125826125827125828125829125830125831125832125833125834125835125836125837125838125839125840125841125842125843125844125845125846125847125848125849125850125851125852125853125854125855125856125857125858125859125860125861125862125863125864125865125866125867125868125869125870125871125872125873125874125875125876125877125878125879125880125881125882125883125884125885125886125887125888125889125890125891125892125893125894125895125896125897125898125899125900125901125902125903125904125905125906125907125908125909125910125911125912125913125914125915125916125917125918125919125920125921125922125923125924125925125926125927125928125929125930125931125932125933125934125935125936125937125938125939125940125941125942125943125944125945125946125947125948125949125950125951125952125953125954125955125956125957125958125959125960125961125962125963125964125965125966125967125968125969125970125971125972125973125974125975125976125977125978125979125980125981125982125983125984125985125986125987125988125989125990125991125992125993125994125995125996125997125998125999126000126001126002126003126004126005126006126007126008126009126010126011126012126013126014126015126016126017126018126019126020126021126022126023126024126025126026126027126028126029126030126031126032126033126034126035126036126037126038126039126040126041126042126043126044126045126046126047126048126049126050126051126052126053126054126055126056126057126058126059126060126061126062126063126064126065126066126067126068126069126070126071126072126073126074126075126076126077126078126079126080126081126082126083126084126085126086126087126088126089126090126091126092126093126094126095126096126097126098126099126100126101126102126103126104126105126106126107126108126109126110126111126112126113126114126115126116126117126118126119126120126121126122126123126124126125126126126127126128126129126130126131126132126133126134126135126136126137126138126139126140126141126142126143126144126145126146126147126148126149126150126151126152126153126154126155126156126157126158126159126160126161126162126163126164126165126166126167126168126169126170126171126172126173126174126175126176126177126178126179126180126181126182126183126184126185126186126187126188126189126190126191126192126193126194126195126196126197126198126199126200126201126202126203126204126205126206126207126208126209126210126211126212126213126214126215126216126217126218126219126220126221126222126223126224126225126226126227126228126229126230126231126232126233126234126235126236126237126238126239126240126241126242126243126244126245126246126247126248126249126250126251126252126253126254126255126256126257126258126259126260126261126262126263126264126265126266126267126268126269126270126271126272126273126274126275126276126277126278126279126280126281126282126283126284126285126286126287126288126289126290126291126292126293126294126295126296126297126298126299126300126301126302126303126304126305126306126307126308126309126310126311126312126313126314126315126316126317126318126319126320126321126322126323126324126325126326126327126328126329126330126331126332126333126334126335126336126337126338126339126340126341126342126343126344126345126346126347126348126349126350126351126352126353126354126355126356126357126358126359126360126361126362126363126364126365126366126367126368126369126370126371126372126373126374126375126376126377126378126379126380126381126382126383126384126385126386126387126388126389126390126391126392126393126394126395126396126397126398126399
  1. declare module "babylonjs/types" {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /** @hidden */
  41. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  42. }
  43. /** @hidden */
  44. /** @hidden */
  45. type DeepImmutableObject<T> = {
  46. readonly [K in keyof T]: DeepImmutable<T[K]>;
  47. };
  48. }
  49. declare module "babylonjs/Misc/observable" {
  50. import { Nullable } from "babylonjs/types";
  51. /**
  52. * A class serves as a medium between the observable and its observers
  53. */
  54. export class EventState {
  55. /**
  56. * Create a new EventState
  57. * @param mask defines the mask associated with this state
  58. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  59. * @param target defines the original target of the state
  60. * @param currentTarget defines the current target of the state
  61. */
  62. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  63. /**
  64. * Initialize the current event state
  65. * @param mask defines the mask associated with this state
  66. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  67. * @param target defines the original target of the state
  68. * @param currentTarget defines the current target of the state
  69. * @returns the current event state
  70. */
  71. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  72. /**
  73. * An Observer can set this property to true to prevent subsequent observers of being notified
  74. */
  75. skipNextObservers: boolean;
  76. /**
  77. * Get the mask value that were used to trigger the event corresponding to this EventState object
  78. */
  79. mask: number;
  80. /**
  81. * The object that originally notified the event
  82. */
  83. target?: any;
  84. /**
  85. * The current object in the bubbling phase
  86. */
  87. currentTarget?: any;
  88. /**
  89. * This will be populated with the return value of the last function that was executed.
  90. * If it is the first function in the callback chain it will be the event data.
  91. */
  92. lastReturnValue?: any;
  93. }
  94. /**
  95. * Represent an Observer registered to a given Observable object.
  96. */
  97. export class Observer<T> {
  98. /**
  99. * Defines the callback to call when the observer is notified
  100. */
  101. callback: (eventData: T, eventState: EventState) => void;
  102. /**
  103. * Defines the mask of the observer (used to filter notifications)
  104. */
  105. mask: number;
  106. /**
  107. * Defines the current scope used to restore the JS context
  108. */
  109. scope: any;
  110. /** @hidden */
  111. _willBeUnregistered: boolean;
  112. /**
  113. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  114. */
  115. unregisterOnNextCall: boolean;
  116. /**
  117. * Creates a new observer
  118. * @param callback defines the callback to call when the observer is notified
  119. * @param mask defines the mask of the observer (used to filter notifications)
  120. * @param scope defines the current scope used to restore the JS context
  121. */
  122. constructor(
  123. /**
  124. * Defines the callback to call when the observer is notified
  125. */
  126. callback: (eventData: T, eventState: EventState) => void,
  127. /**
  128. * Defines the mask of the observer (used to filter notifications)
  129. */
  130. mask: number,
  131. /**
  132. * Defines the current scope used to restore the JS context
  133. */
  134. scope?: any);
  135. }
  136. /**
  137. * Represent a list of observers registered to multiple Observables object.
  138. */
  139. export class MultiObserver<T> {
  140. private _observers;
  141. private _observables;
  142. /**
  143. * Release associated resources
  144. */
  145. dispose(): void;
  146. /**
  147. * Raise a callback when one of the observable will notify
  148. * @param observables defines a list of observables to watch
  149. * @param callback defines the callback to call on notification
  150. * @param mask defines the mask used to filter notifications
  151. * @param scope defines the current scope used to restore the JS context
  152. * @returns the new MultiObserver
  153. */
  154. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  155. }
  156. /**
  157. * The Observable class is a simple implementation of the Observable pattern.
  158. *
  159. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  160. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  161. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  162. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  163. */
  164. export class Observable<T> {
  165. private _observers;
  166. private _eventState;
  167. private _onObserverAdded;
  168. /**
  169. * Gets the list of observers
  170. */
  171. readonly observers: Array<Observer<T>>;
  172. /**
  173. * Creates a new observable
  174. * @param onObserverAdded defines a callback to call when a new observer is added
  175. */
  176. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  177. /**
  178. * Create a new Observer with the specified callback
  179. * @param callback the callback that will be executed for that Observer
  180. * @param mask the mask used to filter observers
  181. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  182. * @param scope optional scope for the callback to be called from
  183. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  184. * @returns the new observer created for the callback
  185. */
  186. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  187. /**
  188. * Create a new Observer with the specified callback and unregisters after the next notification
  189. * @param callback the callback that will be executed for that Observer
  190. * @returns the new observer created for the callback
  191. */
  192. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  193. /**
  194. * Remove an Observer from the Observable object
  195. * @param observer the instance of the Observer to remove
  196. * @returns false if it doesn't belong to this Observable
  197. */
  198. remove(observer: Nullable<Observer<T>>): boolean;
  199. /**
  200. * Remove a callback from the Observable object
  201. * @param callback the callback to remove
  202. * @param scope optional scope. If used only the callbacks with this scope will be removed
  203. * @returns false if it doesn't belong to this Observable
  204. */
  205. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  206. private _deferUnregister;
  207. private _remove;
  208. /**
  209. * Moves the observable to the top of the observer list making it get called first when notified
  210. * @param observer the observer to move
  211. */
  212. makeObserverTopPriority(observer: Observer<T>): void;
  213. /**
  214. * Moves the observable to the bottom of the observer list making it get called last when notified
  215. * @param observer the observer to move
  216. */
  217. makeObserverBottomPriority(observer: Observer<T>): void;
  218. /**
  219. * Notify all Observers by calling their respective callback with the given data
  220. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  221. * @param eventData defines the data to send to all observers
  222. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  223. * @param target defines the original target of the state
  224. * @param currentTarget defines the current target of the state
  225. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  226. */
  227. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  228. /**
  229. * Calling this will execute each callback, expecting it to be a promise or return a value.
  230. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  231. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  232. * and it is crucial that all callbacks will be executed.
  233. * The order of the callbacks is kept, callbacks are not executed parallel.
  234. *
  235. * @param eventData The data to be sent to each callback
  236. * @param mask is used to filter observers defaults to -1
  237. * @param target defines the callback target (see EventState)
  238. * @param currentTarget defines he current object in the bubbling phase
  239. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  240. */
  241. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  242. /**
  243. * Notify a specific observer
  244. * @param observer defines the observer to notify
  245. * @param eventData defines the data to be sent to each callback
  246. * @param mask is used to filter observers defaults to -1
  247. */
  248. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  249. /**
  250. * Gets a boolean indicating if the observable has at least one observer
  251. * @returns true is the Observable has at least one Observer registered
  252. */
  253. hasObservers(): boolean;
  254. /**
  255. * Clear the list of observers
  256. */
  257. clear(): void;
  258. /**
  259. * Clone the current observable
  260. * @returns a new observable
  261. */
  262. clone(): Observable<T>;
  263. /**
  264. * Does this observable handles observer registered with a given mask
  265. * @param mask defines the mask to be tested
  266. * @return whether or not one observer registered with the given mask is handeled
  267. **/
  268. hasSpecificMask(mask?: number): boolean;
  269. }
  270. }
  271. declare module "babylonjs/Misc/domManagement" {
  272. /**
  273. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  274. * Babylon.js
  275. */
  276. export class DomManagement {
  277. /**
  278. * Checks if the window object exists
  279. * @returns true if the window object exists
  280. */
  281. static IsWindowObjectExist(): boolean;
  282. /**
  283. * Extracts text content from a DOM element hierarchy
  284. * @param element defines the root element
  285. * @returns a string
  286. */
  287. static GetDOMTextContent(element: HTMLElement): string;
  288. }
  289. }
  290. declare module "babylonjs/Misc/logger" {
  291. /**
  292. * Logger used througouht the application to allow configuration of
  293. * the log level required for the messages.
  294. */
  295. export class Logger {
  296. /**
  297. * No log
  298. */
  299. static readonly NoneLogLevel: number;
  300. /**
  301. * Only message logs
  302. */
  303. static readonly MessageLogLevel: number;
  304. /**
  305. * Only warning logs
  306. */
  307. static readonly WarningLogLevel: number;
  308. /**
  309. * Only error logs
  310. */
  311. static readonly ErrorLogLevel: number;
  312. /**
  313. * All logs
  314. */
  315. static readonly AllLogLevel: number;
  316. private static _LogCache;
  317. /**
  318. * Gets a value indicating the number of loading errors
  319. * @ignorenaming
  320. */
  321. static errorsCount: number;
  322. /**
  323. * Callback called when a new log is added
  324. */
  325. static OnNewCacheEntry: (entry: string) => void;
  326. private static _AddLogEntry;
  327. private static _FormatMessage;
  328. private static _LogDisabled;
  329. private static _LogEnabled;
  330. private static _WarnDisabled;
  331. private static _WarnEnabled;
  332. private static _ErrorDisabled;
  333. private static _ErrorEnabled;
  334. /**
  335. * Log a message to the console
  336. */
  337. static Log: (message: string) => void;
  338. /**
  339. * Write a warning message to the console
  340. */
  341. static Warn: (message: string) => void;
  342. /**
  343. * Write an error message to the console
  344. */
  345. static Error: (message: string) => void;
  346. /**
  347. * Gets current log cache (list of logs)
  348. */
  349. static readonly LogCache: string;
  350. /**
  351. * Clears the log cache
  352. */
  353. static ClearLogCache(): void;
  354. /**
  355. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  356. */
  357. static LogLevels: number;
  358. }
  359. }
  360. declare module "babylonjs/Misc/typeStore" {
  361. /** @hidden */
  362. export class _TypeStore {
  363. /** @hidden */
  364. static RegisteredTypes: {
  365. [key: string]: Object;
  366. };
  367. /** @hidden */
  368. static GetClass(fqdn: string): any;
  369. }
  370. }
  371. declare module "babylonjs/Misc/deepCopier" {
  372. /**
  373. * Class containing a set of static utilities functions for deep copy.
  374. */
  375. export class DeepCopier {
  376. /**
  377. * Tries to copy an object by duplicating every property
  378. * @param source defines the source object
  379. * @param destination defines the target object
  380. * @param doNotCopyList defines a list of properties to avoid
  381. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  382. */
  383. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  384. }
  385. }
  386. declare module "babylonjs/Misc/precisionDate" {
  387. /**
  388. * Class containing a set of static utilities functions for precision date
  389. */
  390. export class PrecisionDate {
  391. /**
  392. * Gets either window.performance.now() if supported or Date.now() else
  393. */
  394. static readonly Now: number;
  395. }
  396. }
  397. declare module "babylonjs/Misc/devTools" {
  398. /** @hidden */
  399. export class _DevTools {
  400. static WarnImport(name: string): string;
  401. }
  402. }
  403. declare module "babylonjs/Misc/webRequest" {
  404. /**
  405. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  406. */
  407. export class WebRequest {
  408. private _xhr;
  409. /**
  410. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  411. * i.e. when loading files, where the server/service expects an Authorization header
  412. */
  413. static CustomRequestHeaders: {
  414. [key: string]: string;
  415. };
  416. /**
  417. * Add callback functions in this array to update all the requests before they get sent to the network
  418. */
  419. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  420. private _injectCustomRequestHeaders;
  421. /**
  422. * Gets or sets a function to be called when loading progress changes
  423. */
  424. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  425. /**
  426. * Returns client's state
  427. */
  428. readonly readyState: number;
  429. /**
  430. * Returns client's status
  431. */
  432. readonly status: number;
  433. /**
  434. * Returns client's status as a text
  435. */
  436. readonly statusText: string;
  437. /**
  438. * Returns client's response
  439. */
  440. readonly response: any;
  441. /**
  442. * Returns client's response url
  443. */
  444. readonly responseURL: string;
  445. /**
  446. * Returns client's response as text
  447. */
  448. readonly responseText: string;
  449. /**
  450. * Gets or sets the expected response type
  451. */
  452. responseType: XMLHttpRequestResponseType;
  453. /** @hidden */
  454. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  455. /** @hidden */
  456. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  457. /**
  458. * Cancels any network activity
  459. */
  460. abort(): void;
  461. /**
  462. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  463. * @param body defines an optional request body
  464. */
  465. send(body?: Document | BodyInit | null): void;
  466. /**
  467. * Sets the request method, request URL
  468. * @param method defines the method to use (GET, POST, etc..)
  469. * @param url defines the url to connect with
  470. */
  471. open(method: string, url: string): void;
  472. }
  473. }
  474. declare module "babylonjs/Misc/fileRequest" {
  475. import { Observable } from "babylonjs/Misc/observable";
  476. /**
  477. * File request interface
  478. */
  479. export interface IFileRequest {
  480. /**
  481. * Raised when the request is complete (success or error).
  482. */
  483. onCompleteObservable: Observable<IFileRequest>;
  484. /**
  485. * Aborts the request for a file.
  486. */
  487. abort: () => void;
  488. }
  489. }
  490. declare module "babylonjs/Misc/performanceMonitor" {
  491. /**
  492. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  493. */
  494. export class PerformanceMonitor {
  495. private _enabled;
  496. private _rollingFrameTime;
  497. private _lastFrameTimeMs;
  498. /**
  499. * constructor
  500. * @param frameSampleSize The number of samples required to saturate the sliding window
  501. */
  502. constructor(frameSampleSize?: number);
  503. /**
  504. * Samples current frame
  505. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  506. */
  507. sampleFrame(timeMs?: number): void;
  508. /**
  509. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  510. */
  511. readonly averageFrameTime: number;
  512. /**
  513. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  514. */
  515. readonly averageFrameTimeVariance: number;
  516. /**
  517. * Returns the frame time of the most recent frame
  518. */
  519. readonly instantaneousFrameTime: number;
  520. /**
  521. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  522. */
  523. readonly averageFPS: number;
  524. /**
  525. * Returns the average framerate in frames per second using the most recent frame time
  526. */
  527. readonly instantaneousFPS: number;
  528. /**
  529. * Returns true if enough samples have been taken to completely fill the sliding window
  530. */
  531. readonly isSaturated: boolean;
  532. /**
  533. * Enables contributions to the sliding window sample set
  534. */
  535. enable(): void;
  536. /**
  537. * Disables contributions to the sliding window sample set
  538. * Samples will not be interpolated over the disabled period
  539. */
  540. disable(): void;
  541. /**
  542. * Returns true if sampling is enabled
  543. */
  544. readonly isEnabled: boolean;
  545. /**
  546. * Resets performance monitor
  547. */
  548. reset(): void;
  549. }
  550. /**
  551. * RollingAverage
  552. *
  553. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  554. */
  555. export class RollingAverage {
  556. /**
  557. * Current average
  558. */
  559. average: number;
  560. /**
  561. * Current variance
  562. */
  563. variance: number;
  564. protected _samples: Array<number>;
  565. protected _sampleCount: number;
  566. protected _pos: number;
  567. protected _m2: number;
  568. /**
  569. * constructor
  570. * @param length The number of samples required to saturate the sliding window
  571. */
  572. constructor(length: number);
  573. /**
  574. * Adds a sample to the sample set
  575. * @param v The sample value
  576. */
  577. add(v: number): void;
  578. /**
  579. * Returns previously added values or null if outside of history or outside the sliding window domain
  580. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  581. * @return Value previously recorded with add() or null if outside of range
  582. */
  583. history(i: number): number;
  584. /**
  585. * Returns true if enough samples have been taken to completely fill the sliding window
  586. * @return true if sample-set saturated
  587. */
  588. isSaturated(): boolean;
  589. /**
  590. * Resets the rolling average (equivalent to 0 samples taken so far)
  591. */
  592. reset(): void;
  593. /**
  594. * Wraps a value around the sample range boundaries
  595. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  596. * @return Wrapped position in sample range
  597. */
  598. protected _wrapPosition(i: number): number;
  599. }
  600. }
  601. declare module "babylonjs/Misc/stringDictionary" {
  602. import { Nullable } from "babylonjs/types";
  603. /**
  604. * This class implement a typical dictionary using a string as key and the generic type T as value.
  605. * The underlying implementation relies on an associative array to ensure the best performances.
  606. * The value can be anything including 'null' but except 'undefined'
  607. */
  608. export class StringDictionary<T> {
  609. /**
  610. * This will clear this dictionary and copy the content from the 'source' one.
  611. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  612. * @param source the dictionary to take the content from and copy to this dictionary
  613. */
  614. copyFrom(source: StringDictionary<T>): void;
  615. /**
  616. * Get a value based from its key
  617. * @param key the given key to get the matching value from
  618. * @return the value if found, otherwise undefined is returned
  619. */
  620. get(key: string): T | undefined;
  621. /**
  622. * Get a value from its key or add it if it doesn't exist.
  623. * This method will ensure you that a given key/data will be present in the dictionary.
  624. * @param key the given key to get the matching value from
  625. * @param factory the factory that will create the value if the key is not present in the dictionary.
  626. * The factory will only be invoked if there's no data for the given key.
  627. * @return the value corresponding to the key.
  628. */
  629. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  630. /**
  631. * Get a value from its key if present in the dictionary otherwise add it
  632. * @param key the key to get the value from
  633. * @param val if there's no such key/value pair in the dictionary add it with this value
  634. * @return the value corresponding to the key
  635. */
  636. getOrAdd(key: string, val: T): T;
  637. /**
  638. * Check if there's a given key in the dictionary
  639. * @param key the key to check for
  640. * @return true if the key is present, false otherwise
  641. */
  642. contains(key: string): boolean;
  643. /**
  644. * Add a new key and its corresponding value
  645. * @param key the key to add
  646. * @param value the value corresponding to the key
  647. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  648. */
  649. add(key: string, value: T): boolean;
  650. /**
  651. * Update a specific value associated to a key
  652. * @param key defines the key to use
  653. * @param value defines the value to store
  654. * @returns true if the value was updated (or false if the key was not found)
  655. */
  656. set(key: string, value: T): boolean;
  657. /**
  658. * Get the element of the given key and remove it from the dictionary
  659. * @param key defines the key to search
  660. * @returns the value associated with the key or null if not found
  661. */
  662. getAndRemove(key: string): Nullable<T>;
  663. /**
  664. * Remove a key/value from the dictionary.
  665. * @param key the key to remove
  666. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  667. */
  668. remove(key: string): boolean;
  669. /**
  670. * Clear the whole content of the dictionary
  671. */
  672. clear(): void;
  673. /**
  674. * Gets the current count
  675. */
  676. readonly count: number;
  677. /**
  678. * Execute a callback on each key/val of the dictionary.
  679. * Note that you can remove any element in this dictionary in the callback implementation
  680. * @param callback the callback to execute on a given key/value pair
  681. */
  682. forEach(callback: (key: string, val: T) => void): void;
  683. /**
  684. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  685. * If the callback returns null or undefined the method will iterate to the next key/value pair
  686. * Note that you can remove any element in this dictionary in the callback implementation
  687. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  688. * @returns the first item
  689. */
  690. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  691. private _count;
  692. private _data;
  693. }
  694. }
  695. declare module "babylonjs/Meshes/dataBuffer" {
  696. /**
  697. * Class used to store gfx data (like WebGLBuffer)
  698. */
  699. export class DataBuffer {
  700. /**
  701. * Gets or sets the number of objects referencing this buffer
  702. */
  703. references: number;
  704. /** Gets or sets the size of the underlying buffer */
  705. capacity: number;
  706. /**
  707. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  708. */
  709. is32Bits: boolean;
  710. /**
  711. * Gets the underlying buffer
  712. */
  713. readonly underlyingResource: any;
  714. }
  715. }
  716. declare module "babylonjs/Meshes/buffer" {
  717. import { Nullable, DataArray } from "babylonjs/types";
  718. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  719. /**
  720. * Class used to store data that will be store in GPU memory
  721. */
  722. export class Buffer {
  723. private _engine;
  724. private _buffer;
  725. /** @hidden */
  726. _data: Nullable<DataArray>;
  727. private _updatable;
  728. private _instanced;
  729. /**
  730. * Gets the byte stride.
  731. */
  732. readonly byteStride: number;
  733. /**
  734. * Constructor
  735. * @param engine the engine
  736. * @param data the data to use for this buffer
  737. * @param updatable whether the data is updatable
  738. * @param stride the stride (optional)
  739. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  740. * @param instanced whether the buffer is instanced (optional)
  741. * @param useBytes set to true if the stride in in bytes (optional)
  742. */
  743. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  744. /**
  745. * Create a new VertexBuffer based on the current buffer
  746. * @param kind defines the vertex buffer kind (position, normal, etc.)
  747. * @param offset defines offset in the buffer (0 by default)
  748. * @param size defines the size in floats of attributes (position is 3 for instance)
  749. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  750. * @param instanced defines if the vertex buffer contains indexed data
  751. * @param useBytes defines if the offset and stride are in bytes
  752. * @returns the new vertex buffer
  753. */
  754. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  755. /**
  756. * Gets a boolean indicating if the Buffer is updatable?
  757. * @returns true if the buffer is updatable
  758. */
  759. isUpdatable(): boolean;
  760. /**
  761. * Gets current buffer's data
  762. * @returns a DataArray or null
  763. */
  764. getData(): Nullable<DataArray>;
  765. /**
  766. * Gets underlying native buffer
  767. * @returns underlying native buffer
  768. */
  769. getBuffer(): Nullable<DataBuffer>;
  770. /**
  771. * Gets the stride in float32 units (i.e. byte stride / 4).
  772. * May not be an integer if the byte stride is not divisible by 4.
  773. * DEPRECATED. Use byteStride instead.
  774. * @returns the stride in float32 units
  775. */
  776. getStrideSize(): number;
  777. /**
  778. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  779. * @param data defines the data to store
  780. */
  781. create(data?: Nullable<DataArray>): void;
  782. /** @hidden */
  783. _rebuild(): void;
  784. /**
  785. * Update current buffer data
  786. * @param data defines the data to store
  787. */
  788. update(data: DataArray): void;
  789. /**
  790. * Updates the data directly.
  791. * @param data the new data
  792. * @param offset the new offset
  793. * @param vertexCount the vertex count (optional)
  794. * @param useBytes set to true if the offset is in bytes
  795. */
  796. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  797. /**
  798. * Release all resources
  799. */
  800. dispose(): void;
  801. }
  802. /**
  803. * Specialized buffer used to store vertex data
  804. */
  805. export class VertexBuffer {
  806. /** @hidden */
  807. _buffer: Buffer;
  808. private _kind;
  809. private _size;
  810. private _ownsBuffer;
  811. private _instanced;
  812. private _instanceDivisor;
  813. /**
  814. * The byte type.
  815. */
  816. static readonly BYTE: number;
  817. /**
  818. * The unsigned byte type.
  819. */
  820. static readonly UNSIGNED_BYTE: number;
  821. /**
  822. * The short type.
  823. */
  824. static readonly SHORT: number;
  825. /**
  826. * The unsigned short type.
  827. */
  828. static readonly UNSIGNED_SHORT: number;
  829. /**
  830. * The integer type.
  831. */
  832. static readonly INT: number;
  833. /**
  834. * The unsigned integer type.
  835. */
  836. static readonly UNSIGNED_INT: number;
  837. /**
  838. * The float type.
  839. */
  840. static readonly FLOAT: number;
  841. /**
  842. * Gets or sets the instance divisor when in instanced mode
  843. */
  844. instanceDivisor: number;
  845. /**
  846. * Gets the byte stride.
  847. */
  848. readonly byteStride: number;
  849. /**
  850. * Gets the byte offset.
  851. */
  852. readonly byteOffset: number;
  853. /**
  854. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  855. */
  856. readonly normalized: boolean;
  857. /**
  858. * Gets the data type of each component in the array.
  859. */
  860. readonly type: number;
  861. /**
  862. * Constructor
  863. * @param engine the engine
  864. * @param data the data to use for this vertex buffer
  865. * @param kind the vertex buffer kind
  866. * @param updatable whether the data is updatable
  867. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  868. * @param stride the stride (optional)
  869. * @param instanced whether the buffer is instanced (optional)
  870. * @param offset the offset of the data (optional)
  871. * @param size the number of components (optional)
  872. * @param type the type of the component (optional)
  873. * @param normalized whether the data contains normalized data (optional)
  874. * @param useBytes set to true if stride and offset are in bytes (optional)
  875. */
  876. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean);
  877. /** @hidden */
  878. _rebuild(): void;
  879. /**
  880. * Returns the kind of the VertexBuffer (string)
  881. * @returns a string
  882. */
  883. getKind(): string;
  884. /**
  885. * Gets a boolean indicating if the VertexBuffer is updatable?
  886. * @returns true if the buffer is updatable
  887. */
  888. isUpdatable(): boolean;
  889. /**
  890. * Gets current buffer's data
  891. * @returns a DataArray or null
  892. */
  893. getData(): Nullable<DataArray>;
  894. /**
  895. * Gets underlying native buffer
  896. * @returns underlying native buffer
  897. */
  898. getBuffer(): Nullable<DataBuffer>;
  899. /**
  900. * Gets the stride in float32 units (i.e. byte stride / 4).
  901. * May not be an integer if the byte stride is not divisible by 4.
  902. * DEPRECATED. Use byteStride instead.
  903. * @returns the stride in float32 units
  904. */
  905. getStrideSize(): number;
  906. /**
  907. * Returns the offset as a multiple of the type byte length.
  908. * DEPRECATED. Use byteOffset instead.
  909. * @returns the offset in bytes
  910. */
  911. getOffset(): number;
  912. /**
  913. * Returns the number of components per vertex attribute (integer)
  914. * @returns the size in float
  915. */
  916. getSize(): number;
  917. /**
  918. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  919. * @returns true if this buffer is instanced
  920. */
  921. getIsInstanced(): boolean;
  922. /**
  923. * Returns the instancing divisor, zero for non-instanced (integer).
  924. * @returns a number
  925. */
  926. getInstanceDivisor(): number;
  927. /**
  928. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  929. * @param data defines the data to store
  930. */
  931. create(data?: DataArray): void;
  932. /**
  933. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  934. * This function will create a new buffer if the current one is not updatable
  935. * @param data defines the data to store
  936. */
  937. update(data: DataArray): void;
  938. /**
  939. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  940. * Returns the directly updated WebGLBuffer.
  941. * @param data the new data
  942. * @param offset the new offset
  943. * @param useBytes set to true if the offset is in bytes
  944. */
  945. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  946. /**
  947. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  948. */
  949. dispose(): void;
  950. /**
  951. * Enumerates each value of this vertex buffer as numbers.
  952. * @param count the number of values to enumerate
  953. * @param callback the callback function called for each value
  954. */
  955. forEach(count: number, callback: (value: number, index: number) => void): void;
  956. /**
  957. * Positions
  958. */
  959. static readonly PositionKind: string;
  960. /**
  961. * Normals
  962. */
  963. static readonly NormalKind: string;
  964. /**
  965. * Tangents
  966. */
  967. static readonly TangentKind: string;
  968. /**
  969. * Texture coordinates
  970. */
  971. static readonly UVKind: string;
  972. /**
  973. * Texture coordinates 2
  974. */
  975. static readonly UV2Kind: string;
  976. /**
  977. * Texture coordinates 3
  978. */
  979. static readonly UV3Kind: string;
  980. /**
  981. * Texture coordinates 4
  982. */
  983. static readonly UV4Kind: string;
  984. /**
  985. * Texture coordinates 5
  986. */
  987. static readonly UV5Kind: string;
  988. /**
  989. * Texture coordinates 6
  990. */
  991. static readonly UV6Kind: string;
  992. /**
  993. * Colors
  994. */
  995. static readonly ColorKind: string;
  996. /**
  997. * Matrix indices (for bones)
  998. */
  999. static readonly MatricesIndicesKind: string;
  1000. /**
  1001. * Matrix weights (for bones)
  1002. */
  1003. static readonly MatricesWeightsKind: string;
  1004. /**
  1005. * Additional matrix indices (for bones)
  1006. */
  1007. static readonly MatricesIndicesExtraKind: string;
  1008. /**
  1009. * Additional matrix weights (for bones)
  1010. */
  1011. static readonly MatricesWeightsExtraKind: string;
  1012. /**
  1013. * Deduces the stride given a kind.
  1014. * @param kind The kind string to deduce
  1015. * @returns The deduced stride
  1016. */
  1017. static DeduceStride(kind: string): number;
  1018. /**
  1019. * Gets the byte length of the given type.
  1020. * @param type the type
  1021. * @returns the number of bytes
  1022. */
  1023. static GetTypeByteLength(type: number): number;
  1024. /**
  1025. * Enumerates each value of the given parameters as numbers.
  1026. * @param data the data to enumerate
  1027. * @param byteOffset the byte offset of the data
  1028. * @param byteStride the byte stride of the data
  1029. * @param componentCount the number of components per element
  1030. * @param componentType the type of the component
  1031. * @param count the number of values to enumerate
  1032. * @param normalized whether the data is normalized
  1033. * @param callback the callback function called for each value
  1034. */
  1035. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  1036. private static _GetFloatValue;
  1037. }
  1038. }
  1039. declare module "babylonjs/Maths/math.scalar" {
  1040. /**
  1041. * Scalar computation library
  1042. */
  1043. export class Scalar {
  1044. /**
  1045. * Two pi constants convenient for computation.
  1046. */
  1047. static TwoPi: number;
  1048. /**
  1049. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1050. * @param a number
  1051. * @param b number
  1052. * @param epsilon (default = 1.401298E-45)
  1053. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1054. */
  1055. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1056. /**
  1057. * Returns a string : the upper case translation of the number i to hexadecimal.
  1058. * @param i number
  1059. * @returns the upper case translation of the number i to hexadecimal.
  1060. */
  1061. static ToHex(i: number): string;
  1062. /**
  1063. * Returns -1 if value is negative and +1 is value is positive.
  1064. * @param value the value
  1065. * @returns the value itself if it's equal to zero.
  1066. */
  1067. static Sign(value: number): number;
  1068. /**
  1069. * Returns the value itself if it's between min and max.
  1070. * Returns min if the value is lower than min.
  1071. * Returns max if the value is greater than max.
  1072. * @param value the value to clmap
  1073. * @param min the min value to clamp to (default: 0)
  1074. * @param max the max value to clamp to (default: 1)
  1075. * @returns the clamped value
  1076. */
  1077. static Clamp(value: number, min?: number, max?: number): number;
  1078. /**
  1079. * the log2 of value.
  1080. * @param value the value to compute log2 of
  1081. * @returns the log2 of value.
  1082. */
  1083. static Log2(value: number): number;
  1084. /**
  1085. * Loops the value, so that it is never larger than length and never smaller than 0.
  1086. *
  1087. * This is similar to the modulo operator but it works with floating point numbers.
  1088. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1089. * With t = 5 and length = 2.5, the result would be 0.0.
  1090. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1091. * @param value the value
  1092. * @param length the length
  1093. * @returns the looped value
  1094. */
  1095. static Repeat(value: number, length: number): number;
  1096. /**
  1097. * Normalize the value between 0.0 and 1.0 using min and max values
  1098. * @param value value to normalize
  1099. * @param min max to normalize between
  1100. * @param max min to normalize between
  1101. * @returns the normalized value
  1102. */
  1103. static Normalize(value: number, min: number, max: number): number;
  1104. /**
  1105. * Denormalize the value from 0.0 and 1.0 using min and max values
  1106. * @param normalized value to denormalize
  1107. * @param min max to denormalize between
  1108. * @param max min to denormalize between
  1109. * @returns the denormalized value
  1110. */
  1111. static Denormalize(normalized: number, min: number, max: number): number;
  1112. /**
  1113. * Calculates the shortest difference between two given angles given in degrees.
  1114. * @param current current angle in degrees
  1115. * @param target target angle in degrees
  1116. * @returns the delta
  1117. */
  1118. static DeltaAngle(current: number, target: number): number;
  1119. /**
  1120. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1121. * @param tx value
  1122. * @param length length
  1123. * @returns The returned value will move back and forth between 0 and length
  1124. */
  1125. static PingPong(tx: number, length: number): number;
  1126. /**
  1127. * Interpolates between min and max with smoothing at the limits.
  1128. *
  1129. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1130. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1131. * @param from from
  1132. * @param to to
  1133. * @param tx value
  1134. * @returns the smooth stepped value
  1135. */
  1136. static SmoothStep(from: number, to: number, tx: number): number;
  1137. /**
  1138. * Moves a value current towards target.
  1139. *
  1140. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1141. * Negative values of maxDelta pushes the value away from target.
  1142. * @param current current value
  1143. * @param target target value
  1144. * @param maxDelta max distance to move
  1145. * @returns resulting value
  1146. */
  1147. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1148. /**
  1149. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1150. *
  1151. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1152. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1153. * @param current current value
  1154. * @param target target value
  1155. * @param maxDelta max distance to move
  1156. * @returns resulting angle
  1157. */
  1158. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1159. /**
  1160. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1161. * @param start start value
  1162. * @param end target value
  1163. * @param amount amount to lerp between
  1164. * @returns the lerped value
  1165. */
  1166. static Lerp(start: number, end: number, amount: number): number;
  1167. /**
  1168. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1169. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1170. * @param start start value
  1171. * @param end target value
  1172. * @param amount amount to lerp between
  1173. * @returns the lerped value
  1174. */
  1175. static LerpAngle(start: number, end: number, amount: number): number;
  1176. /**
  1177. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1178. * @param a start value
  1179. * @param b target value
  1180. * @param value value between a and b
  1181. * @returns the inverseLerp value
  1182. */
  1183. static InverseLerp(a: number, b: number, value: number): number;
  1184. /**
  1185. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1186. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1187. * @param value1 spline value
  1188. * @param tangent1 spline value
  1189. * @param value2 spline value
  1190. * @param tangent2 spline value
  1191. * @param amount input value
  1192. * @returns hermite result
  1193. */
  1194. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1195. /**
  1196. * Returns a random float number between and min and max values
  1197. * @param min min value of random
  1198. * @param max max value of random
  1199. * @returns random value
  1200. */
  1201. static RandomRange(min: number, max: number): number;
  1202. /**
  1203. * This function returns percentage of a number in a given range.
  1204. *
  1205. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1206. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1207. * @param number to convert to percentage
  1208. * @param min min range
  1209. * @param max max range
  1210. * @returns the percentage
  1211. */
  1212. static RangeToPercent(number: number, min: number, max: number): number;
  1213. /**
  1214. * This function returns number that corresponds to the percentage in a given range.
  1215. *
  1216. * PercentToRange(0.34,0,100) will return 34.
  1217. * @param percent to convert to number
  1218. * @param min min range
  1219. * @param max max range
  1220. * @returns the number
  1221. */
  1222. static PercentToRange(percent: number, min: number, max: number): number;
  1223. /**
  1224. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1225. * @param angle The angle to normalize in radian.
  1226. * @return The converted angle.
  1227. */
  1228. static NormalizeRadians(angle: number): number;
  1229. }
  1230. }
  1231. declare module "babylonjs/Maths/math.constants" {
  1232. /**
  1233. * Constant used to convert a value to gamma space
  1234. * @ignorenaming
  1235. */
  1236. export const ToGammaSpace: number;
  1237. /**
  1238. * Constant used to convert a value to linear space
  1239. * @ignorenaming
  1240. */
  1241. export const ToLinearSpace = 2.2;
  1242. /**
  1243. * Constant used to define the minimal number value in Babylon.js
  1244. * @ignorenaming
  1245. */
  1246. let Epsilon: number;
  1247. export { Epsilon };
  1248. }
  1249. declare module "babylonjs/Maths/math.viewport" {
  1250. /**
  1251. * Class used to represent a viewport on screen
  1252. */
  1253. export class Viewport {
  1254. /** viewport left coordinate */
  1255. x: number;
  1256. /** viewport top coordinate */
  1257. y: number;
  1258. /**viewport width */
  1259. width: number;
  1260. /** viewport height */
  1261. height: number;
  1262. /**
  1263. * Creates a Viewport object located at (x, y) and sized (width, height)
  1264. * @param x defines viewport left coordinate
  1265. * @param y defines viewport top coordinate
  1266. * @param width defines the viewport width
  1267. * @param height defines the viewport height
  1268. */
  1269. constructor(
  1270. /** viewport left coordinate */
  1271. x: number,
  1272. /** viewport top coordinate */
  1273. y: number,
  1274. /**viewport width */
  1275. width: number,
  1276. /** viewport height */
  1277. height: number);
  1278. /**
  1279. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1280. * @param renderWidth defines the rendering width
  1281. * @param renderHeight defines the rendering height
  1282. * @returns a new Viewport
  1283. */
  1284. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1285. /**
  1286. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1287. * @param renderWidth defines the rendering width
  1288. * @param renderHeight defines the rendering height
  1289. * @param ref defines the target viewport
  1290. * @returns the current viewport
  1291. */
  1292. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1293. /**
  1294. * Returns a new Viewport copied from the current one
  1295. * @returns a new Viewport
  1296. */
  1297. clone(): Viewport;
  1298. }
  1299. }
  1300. declare module "babylonjs/Misc/arrayTools" {
  1301. /**
  1302. * Class containing a set of static utilities functions for arrays.
  1303. */
  1304. export class ArrayTools {
  1305. /**
  1306. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1307. * @param size the number of element to construct and put in the array
  1308. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1309. * @returns a new array filled with new objects
  1310. */
  1311. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1312. }
  1313. }
  1314. declare module "babylonjs/Maths/math.like" {
  1315. import { float, int, DeepImmutable } from "babylonjs/types";
  1316. /**
  1317. * @hidden
  1318. */
  1319. export interface IColor4Like {
  1320. r: float;
  1321. g: float;
  1322. b: float;
  1323. a: float;
  1324. }
  1325. /**
  1326. * @hidden
  1327. */
  1328. export interface IColor3Like {
  1329. r: float;
  1330. g: float;
  1331. b: float;
  1332. }
  1333. /**
  1334. * @hidden
  1335. */
  1336. export interface IVector4Like {
  1337. x: float;
  1338. y: float;
  1339. z: float;
  1340. w: float;
  1341. }
  1342. /**
  1343. * @hidden
  1344. */
  1345. export interface IVector3Like {
  1346. x: float;
  1347. y: float;
  1348. z: float;
  1349. }
  1350. /**
  1351. * @hidden
  1352. */
  1353. export interface IVector2Like {
  1354. x: float;
  1355. y: float;
  1356. }
  1357. /**
  1358. * @hidden
  1359. */
  1360. export interface IMatrixLike {
  1361. toArray(): DeepImmutable<Float32Array>;
  1362. updateFlag: int;
  1363. }
  1364. /**
  1365. * @hidden
  1366. */
  1367. export interface IViewportLike {
  1368. x: float;
  1369. y: float;
  1370. width: float;
  1371. height: float;
  1372. }
  1373. /**
  1374. * @hidden
  1375. */
  1376. export interface IPlaneLike {
  1377. normal: IVector3Like;
  1378. d: float;
  1379. normalize(): void;
  1380. }
  1381. }
  1382. declare module "babylonjs/Maths/math.vector" {
  1383. import { Viewport } from "babylonjs/Maths/math.viewport";
  1384. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1385. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1386. /**
  1387. * Class representing a vector containing 2 coordinates
  1388. */
  1389. export class Vector2 {
  1390. /** defines the first coordinate */
  1391. x: number;
  1392. /** defines the second coordinate */
  1393. y: number;
  1394. /**
  1395. * Creates a new Vector2 from the given x and y coordinates
  1396. * @param x defines the first coordinate
  1397. * @param y defines the second coordinate
  1398. */
  1399. constructor(
  1400. /** defines the first coordinate */
  1401. x?: number,
  1402. /** defines the second coordinate */
  1403. y?: number);
  1404. /**
  1405. * Gets a string with the Vector2 coordinates
  1406. * @returns a string with the Vector2 coordinates
  1407. */
  1408. toString(): string;
  1409. /**
  1410. * Gets class name
  1411. * @returns the string "Vector2"
  1412. */
  1413. getClassName(): string;
  1414. /**
  1415. * Gets current vector hash code
  1416. * @returns the Vector2 hash code as a number
  1417. */
  1418. getHashCode(): number;
  1419. /**
  1420. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1421. * @param array defines the source array
  1422. * @param index defines the offset in source array
  1423. * @returns the current Vector2
  1424. */
  1425. toArray(array: FloatArray, index?: number): Vector2;
  1426. /**
  1427. * Copy the current vector to an array
  1428. * @returns a new array with 2 elements: the Vector2 coordinates.
  1429. */
  1430. asArray(): number[];
  1431. /**
  1432. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1433. * @param source defines the source Vector2
  1434. * @returns the current updated Vector2
  1435. */
  1436. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1437. /**
  1438. * Sets the Vector2 coordinates with the given floats
  1439. * @param x defines the first coordinate
  1440. * @param y defines the second coordinate
  1441. * @returns the current updated Vector2
  1442. */
  1443. copyFromFloats(x: number, y: number): Vector2;
  1444. /**
  1445. * Sets the Vector2 coordinates with the given floats
  1446. * @param x defines the first coordinate
  1447. * @param y defines the second coordinate
  1448. * @returns the current updated Vector2
  1449. */
  1450. set(x: number, y: number): Vector2;
  1451. /**
  1452. * Add another vector with the current one
  1453. * @param otherVector defines the other vector
  1454. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1455. */
  1456. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1457. /**
  1458. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  1459. * @param otherVector defines the other vector
  1460. * @param result defines the target vector
  1461. * @returns the unmodified current Vector2
  1462. */
  1463. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1464. /**
  1465. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  1466. * @param otherVector defines the other vector
  1467. * @returns the current updated Vector2
  1468. */
  1469. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1470. /**
  1471. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  1472. * @param otherVector defines the other vector
  1473. * @returns a new Vector2
  1474. */
  1475. addVector3(otherVector: Vector3): Vector2;
  1476. /**
  1477. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  1478. * @param otherVector defines the other vector
  1479. * @returns a new Vector2
  1480. */
  1481. subtract(otherVector: Vector2): Vector2;
  1482. /**
  1483. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  1484. * @param otherVector defines the other vector
  1485. * @param result defines the target vector
  1486. * @returns the unmodified current Vector2
  1487. */
  1488. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1489. /**
  1490. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  1491. * @param otherVector defines the other vector
  1492. * @returns the current updated Vector2
  1493. */
  1494. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1495. /**
  1496. * Multiplies in place the current Vector2 coordinates by the given ones
  1497. * @param otherVector defines the other vector
  1498. * @returns the current updated Vector2
  1499. */
  1500. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1501. /**
  1502. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  1503. * @param otherVector defines the other vector
  1504. * @returns a new Vector2
  1505. */
  1506. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  1507. /**
  1508. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  1509. * @param otherVector defines the other vector
  1510. * @param result defines the target vector
  1511. * @returns the unmodified current Vector2
  1512. */
  1513. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1514. /**
  1515. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  1516. * @param x defines the first coordinate
  1517. * @param y defines the second coordinate
  1518. * @returns a new Vector2
  1519. */
  1520. multiplyByFloats(x: number, y: number): Vector2;
  1521. /**
  1522. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  1523. * @param otherVector defines the other vector
  1524. * @returns a new Vector2
  1525. */
  1526. divide(otherVector: Vector2): Vector2;
  1527. /**
  1528. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  1529. * @param otherVector defines the other vector
  1530. * @param result defines the target vector
  1531. * @returns the unmodified current Vector2
  1532. */
  1533. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  1534. /**
  1535. * Divides the current Vector2 coordinates by the given ones
  1536. * @param otherVector defines the other vector
  1537. * @returns the current updated Vector2
  1538. */
  1539. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  1540. /**
  1541. * Gets a new Vector2 with current Vector2 negated coordinates
  1542. * @returns a new Vector2
  1543. */
  1544. negate(): Vector2;
  1545. /**
  1546. * Multiply the Vector2 coordinates by scale
  1547. * @param scale defines the scaling factor
  1548. * @returns the current updated Vector2
  1549. */
  1550. scaleInPlace(scale: number): Vector2;
  1551. /**
  1552. * Returns a new Vector2 scaled by "scale" from the current Vector2
  1553. * @param scale defines the scaling factor
  1554. * @returns a new Vector2
  1555. */
  1556. scale(scale: number): Vector2;
  1557. /**
  1558. * Scale the current Vector2 values by a factor to a given Vector2
  1559. * @param scale defines the scale factor
  1560. * @param result defines the Vector2 object where to store the result
  1561. * @returns the unmodified current Vector2
  1562. */
  1563. scaleToRef(scale: number, result: Vector2): Vector2;
  1564. /**
  1565. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  1566. * @param scale defines the scale factor
  1567. * @param result defines the Vector2 object where to store the result
  1568. * @returns the unmodified current Vector2
  1569. */
  1570. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  1571. /**
  1572. * Gets a boolean if two vectors are equals
  1573. * @param otherVector defines the other vector
  1574. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  1575. */
  1576. equals(otherVector: DeepImmutable<Vector2>): boolean;
  1577. /**
  1578. * Gets a boolean if two vectors are equals (using an epsilon value)
  1579. * @param otherVector defines the other vector
  1580. * @param epsilon defines the minimal distance to consider equality
  1581. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  1582. */
  1583. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  1584. /**
  1585. * Gets a new Vector2 from current Vector2 floored values
  1586. * @returns a new Vector2
  1587. */
  1588. floor(): Vector2;
  1589. /**
  1590. * Gets a new Vector2 from current Vector2 floored values
  1591. * @returns a new Vector2
  1592. */
  1593. fract(): Vector2;
  1594. /**
  1595. * Gets the length of the vector
  1596. * @returns the vector length (float)
  1597. */
  1598. length(): number;
  1599. /**
  1600. * Gets the vector squared length
  1601. * @returns the vector squared length (float)
  1602. */
  1603. lengthSquared(): number;
  1604. /**
  1605. * Normalize the vector
  1606. * @returns the current updated Vector2
  1607. */
  1608. normalize(): Vector2;
  1609. /**
  1610. * Gets a new Vector2 copied from the Vector2
  1611. * @returns a new Vector2
  1612. */
  1613. clone(): Vector2;
  1614. /**
  1615. * Gets a new Vector2(0, 0)
  1616. * @returns a new Vector2
  1617. */
  1618. static Zero(): Vector2;
  1619. /**
  1620. * Gets a new Vector2(1, 1)
  1621. * @returns a new Vector2
  1622. */
  1623. static One(): Vector2;
  1624. /**
  1625. * Gets a new Vector2 set from the given index element of the given array
  1626. * @param array defines the data source
  1627. * @param offset defines the offset in the data source
  1628. * @returns a new Vector2
  1629. */
  1630. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  1631. /**
  1632. * Sets "result" from the given index element of the given array
  1633. * @param array defines the data source
  1634. * @param offset defines the offset in the data source
  1635. * @param result defines the target vector
  1636. */
  1637. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  1638. /**
  1639. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  1640. * @param value1 defines 1st point of control
  1641. * @param value2 defines 2nd point of control
  1642. * @param value3 defines 3rd point of control
  1643. * @param value4 defines 4th point of control
  1644. * @param amount defines the interpolation factor
  1645. * @returns a new Vector2
  1646. */
  1647. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  1648. /**
  1649. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  1650. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  1651. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  1652. * @param value defines the value to clamp
  1653. * @param min defines the lower limit
  1654. * @param max defines the upper limit
  1655. * @returns a new Vector2
  1656. */
  1657. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  1658. /**
  1659. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  1660. * @param value1 defines the 1st control point
  1661. * @param tangent1 defines the outgoing tangent
  1662. * @param value2 defines the 2nd control point
  1663. * @param tangent2 defines the incoming tangent
  1664. * @param amount defines the interpolation factor
  1665. * @returns a new Vector2
  1666. */
  1667. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  1668. /**
  1669. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  1670. * @param start defines the start vector
  1671. * @param end defines the end vector
  1672. * @param amount defines the interpolation factor
  1673. * @returns a new Vector2
  1674. */
  1675. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  1676. /**
  1677. * Gets the dot product of the vector "left" and the vector "right"
  1678. * @param left defines first vector
  1679. * @param right defines second vector
  1680. * @returns the dot product (float)
  1681. */
  1682. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  1683. /**
  1684. * Returns a new Vector2 equal to the normalized given vector
  1685. * @param vector defines the vector to normalize
  1686. * @returns a new Vector2
  1687. */
  1688. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  1689. /**
  1690. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  1691. * @param left defines 1st vector
  1692. * @param right defines 2nd vector
  1693. * @returns a new Vector2
  1694. */
  1695. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1696. /**
  1697. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  1698. * @param left defines 1st vector
  1699. * @param right defines 2nd vector
  1700. * @returns a new Vector2
  1701. */
  1702. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  1703. /**
  1704. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  1705. * @param vector defines the vector to transform
  1706. * @param transformation defines the matrix to apply
  1707. * @returns a new Vector2
  1708. */
  1709. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  1710. /**
  1711. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  1712. * @param vector defines the vector to transform
  1713. * @param transformation defines the matrix to apply
  1714. * @param result defines the target vector
  1715. */
  1716. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  1717. /**
  1718. * Determines if a given vector is included in a triangle
  1719. * @param p defines the vector to test
  1720. * @param p0 defines 1st triangle point
  1721. * @param p1 defines 2nd triangle point
  1722. * @param p2 defines 3rd triangle point
  1723. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  1724. */
  1725. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  1726. /**
  1727. * Gets the distance between the vectors "value1" and "value2"
  1728. * @param value1 defines first vector
  1729. * @param value2 defines second vector
  1730. * @returns the distance between vectors
  1731. */
  1732. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1733. /**
  1734. * Returns the squared distance between the vectors "value1" and "value2"
  1735. * @param value1 defines first vector
  1736. * @param value2 defines second vector
  1737. * @returns the squared distance between vectors
  1738. */
  1739. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  1740. /**
  1741. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  1742. * @param value1 defines first vector
  1743. * @param value2 defines second vector
  1744. * @returns a new Vector2
  1745. */
  1746. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  1747. /**
  1748. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  1749. * @param p defines the middle point
  1750. * @param segA defines one point of the segment
  1751. * @param segB defines the other point of the segment
  1752. * @returns the shortest distance
  1753. */
  1754. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  1755. }
  1756. /**
  1757. * Classed used to store (x,y,z) vector representation
  1758. * A Vector3 is the main object used in 3D geometry
  1759. * It can represent etiher the coordinates of a point the space, either a direction
  1760. * Reminder: js uses a left handed forward facing system
  1761. */
  1762. export class Vector3 {
  1763. /**
  1764. * Defines the first coordinates (on X axis)
  1765. */
  1766. x: number;
  1767. /**
  1768. * Defines the second coordinates (on Y axis)
  1769. */
  1770. y: number;
  1771. /**
  1772. * Defines the third coordinates (on Z axis)
  1773. */
  1774. z: number;
  1775. private static _UpReadOnly;
  1776. private static _ZeroReadOnly;
  1777. /**
  1778. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  1779. * @param x defines the first coordinates (on X axis)
  1780. * @param y defines the second coordinates (on Y axis)
  1781. * @param z defines the third coordinates (on Z axis)
  1782. */
  1783. constructor(
  1784. /**
  1785. * Defines the first coordinates (on X axis)
  1786. */
  1787. x?: number,
  1788. /**
  1789. * Defines the second coordinates (on Y axis)
  1790. */
  1791. y?: number,
  1792. /**
  1793. * Defines the third coordinates (on Z axis)
  1794. */
  1795. z?: number);
  1796. /**
  1797. * Creates a string representation of the Vector3
  1798. * @returns a string with the Vector3 coordinates.
  1799. */
  1800. toString(): string;
  1801. /**
  1802. * Gets the class name
  1803. * @returns the string "Vector3"
  1804. */
  1805. getClassName(): string;
  1806. /**
  1807. * Creates the Vector3 hash code
  1808. * @returns a number which tends to be unique between Vector3 instances
  1809. */
  1810. getHashCode(): number;
  1811. /**
  1812. * Creates an array containing three elements : the coordinates of the Vector3
  1813. * @returns a new array of numbers
  1814. */
  1815. asArray(): number[];
  1816. /**
  1817. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  1818. * @param array defines the destination array
  1819. * @param index defines the offset in the destination array
  1820. * @returns the current Vector3
  1821. */
  1822. toArray(array: FloatArray, index?: number): Vector3;
  1823. /**
  1824. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  1825. * @returns a new Quaternion object, computed from the Vector3 coordinates
  1826. */
  1827. toQuaternion(): Quaternion;
  1828. /**
  1829. * Adds the given vector to the current Vector3
  1830. * @param otherVector defines the second operand
  1831. * @returns the current updated Vector3
  1832. */
  1833. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1834. /**
  1835. * Adds the given coordinates to the current Vector3
  1836. * @param x defines the x coordinate of the operand
  1837. * @param y defines the y coordinate of the operand
  1838. * @param z defines the z coordinate of the operand
  1839. * @returns the current updated Vector3
  1840. */
  1841. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  1842. /**
  1843. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  1844. * @param otherVector defines the second operand
  1845. * @returns the resulting Vector3
  1846. */
  1847. add(otherVector: DeepImmutable<Vector3>): Vector3;
  1848. /**
  1849. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  1850. * @param otherVector defines the second operand
  1851. * @param result defines the Vector3 object where to store the result
  1852. * @returns the current Vector3
  1853. */
  1854. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1855. /**
  1856. * Subtract the given vector from the current Vector3
  1857. * @param otherVector defines the second operand
  1858. * @returns the current updated Vector3
  1859. */
  1860. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1861. /**
  1862. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  1863. * @param otherVector defines the second operand
  1864. * @returns the resulting Vector3
  1865. */
  1866. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  1867. /**
  1868. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  1869. * @param otherVector defines the second operand
  1870. * @param result defines the Vector3 object where to store the result
  1871. * @returns the current Vector3
  1872. */
  1873. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1874. /**
  1875. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  1876. * @param x defines the x coordinate of the operand
  1877. * @param y defines the y coordinate of the operand
  1878. * @param z defines the z coordinate of the operand
  1879. * @returns the resulting Vector3
  1880. */
  1881. subtractFromFloats(x: number, y: number, z: number): Vector3;
  1882. /**
  1883. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  1884. * @param x defines the x coordinate of the operand
  1885. * @param y defines the y coordinate of the operand
  1886. * @param z defines the z coordinate of the operand
  1887. * @param result defines the Vector3 object where to store the result
  1888. * @returns the current Vector3
  1889. */
  1890. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  1891. /**
  1892. * Gets a new Vector3 set with the current Vector3 negated coordinates
  1893. * @returns a new Vector3
  1894. */
  1895. negate(): Vector3;
  1896. /**
  1897. * Multiplies the Vector3 coordinates by the float "scale"
  1898. * @param scale defines the multiplier factor
  1899. * @returns the current updated Vector3
  1900. */
  1901. scaleInPlace(scale: number): Vector3;
  1902. /**
  1903. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  1904. * @param scale defines the multiplier factor
  1905. * @returns a new Vector3
  1906. */
  1907. scale(scale: number): Vector3;
  1908. /**
  1909. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  1910. * @param scale defines the multiplier factor
  1911. * @param result defines the Vector3 object where to store the result
  1912. * @returns the current Vector3
  1913. */
  1914. scaleToRef(scale: number, result: Vector3): Vector3;
  1915. /**
  1916. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  1917. * @param scale defines the scale factor
  1918. * @param result defines the Vector3 object where to store the result
  1919. * @returns the unmodified current Vector3
  1920. */
  1921. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  1922. /**
  1923. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  1924. * @param otherVector defines the second operand
  1925. * @returns true if both vectors are equals
  1926. */
  1927. equals(otherVector: DeepImmutable<Vector3>): boolean;
  1928. /**
  1929. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  1930. * @param otherVector defines the second operand
  1931. * @param epsilon defines the minimal distance to define values as equals
  1932. * @returns true if both vectors are distant less than epsilon
  1933. */
  1934. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  1935. /**
  1936. * Returns true if the current Vector3 coordinates equals the given floats
  1937. * @param x defines the x coordinate of the operand
  1938. * @param y defines the y coordinate of the operand
  1939. * @param z defines the z coordinate of the operand
  1940. * @returns true if both vectors are equals
  1941. */
  1942. equalsToFloats(x: number, y: number, z: number): boolean;
  1943. /**
  1944. * Multiplies the current Vector3 coordinates by the given ones
  1945. * @param otherVector defines the second operand
  1946. * @returns the current updated Vector3
  1947. */
  1948. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  1949. /**
  1950. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  1951. * @param otherVector defines the second operand
  1952. * @returns the new Vector3
  1953. */
  1954. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  1955. /**
  1956. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  1957. * @param otherVector defines the second operand
  1958. * @param result defines the Vector3 object where to store the result
  1959. * @returns the current Vector3
  1960. */
  1961. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1962. /**
  1963. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  1964. * @param x defines the x coordinate of the operand
  1965. * @param y defines the y coordinate of the operand
  1966. * @param z defines the z coordinate of the operand
  1967. * @returns the new Vector3
  1968. */
  1969. multiplyByFloats(x: number, y: number, z: number): Vector3;
  1970. /**
  1971. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  1972. * @param otherVector defines the second operand
  1973. * @returns the new Vector3
  1974. */
  1975. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  1976. /**
  1977. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  1978. * @param otherVector defines the second operand
  1979. * @param result defines the Vector3 object where to store the result
  1980. * @returns the current Vector3
  1981. */
  1982. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  1983. /**
  1984. * Divides the current Vector3 coordinates by the given ones.
  1985. * @param otherVector defines the second operand
  1986. * @returns the current updated Vector3
  1987. */
  1988. divideInPlace(otherVector: Vector3): Vector3;
  1989. /**
  1990. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  1991. * @param other defines the second operand
  1992. * @returns the current updated Vector3
  1993. */
  1994. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  1995. /**
  1996. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  1997. * @param other defines the second operand
  1998. * @returns the current updated Vector3
  1999. */
  2000. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2001. /**
  2002. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2003. * @param x defines the x coordinate of the operand
  2004. * @param y defines the y coordinate of the operand
  2005. * @param z defines the z coordinate of the operand
  2006. * @returns the current updated Vector3
  2007. */
  2008. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2009. /**
  2010. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2011. * @param x defines the x coordinate of the operand
  2012. * @param y defines the y coordinate of the operand
  2013. * @param z defines the z coordinate of the operand
  2014. * @returns the current updated Vector3
  2015. */
  2016. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2017. /**
  2018. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2019. * Check if is non uniform within a certain amount of decimal places to account for this
  2020. * @param epsilon the amount the values can differ
  2021. * @returns if the the vector is non uniform to a certain number of decimal places
  2022. */
  2023. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2024. /**
  2025. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2026. */
  2027. readonly isNonUniform: boolean;
  2028. /**
  2029. * Gets a new Vector3 from current Vector3 floored values
  2030. * @returns a new Vector3
  2031. */
  2032. floor(): Vector3;
  2033. /**
  2034. * Gets a new Vector3 from current Vector3 floored values
  2035. * @returns a new Vector3
  2036. */
  2037. fract(): Vector3;
  2038. /**
  2039. * Gets the length of the Vector3
  2040. * @returns the length of the Vector3
  2041. */
  2042. length(): number;
  2043. /**
  2044. * Gets the squared length of the Vector3
  2045. * @returns squared length of the Vector3
  2046. */
  2047. lengthSquared(): number;
  2048. /**
  2049. * Normalize the current Vector3.
  2050. * Please note that this is an in place operation.
  2051. * @returns the current updated Vector3
  2052. */
  2053. normalize(): Vector3;
  2054. /**
  2055. * Reorders the x y z properties of the vector in place
  2056. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2057. * @returns the current updated vector
  2058. */
  2059. reorderInPlace(order: string): this;
  2060. /**
  2061. * Rotates the vector around 0,0,0 by a quaternion
  2062. * @param quaternion the rotation quaternion
  2063. * @param result vector to store the result
  2064. * @returns the resulting vector
  2065. */
  2066. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2067. /**
  2068. * Rotates a vector around a given point
  2069. * @param quaternion the rotation quaternion
  2070. * @param point the point to rotate around
  2071. * @param result vector to store the result
  2072. * @returns the resulting vector
  2073. */
  2074. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2075. /**
  2076. * Normalize the current Vector3 with the given input length.
  2077. * Please note that this is an in place operation.
  2078. * @param len the length of the vector
  2079. * @returns the current updated Vector3
  2080. */
  2081. normalizeFromLength(len: number): Vector3;
  2082. /**
  2083. * Normalize the current Vector3 to a new vector
  2084. * @returns the new Vector3
  2085. */
  2086. normalizeToNew(): Vector3;
  2087. /**
  2088. * Normalize the current Vector3 to the reference
  2089. * @param reference define the Vector3 to update
  2090. * @returns the updated Vector3
  2091. */
  2092. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2093. /**
  2094. * Creates a new Vector3 copied from the current Vector3
  2095. * @returns the new Vector3
  2096. */
  2097. clone(): Vector3;
  2098. /**
  2099. * Copies the given vector coordinates to the current Vector3 ones
  2100. * @param source defines the source Vector3
  2101. * @returns the current updated Vector3
  2102. */
  2103. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2104. /**
  2105. * Copies the given floats to the current Vector3 coordinates
  2106. * @param x defines the x coordinate of the operand
  2107. * @param y defines the y coordinate of the operand
  2108. * @param z defines the z coordinate of the operand
  2109. * @returns the current updated Vector3
  2110. */
  2111. copyFromFloats(x: number, y: number, z: number): Vector3;
  2112. /**
  2113. * Copies the given floats to the current Vector3 coordinates
  2114. * @param x defines the x coordinate of the operand
  2115. * @param y defines the y coordinate of the operand
  2116. * @param z defines the z coordinate of the operand
  2117. * @returns the current updated Vector3
  2118. */
  2119. set(x: number, y: number, z: number): Vector3;
  2120. /**
  2121. * Copies the given float to the current Vector3 coordinates
  2122. * @param v defines the x, y and z coordinates of the operand
  2123. * @returns the current updated Vector3
  2124. */
  2125. setAll(v: number): Vector3;
  2126. /**
  2127. * Get the clip factor between two vectors
  2128. * @param vector0 defines the first operand
  2129. * @param vector1 defines the second operand
  2130. * @param axis defines the axis to use
  2131. * @param size defines the size along the axis
  2132. * @returns the clip factor
  2133. */
  2134. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2135. /**
  2136. * Get angle between two vectors
  2137. * @param vector0 angle between vector0 and vector1
  2138. * @param vector1 angle between vector0 and vector1
  2139. * @param normal direction of the normal
  2140. * @return the angle between vector0 and vector1
  2141. */
  2142. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2143. /**
  2144. * Returns a new Vector3 set from the index "offset" of the given array
  2145. * @param array defines the source array
  2146. * @param offset defines the offset in the source array
  2147. * @returns the new Vector3
  2148. */
  2149. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2150. /**
  2151. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2152. * This function is deprecated. Use FromArray instead
  2153. * @param array defines the source array
  2154. * @param offset defines the offset in the source array
  2155. * @returns the new Vector3
  2156. */
  2157. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2158. /**
  2159. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2160. * @param array defines the source array
  2161. * @param offset defines the offset in the source array
  2162. * @param result defines the Vector3 where to store the result
  2163. */
  2164. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2165. /**
  2166. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2167. * This function is deprecated. Use FromArrayToRef instead.
  2168. * @param array defines the source array
  2169. * @param offset defines the offset in the source array
  2170. * @param result defines the Vector3 where to store the result
  2171. */
  2172. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2173. /**
  2174. * Sets the given vector "result" with the given floats.
  2175. * @param x defines the x coordinate of the source
  2176. * @param y defines the y coordinate of the source
  2177. * @param z defines the z coordinate of the source
  2178. * @param result defines the Vector3 where to store the result
  2179. */
  2180. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2181. /**
  2182. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2183. * @returns a new empty Vector3
  2184. */
  2185. static Zero(): Vector3;
  2186. /**
  2187. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2188. * @returns a new unit Vector3
  2189. */
  2190. static One(): Vector3;
  2191. /**
  2192. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2193. * @returns a new up Vector3
  2194. */
  2195. static Up(): Vector3;
  2196. /**
  2197. * Gets a up Vector3 that must not be updated
  2198. */
  2199. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2200. /**
  2201. * Gets a zero Vector3 that must not be updated
  2202. */
  2203. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2204. /**
  2205. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2206. * @returns a new down Vector3
  2207. */
  2208. static Down(): Vector3;
  2209. /**
  2210. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2211. * @returns a new forward Vector3
  2212. */
  2213. static Forward(): Vector3;
  2214. /**
  2215. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2216. * @returns a new forward Vector3
  2217. */
  2218. static Backward(): Vector3;
  2219. /**
  2220. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2221. * @returns a new right Vector3
  2222. */
  2223. static Right(): Vector3;
  2224. /**
  2225. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2226. * @returns a new left Vector3
  2227. */
  2228. static Left(): Vector3;
  2229. /**
  2230. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2231. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2232. * @param vector defines the Vector3 to transform
  2233. * @param transformation defines the transformation matrix
  2234. * @returns the transformed Vector3
  2235. */
  2236. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2237. /**
  2238. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2239. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2240. * @param vector defines the Vector3 to transform
  2241. * @param transformation defines the transformation matrix
  2242. * @param result defines the Vector3 where to store the result
  2243. */
  2244. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2245. /**
  2246. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2247. * This method computes tranformed coordinates only, not transformed direction vectors
  2248. * @param x define the x coordinate of the source vector
  2249. * @param y define the y coordinate of the source vector
  2250. * @param z define the z coordinate of the source vector
  2251. * @param transformation defines the transformation matrix
  2252. * @param result defines the Vector3 where to store the result
  2253. */
  2254. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2255. /**
  2256. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2257. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2258. * @param vector defines the Vector3 to transform
  2259. * @param transformation defines the transformation matrix
  2260. * @returns the new Vector3
  2261. */
  2262. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2263. /**
  2264. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2265. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2266. * @param vector defines the Vector3 to transform
  2267. * @param transformation defines the transformation matrix
  2268. * @param result defines the Vector3 where to store the result
  2269. */
  2270. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2271. /**
  2272. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2273. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2274. * @param x define the x coordinate of the source vector
  2275. * @param y define the y coordinate of the source vector
  2276. * @param z define the z coordinate of the source vector
  2277. * @param transformation defines the transformation matrix
  2278. * @param result defines the Vector3 where to store the result
  2279. */
  2280. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2281. /**
  2282. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2283. * @param value1 defines the first control point
  2284. * @param value2 defines the second control point
  2285. * @param value3 defines the third control point
  2286. * @param value4 defines the fourth control point
  2287. * @param amount defines the amount on the spline to use
  2288. * @returns the new Vector3
  2289. */
  2290. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2291. /**
  2292. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2293. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2294. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2295. * @param value defines the current value
  2296. * @param min defines the lower range value
  2297. * @param max defines the upper range value
  2298. * @returns the new Vector3
  2299. */
  2300. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2301. /**
  2302. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  2303. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2304. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2305. * @param value defines the current value
  2306. * @param min defines the lower range value
  2307. * @param max defines the upper range value
  2308. * @param result defines the Vector3 where to store the result
  2309. */
  2310. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2311. /**
  2312. * Checks if a given vector is inside a specific range
  2313. * @param v defines the vector to test
  2314. * @param min defines the minimum range
  2315. * @param max defines the maximum range
  2316. */
  2317. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2318. /**
  2319. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2320. * @param value1 defines the first control point
  2321. * @param tangent1 defines the first tangent vector
  2322. * @param value2 defines the second control point
  2323. * @param tangent2 defines the second tangent vector
  2324. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2325. * @returns the new Vector3
  2326. */
  2327. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2328. /**
  2329. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2330. * @param start defines the start value
  2331. * @param end defines the end value
  2332. * @param amount max defines amount between both (between 0 and 1)
  2333. * @returns the new Vector3
  2334. */
  2335. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2336. /**
  2337. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2338. * @param start defines the start value
  2339. * @param end defines the end value
  2340. * @param amount max defines amount between both (between 0 and 1)
  2341. * @param result defines the Vector3 where to store the result
  2342. */
  2343. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2344. /**
  2345. * Returns the dot product (float) between the vectors "left" and "right"
  2346. * @param left defines the left operand
  2347. * @param right defines the right operand
  2348. * @returns the dot product
  2349. */
  2350. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2351. /**
  2352. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2353. * The cross product is then orthogonal to both "left" and "right"
  2354. * @param left defines the left operand
  2355. * @param right defines the right operand
  2356. * @returns the cross product
  2357. */
  2358. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2359. /**
  2360. * Sets the given vector "result" with the cross product of "left" and "right"
  2361. * The cross product is then orthogonal to both "left" and "right"
  2362. * @param left defines the left operand
  2363. * @param right defines the right operand
  2364. * @param result defines the Vector3 where to store the result
  2365. */
  2366. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2367. /**
  2368. * Returns a new Vector3 as the normalization of the given vector
  2369. * @param vector defines the Vector3 to normalize
  2370. * @returns the new Vector3
  2371. */
  2372. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2373. /**
  2374. * Sets the given vector "result" with the normalization of the given first vector
  2375. * @param vector defines the Vector3 to normalize
  2376. * @param result defines the Vector3 where to store the result
  2377. */
  2378. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2379. /**
  2380. * Project a Vector3 onto screen space
  2381. * @param vector defines the Vector3 to project
  2382. * @param world defines the world matrix to use
  2383. * @param transform defines the transform (view x projection) matrix to use
  2384. * @param viewport defines the screen viewport to use
  2385. * @returns the new Vector3
  2386. */
  2387. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2388. /** @hidden */
  2389. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2390. /**
  2391. * Unproject from screen space to object space
  2392. * @param source defines the screen space Vector3 to use
  2393. * @param viewportWidth defines the current width of the viewport
  2394. * @param viewportHeight defines the current height of the viewport
  2395. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2396. * @param transform defines the transform (view x projection) matrix to use
  2397. * @returns the new Vector3
  2398. */
  2399. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2400. /**
  2401. * Unproject from screen space to object space
  2402. * @param source defines the screen space Vector3 to use
  2403. * @param viewportWidth defines the current width of the viewport
  2404. * @param viewportHeight defines the current height of the viewport
  2405. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2406. * @param view defines the view matrix to use
  2407. * @param projection defines the projection matrix to use
  2408. * @returns the new Vector3
  2409. */
  2410. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2411. /**
  2412. * Unproject from screen space to object space
  2413. * @param source defines the screen space Vector3 to use
  2414. * @param viewportWidth defines the current width of the viewport
  2415. * @param viewportHeight defines the current height of the viewport
  2416. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2417. * @param view defines the view matrix to use
  2418. * @param projection defines the projection matrix to use
  2419. * @param result defines the Vector3 where to store the result
  2420. */
  2421. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2422. /**
  2423. * Unproject from screen space to object space
  2424. * @param sourceX defines the screen space x coordinate to use
  2425. * @param sourceY defines the screen space y coordinate to use
  2426. * @param sourceZ defines the screen space z coordinate to use
  2427. * @param viewportWidth defines the current width of the viewport
  2428. * @param viewportHeight defines the current height of the viewport
  2429. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2430. * @param view defines the view matrix to use
  2431. * @param projection defines the projection matrix to use
  2432. * @param result defines the Vector3 where to store the result
  2433. */
  2434. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2435. /**
  2436. * Gets the minimal coordinate values between two Vector3
  2437. * @param left defines the first operand
  2438. * @param right defines the second operand
  2439. * @returns the new Vector3
  2440. */
  2441. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2442. /**
  2443. * Gets the maximal coordinate values between two Vector3
  2444. * @param left defines the first operand
  2445. * @param right defines the second operand
  2446. * @returns the new Vector3
  2447. */
  2448. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2449. /**
  2450. * Returns the distance between the vectors "value1" and "value2"
  2451. * @param value1 defines the first operand
  2452. * @param value2 defines the second operand
  2453. * @returns the distance
  2454. */
  2455. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2456. /**
  2457. * Returns the squared distance between the vectors "value1" and "value2"
  2458. * @param value1 defines the first operand
  2459. * @param value2 defines the second operand
  2460. * @returns the squared distance
  2461. */
  2462. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  2463. /**
  2464. * Returns a new Vector3 located at the center between "value1" and "value2"
  2465. * @param value1 defines the first operand
  2466. * @param value2 defines the second operand
  2467. * @returns the new Vector3
  2468. */
  2469. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  2470. /**
  2471. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  2472. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  2473. * to something in order to rotate it from its local system to the given target system
  2474. * Note: axis1, axis2 and axis3 are normalized during this operation
  2475. * @param axis1 defines the first axis
  2476. * @param axis2 defines the second axis
  2477. * @param axis3 defines the third axis
  2478. * @returns a new Vector3
  2479. */
  2480. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  2481. /**
  2482. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  2483. * @param axis1 defines the first axis
  2484. * @param axis2 defines the second axis
  2485. * @param axis3 defines the third axis
  2486. * @param ref defines the Vector3 where to store the result
  2487. */
  2488. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  2489. }
  2490. /**
  2491. * Vector4 class created for EulerAngle class conversion to Quaternion
  2492. */
  2493. export class Vector4 {
  2494. /** x value of the vector */
  2495. x: number;
  2496. /** y value of the vector */
  2497. y: number;
  2498. /** z value of the vector */
  2499. z: number;
  2500. /** w value of the vector */
  2501. w: number;
  2502. /**
  2503. * Creates a Vector4 object from the given floats.
  2504. * @param x x value of the vector
  2505. * @param y y value of the vector
  2506. * @param z z value of the vector
  2507. * @param w w value of the vector
  2508. */
  2509. constructor(
  2510. /** x value of the vector */
  2511. x: number,
  2512. /** y value of the vector */
  2513. y: number,
  2514. /** z value of the vector */
  2515. z: number,
  2516. /** w value of the vector */
  2517. w: number);
  2518. /**
  2519. * Returns the string with the Vector4 coordinates.
  2520. * @returns a string containing all the vector values
  2521. */
  2522. toString(): string;
  2523. /**
  2524. * Returns the string "Vector4".
  2525. * @returns "Vector4"
  2526. */
  2527. getClassName(): string;
  2528. /**
  2529. * Returns the Vector4 hash code.
  2530. * @returns a unique hash code
  2531. */
  2532. getHashCode(): number;
  2533. /**
  2534. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  2535. * @returns the resulting array
  2536. */
  2537. asArray(): number[];
  2538. /**
  2539. * Populates the given array from the given index with the Vector4 coordinates.
  2540. * @param array array to populate
  2541. * @param index index of the array to start at (default: 0)
  2542. * @returns the Vector4.
  2543. */
  2544. toArray(array: FloatArray, index?: number): Vector4;
  2545. /**
  2546. * Adds the given vector to the current Vector4.
  2547. * @param otherVector the vector to add
  2548. * @returns the updated Vector4.
  2549. */
  2550. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2551. /**
  2552. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  2553. * @param otherVector the vector to add
  2554. * @returns the resulting vector
  2555. */
  2556. add(otherVector: DeepImmutable<Vector4>): Vector4;
  2557. /**
  2558. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  2559. * @param otherVector the vector to add
  2560. * @param result the vector to store the result
  2561. * @returns the current Vector4.
  2562. */
  2563. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2564. /**
  2565. * Subtract in place the given vector from the current Vector4.
  2566. * @param otherVector the vector to subtract
  2567. * @returns the updated Vector4.
  2568. */
  2569. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2570. /**
  2571. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  2572. * @param otherVector the vector to add
  2573. * @returns the new vector with the result
  2574. */
  2575. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  2576. /**
  2577. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  2578. * @param otherVector the vector to subtract
  2579. * @param result the vector to store the result
  2580. * @returns the current Vector4.
  2581. */
  2582. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2583. /**
  2584. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2585. */
  2586. /**
  2587. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2588. * @param x value to subtract
  2589. * @param y value to subtract
  2590. * @param z value to subtract
  2591. * @param w value to subtract
  2592. * @returns new vector containing the result
  2593. */
  2594. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2595. /**
  2596. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  2597. * @param x value to subtract
  2598. * @param y value to subtract
  2599. * @param z value to subtract
  2600. * @param w value to subtract
  2601. * @param result the vector to store the result in
  2602. * @returns the current Vector4.
  2603. */
  2604. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  2605. /**
  2606. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  2607. * @returns a new vector with the negated values
  2608. */
  2609. negate(): Vector4;
  2610. /**
  2611. * Multiplies the current Vector4 coordinates by scale (float).
  2612. * @param scale the number to scale with
  2613. * @returns the updated Vector4.
  2614. */
  2615. scaleInPlace(scale: number): Vector4;
  2616. /**
  2617. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  2618. * @param scale the number to scale with
  2619. * @returns a new vector with the result
  2620. */
  2621. scale(scale: number): Vector4;
  2622. /**
  2623. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  2624. * @param scale the number to scale with
  2625. * @param result a vector to store the result in
  2626. * @returns the current Vector4.
  2627. */
  2628. scaleToRef(scale: number, result: Vector4): Vector4;
  2629. /**
  2630. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  2631. * @param scale defines the scale factor
  2632. * @param result defines the Vector4 object where to store the result
  2633. * @returns the unmodified current Vector4
  2634. */
  2635. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  2636. /**
  2637. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  2638. * @param otherVector the vector to compare against
  2639. * @returns true if they are equal
  2640. */
  2641. equals(otherVector: DeepImmutable<Vector4>): boolean;
  2642. /**
  2643. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  2644. * @param otherVector vector to compare against
  2645. * @param epsilon (Default: very small number)
  2646. * @returns true if they are equal
  2647. */
  2648. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  2649. /**
  2650. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  2651. * @param x x value to compare against
  2652. * @param y y value to compare against
  2653. * @param z z value to compare against
  2654. * @param w w value to compare against
  2655. * @returns true if equal
  2656. */
  2657. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  2658. /**
  2659. * Multiplies in place the current Vector4 by the given one.
  2660. * @param otherVector vector to multiple with
  2661. * @returns the updated Vector4.
  2662. */
  2663. multiplyInPlace(otherVector: Vector4): Vector4;
  2664. /**
  2665. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  2666. * @param otherVector vector to multiple with
  2667. * @returns resulting new vector
  2668. */
  2669. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  2670. /**
  2671. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  2672. * @param otherVector vector to multiple with
  2673. * @param result vector to store the result
  2674. * @returns the current Vector4.
  2675. */
  2676. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2677. /**
  2678. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  2679. * @param x x value multiply with
  2680. * @param y y value multiply with
  2681. * @param z z value multiply with
  2682. * @param w w value multiply with
  2683. * @returns resulting new vector
  2684. */
  2685. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  2686. /**
  2687. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  2688. * @param otherVector vector to devide with
  2689. * @returns resulting new vector
  2690. */
  2691. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  2692. /**
  2693. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  2694. * @param otherVector vector to devide with
  2695. * @param result vector to store the result
  2696. * @returns the current Vector4.
  2697. */
  2698. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  2699. /**
  2700. * Divides the current Vector3 coordinates by the given ones.
  2701. * @param otherVector vector to devide with
  2702. * @returns the updated Vector3.
  2703. */
  2704. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  2705. /**
  2706. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  2707. * @param other defines the second operand
  2708. * @returns the current updated Vector4
  2709. */
  2710. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2711. /**
  2712. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  2713. * @param other defines the second operand
  2714. * @returns the current updated Vector4
  2715. */
  2716. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  2717. /**
  2718. * Gets a new Vector4 from current Vector4 floored values
  2719. * @returns a new Vector4
  2720. */
  2721. floor(): Vector4;
  2722. /**
  2723. * Gets a new Vector4 from current Vector3 floored values
  2724. * @returns a new Vector4
  2725. */
  2726. fract(): Vector4;
  2727. /**
  2728. * Returns the Vector4 length (float).
  2729. * @returns the length
  2730. */
  2731. length(): number;
  2732. /**
  2733. * Returns the Vector4 squared length (float).
  2734. * @returns the length squared
  2735. */
  2736. lengthSquared(): number;
  2737. /**
  2738. * Normalizes in place the Vector4.
  2739. * @returns the updated Vector4.
  2740. */
  2741. normalize(): Vector4;
  2742. /**
  2743. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  2744. * @returns this converted to a new vector3
  2745. */
  2746. toVector3(): Vector3;
  2747. /**
  2748. * Returns a new Vector4 copied from the current one.
  2749. * @returns the new cloned vector
  2750. */
  2751. clone(): Vector4;
  2752. /**
  2753. * Updates the current Vector4 with the given one coordinates.
  2754. * @param source the source vector to copy from
  2755. * @returns the updated Vector4.
  2756. */
  2757. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  2758. /**
  2759. * Updates the current Vector4 coordinates with the given floats.
  2760. * @param x float to copy from
  2761. * @param y float to copy from
  2762. * @param z float to copy from
  2763. * @param w float to copy from
  2764. * @returns the updated Vector4.
  2765. */
  2766. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  2767. /**
  2768. * Updates the current Vector4 coordinates with the given floats.
  2769. * @param x float to set from
  2770. * @param y float to set from
  2771. * @param z float to set from
  2772. * @param w float to set from
  2773. * @returns the updated Vector4.
  2774. */
  2775. set(x: number, y: number, z: number, w: number): Vector4;
  2776. /**
  2777. * Copies the given float to the current Vector3 coordinates
  2778. * @param v defines the x, y, z and w coordinates of the operand
  2779. * @returns the current updated Vector3
  2780. */
  2781. setAll(v: number): Vector4;
  2782. /**
  2783. * Returns a new Vector4 set from the starting index of the given array.
  2784. * @param array the array to pull values from
  2785. * @param offset the offset into the array to start at
  2786. * @returns the new vector
  2787. */
  2788. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  2789. /**
  2790. * Updates the given vector "result" from the starting index of the given array.
  2791. * @param array the array to pull values from
  2792. * @param offset the offset into the array to start at
  2793. * @param result the vector to store the result in
  2794. */
  2795. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  2796. /**
  2797. * Updates the given vector "result" from the starting index of the given Float32Array.
  2798. * @param array the array to pull values from
  2799. * @param offset the offset into the array to start at
  2800. * @param result the vector to store the result in
  2801. */
  2802. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  2803. /**
  2804. * Updates the given vector "result" coordinates from the given floats.
  2805. * @param x float to set from
  2806. * @param y float to set from
  2807. * @param z float to set from
  2808. * @param w float to set from
  2809. * @param result the vector to the floats in
  2810. */
  2811. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  2812. /**
  2813. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  2814. * @returns the new vector
  2815. */
  2816. static Zero(): Vector4;
  2817. /**
  2818. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  2819. * @returns the new vector
  2820. */
  2821. static One(): Vector4;
  2822. /**
  2823. * Returns a new normalized Vector4 from the given one.
  2824. * @param vector the vector to normalize
  2825. * @returns the vector
  2826. */
  2827. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  2828. /**
  2829. * Updates the given vector "result" from the normalization of the given one.
  2830. * @param vector the vector to normalize
  2831. * @param result the vector to store the result in
  2832. */
  2833. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  2834. /**
  2835. * Returns a vector with the minimum values from the left and right vectors
  2836. * @param left left vector to minimize
  2837. * @param right right vector to minimize
  2838. * @returns a new vector with the minimum of the left and right vector values
  2839. */
  2840. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2841. /**
  2842. * Returns a vector with the maximum values from the left and right vectors
  2843. * @param left left vector to maximize
  2844. * @param right right vector to maximize
  2845. * @returns a new vector with the maximum of the left and right vector values
  2846. */
  2847. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  2848. /**
  2849. * Returns the distance (float) between the vectors "value1" and "value2".
  2850. * @param value1 value to calulate the distance between
  2851. * @param value2 value to calulate the distance between
  2852. * @return the distance between the two vectors
  2853. */
  2854. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2855. /**
  2856. * Returns the squared distance (float) between the vectors "value1" and "value2".
  2857. * @param value1 value to calulate the distance between
  2858. * @param value2 value to calulate the distance between
  2859. * @return the distance between the two vectors squared
  2860. */
  2861. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  2862. /**
  2863. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  2864. * @param value1 value to calulate the center between
  2865. * @param value2 value to calulate the center between
  2866. * @return the center between the two vectors
  2867. */
  2868. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  2869. /**
  2870. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  2871. * This methods computes transformed normalized direction vectors only.
  2872. * @param vector the vector to transform
  2873. * @param transformation the transformation matrix to apply
  2874. * @returns the new vector
  2875. */
  2876. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  2877. /**
  2878. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  2879. * This methods computes transformed normalized direction vectors only.
  2880. * @param vector the vector to transform
  2881. * @param transformation the transformation matrix to apply
  2882. * @param result the vector to store the result in
  2883. */
  2884. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2885. /**
  2886. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  2887. * This methods computes transformed normalized direction vectors only.
  2888. * @param x value to transform
  2889. * @param y value to transform
  2890. * @param z value to transform
  2891. * @param w value to transform
  2892. * @param transformation the transformation matrix to apply
  2893. * @param result the vector to store the results in
  2894. */
  2895. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  2896. /**
  2897. * Creates a new Vector4 from a Vector3
  2898. * @param source defines the source data
  2899. * @param w defines the 4th component (default is 0)
  2900. * @returns a new Vector4
  2901. */
  2902. static FromVector3(source: Vector3, w?: number): Vector4;
  2903. }
  2904. /**
  2905. * Class used to store quaternion data
  2906. * @see https://en.wikipedia.org/wiki/Quaternion
  2907. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  2908. */
  2909. export class Quaternion {
  2910. /** defines the first component (0 by default) */
  2911. x: number;
  2912. /** defines the second component (0 by default) */
  2913. y: number;
  2914. /** defines the third component (0 by default) */
  2915. z: number;
  2916. /** defines the fourth component (1.0 by default) */
  2917. w: number;
  2918. /**
  2919. * Creates a new Quaternion from the given floats
  2920. * @param x defines the first component (0 by default)
  2921. * @param y defines the second component (0 by default)
  2922. * @param z defines the third component (0 by default)
  2923. * @param w defines the fourth component (1.0 by default)
  2924. */
  2925. constructor(
  2926. /** defines the first component (0 by default) */
  2927. x?: number,
  2928. /** defines the second component (0 by default) */
  2929. y?: number,
  2930. /** defines the third component (0 by default) */
  2931. z?: number,
  2932. /** defines the fourth component (1.0 by default) */
  2933. w?: number);
  2934. /**
  2935. * Gets a string representation for the current quaternion
  2936. * @returns a string with the Quaternion coordinates
  2937. */
  2938. toString(): string;
  2939. /**
  2940. * Gets the class name of the quaternion
  2941. * @returns the string "Quaternion"
  2942. */
  2943. getClassName(): string;
  2944. /**
  2945. * Gets a hash code for this quaternion
  2946. * @returns the quaternion hash code
  2947. */
  2948. getHashCode(): number;
  2949. /**
  2950. * Copy the quaternion to an array
  2951. * @returns a new array populated with 4 elements from the quaternion coordinates
  2952. */
  2953. asArray(): number[];
  2954. /**
  2955. * Check if two quaternions are equals
  2956. * @param otherQuaternion defines the second operand
  2957. * @return true if the current quaternion and the given one coordinates are strictly equals
  2958. */
  2959. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  2960. /**
  2961. * Clone the current quaternion
  2962. * @returns a new quaternion copied from the current one
  2963. */
  2964. clone(): Quaternion;
  2965. /**
  2966. * Copy a quaternion to the current one
  2967. * @param other defines the other quaternion
  2968. * @returns the updated current quaternion
  2969. */
  2970. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  2971. /**
  2972. * Updates the current quaternion with the given float coordinates
  2973. * @param x defines the x coordinate
  2974. * @param y defines the y coordinate
  2975. * @param z defines the z coordinate
  2976. * @param w defines the w coordinate
  2977. * @returns the updated current quaternion
  2978. */
  2979. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  2980. /**
  2981. * Updates the current quaternion from the given float coordinates
  2982. * @param x defines the x coordinate
  2983. * @param y defines the y coordinate
  2984. * @param z defines the z coordinate
  2985. * @param w defines the w coordinate
  2986. * @returns the updated current quaternion
  2987. */
  2988. set(x: number, y: number, z: number, w: number): Quaternion;
  2989. /**
  2990. * Adds two quaternions
  2991. * @param other defines the second operand
  2992. * @returns a new quaternion as the addition result of the given one and the current quaternion
  2993. */
  2994. add(other: DeepImmutable<Quaternion>): Quaternion;
  2995. /**
  2996. * Add a quaternion to the current one
  2997. * @param other defines the quaternion to add
  2998. * @returns the current quaternion
  2999. */
  3000. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3001. /**
  3002. * Subtract two quaternions
  3003. * @param other defines the second operand
  3004. * @returns a new quaternion as the subtraction result of the given one from the current one
  3005. */
  3006. subtract(other: Quaternion): Quaternion;
  3007. /**
  3008. * Multiplies the current quaternion by a scale factor
  3009. * @param value defines the scale factor
  3010. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3011. */
  3012. scale(value: number): Quaternion;
  3013. /**
  3014. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3015. * @param scale defines the scale factor
  3016. * @param result defines the Quaternion object where to store the result
  3017. * @returns the unmodified current quaternion
  3018. */
  3019. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3020. /**
  3021. * Multiplies in place the current quaternion by a scale factor
  3022. * @param value defines the scale factor
  3023. * @returns the current modified quaternion
  3024. */
  3025. scaleInPlace(value: number): Quaternion;
  3026. /**
  3027. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3028. * @param scale defines the scale factor
  3029. * @param result defines the Quaternion object where to store the result
  3030. * @returns the unmodified current quaternion
  3031. */
  3032. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3033. /**
  3034. * Multiplies two quaternions
  3035. * @param q1 defines the second operand
  3036. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3037. */
  3038. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3039. /**
  3040. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3041. * @param q1 defines the second operand
  3042. * @param result defines the target quaternion
  3043. * @returns the current quaternion
  3044. */
  3045. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3046. /**
  3047. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3048. * @param q1 defines the second operand
  3049. * @returns the currentupdated quaternion
  3050. */
  3051. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3052. /**
  3053. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3054. * @param ref defines the target quaternion
  3055. * @returns the current quaternion
  3056. */
  3057. conjugateToRef(ref: Quaternion): Quaternion;
  3058. /**
  3059. * Conjugates in place (1-q) the current quaternion
  3060. * @returns the current updated quaternion
  3061. */
  3062. conjugateInPlace(): Quaternion;
  3063. /**
  3064. * Conjugates in place (1-q) the current quaternion
  3065. * @returns a new quaternion
  3066. */
  3067. conjugate(): Quaternion;
  3068. /**
  3069. * Gets length of current quaternion
  3070. * @returns the quaternion length (float)
  3071. */
  3072. length(): number;
  3073. /**
  3074. * Normalize in place the current quaternion
  3075. * @returns the current updated quaternion
  3076. */
  3077. normalize(): Quaternion;
  3078. /**
  3079. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3080. * @param order is a reserved parameter and is ignore for now
  3081. * @returns a new Vector3 containing the Euler angles
  3082. */
  3083. toEulerAngles(order?: string): Vector3;
  3084. /**
  3085. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3086. * @param result defines the vector which will be filled with the Euler angles
  3087. * @param order is a reserved parameter and is ignore for now
  3088. * @returns the current unchanged quaternion
  3089. */
  3090. toEulerAnglesToRef(result: Vector3): Quaternion;
  3091. /**
  3092. * Updates the given rotation matrix with the current quaternion values
  3093. * @param result defines the target matrix
  3094. * @returns the current unchanged quaternion
  3095. */
  3096. toRotationMatrix(result: Matrix): Quaternion;
  3097. /**
  3098. * Updates the current quaternion from the given rotation matrix values
  3099. * @param matrix defines the source matrix
  3100. * @returns the current updated quaternion
  3101. */
  3102. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3103. /**
  3104. * Creates a new quaternion from a rotation matrix
  3105. * @param matrix defines the source matrix
  3106. * @returns a new quaternion created from the given rotation matrix values
  3107. */
  3108. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3109. /**
  3110. * Updates the given quaternion with the given rotation matrix values
  3111. * @param matrix defines the source matrix
  3112. * @param result defines the target quaternion
  3113. */
  3114. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3115. /**
  3116. * Returns the dot product (float) between the quaternions "left" and "right"
  3117. * @param left defines the left operand
  3118. * @param right defines the right operand
  3119. * @returns the dot product
  3120. */
  3121. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3122. /**
  3123. * Checks if the two quaternions are close to each other
  3124. * @param quat0 defines the first quaternion to check
  3125. * @param quat1 defines the second quaternion to check
  3126. * @returns true if the two quaternions are close to each other
  3127. */
  3128. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3129. /**
  3130. * Creates an empty quaternion
  3131. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3132. */
  3133. static Zero(): Quaternion;
  3134. /**
  3135. * Inverse a given quaternion
  3136. * @param q defines the source quaternion
  3137. * @returns a new quaternion as the inverted current quaternion
  3138. */
  3139. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3140. /**
  3141. * Inverse a given quaternion
  3142. * @param q defines the source quaternion
  3143. * @param result the quaternion the result will be stored in
  3144. * @returns the result quaternion
  3145. */
  3146. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3147. /**
  3148. * Creates an identity quaternion
  3149. * @returns the identity quaternion
  3150. */
  3151. static Identity(): Quaternion;
  3152. /**
  3153. * Gets a boolean indicating if the given quaternion is identity
  3154. * @param quaternion defines the quaternion to check
  3155. * @returns true if the quaternion is identity
  3156. */
  3157. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3158. /**
  3159. * Creates a quaternion from a rotation around an axis
  3160. * @param axis defines the axis to use
  3161. * @param angle defines the angle to use
  3162. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3163. */
  3164. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3165. /**
  3166. * Creates a rotation around an axis and stores it into the given quaternion
  3167. * @param axis defines the axis to use
  3168. * @param angle defines the angle to use
  3169. * @param result defines the target quaternion
  3170. * @returns the target quaternion
  3171. */
  3172. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3173. /**
  3174. * Creates a new quaternion from data stored into an array
  3175. * @param array defines the data source
  3176. * @param offset defines the offset in the source array where the data starts
  3177. * @returns a new quaternion
  3178. */
  3179. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3180. /**
  3181. * Create a quaternion from Euler rotation angles
  3182. * @param x Pitch
  3183. * @param y Yaw
  3184. * @param z Roll
  3185. * @returns the new Quaternion
  3186. */
  3187. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3188. /**
  3189. * Updates a quaternion from Euler rotation angles
  3190. * @param x Pitch
  3191. * @param y Yaw
  3192. * @param z Roll
  3193. * @param result the quaternion to store the result
  3194. * @returns the updated quaternion
  3195. */
  3196. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3197. /**
  3198. * Create a quaternion from Euler rotation vector
  3199. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3200. * @returns the new Quaternion
  3201. */
  3202. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3203. /**
  3204. * Updates a quaternion from Euler rotation vector
  3205. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3206. * @param result the quaternion to store the result
  3207. * @returns the updated quaternion
  3208. */
  3209. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3210. /**
  3211. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3212. * @param yaw defines the rotation around Y axis
  3213. * @param pitch defines the rotation around X axis
  3214. * @param roll defines the rotation around Z axis
  3215. * @returns the new quaternion
  3216. */
  3217. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3218. /**
  3219. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3220. * @param yaw defines the rotation around Y axis
  3221. * @param pitch defines the rotation around X axis
  3222. * @param roll defines the rotation around Z axis
  3223. * @param result defines the target quaternion
  3224. */
  3225. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3226. /**
  3227. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3228. * @param alpha defines the rotation around first axis
  3229. * @param beta defines the rotation around second axis
  3230. * @param gamma defines the rotation around third axis
  3231. * @returns the new quaternion
  3232. */
  3233. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3234. /**
  3235. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3236. * @param alpha defines the rotation around first axis
  3237. * @param beta defines the rotation around second axis
  3238. * @param gamma defines the rotation around third axis
  3239. * @param result defines the target quaternion
  3240. */
  3241. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3242. /**
  3243. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  3244. * @param axis1 defines the first axis
  3245. * @param axis2 defines the second axis
  3246. * @param axis3 defines the third axis
  3247. * @returns the new quaternion
  3248. */
  3249. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3250. /**
  3251. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  3252. * @param axis1 defines the first axis
  3253. * @param axis2 defines the second axis
  3254. * @param axis3 defines the third axis
  3255. * @param ref defines the target quaternion
  3256. */
  3257. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3258. /**
  3259. * Interpolates between two quaternions
  3260. * @param left defines first quaternion
  3261. * @param right defines second quaternion
  3262. * @param amount defines the gradient to use
  3263. * @returns the new interpolated quaternion
  3264. */
  3265. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3266. /**
  3267. * Interpolates between two quaternions and stores it into a target quaternion
  3268. * @param left defines first quaternion
  3269. * @param right defines second quaternion
  3270. * @param amount defines the gradient to use
  3271. * @param result defines the target quaternion
  3272. */
  3273. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3274. /**
  3275. * Interpolate between two quaternions using Hermite interpolation
  3276. * @param value1 defines first quaternion
  3277. * @param tangent1 defines the incoming tangent
  3278. * @param value2 defines second quaternion
  3279. * @param tangent2 defines the outgoing tangent
  3280. * @param amount defines the target quaternion
  3281. * @returns the new interpolated quaternion
  3282. */
  3283. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3284. }
  3285. /**
  3286. * Class used to store matrix data (4x4)
  3287. */
  3288. export class Matrix {
  3289. private static _updateFlagSeed;
  3290. private static _identityReadOnly;
  3291. private _isIdentity;
  3292. private _isIdentityDirty;
  3293. private _isIdentity3x2;
  3294. private _isIdentity3x2Dirty;
  3295. /**
  3296. * Gets the update flag of the matrix which is an unique number for the matrix.
  3297. * It will be incremented every time the matrix data change.
  3298. * You can use it to speed the comparison between two versions of the same matrix.
  3299. */
  3300. updateFlag: number;
  3301. private readonly _m;
  3302. /**
  3303. * Gets the internal data of the matrix
  3304. */
  3305. readonly m: DeepImmutable<Float32Array>;
  3306. /** @hidden */
  3307. _markAsUpdated(): void;
  3308. /** @hidden */
  3309. private _updateIdentityStatus;
  3310. /**
  3311. * Creates an empty matrix (filled with zeros)
  3312. */
  3313. constructor();
  3314. /**
  3315. * Check if the current matrix is identity
  3316. * @returns true is the matrix is the identity matrix
  3317. */
  3318. isIdentity(): boolean;
  3319. /**
  3320. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3321. * @returns true is the matrix is the identity matrix
  3322. */
  3323. isIdentityAs3x2(): boolean;
  3324. /**
  3325. * Gets the determinant of the matrix
  3326. * @returns the matrix determinant
  3327. */
  3328. determinant(): number;
  3329. /**
  3330. * Returns the matrix as a Float32Array
  3331. * @returns the matrix underlying array
  3332. */
  3333. toArray(): DeepImmutable<Float32Array>;
  3334. /**
  3335. * Returns the matrix as a Float32Array
  3336. * @returns the matrix underlying array.
  3337. */
  3338. asArray(): DeepImmutable<Float32Array>;
  3339. /**
  3340. * Inverts the current matrix in place
  3341. * @returns the current inverted matrix
  3342. */
  3343. invert(): Matrix;
  3344. /**
  3345. * Sets all the matrix elements to zero
  3346. * @returns the current matrix
  3347. */
  3348. reset(): Matrix;
  3349. /**
  3350. * Adds the current matrix with a second one
  3351. * @param other defines the matrix to add
  3352. * @returns a new matrix as the addition of the current matrix and the given one
  3353. */
  3354. add(other: DeepImmutable<Matrix>): Matrix;
  3355. /**
  3356. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3357. * @param other defines the matrix to add
  3358. * @param result defines the target matrix
  3359. * @returns the current matrix
  3360. */
  3361. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3362. /**
  3363. * Adds in place the given matrix to the current matrix
  3364. * @param other defines the second operand
  3365. * @returns the current updated matrix
  3366. */
  3367. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3368. /**
  3369. * Sets the given matrix to the current inverted Matrix
  3370. * @param other defines the target matrix
  3371. * @returns the unmodified current matrix
  3372. */
  3373. invertToRef(other: Matrix): Matrix;
  3374. /**
  3375. * add a value at the specified position in the current Matrix
  3376. * @param index the index of the value within the matrix. between 0 and 15.
  3377. * @param value the value to be added
  3378. * @returns the current updated matrix
  3379. */
  3380. addAtIndex(index: number, value: number): Matrix;
  3381. /**
  3382. * mutiply the specified position in the current Matrix by a value
  3383. * @param index the index of the value within the matrix. between 0 and 15.
  3384. * @param value the value to be added
  3385. * @returns the current updated matrix
  3386. */
  3387. multiplyAtIndex(index: number, value: number): Matrix;
  3388. /**
  3389. * Inserts the translation vector (using 3 floats) in the current matrix
  3390. * @param x defines the 1st component of the translation
  3391. * @param y defines the 2nd component of the translation
  3392. * @param z defines the 3rd component of the translation
  3393. * @returns the current updated matrix
  3394. */
  3395. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3396. /**
  3397. * Adds the translation vector (using 3 floats) in the current matrix
  3398. * @param x defines the 1st component of the translation
  3399. * @param y defines the 2nd component of the translation
  3400. * @param z defines the 3rd component of the translation
  3401. * @returns the current updated matrix
  3402. */
  3403. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3404. /**
  3405. * Inserts the translation vector in the current matrix
  3406. * @param vector3 defines the translation to insert
  3407. * @returns the current updated matrix
  3408. */
  3409. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3410. /**
  3411. * Gets the translation value of the current matrix
  3412. * @returns a new Vector3 as the extracted translation from the matrix
  3413. */
  3414. getTranslation(): Vector3;
  3415. /**
  3416. * Fill a Vector3 with the extracted translation from the matrix
  3417. * @param result defines the Vector3 where to store the translation
  3418. * @returns the current matrix
  3419. */
  3420. getTranslationToRef(result: Vector3): Matrix;
  3421. /**
  3422. * Remove rotation and scaling part from the matrix
  3423. * @returns the updated matrix
  3424. */
  3425. removeRotationAndScaling(): Matrix;
  3426. /**
  3427. * Multiply two matrices
  3428. * @param other defines the second operand
  3429. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3430. */
  3431. multiply(other: DeepImmutable<Matrix>): Matrix;
  3432. /**
  3433. * Copy the current matrix from the given one
  3434. * @param other defines the source matrix
  3435. * @returns the current updated matrix
  3436. */
  3437. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3438. /**
  3439. * Populates the given array from the starting index with the current matrix values
  3440. * @param array defines the target array
  3441. * @param offset defines the offset in the target array where to start storing values
  3442. * @returns the current matrix
  3443. */
  3444. copyToArray(array: Float32Array, offset?: number): Matrix;
  3445. /**
  3446. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3447. * @param other defines the second operand
  3448. * @param result defines the matrix where to store the multiplication
  3449. * @returns the current matrix
  3450. */
  3451. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3452. /**
  3453. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  3454. * @param other defines the second operand
  3455. * @param result defines the array where to store the multiplication
  3456. * @param offset defines the offset in the target array where to start storing values
  3457. * @returns the current matrix
  3458. */
  3459. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  3460. /**
  3461. * Check equality between this matrix and a second one
  3462. * @param value defines the second matrix to compare
  3463. * @returns true is the current matrix and the given one values are strictly equal
  3464. */
  3465. equals(value: DeepImmutable<Matrix>): boolean;
  3466. /**
  3467. * Clone the current matrix
  3468. * @returns a new matrix from the current matrix
  3469. */
  3470. clone(): Matrix;
  3471. /**
  3472. * Returns the name of the current matrix class
  3473. * @returns the string "Matrix"
  3474. */
  3475. getClassName(): string;
  3476. /**
  3477. * Gets the hash code of the current matrix
  3478. * @returns the hash code
  3479. */
  3480. getHashCode(): number;
  3481. /**
  3482. * Decomposes the current Matrix into a translation, rotation and scaling components
  3483. * @param scale defines the scale vector3 given as a reference to update
  3484. * @param rotation defines the rotation quaternion given as a reference to update
  3485. * @param translation defines the translation vector3 given as a reference to update
  3486. * @returns true if operation was successful
  3487. */
  3488. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  3489. /**
  3490. * Gets specific row of the matrix
  3491. * @param index defines the number of the row to get
  3492. * @returns the index-th row of the current matrix as a new Vector4
  3493. */
  3494. getRow(index: number): Nullable<Vector4>;
  3495. /**
  3496. * Sets the index-th row of the current matrix to the vector4 values
  3497. * @param index defines the number of the row to set
  3498. * @param row defines the target vector4
  3499. * @returns the updated current matrix
  3500. */
  3501. setRow(index: number, row: Vector4): Matrix;
  3502. /**
  3503. * Compute the transpose of the matrix
  3504. * @returns the new transposed matrix
  3505. */
  3506. transpose(): Matrix;
  3507. /**
  3508. * Compute the transpose of the matrix and store it in a given matrix
  3509. * @param result defines the target matrix
  3510. * @returns the current matrix
  3511. */
  3512. transposeToRef(result: Matrix): Matrix;
  3513. /**
  3514. * Sets the index-th row of the current matrix with the given 4 x float values
  3515. * @param index defines the row index
  3516. * @param x defines the x component to set
  3517. * @param y defines the y component to set
  3518. * @param z defines the z component to set
  3519. * @param w defines the w component to set
  3520. * @returns the updated current matrix
  3521. */
  3522. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  3523. /**
  3524. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  3525. * @param scale defines the scale factor
  3526. * @returns a new matrix
  3527. */
  3528. scale(scale: number): Matrix;
  3529. /**
  3530. * Scale the current matrix values by a factor to a given result matrix
  3531. * @param scale defines the scale factor
  3532. * @param result defines the matrix to store the result
  3533. * @returns the current matrix
  3534. */
  3535. scaleToRef(scale: number, result: Matrix): Matrix;
  3536. /**
  3537. * Scale the current matrix values by a factor and add the result to a given matrix
  3538. * @param scale defines the scale factor
  3539. * @param result defines the Matrix to store the result
  3540. * @returns the current matrix
  3541. */
  3542. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  3543. /**
  3544. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  3545. * @param ref matrix to store the result
  3546. */
  3547. toNormalMatrix(ref: Matrix): void;
  3548. /**
  3549. * Gets only rotation part of the current matrix
  3550. * @returns a new matrix sets to the extracted rotation matrix from the current one
  3551. */
  3552. getRotationMatrix(): Matrix;
  3553. /**
  3554. * Extracts the rotation matrix from the current one and sets it as the given "result"
  3555. * @param result defines the target matrix to store data to
  3556. * @returns the current matrix
  3557. */
  3558. getRotationMatrixToRef(result: Matrix): Matrix;
  3559. /**
  3560. * Toggles model matrix from being right handed to left handed in place and vice versa
  3561. */
  3562. toggleModelMatrixHandInPlace(): void;
  3563. /**
  3564. * Toggles projection matrix from being right handed to left handed in place and vice versa
  3565. */
  3566. toggleProjectionMatrixHandInPlace(): void;
  3567. /**
  3568. * Creates a matrix from an array
  3569. * @param array defines the source array
  3570. * @param offset defines an offset in the source array
  3571. * @returns a new Matrix set from the starting index of the given array
  3572. */
  3573. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  3574. /**
  3575. * Copy the content of an array into a given matrix
  3576. * @param array defines the source array
  3577. * @param offset defines an offset in the source array
  3578. * @param result defines the target matrix
  3579. */
  3580. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  3581. /**
  3582. * Stores an array into a matrix after having multiplied each component by a given factor
  3583. * @param array defines the source array
  3584. * @param offset defines the offset in the source array
  3585. * @param scale defines the scaling factor
  3586. * @param result defines the target matrix
  3587. */
  3588. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  3589. /**
  3590. * Gets an identity matrix that must not be updated
  3591. */
  3592. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  3593. /**
  3594. * Stores a list of values (16) inside a given matrix
  3595. * @param initialM11 defines 1st value of 1st row
  3596. * @param initialM12 defines 2nd value of 1st row
  3597. * @param initialM13 defines 3rd value of 1st row
  3598. * @param initialM14 defines 4th value of 1st row
  3599. * @param initialM21 defines 1st value of 2nd row
  3600. * @param initialM22 defines 2nd value of 2nd row
  3601. * @param initialM23 defines 3rd value of 2nd row
  3602. * @param initialM24 defines 4th value of 2nd row
  3603. * @param initialM31 defines 1st value of 3rd row
  3604. * @param initialM32 defines 2nd value of 3rd row
  3605. * @param initialM33 defines 3rd value of 3rd row
  3606. * @param initialM34 defines 4th value of 3rd row
  3607. * @param initialM41 defines 1st value of 4th row
  3608. * @param initialM42 defines 2nd value of 4th row
  3609. * @param initialM43 defines 3rd value of 4th row
  3610. * @param initialM44 defines 4th value of 4th row
  3611. * @param result defines the target matrix
  3612. */
  3613. 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;
  3614. /**
  3615. * Creates new matrix from a list of values (16)
  3616. * @param initialM11 defines 1st value of 1st row
  3617. * @param initialM12 defines 2nd value of 1st row
  3618. * @param initialM13 defines 3rd value of 1st row
  3619. * @param initialM14 defines 4th value of 1st row
  3620. * @param initialM21 defines 1st value of 2nd row
  3621. * @param initialM22 defines 2nd value of 2nd row
  3622. * @param initialM23 defines 3rd value of 2nd row
  3623. * @param initialM24 defines 4th value of 2nd row
  3624. * @param initialM31 defines 1st value of 3rd row
  3625. * @param initialM32 defines 2nd value of 3rd row
  3626. * @param initialM33 defines 3rd value of 3rd row
  3627. * @param initialM34 defines 4th value of 3rd row
  3628. * @param initialM41 defines 1st value of 4th row
  3629. * @param initialM42 defines 2nd value of 4th row
  3630. * @param initialM43 defines 3rd value of 4th row
  3631. * @param initialM44 defines 4th value of 4th row
  3632. * @returns the new matrix
  3633. */
  3634. 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;
  3635. /**
  3636. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3637. * @param scale defines the scale vector3
  3638. * @param rotation defines the rotation quaternion
  3639. * @param translation defines the translation vector3
  3640. * @returns a new matrix
  3641. */
  3642. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  3643. /**
  3644. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  3645. * @param scale defines the scale vector3
  3646. * @param rotation defines the rotation quaternion
  3647. * @param translation defines the translation vector3
  3648. * @param result defines the target matrix
  3649. */
  3650. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  3651. /**
  3652. * Creates a new identity matrix
  3653. * @returns a new identity matrix
  3654. */
  3655. static Identity(): Matrix;
  3656. /**
  3657. * Creates a new identity matrix and stores the result in a given matrix
  3658. * @param result defines the target matrix
  3659. */
  3660. static IdentityToRef(result: Matrix): void;
  3661. /**
  3662. * Creates a new zero matrix
  3663. * @returns a new zero matrix
  3664. */
  3665. static Zero(): Matrix;
  3666. /**
  3667. * Creates a new rotation matrix for "angle" radians around the X axis
  3668. * @param angle defines the angle (in radians) to use
  3669. * @return the new matrix
  3670. */
  3671. static RotationX(angle: number): Matrix;
  3672. /**
  3673. * Creates a new matrix as the invert of a given matrix
  3674. * @param source defines the source matrix
  3675. * @returns the new matrix
  3676. */
  3677. static Invert(source: DeepImmutable<Matrix>): Matrix;
  3678. /**
  3679. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  3680. * @param angle defines the angle (in radians) to use
  3681. * @param result defines the target matrix
  3682. */
  3683. static RotationXToRef(angle: number, result: Matrix): void;
  3684. /**
  3685. * Creates a new rotation matrix for "angle" radians around the Y axis
  3686. * @param angle defines the angle (in radians) to use
  3687. * @return the new matrix
  3688. */
  3689. static RotationY(angle: number): Matrix;
  3690. /**
  3691. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  3692. * @param angle defines the angle (in radians) to use
  3693. * @param result defines the target matrix
  3694. */
  3695. static RotationYToRef(angle: number, result: Matrix): void;
  3696. /**
  3697. * Creates a new rotation matrix for "angle" radians around the Z axis
  3698. * @param angle defines the angle (in radians) to use
  3699. * @return the new matrix
  3700. */
  3701. static RotationZ(angle: number): Matrix;
  3702. /**
  3703. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  3704. * @param angle defines the angle (in radians) to use
  3705. * @param result defines the target matrix
  3706. */
  3707. static RotationZToRef(angle: number, result: Matrix): void;
  3708. /**
  3709. * Creates a new rotation matrix for "angle" radians around the given axis
  3710. * @param axis defines the axis to use
  3711. * @param angle defines the angle (in radians) to use
  3712. * @return the new matrix
  3713. */
  3714. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  3715. /**
  3716. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  3717. * @param axis defines the axis to use
  3718. * @param angle defines the angle (in radians) to use
  3719. * @param result defines the target matrix
  3720. */
  3721. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  3722. /**
  3723. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  3724. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  3725. * @param from defines the vector to align
  3726. * @param to defines the vector to align to
  3727. * @param result defines the target matrix
  3728. */
  3729. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  3730. /**
  3731. * Creates a rotation matrix
  3732. * @param yaw defines the yaw angle in radians (Y axis)
  3733. * @param pitch defines the pitch angle in radians (X axis)
  3734. * @param roll defines the roll angle in radians (X axis)
  3735. * @returns the new rotation matrix
  3736. */
  3737. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  3738. /**
  3739. * Creates a rotation matrix and stores it in a given matrix
  3740. * @param yaw defines the yaw angle in radians (Y axis)
  3741. * @param pitch defines the pitch angle in radians (X axis)
  3742. * @param roll defines the roll angle in radians (X axis)
  3743. * @param result defines the target matrix
  3744. */
  3745. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  3746. /**
  3747. * Creates a scaling matrix
  3748. * @param x defines the scale factor on X axis
  3749. * @param y defines the scale factor on Y axis
  3750. * @param z defines the scale factor on Z axis
  3751. * @returns the new matrix
  3752. */
  3753. static Scaling(x: number, y: number, z: number): Matrix;
  3754. /**
  3755. * Creates a scaling matrix and stores it in a given matrix
  3756. * @param x defines the scale factor on X axis
  3757. * @param y defines the scale factor on Y axis
  3758. * @param z defines the scale factor on Z axis
  3759. * @param result defines the target matrix
  3760. */
  3761. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  3762. /**
  3763. * Creates a translation matrix
  3764. * @param x defines the translation on X axis
  3765. * @param y defines the translation on Y axis
  3766. * @param z defines the translationon Z axis
  3767. * @returns the new matrix
  3768. */
  3769. static Translation(x: number, y: number, z: number): Matrix;
  3770. /**
  3771. * Creates a translation matrix and stores it in a given matrix
  3772. * @param x defines the translation on X axis
  3773. * @param y defines the translation on Y axis
  3774. * @param z defines the translationon Z axis
  3775. * @param result defines the target matrix
  3776. */
  3777. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  3778. /**
  3779. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3780. * @param startValue defines the start value
  3781. * @param endValue defines the end value
  3782. * @param gradient defines the gradient factor
  3783. * @returns the new matrix
  3784. */
  3785. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3786. /**
  3787. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  3788. * @param startValue defines the start value
  3789. * @param endValue defines the end value
  3790. * @param gradient defines the gradient factor
  3791. * @param result defines the Matrix object where to store data
  3792. */
  3793. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3794. /**
  3795. * Builds a new matrix whose values are computed by:
  3796. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3797. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3798. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3799. * @param startValue defines the first matrix
  3800. * @param endValue defines the second matrix
  3801. * @param gradient defines the gradient between the two matrices
  3802. * @returns the new matrix
  3803. */
  3804. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  3805. /**
  3806. * Update a matrix to values which are computed by:
  3807. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  3808. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  3809. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  3810. * @param startValue defines the first matrix
  3811. * @param endValue defines the second matrix
  3812. * @param gradient defines the gradient between the two matrices
  3813. * @param result defines the target matrix
  3814. */
  3815. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  3816. /**
  3817. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  3818. * This function works in left handed mode
  3819. * @param eye defines the final position of the entity
  3820. * @param target defines where the entity should look at
  3821. * @param up defines the up vector for the entity
  3822. * @returns the new matrix
  3823. */
  3824. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3825. /**
  3826. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  3827. * This function works in left handed mode
  3828. * @param eye defines the final position of the entity
  3829. * @param target defines where the entity should look at
  3830. * @param up defines the up vector for the entity
  3831. * @param result defines the target matrix
  3832. */
  3833. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3834. /**
  3835. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  3836. * This function works in right handed mode
  3837. * @param eye defines the final position of the entity
  3838. * @param target defines where the entity should look at
  3839. * @param up defines the up vector for the entity
  3840. * @returns the new matrix
  3841. */
  3842. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  3843. /**
  3844. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  3845. * This function works in right handed mode
  3846. * @param eye defines the final position of the entity
  3847. * @param target defines where the entity should look at
  3848. * @param up defines the up vector for the entity
  3849. * @param result defines the target matrix
  3850. */
  3851. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  3852. /**
  3853. * Create a left-handed orthographic projection matrix
  3854. * @param width defines the viewport width
  3855. * @param height defines the viewport height
  3856. * @param znear defines the near clip plane
  3857. * @param zfar defines the far clip plane
  3858. * @returns a new matrix as a left-handed orthographic projection matrix
  3859. */
  3860. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3861. /**
  3862. * Store a left-handed orthographic projection to a given matrix
  3863. * @param width defines the viewport width
  3864. * @param height defines the viewport height
  3865. * @param znear defines the near clip plane
  3866. * @param zfar defines the far clip plane
  3867. * @param result defines the target matrix
  3868. */
  3869. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  3870. /**
  3871. * Create a left-handed orthographic projection matrix
  3872. * @param left defines the viewport left coordinate
  3873. * @param right defines the viewport right coordinate
  3874. * @param bottom defines the viewport bottom coordinate
  3875. * @param top defines the viewport top coordinate
  3876. * @param znear defines the near clip plane
  3877. * @param zfar defines the far clip plane
  3878. * @returns a new matrix as a left-handed orthographic projection matrix
  3879. */
  3880. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3881. /**
  3882. * Stores a left-handed orthographic projection into a given matrix
  3883. * @param left defines the viewport left coordinate
  3884. * @param right defines the viewport right coordinate
  3885. * @param bottom defines the viewport bottom coordinate
  3886. * @param top defines the viewport top coordinate
  3887. * @param znear defines the near clip plane
  3888. * @param zfar defines the far clip plane
  3889. * @param result defines the target matrix
  3890. */
  3891. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3892. /**
  3893. * Creates a right-handed orthographic projection matrix
  3894. * @param left defines the viewport left coordinate
  3895. * @param right defines the viewport right coordinate
  3896. * @param bottom defines the viewport bottom coordinate
  3897. * @param top defines the viewport top coordinate
  3898. * @param znear defines the near clip plane
  3899. * @param zfar defines the far clip plane
  3900. * @returns a new matrix as a right-handed orthographic projection matrix
  3901. */
  3902. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  3903. /**
  3904. * Stores a right-handed orthographic projection into a given matrix
  3905. * @param left defines the viewport left coordinate
  3906. * @param right defines the viewport right coordinate
  3907. * @param bottom defines the viewport bottom coordinate
  3908. * @param top defines the viewport top coordinate
  3909. * @param znear defines the near clip plane
  3910. * @param zfar defines the far clip plane
  3911. * @param result defines the target matrix
  3912. */
  3913. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  3914. /**
  3915. * Creates a left-handed perspective projection matrix
  3916. * @param width defines the viewport width
  3917. * @param height defines the viewport height
  3918. * @param znear defines the near clip plane
  3919. * @param zfar defines the far clip plane
  3920. * @returns a new matrix as a left-handed perspective projection matrix
  3921. */
  3922. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  3923. /**
  3924. * Creates a left-handed perspective projection matrix
  3925. * @param fov defines the horizontal field of view
  3926. * @param aspect defines the aspect ratio
  3927. * @param znear defines the near clip plane
  3928. * @param zfar defines the far clip plane
  3929. * @returns a new matrix as a left-handed perspective projection matrix
  3930. */
  3931. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3932. /**
  3933. * Stores a left-handed perspective projection into a given matrix
  3934. * @param fov defines the horizontal field of view
  3935. * @param aspect defines the aspect ratio
  3936. * @param znear defines the near clip plane
  3937. * @param zfar defines the far clip plane
  3938. * @param result defines the target matrix
  3939. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3940. */
  3941. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3942. /**
  3943. * Creates a right-handed perspective projection matrix
  3944. * @param fov defines the horizontal field of view
  3945. * @param aspect defines the aspect ratio
  3946. * @param znear defines the near clip plane
  3947. * @param zfar defines the far clip plane
  3948. * @returns a new matrix as a right-handed perspective projection matrix
  3949. */
  3950. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  3951. /**
  3952. * Stores a right-handed perspective projection into a given matrix
  3953. * @param fov defines the horizontal field of view
  3954. * @param aspect defines the aspect ratio
  3955. * @param znear defines the near clip plane
  3956. * @param zfar defines the far clip plane
  3957. * @param result defines the target matrix
  3958. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  3959. */
  3960. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  3961. /**
  3962. * Stores a perspective projection for WebVR info a given matrix
  3963. * @param fov defines the field of view
  3964. * @param znear defines the near clip plane
  3965. * @param zfar defines the far clip plane
  3966. * @param result defines the target matrix
  3967. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  3968. */
  3969. static PerspectiveFovWebVRToRef(fov: {
  3970. upDegrees: number;
  3971. downDegrees: number;
  3972. leftDegrees: number;
  3973. rightDegrees: number;
  3974. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  3975. /**
  3976. * Computes a complete transformation matrix
  3977. * @param viewport defines the viewport to use
  3978. * @param world defines the world matrix
  3979. * @param view defines the view matrix
  3980. * @param projection defines the projection matrix
  3981. * @param zmin defines the near clip plane
  3982. * @param zmax defines the far clip plane
  3983. * @returns the transformation matrix
  3984. */
  3985. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  3986. /**
  3987. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  3988. * @param matrix defines the matrix to use
  3989. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  3990. */
  3991. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  3992. /**
  3993. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  3994. * @param matrix defines the matrix to use
  3995. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  3996. */
  3997. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  3998. /**
  3999. * Compute the transpose of a given matrix
  4000. * @param matrix defines the matrix to transpose
  4001. * @returns the new matrix
  4002. */
  4003. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4004. /**
  4005. * Compute the transpose of a matrix and store it in a target matrix
  4006. * @param matrix defines the matrix to transpose
  4007. * @param result defines the target matrix
  4008. */
  4009. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4010. /**
  4011. * Computes a reflection matrix from a plane
  4012. * @param plane defines the reflection plane
  4013. * @returns a new matrix
  4014. */
  4015. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4016. /**
  4017. * Computes a reflection matrix from a plane
  4018. * @param plane defines the reflection plane
  4019. * @param result defines the target matrix
  4020. */
  4021. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4022. /**
  4023. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4024. * @param xaxis defines the value of the 1st axis
  4025. * @param yaxis defines the value of the 2nd axis
  4026. * @param zaxis defines the value of the 3rd axis
  4027. * @param result defines the target matrix
  4028. */
  4029. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4030. /**
  4031. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4032. * @param quat defines the quaternion to use
  4033. * @param result defines the target matrix
  4034. */
  4035. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4036. }
  4037. /**
  4038. * @hidden
  4039. */
  4040. export class TmpVectors {
  4041. static Vector2: Vector2[];
  4042. static Vector3: Vector3[];
  4043. static Vector4: Vector4[];
  4044. static Quaternion: Quaternion[];
  4045. static Matrix: Matrix[];
  4046. }
  4047. }
  4048. declare module "babylonjs/Engines/constants" {
  4049. /** Defines the cross module used constants to avoid circular dependncies */
  4050. export class Constants {
  4051. /** Defines that alpha blending is disabled */
  4052. static readonly ALPHA_DISABLE: number;
  4053. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  4054. static readonly ALPHA_ADD: number;
  4055. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  4056. static readonly ALPHA_COMBINE: number;
  4057. /** Defines that alpha blending to DEST - SRC * DEST */
  4058. static readonly ALPHA_SUBTRACT: number;
  4059. /** Defines that alpha blending to SRC * DEST */
  4060. static readonly ALPHA_MULTIPLY: number;
  4061. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  4062. static readonly ALPHA_MAXIMIZED: number;
  4063. /** Defines that alpha blending to SRC + DEST */
  4064. static readonly ALPHA_ONEONE: number;
  4065. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  4066. static readonly ALPHA_PREMULTIPLIED: number;
  4067. /**
  4068. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  4069. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  4070. */
  4071. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  4072. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  4073. static readonly ALPHA_INTERPOLATE: number;
  4074. /**
  4075. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  4076. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  4077. */
  4078. static readonly ALPHA_SCREENMODE: number;
  4079. /** Defines that the ressource is not delayed*/
  4080. static readonly DELAYLOADSTATE_NONE: number;
  4081. /** Defines that the ressource was successfully delay loaded */
  4082. static readonly DELAYLOADSTATE_LOADED: number;
  4083. /** Defines that the ressource is currently delay loading */
  4084. static readonly DELAYLOADSTATE_LOADING: number;
  4085. /** Defines that the ressource is delayed and has not started loading */
  4086. static readonly DELAYLOADSTATE_NOTLOADED: number;
  4087. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  4088. static readonly NEVER: number;
  4089. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  4090. static readonly ALWAYS: number;
  4091. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  4092. static readonly LESS: number;
  4093. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  4094. static readonly EQUAL: number;
  4095. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  4096. static readonly LEQUAL: number;
  4097. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  4098. static readonly GREATER: number;
  4099. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  4100. static readonly GEQUAL: number;
  4101. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  4102. static readonly NOTEQUAL: number;
  4103. /** Passed to stencilOperation to specify that stencil value must be kept */
  4104. static readonly KEEP: number;
  4105. /** Passed to stencilOperation to specify that stencil value must be replaced */
  4106. static readonly REPLACE: number;
  4107. /** Passed to stencilOperation to specify that stencil value must be incremented */
  4108. static readonly INCR: number;
  4109. /** Passed to stencilOperation to specify that stencil value must be decremented */
  4110. static readonly DECR: number;
  4111. /** Passed to stencilOperation to specify that stencil value must be inverted */
  4112. static readonly INVERT: number;
  4113. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  4114. static readonly INCR_WRAP: number;
  4115. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  4116. static readonly DECR_WRAP: number;
  4117. /** Texture is not repeating outside of 0..1 UVs */
  4118. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  4119. /** Texture is repeating outside of 0..1 UVs */
  4120. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  4121. /** Texture is repeating and mirrored */
  4122. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  4123. /** ALPHA */
  4124. static readonly TEXTUREFORMAT_ALPHA: number;
  4125. /** LUMINANCE */
  4126. static readonly TEXTUREFORMAT_LUMINANCE: number;
  4127. /** LUMINANCE_ALPHA */
  4128. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  4129. /** RGB */
  4130. static readonly TEXTUREFORMAT_RGB: number;
  4131. /** RGBA */
  4132. static readonly TEXTUREFORMAT_RGBA: number;
  4133. /** RED */
  4134. static readonly TEXTUREFORMAT_RED: number;
  4135. /** RED (2nd reference) */
  4136. static readonly TEXTUREFORMAT_R: number;
  4137. /** RG */
  4138. static readonly TEXTUREFORMAT_RG: number;
  4139. /** RED_INTEGER */
  4140. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  4141. /** RED_INTEGER (2nd reference) */
  4142. static readonly TEXTUREFORMAT_R_INTEGER: number;
  4143. /** RG_INTEGER */
  4144. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  4145. /** RGB_INTEGER */
  4146. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  4147. /** RGBA_INTEGER */
  4148. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  4149. /** UNSIGNED_BYTE */
  4150. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  4151. /** UNSIGNED_BYTE (2nd reference) */
  4152. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  4153. /** FLOAT */
  4154. static readonly TEXTURETYPE_FLOAT: number;
  4155. /** HALF_FLOAT */
  4156. static readonly TEXTURETYPE_HALF_FLOAT: number;
  4157. /** BYTE */
  4158. static readonly TEXTURETYPE_BYTE: number;
  4159. /** SHORT */
  4160. static readonly TEXTURETYPE_SHORT: number;
  4161. /** UNSIGNED_SHORT */
  4162. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  4163. /** INT */
  4164. static readonly TEXTURETYPE_INT: number;
  4165. /** UNSIGNED_INT */
  4166. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  4167. /** UNSIGNED_SHORT_4_4_4_4 */
  4168. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  4169. /** UNSIGNED_SHORT_5_5_5_1 */
  4170. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  4171. /** UNSIGNED_SHORT_5_6_5 */
  4172. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  4173. /** UNSIGNED_INT_2_10_10_10_REV */
  4174. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  4175. /** UNSIGNED_INT_24_8 */
  4176. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  4177. /** UNSIGNED_INT_10F_11F_11F_REV */
  4178. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  4179. /** UNSIGNED_INT_5_9_9_9_REV */
  4180. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  4181. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  4182. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  4183. /** nearest is mag = nearest and min = nearest and mip = linear */
  4184. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  4185. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4186. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  4187. /** Trilinear is mag = linear and min = linear and mip = linear */
  4188. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  4189. /** nearest is mag = nearest and min = nearest and mip = linear */
  4190. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  4191. /** Bilinear is mag = linear and min = linear and mip = nearest */
  4192. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  4193. /** Trilinear is mag = linear and min = linear and mip = linear */
  4194. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  4195. /** mag = nearest and min = nearest and mip = nearest */
  4196. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  4197. /** mag = nearest and min = linear and mip = nearest */
  4198. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  4199. /** mag = nearest and min = linear and mip = linear */
  4200. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  4201. /** mag = nearest and min = linear and mip = none */
  4202. static readonly TEXTURE_NEAREST_LINEAR: number;
  4203. /** mag = nearest and min = nearest and mip = none */
  4204. static readonly TEXTURE_NEAREST_NEAREST: number;
  4205. /** mag = linear and min = nearest and mip = nearest */
  4206. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  4207. /** mag = linear and min = nearest and mip = linear */
  4208. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  4209. /** mag = linear and min = linear and mip = none */
  4210. static readonly TEXTURE_LINEAR_LINEAR: number;
  4211. /** mag = linear and min = nearest and mip = none */
  4212. static readonly TEXTURE_LINEAR_NEAREST: number;
  4213. /** Explicit coordinates mode */
  4214. static readonly TEXTURE_EXPLICIT_MODE: number;
  4215. /** Spherical coordinates mode */
  4216. static readonly TEXTURE_SPHERICAL_MODE: number;
  4217. /** Planar coordinates mode */
  4218. static readonly TEXTURE_PLANAR_MODE: number;
  4219. /** Cubic coordinates mode */
  4220. static readonly TEXTURE_CUBIC_MODE: number;
  4221. /** Projection coordinates mode */
  4222. static readonly TEXTURE_PROJECTION_MODE: number;
  4223. /** Skybox coordinates mode */
  4224. static readonly TEXTURE_SKYBOX_MODE: number;
  4225. /** Inverse Cubic coordinates mode */
  4226. static readonly TEXTURE_INVCUBIC_MODE: number;
  4227. /** Equirectangular coordinates mode */
  4228. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  4229. /** Equirectangular Fixed coordinates mode */
  4230. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  4231. /** Equirectangular Fixed Mirrored coordinates mode */
  4232. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  4233. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  4234. static readonly SCALEMODE_FLOOR: number;
  4235. /** Defines that texture rescaling will look for the nearest power of 2 size */
  4236. static readonly SCALEMODE_NEAREST: number;
  4237. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  4238. static readonly SCALEMODE_CEILING: number;
  4239. /**
  4240. * The dirty texture flag value
  4241. */
  4242. static readonly MATERIAL_TextureDirtyFlag: number;
  4243. /**
  4244. * The dirty light flag value
  4245. */
  4246. static readonly MATERIAL_LightDirtyFlag: number;
  4247. /**
  4248. * The dirty fresnel flag value
  4249. */
  4250. static readonly MATERIAL_FresnelDirtyFlag: number;
  4251. /**
  4252. * The dirty attribute flag value
  4253. */
  4254. static readonly MATERIAL_AttributesDirtyFlag: number;
  4255. /**
  4256. * The dirty misc flag value
  4257. */
  4258. static readonly MATERIAL_MiscDirtyFlag: number;
  4259. /**
  4260. * The all dirty flag value
  4261. */
  4262. static readonly MATERIAL_AllDirtyFlag: number;
  4263. /**
  4264. * Returns the triangle fill mode
  4265. */
  4266. static readonly MATERIAL_TriangleFillMode: number;
  4267. /**
  4268. * Returns the wireframe mode
  4269. */
  4270. static readonly MATERIAL_WireFrameFillMode: number;
  4271. /**
  4272. * Returns the point fill mode
  4273. */
  4274. static readonly MATERIAL_PointFillMode: number;
  4275. /**
  4276. * Returns the point list draw mode
  4277. */
  4278. static readonly MATERIAL_PointListDrawMode: number;
  4279. /**
  4280. * Returns the line list draw mode
  4281. */
  4282. static readonly MATERIAL_LineListDrawMode: number;
  4283. /**
  4284. * Returns the line loop draw mode
  4285. */
  4286. static readonly MATERIAL_LineLoopDrawMode: number;
  4287. /**
  4288. * Returns the line strip draw mode
  4289. */
  4290. static readonly MATERIAL_LineStripDrawMode: number;
  4291. /**
  4292. * Returns the triangle strip draw mode
  4293. */
  4294. static readonly MATERIAL_TriangleStripDrawMode: number;
  4295. /**
  4296. * Returns the triangle fan draw mode
  4297. */
  4298. static readonly MATERIAL_TriangleFanDrawMode: number;
  4299. /**
  4300. * Stores the clock-wise side orientation
  4301. */
  4302. static readonly MATERIAL_ClockWiseSideOrientation: number;
  4303. /**
  4304. * Stores the counter clock-wise side orientation
  4305. */
  4306. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  4307. /**
  4308. * Nothing
  4309. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4310. */
  4311. static readonly ACTION_NothingTrigger: number;
  4312. /**
  4313. * On pick
  4314. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4315. */
  4316. static readonly ACTION_OnPickTrigger: number;
  4317. /**
  4318. * On left pick
  4319. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4320. */
  4321. static readonly ACTION_OnLeftPickTrigger: number;
  4322. /**
  4323. * On right pick
  4324. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4325. */
  4326. static readonly ACTION_OnRightPickTrigger: number;
  4327. /**
  4328. * On center pick
  4329. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4330. */
  4331. static readonly ACTION_OnCenterPickTrigger: number;
  4332. /**
  4333. * On pick down
  4334. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4335. */
  4336. static readonly ACTION_OnPickDownTrigger: number;
  4337. /**
  4338. * On double pick
  4339. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4340. */
  4341. static readonly ACTION_OnDoublePickTrigger: number;
  4342. /**
  4343. * On pick up
  4344. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4345. */
  4346. static readonly ACTION_OnPickUpTrigger: number;
  4347. /**
  4348. * On pick out.
  4349. * This trigger will only be raised if you also declared a OnPickDown
  4350. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4351. */
  4352. static readonly ACTION_OnPickOutTrigger: number;
  4353. /**
  4354. * On long press
  4355. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4356. */
  4357. static readonly ACTION_OnLongPressTrigger: number;
  4358. /**
  4359. * On pointer over
  4360. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4361. */
  4362. static readonly ACTION_OnPointerOverTrigger: number;
  4363. /**
  4364. * On pointer out
  4365. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4366. */
  4367. static readonly ACTION_OnPointerOutTrigger: number;
  4368. /**
  4369. * On every frame
  4370. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4371. */
  4372. static readonly ACTION_OnEveryFrameTrigger: number;
  4373. /**
  4374. * On intersection enter
  4375. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4376. */
  4377. static readonly ACTION_OnIntersectionEnterTrigger: number;
  4378. /**
  4379. * On intersection exit
  4380. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4381. */
  4382. static readonly ACTION_OnIntersectionExitTrigger: number;
  4383. /**
  4384. * On key down
  4385. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4386. */
  4387. static readonly ACTION_OnKeyDownTrigger: number;
  4388. /**
  4389. * On key up
  4390. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  4391. */
  4392. static readonly ACTION_OnKeyUpTrigger: number;
  4393. /**
  4394. * Billboard mode will only apply to Y axis
  4395. */
  4396. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  4397. /**
  4398. * Billboard mode will apply to all axes
  4399. */
  4400. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  4401. /**
  4402. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  4403. */
  4404. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  4405. /**
  4406. * Gets or sets base Assets URL
  4407. */
  4408. static PARTICLES_BaseAssetsUrl: string;
  4409. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  4410. * Test order :
  4411. * Is the bounding sphere outside the frustum ?
  4412. * If not, are the bounding box vertices outside the frustum ?
  4413. * It not, then the cullable object is in the frustum.
  4414. */
  4415. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  4416. /** Culling strategy : Bounding Sphere Only.
  4417. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  4418. * It's also less accurate than the standard because some not visible objects can still be selected.
  4419. * Test : is the bounding sphere outside the frustum ?
  4420. * If not, then the cullable object is in the frustum.
  4421. */
  4422. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  4423. /** Culling strategy : Optimistic Inclusion.
  4424. * This in an inclusion test first, then the standard exclusion test.
  4425. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  4426. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  4427. * Anyway, it's as accurate as the standard strategy.
  4428. * Test :
  4429. * Is the cullable object bounding sphere center in the frustum ?
  4430. * If not, apply the default culling strategy.
  4431. */
  4432. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  4433. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  4434. * This in an inclusion test first, then the bounding sphere only exclusion test.
  4435. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  4436. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  4437. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  4438. * Test :
  4439. * Is the cullable object bounding sphere center in the frustum ?
  4440. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  4441. */
  4442. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  4443. /**
  4444. * No logging while loading
  4445. */
  4446. static readonly SCENELOADER_NO_LOGGING: number;
  4447. /**
  4448. * Minimal logging while loading
  4449. */
  4450. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  4451. /**
  4452. * Summary logging while loading
  4453. */
  4454. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  4455. /**
  4456. * Detailled logging while loading
  4457. */
  4458. static readonly SCENELOADER_DETAILED_LOGGING: number;
  4459. }
  4460. }
  4461. declare module "babylonjs/Engines/IPipelineContext" {
  4462. /**
  4463. * Class used to store and describe the pipeline context associated with an effect
  4464. */
  4465. export interface IPipelineContext {
  4466. /**
  4467. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  4468. */
  4469. isAsync: boolean;
  4470. /**
  4471. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  4472. */
  4473. isReady: boolean;
  4474. /** @hidden */
  4475. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  4476. }
  4477. }
  4478. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  4479. /** @hidden */
  4480. export interface IShaderProcessor {
  4481. attributeProcessor?: (attribute: string) => string;
  4482. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  4483. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  4484. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  4485. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  4486. lineProcessor?: (line: string, isFragment: boolean) => string;
  4487. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4488. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  4489. }
  4490. }
  4491. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  4492. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  4493. /** @hidden */
  4494. export interface ProcessingOptions {
  4495. defines: string[];
  4496. indexParameters: any;
  4497. isFragment: boolean;
  4498. shouldUseHighPrecisionShader: boolean;
  4499. supportsUniformBuffers: boolean;
  4500. shadersRepository: string;
  4501. includesShadersStore: {
  4502. [key: string]: string;
  4503. };
  4504. processor?: IShaderProcessor;
  4505. version: string;
  4506. platformName: string;
  4507. lookForClosingBracketForUniformBuffer?: boolean;
  4508. }
  4509. }
  4510. declare module "babylonjs/Misc/stringTools" {
  4511. /**
  4512. * Helper to manipulate strings
  4513. */
  4514. export class StringTools {
  4515. /**
  4516. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  4517. * @param str Source string
  4518. * @param suffix Suffix to search for in the source string
  4519. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4520. */
  4521. static EndsWith(str: string, suffix: string): boolean;
  4522. /**
  4523. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  4524. * @param str Source string
  4525. * @param suffix Suffix to search for in the source string
  4526. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  4527. */
  4528. static StartsWith(str: string, suffix: string): boolean;
  4529. }
  4530. }
  4531. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  4532. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4533. /** @hidden */
  4534. export class ShaderCodeNode {
  4535. line: string;
  4536. children: ShaderCodeNode[];
  4537. additionalDefineKey?: string;
  4538. additionalDefineValue?: string;
  4539. isValid(preprocessors: {
  4540. [key: string]: string;
  4541. }): boolean;
  4542. process(preprocessors: {
  4543. [key: string]: string;
  4544. }, options: ProcessingOptions): string;
  4545. }
  4546. }
  4547. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  4548. /** @hidden */
  4549. export class ShaderCodeCursor {
  4550. private _lines;
  4551. lineIndex: number;
  4552. readonly currentLine: string;
  4553. readonly canRead: boolean;
  4554. lines: string[];
  4555. }
  4556. }
  4557. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  4558. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4559. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4560. /** @hidden */
  4561. export class ShaderCodeConditionNode extends ShaderCodeNode {
  4562. process(preprocessors: {
  4563. [key: string]: string;
  4564. }, options: ProcessingOptions): string;
  4565. }
  4566. }
  4567. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  4568. /** @hidden */
  4569. export class ShaderDefineExpression {
  4570. isTrue(preprocessors: {
  4571. [key: string]: string;
  4572. }): boolean;
  4573. }
  4574. }
  4575. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  4576. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  4577. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4578. /** @hidden */
  4579. export class ShaderCodeTestNode extends ShaderCodeNode {
  4580. testExpression: ShaderDefineExpression;
  4581. isValid(preprocessors: {
  4582. [key: string]: string;
  4583. }): boolean;
  4584. }
  4585. }
  4586. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  4587. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4588. /** @hidden */
  4589. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  4590. define: string;
  4591. not: boolean;
  4592. constructor(define: string, not?: boolean);
  4593. isTrue(preprocessors: {
  4594. [key: string]: string;
  4595. }): boolean;
  4596. }
  4597. }
  4598. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  4599. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4600. /** @hidden */
  4601. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  4602. leftOperand: ShaderDefineExpression;
  4603. rightOperand: ShaderDefineExpression;
  4604. isTrue(preprocessors: {
  4605. [key: string]: string;
  4606. }): boolean;
  4607. }
  4608. }
  4609. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  4610. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4611. /** @hidden */
  4612. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  4613. leftOperand: ShaderDefineExpression;
  4614. rightOperand: ShaderDefineExpression;
  4615. isTrue(preprocessors: {
  4616. [key: string]: string;
  4617. }): boolean;
  4618. }
  4619. }
  4620. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  4621. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  4622. /** @hidden */
  4623. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  4624. define: string;
  4625. operand: string;
  4626. testValue: string;
  4627. constructor(define: string, operand: string, testValue: string);
  4628. isTrue(preprocessors: {
  4629. [key: string]: string;
  4630. }): boolean;
  4631. }
  4632. }
  4633. declare module "babylonjs/Misc/loadFileError" {
  4634. import { WebRequest } from "babylonjs/Misc/webRequest";
  4635. /**
  4636. * @ignore
  4637. * Application error to support additional information when loading a file
  4638. */
  4639. export class LoadFileError extends Error {
  4640. /** defines the optional web request */
  4641. request?: WebRequest | undefined;
  4642. private static _setPrototypeOf;
  4643. /**
  4644. * Creates a new LoadFileError
  4645. * @param message defines the message of the error
  4646. * @param request defines the optional web request
  4647. */
  4648. constructor(message: string,
  4649. /** defines the optional web request */
  4650. request?: WebRequest | undefined);
  4651. }
  4652. }
  4653. declare module "babylonjs/Offline/IOfflineProvider" {
  4654. /**
  4655. * Class used to enable access to offline support
  4656. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  4657. */
  4658. export interface IOfflineProvider {
  4659. /**
  4660. * Gets a boolean indicating if scene must be saved in the database
  4661. */
  4662. enableSceneOffline: boolean;
  4663. /**
  4664. * Gets a boolean indicating if textures must be saved in the database
  4665. */
  4666. enableTexturesOffline: boolean;
  4667. /**
  4668. * Open the offline support and make it available
  4669. * @param successCallback defines the callback to call on success
  4670. * @param errorCallback defines the callback to call on error
  4671. */
  4672. open(successCallback: () => void, errorCallback: () => void): void;
  4673. /**
  4674. * Loads an image from the offline support
  4675. * @param url defines the url to load from
  4676. * @param image defines the target DOM image
  4677. */
  4678. loadImage(url: string, image: HTMLImageElement): void;
  4679. /**
  4680. * Loads a file from offline support
  4681. * @param url defines the URL to load from
  4682. * @param sceneLoaded defines a callback to call on success
  4683. * @param progressCallBack defines a callback to call when progress changed
  4684. * @param errorCallback defines a callback to call on error
  4685. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  4686. */
  4687. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  4688. }
  4689. }
  4690. declare module "babylonjs/Misc/filesInputStore" {
  4691. /**
  4692. * Class used to help managing file picking and drag'n'drop
  4693. * File Storage
  4694. */
  4695. export class FilesInputStore {
  4696. /**
  4697. * List of files ready to be loaded
  4698. */
  4699. static FilesToLoad: {
  4700. [key: string]: File;
  4701. };
  4702. }
  4703. }
  4704. declare module "babylonjs/Misc/retryStrategy" {
  4705. import { WebRequest } from "babylonjs/Misc/webRequest";
  4706. /**
  4707. * Class used to define a retry strategy when error happens while loading assets
  4708. */
  4709. export class RetryStrategy {
  4710. /**
  4711. * Function used to defines an exponential back off strategy
  4712. * @param maxRetries defines the maximum number of retries (3 by default)
  4713. * @param baseInterval defines the interval between retries
  4714. * @returns the strategy function to use
  4715. */
  4716. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  4717. }
  4718. }
  4719. declare module "babylonjs/Misc/fileTools" {
  4720. import { WebRequest } from "babylonjs/Misc/webRequest";
  4721. import { Nullable } from "babylonjs/types";
  4722. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  4723. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  4724. /**
  4725. * @hidden
  4726. */
  4727. export class FileTools {
  4728. /**
  4729. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  4730. */
  4731. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  4732. /**
  4733. * Gets or sets the base URL to use to load assets
  4734. */
  4735. static BaseUrl: string;
  4736. /**
  4737. * Default behaviour for cors in the application.
  4738. * It can be a string if the expected behavior is identical in the entire app.
  4739. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  4740. */
  4741. static CorsBehavior: string | ((url: string | string[]) => string);
  4742. /**
  4743. * Gets or sets a function used to pre-process url before using them to load assets
  4744. */
  4745. static PreprocessUrl: (url: string) => string;
  4746. /**
  4747. * Removes unwanted characters from an url
  4748. * @param url defines the url to clean
  4749. * @returns the cleaned url
  4750. */
  4751. private static _CleanUrl;
  4752. /**
  4753. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  4754. * @param url define the url we are trying
  4755. * @param element define the dom element where to configure the cors policy
  4756. */
  4757. static SetCorsBehavior(url: string | string[], element: {
  4758. crossOrigin: string | null;
  4759. }): void;
  4760. /**
  4761. * Loads an image as an HTMLImageElement.
  4762. * @param input url string, ArrayBuffer, or Blob to load
  4763. * @param onLoad callback called when the image successfully loads
  4764. * @param onError callback called when the image fails to load
  4765. * @param offlineProvider offline provider for caching
  4766. * @returns the HTMLImageElement of the loaded image
  4767. */
  4768. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  4769. /**
  4770. * Loads a file
  4771. * @param fileToLoad defines the file to load
  4772. * @param callback defines the callback to call when data is loaded
  4773. * @param progressCallBack defines the callback to call during loading process
  4774. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  4775. * @returns a file request object
  4776. */
  4777. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  4778. /**
  4779. * Loads a file
  4780. * @param url url string, ArrayBuffer, or Blob to load
  4781. * @param onSuccess callback called when the file successfully loads
  4782. * @param onProgress callback called while file is loading (if the server supports this mode)
  4783. * @param offlineProvider defines the offline provider for caching
  4784. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  4785. * @param onError callback called when the file fails to load
  4786. * @returns a file request object
  4787. */
  4788. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  4789. /**
  4790. * Checks if the loaded document was accessed via `file:`-Protocol.
  4791. * @returns boolean
  4792. */
  4793. static IsFileURL(): boolean;
  4794. }
  4795. }
  4796. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  4797. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  4798. /** @hidden */
  4799. export class ShaderProcessor {
  4800. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  4801. private static _ProcessPrecision;
  4802. private static _ExtractOperation;
  4803. private static _BuildSubExpression;
  4804. private static _BuildExpression;
  4805. private static _MoveCursorWithinIf;
  4806. private static _MoveCursor;
  4807. private static _EvaluatePreProcessors;
  4808. private static _PreparePreProcessors;
  4809. private static _ProcessShaderConversion;
  4810. private static _ProcessIncludes;
  4811. }
  4812. }
  4813. declare module "babylonjs/Maths/math.color" {
  4814. import { DeepImmutable, FloatArray } from "babylonjs/types";
  4815. /**
  4816. * Class used to hold a RBG color
  4817. */
  4818. export class Color3 {
  4819. /**
  4820. * Defines the red component (between 0 and 1, default is 0)
  4821. */
  4822. r: number;
  4823. /**
  4824. * Defines the green component (between 0 and 1, default is 0)
  4825. */
  4826. g: number;
  4827. /**
  4828. * Defines the blue component (between 0 and 1, default is 0)
  4829. */
  4830. b: number;
  4831. /**
  4832. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  4833. * @param r defines the red component (between 0 and 1, default is 0)
  4834. * @param g defines the green component (between 0 and 1, default is 0)
  4835. * @param b defines the blue component (between 0 and 1, default is 0)
  4836. */
  4837. constructor(
  4838. /**
  4839. * Defines the red component (between 0 and 1, default is 0)
  4840. */
  4841. r?: number,
  4842. /**
  4843. * Defines the green component (between 0 and 1, default is 0)
  4844. */
  4845. g?: number,
  4846. /**
  4847. * Defines the blue component (between 0 and 1, default is 0)
  4848. */
  4849. b?: number);
  4850. /**
  4851. * Creates a string with the Color3 current values
  4852. * @returns the string representation of the Color3 object
  4853. */
  4854. toString(): string;
  4855. /**
  4856. * Returns the string "Color3"
  4857. * @returns "Color3"
  4858. */
  4859. getClassName(): string;
  4860. /**
  4861. * Compute the Color3 hash code
  4862. * @returns an unique number that can be used to hash Color3 objects
  4863. */
  4864. getHashCode(): number;
  4865. /**
  4866. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  4867. * @param array defines the array where to store the r,g,b components
  4868. * @param index defines an optional index in the target array to define where to start storing values
  4869. * @returns the current Color3 object
  4870. */
  4871. toArray(array: FloatArray, index?: number): Color3;
  4872. /**
  4873. * Returns a new Color4 object from the current Color3 and the given alpha
  4874. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  4875. * @returns a new Color4 object
  4876. */
  4877. toColor4(alpha?: number): Color4;
  4878. /**
  4879. * Returns a new array populated with 3 numeric elements : red, green and blue values
  4880. * @returns the new array
  4881. */
  4882. asArray(): number[];
  4883. /**
  4884. * Returns the luminance value
  4885. * @returns a float value
  4886. */
  4887. toLuminance(): number;
  4888. /**
  4889. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  4890. * @param otherColor defines the second operand
  4891. * @returns the new Color3 object
  4892. */
  4893. multiply(otherColor: DeepImmutable<Color3>): Color3;
  4894. /**
  4895. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  4896. * @param otherColor defines the second operand
  4897. * @param result defines the Color3 object where to store the result
  4898. * @returns the current Color3
  4899. */
  4900. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4901. /**
  4902. * Determines equality between Color3 objects
  4903. * @param otherColor defines the second operand
  4904. * @returns true if the rgb values are equal to the given ones
  4905. */
  4906. equals(otherColor: DeepImmutable<Color3>): boolean;
  4907. /**
  4908. * Determines equality between the current Color3 object and a set of r,b,g values
  4909. * @param r defines the red component to check
  4910. * @param g defines the green component to check
  4911. * @param b defines the blue component to check
  4912. * @returns true if the rgb values are equal to the given ones
  4913. */
  4914. equalsFloats(r: number, g: number, b: number): boolean;
  4915. /**
  4916. * Multiplies in place each rgb value by scale
  4917. * @param scale defines the scaling factor
  4918. * @returns the updated Color3
  4919. */
  4920. scale(scale: number): Color3;
  4921. /**
  4922. * Multiplies the rgb values by scale and stores the result into "result"
  4923. * @param scale defines the scaling factor
  4924. * @param result defines the Color3 object where to store the result
  4925. * @returns the unmodified current Color3
  4926. */
  4927. scaleToRef(scale: number, result: Color3): Color3;
  4928. /**
  4929. * Scale the current Color3 values by a factor and add the result to a given Color3
  4930. * @param scale defines the scale factor
  4931. * @param result defines color to store the result into
  4932. * @returns the unmodified current Color3
  4933. */
  4934. scaleAndAddToRef(scale: number, result: Color3): Color3;
  4935. /**
  4936. * Clamps the rgb values by the min and max values and stores the result into "result"
  4937. * @param min defines minimum clamping value (default is 0)
  4938. * @param max defines maximum clamping value (default is 1)
  4939. * @param result defines color to store the result into
  4940. * @returns the original Color3
  4941. */
  4942. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  4943. /**
  4944. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  4945. * @param otherColor defines the second operand
  4946. * @returns the new Color3
  4947. */
  4948. add(otherColor: DeepImmutable<Color3>): Color3;
  4949. /**
  4950. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  4951. * @param otherColor defines the second operand
  4952. * @param result defines Color3 object to store the result into
  4953. * @returns the unmodified current Color3
  4954. */
  4955. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4956. /**
  4957. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  4958. * @param otherColor defines the second operand
  4959. * @returns the new Color3
  4960. */
  4961. subtract(otherColor: DeepImmutable<Color3>): Color3;
  4962. /**
  4963. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  4964. * @param otherColor defines the second operand
  4965. * @param result defines Color3 object to store the result into
  4966. * @returns the unmodified current Color3
  4967. */
  4968. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  4969. /**
  4970. * Copy the current object
  4971. * @returns a new Color3 copied the current one
  4972. */
  4973. clone(): Color3;
  4974. /**
  4975. * Copies the rgb values from the source in the current Color3
  4976. * @param source defines the source Color3 object
  4977. * @returns the updated Color3 object
  4978. */
  4979. copyFrom(source: DeepImmutable<Color3>): Color3;
  4980. /**
  4981. * Updates the Color3 rgb values from the given floats
  4982. * @param r defines the red component to read from
  4983. * @param g defines the green component to read from
  4984. * @param b defines the blue component to read from
  4985. * @returns the current Color3 object
  4986. */
  4987. copyFromFloats(r: number, g: number, b: number): Color3;
  4988. /**
  4989. * Updates the Color3 rgb values from the given floats
  4990. * @param r defines the red component to read from
  4991. * @param g defines the green component to read from
  4992. * @param b defines the blue component to read from
  4993. * @returns the current Color3 object
  4994. */
  4995. set(r: number, g: number, b: number): Color3;
  4996. /**
  4997. * Compute the Color3 hexadecimal code as a string
  4998. * @returns a string containing the hexadecimal representation of the Color3 object
  4999. */
  5000. toHexString(): string;
  5001. /**
  5002. * Computes a new Color3 converted from the current one to linear space
  5003. * @returns a new Color3 object
  5004. */
  5005. toLinearSpace(): Color3;
  5006. /**
  5007. * Converts current color in rgb space to HSV values
  5008. * @returns a new color3 representing the HSV values
  5009. */
  5010. toHSV(): Color3;
  5011. /**
  5012. * Converts current color in rgb space to HSV values
  5013. * @param result defines the Color3 where to store the HSV values
  5014. */
  5015. toHSVToRef(result: Color3): void;
  5016. /**
  5017. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5018. * @param convertedColor defines the Color3 object where to store the linear space version
  5019. * @returns the unmodified Color3
  5020. */
  5021. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5022. /**
  5023. * Computes a new Color3 converted from the current one to gamma space
  5024. * @returns a new Color3 object
  5025. */
  5026. toGammaSpace(): Color3;
  5027. /**
  5028. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5029. * @param convertedColor defines the Color3 object where to store the gamma space version
  5030. * @returns the unmodified Color3
  5031. */
  5032. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5033. private static _BlackReadOnly;
  5034. /**
  5035. * Convert Hue, saturation and value to a Color3 (RGB)
  5036. * @param hue defines the hue
  5037. * @param saturation defines the saturation
  5038. * @param value defines the value
  5039. * @param result defines the Color3 where to store the RGB values
  5040. */
  5041. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5042. /**
  5043. * Creates a new Color3 from the string containing valid hexadecimal values
  5044. * @param hex defines a string containing valid hexadecimal values
  5045. * @returns a new Color3 object
  5046. */
  5047. static FromHexString(hex: string): Color3;
  5048. /**
  5049. * Creates a new Color3 from the starting index of the given array
  5050. * @param array defines the source array
  5051. * @param offset defines an offset in the source array
  5052. * @returns a new Color3 object
  5053. */
  5054. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5055. /**
  5056. * Creates a new Color3 from integer values (< 256)
  5057. * @param r defines the red component to read from (value between 0 and 255)
  5058. * @param g defines the green component to read from (value between 0 and 255)
  5059. * @param b defines the blue component to read from (value between 0 and 255)
  5060. * @returns a new Color3 object
  5061. */
  5062. static FromInts(r: number, g: number, b: number): Color3;
  5063. /**
  5064. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5065. * @param start defines the start Color3 value
  5066. * @param end defines the end Color3 value
  5067. * @param amount defines the gradient value between start and end
  5068. * @returns a new Color3 object
  5069. */
  5070. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5071. /**
  5072. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5073. * @param left defines the start value
  5074. * @param right defines the end value
  5075. * @param amount defines the gradient factor
  5076. * @param result defines the Color3 object where to store the result
  5077. */
  5078. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5079. /**
  5080. * Returns a Color3 value containing a red color
  5081. * @returns a new Color3 object
  5082. */
  5083. static Red(): Color3;
  5084. /**
  5085. * Returns a Color3 value containing a green color
  5086. * @returns a new Color3 object
  5087. */
  5088. static Green(): Color3;
  5089. /**
  5090. * Returns a Color3 value containing a blue color
  5091. * @returns a new Color3 object
  5092. */
  5093. static Blue(): Color3;
  5094. /**
  5095. * Returns a Color3 value containing a black color
  5096. * @returns a new Color3 object
  5097. */
  5098. static Black(): Color3;
  5099. /**
  5100. * Gets a Color3 value containing a black color that must not be updated
  5101. */
  5102. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5103. /**
  5104. * Returns a Color3 value containing a white color
  5105. * @returns a new Color3 object
  5106. */
  5107. static White(): Color3;
  5108. /**
  5109. * Returns a Color3 value containing a purple color
  5110. * @returns a new Color3 object
  5111. */
  5112. static Purple(): Color3;
  5113. /**
  5114. * Returns a Color3 value containing a magenta color
  5115. * @returns a new Color3 object
  5116. */
  5117. static Magenta(): Color3;
  5118. /**
  5119. * Returns a Color3 value containing a yellow color
  5120. * @returns a new Color3 object
  5121. */
  5122. static Yellow(): Color3;
  5123. /**
  5124. * Returns a Color3 value containing a gray color
  5125. * @returns a new Color3 object
  5126. */
  5127. static Gray(): Color3;
  5128. /**
  5129. * Returns a Color3 value containing a teal color
  5130. * @returns a new Color3 object
  5131. */
  5132. static Teal(): Color3;
  5133. /**
  5134. * Returns a Color3 value containing a random color
  5135. * @returns a new Color3 object
  5136. */
  5137. static Random(): Color3;
  5138. }
  5139. /**
  5140. * Class used to hold a RBGA color
  5141. */
  5142. export class Color4 {
  5143. /**
  5144. * Defines the red component (between 0 and 1, default is 0)
  5145. */
  5146. r: number;
  5147. /**
  5148. * Defines the green component (between 0 and 1, default is 0)
  5149. */
  5150. g: number;
  5151. /**
  5152. * Defines the blue component (between 0 and 1, default is 0)
  5153. */
  5154. b: number;
  5155. /**
  5156. * Defines the alpha component (between 0 and 1, default is 1)
  5157. */
  5158. a: number;
  5159. /**
  5160. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5161. * @param r defines the red component (between 0 and 1, default is 0)
  5162. * @param g defines the green component (between 0 and 1, default is 0)
  5163. * @param b defines the blue component (between 0 and 1, default is 0)
  5164. * @param a defines the alpha component (between 0 and 1, default is 1)
  5165. */
  5166. constructor(
  5167. /**
  5168. * Defines the red component (between 0 and 1, default is 0)
  5169. */
  5170. r?: number,
  5171. /**
  5172. * Defines the green component (between 0 and 1, default is 0)
  5173. */
  5174. g?: number,
  5175. /**
  5176. * Defines the blue component (between 0 and 1, default is 0)
  5177. */
  5178. b?: number,
  5179. /**
  5180. * Defines the alpha component (between 0 and 1, default is 1)
  5181. */
  5182. a?: number);
  5183. /**
  5184. * Adds in place the given Color4 values to the current Color4 object
  5185. * @param right defines the second operand
  5186. * @returns the current updated Color4 object
  5187. */
  5188. addInPlace(right: DeepImmutable<Color4>): Color4;
  5189. /**
  5190. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5191. * @returns the new array
  5192. */
  5193. asArray(): number[];
  5194. /**
  5195. * Stores from the starting index in the given array the Color4 successive values
  5196. * @param array defines the array where to store the r,g,b components
  5197. * @param index defines an optional index in the target array to define where to start storing values
  5198. * @returns the current Color4 object
  5199. */
  5200. toArray(array: number[], index?: number): Color4;
  5201. /**
  5202. * Determines equality between Color4 objects
  5203. * @param otherColor defines the second operand
  5204. * @returns true if the rgba values are equal to the given ones
  5205. */
  5206. equals(otherColor: DeepImmutable<Color4>): boolean;
  5207. /**
  5208. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5209. * @param right defines the second operand
  5210. * @returns a new Color4 object
  5211. */
  5212. add(right: DeepImmutable<Color4>): Color4;
  5213. /**
  5214. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5215. * @param right defines the second operand
  5216. * @returns a new Color4 object
  5217. */
  5218. subtract(right: DeepImmutable<Color4>): Color4;
  5219. /**
  5220. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5221. * @param right defines the second operand
  5222. * @param result defines the Color4 object where to store the result
  5223. * @returns the current Color4 object
  5224. */
  5225. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5226. /**
  5227. * Creates a new Color4 with the current Color4 values multiplied by scale
  5228. * @param scale defines the scaling factor to apply
  5229. * @returns a new Color4 object
  5230. */
  5231. scale(scale: number): Color4;
  5232. /**
  5233. * Multiplies the current Color4 values by scale and stores the result in "result"
  5234. * @param scale defines the scaling factor to apply
  5235. * @param result defines the Color4 object where to store the result
  5236. * @returns the current unmodified Color4
  5237. */
  5238. scaleToRef(scale: number, result: Color4): Color4;
  5239. /**
  5240. * Scale the current Color4 values by a factor and add the result to a given Color4
  5241. * @param scale defines the scale factor
  5242. * @param result defines the Color4 object where to store the result
  5243. * @returns the unmodified current Color4
  5244. */
  5245. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5246. /**
  5247. * Clamps the rgb values by the min and max values and stores the result into "result"
  5248. * @param min defines minimum clamping value (default is 0)
  5249. * @param max defines maximum clamping value (default is 1)
  5250. * @param result defines color to store the result into.
  5251. * @returns the cuurent Color4
  5252. */
  5253. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5254. /**
  5255. * Multipy an Color4 value by another and return a new Color4 object
  5256. * @param color defines the Color4 value to multiply by
  5257. * @returns a new Color4 object
  5258. */
  5259. multiply(color: Color4): Color4;
  5260. /**
  5261. * Multipy a Color4 value by another and push the result in a reference value
  5262. * @param color defines the Color4 value to multiply by
  5263. * @param result defines the Color4 to fill the result in
  5264. * @returns the result Color4
  5265. */
  5266. multiplyToRef(color: Color4, result: Color4): Color4;
  5267. /**
  5268. * Creates a string with the Color4 current values
  5269. * @returns the string representation of the Color4 object
  5270. */
  5271. toString(): string;
  5272. /**
  5273. * Returns the string "Color4"
  5274. * @returns "Color4"
  5275. */
  5276. getClassName(): string;
  5277. /**
  5278. * Compute the Color4 hash code
  5279. * @returns an unique number that can be used to hash Color4 objects
  5280. */
  5281. getHashCode(): number;
  5282. /**
  5283. * Creates a new Color4 copied from the current one
  5284. * @returns a new Color4 object
  5285. */
  5286. clone(): Color4;
  5287. /**
  5288. * Copies the given Color4 values into the current one
  5289. * @param source defines the source Color4 object
  5290. * @returns the current updated Color4 object
  5291. */
  5292. copyFrom(source: Color4): Color4;
  5293. /**
  5294. * Copies the given float values into the current one
  5295. * @param r defines the red component to read from
  5296. * @param g defines the green component to read from
  5297. * @param b defines the blue component to read from
  5298. * @param a defines the alpha component to read from
  5299. * @returns the current updated Color4 object
  5300. */
  5301. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5302. /**
  5303. * Copies the given float values into the current one
  5304. * @param r defines the red component to read from
  5305. * @param g defines the green component to read from
  5306. * @param b defines the blue component to read from
  5307. * @param a defines the alpha component to read from
  5308. * @returns the current updated Color4 object
  5309. */
  5310. set(r: number, g: number, b: number, a: number): Color4;
  5311. /**
  5312. * Compute the Color4 hexadecimal code as a string
  5313. * @returns a string containing the hexadecimal representation of the Color4 object
  5314. */
  5315. toHexString(): string;
  5316. /**
  5317. * Computes a new Color4 converted from the current one to linear space
  5318. * @returns a new Color4 object
  5319. */
  5320. toLinearSpace(): Color4;
  5321. /**
  5322. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5323. * @param convertedColor defines the Color4 object where to store the linear space version
  5324. * @returns the unmodified Color4
  5325. */
  5326. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5327. /**
  5328. * Computes a new Color4 converted from the current one to gamma space
  5329. * @returns a new Color4 object
  5330. */
  5331. toGammaSpace(): Color4;
  5332. /**
  5333. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5334. * @param convertedColor defines the Color4 object where to store the gamma space version
  5335. * @returns the unmodified Color4
  5336. */
  5337. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5338. /**
  5339. * Creates a new Color4 from the string containing valid hexadecimal values
  5340. * @param hex defines a string containing valid hexadecimal values
  5341. * @returns a new Color4 object
  5342. */
  5343. static FromHexString(hex: string): Color4;
  5344. /**
  5345. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5346. * @param left defines the start value
  5347. * @param right defines the end value
  5348. * @param amount defines the gradient factor
  5349. * @returns a new Color4 object
  5350. */
  5351. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5352. /**
  5353. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5354. * @param left defines the start value
  5355. * @param right defines the end value
  5356. * @param amount defines the gradient factor
  5357. * @param result defines the Color4 object where to store data
  5358. */
  5359. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5360. /**
  5361. * Creates a new Color4 from a Color3 and an alpha value
  5362. * @param color3 defines the source Color3 to read from
  5363. * @param alpha defines the alpha component (1.0 by default)
  5364. * @returns a new Color4 object
  5365. */
  5366. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5367. /**
  5368. * Creates a new Color4 from the starting index element of the given array
  5369. * @param array defines the source array to read from
  5370. * @param offset defines the offset in the source array
  5371. * @returns a new Color4 object
  5372. */
  5373. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5374. /**
  5375. * Creates a new Color3 from integer values (< 256)
  5376. * @param r defines the red component to read from (value between 0 and 255)
  5377. * @param g defines the green component to read from (value between 0 and 255)
  5378. * @param b defines the blue component to read from (value between 0 and 255)
  5379. * @param a defines the alpha component to read from (value between 0 and 255)
  5380. * @returns a new Color3 object
  5381. */
  5382. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5383. /**
  5384. * Check the content of a given array and convert it to an array containing RGBA data
  5385. * If the original array was already containing count * 4 values then it is returned directly
  5386. * @param colors defines the array to check
  5387. * @param count defines the number of RGBA data to expect
  5388. * @returns an array containing count * 4 values (RGBA)
  5389. */
  5390. static CheckColors4(colors: number[], count: number): number[];
  5391. }
  5392. /**
  5393. * @hidden
  5394. */
  5395. export class TmpColors {
  5396. static Color3: Color3[];
  5397. static Color4: Color4[];
  5398. }
  5399. }
  5400. declare module "babylonjs/Maths/sphericalPolynomial" {
  5401. import { Vector3 } from "babylonjs/Maths/math.vector";
  5402. import { Color3 } from "babylonjs/Maths/math.color";
  5403. /**
  5404. * Class representing spherical harmonics coefficients to the 3rd degree
  5405. */
  5406. export class SphericalHarmonics {
  5407. /**
  5408. * Defines whether or not the harmonics have been prescaled for rendering.
  5409. */
  5410. preScaled: boolean;
  5411. /**
  5412. * The l0,0 coefficients of the spherical harmonics
  5413. */
  5414. l00: Vector3;
  5415. /**
  5416. * The l1,-1 coefficients of the spherical harmonics
  5417. */
  5418. l1_1: Vector3;
  5419. /**
  5420. * The l1,0 coefficients of the spherical harmonics
  5421. */
  5422. l10: Vector3;
  5423. /**
  5424. * The l1,1 coefficients of the spherical harmonics
  5425. */
  5426. l11: Vector3;
  5427. /**
  5428. * The l2,-2 coefficients of the spherical harmonics
  5429. */
  5430. l2_2: Vector3;
  5431. /**
  5432. * The l2,-1 coefficients of the spherical harmonics
  5433. */
  5434. l2_1: Vector3;
  5435. /**
  5436. * The l2,0 coefficients of the spherical harmonics
  5437. */
  5438. l20: Vector3;
  5439. /**
  5440. * The l2,1 coefficients of the spherical harmonics
  5441. */
  5442. l21: Vector3;
  5443. /**
  5444. * The l2,2 coefficients of the spherical harmonics
  5445. */
  5446. l22: Vector3;
  5447. /**
  5448. * Adds a light to the spherical harmonics
  5449. * @param direction the direction of the light
  5450. * @param color the color of the light
  5451. * @param deltaSolidAngle the delta solid angle of the light
  5452. */
  5453. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  5454. /**
  5455. * Scales the spherical harmonics by the given amount
  5456. * @param scale the amount to scale
  5457. */
  5458. scaleInPlace(scale: number): void;
  5459. /**
  5460. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  5461. *
  5462. * ```
  5463. * E_lm = A_l * L_lm
  5464. * ```
  5465. *
  5466. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  5467. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  5468. * the scaling factors are given in equation 9.
  5469. */
  5470. convertIncidentRadianceToIrradiance(): void;
  5471. /**
  5472. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  5473. *
  5474. * ```
  5475. * L = (1/pi) * E * rho
  5476. * ```
  5477. *
  5478. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  5479. */
  5480. convertIrradianceToLambertianRadiance(): void;
  5481. /**
  5482. * Integrates the reconstruction coefficients directly in to the SH preventing further
  5483. * required operations at run time.
  5484. *
  5485. * This is simply done by scaling back the SH with Ylm constants parameter.
  5486. * The trigonometric part being applied by the shader at run time.
  5487. */
  5488. preScaleForRendering(): void;
  5489. /**
  5490. * Constructs a spherical harmonics from an array.
  5491. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  5492. * @returns the spherical harmonics
  5493. */
  5494. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  5495. /**
  5496. * Gets the spherical harmonics from polynomial
  5497. * @param polynomial the spherical polynomial
  5498. * @returns the spherical harmonics
  5499. */
  5500. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  5501. }
  5502. /**
  5503. * Class representing spherical polynomial coefficients to the 3rd degree
  5504. */
  5505. export class SphericalPolynomial {
  5506. private _harmonics;
  5507. /**
  5508. * The spherical harmonics used to create the polynomials.
  5509. */
  5510. readonly preScaledHarmonics: SphericalHarmonics;
  5511. /**
  5512. * The x coefficients of the spherical polynomial
  5513. */
  5514. x: Vector3;
  5515. /**
  5516. * The y coefficients of the spherical polynomial
  5517. */
  5518. y: Vector3;
  5519. /**
  5520. * The z coefficients of the spherical polynomial
  5521. */
  5522. z: Vector3;
  5523. /**
  5524. * The xx coefficients of the spherical polynomial
  5525. */
  5526. xx: Vector3;
  5527. /**
  5528. * The yy coefficients of the spherical polynomial
  5529. */
  5530. yy: Vector3;
  5531. /**
  5532. * The zz coefficients of the spherical polynomial
  5533. */
  5534. zz: Vector3;
  5535. /**
  5536. * The xy coefficients of the spherical polynomial
  5537. */
  5538. xy: Vector3;
  5539. /**
  5540. * The yz coefficients of the spherical polynomial
  5541. */
  5542. yz: Vector3;
  5543. /**
  5544. * The zx coefficients of the spherical polynomial
  5545. */
  5546. zx: Vector3;
  5547. /**
  5548. * Adds an ambient color to the spherical polynomial
  5549. * @param color the color to add
  5550. */
  5551. addAmbient(color: Color3): void;
  5552. /**
  5553. * Scales the spherical polynomial by the given amount
  5554. * @param scale the amount to scale
  5555. */
  5556. scaleInPlace(scale: number): void;
  5557. /**
  5558. * Gets the spherical polynomial from harmonics
  5559. * @param harmonics the spherical harmonics
  5560. * @returns the spherical polynomial
  5561. */
  5562. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  5563. /**
  5564. * Constructs a spherical polynomial from an array.
  5565. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  5566. * @returns the spherical polynomial
  5567. */
  5568. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  5569. }
  5570. }
  5571. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  5572. /**
  5573. * Define options used to create a render target texture
  5574. */
  5575. export class RenderTargetCreationOptions {
  5576. /**
  5577. * Specifies is mipmaps must be generated
  5578. */
  5579. generateMipMaps?: boolean;
  5580. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  5581. generateDepthBuffer?: boolean;
  5582. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  5583. generateStencilBuffer?: boolean;
  5584. /** Defines texture type (int by default) */
  5585. type?: number;
  5586. /** Defines sampling mode (trilinear by default) */
  5587. samplingMode?: number;
  5588. /** Defines format (RGBA by default) */
  5589. format?: number;
  5590. }
  5591. }
  5592. declare module "babylonjs/States/alphaCullingState" {
  5593. /**
  5594. * @hidden
  5595. **/
  5596. export class _AlphaState {
  5597. private _isAlphaBlendDirty;
  5598. private _isBlendFunctionParametersDirty;
  5599. private _isBlendEquationParametersDirty;
  5600. private _isBlendConstantsDirty;
  5601. private _alphaBlend;
  5602. private _blendFunctionParameters;
  5603. private _blendEquationParameters;
  5604. private _blendConstants;
  5605. /**
  5606. * Initializes the state.
  5607. */
  5608. constructor();
  5609. readonly isDirty: boolean;
  5610. alphaBlend: boolean;
  5611. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  5612. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  5613. setAlphaEquationParameters(rgb: number, alpha: number): void;
  5614. reset(): void;
  5615. apply(gl: WebGLRenderingContext): void;
  5616. }
  5617. }
  5618. declare module "babylonjs/States/depthCullingState" {
  5619. import { Nullable } from "babylonjs/types";
  5620. /**
  5621. * @hidden
  5622. **/
  5623. export class _DepthCullingState {
  5624. private _isDepthTestDirty;
  5625. private _isDepthMaskDirty;
  5626. private _isDepthFuncDirty;
  5627. private _isCullFaceDirty;
  5628. private _isCullDirty;
  5629. private _isZOffsetDirty;
  5630. private _isFrontFaceDirty;
  5631. private _depthTest;
  5632. private _depthMask;
  5633. private _depthFunc;
  5634. private _cull;
  5635. private _cullFace;
  5636. private _zOffset;
  5637. private _frontFace;
  5638. /**
  5639. * Initializes the state.
  5640. */
  5641. constructor();
  5642. readonly isDirty: boolean;
  5643. zOffset: number;
  5644. cullFace: Nullable<number>;
  5645. cull: Nullable<boolean>;
  5646. depthFunc: Nullable<number>;
  5647. depthMask: boolean;
  5648. depthTest: boolean;
  5649. frontFace: Nullable<number>;
  5650. reset(): void;
  5651. apply(gl: WebGLRenderingContext): void;
  5652. }
  5653. }
  5654. declare module "babylonjs/States/stencilState" {
  5655. /**
  5656. * @hidden
  5657. **/
  5658. export class _StencilState {
  5659. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  5660. static readonly ALWAYS: number;
  5661. /** Passed to stencilOperation to specify that stencil value must be kept */
  5662. static readonly KEEP: number;
  5663. /** Passed to stencilOperation to specify that stencil value must be replaced */
  5664. static readonly REPLACE: number;
  5665. private _isStencilTestDirty;
  5666. private _isStencilMaskDirty;
  5667. private _isStencilFuncDirty;
  5668. private _isStencilOpDirty;
  5669. private _stencilTest;
  5670. private _stencilMask;
  5671. private _stencilFunc;
  5672. private _stencilFuncRef;
  5673. private _stencilFuncMask;
  5674. private _stencilOpStencilFail;
  5675. private _stencilOpDepthFail;
  5676. private _stencilOpStencilDepthPass;
  5677. readonly isDirty: boolean;
  5678. stencilFunc: number;
  5679. stencilFuncRef: number;
  5680. stencilFuncMask: number;
  5681. stencilOpStencilFail: number;
  5682. stencilOpDepthFail: number;
  5683. stencilOpStencilDepthPass: number;
  5684. stencilMask: number;
  5685. stencilTest: boolean;
  5686. constructor();
  5687. reset(): void;
  5688. apply(gl: WebGLRenderingContext): void;
  5689. }
  5690. }
  5691. declare module "babylonjs/States/index" {
  5692. export * from "babylonjs/States/alphaCullingState";
  5693. export * from "babylonjs/States/depthCullingState";
  5694. export * from "babylonjs/States/stencilState";
  5695. }
  5696. declare module "babylonjs/Instrumentation/timeToken" {
  5697. import { Nullable } from "babylonjs/types";
  5698. /**
  5699. * @hidden
  5700. **/
  5701. export class _TimeToken {
  5702. _startTimeQuery: Nullable<WebGLQuery>;
  5703. _endTimeQuery: Nullable<WebGLQuery>;
  5704. _timeElapsedQuery: Nullable<WebGLQuery>;
  5705. _timeElapsedQueryEnded: boolean;
  5706. }
  5707. }
  5708. declare module "babylonjs/Misc/andOrNotEvaluator" {
  5709. /**
  5710. * Class used to evalaute queries containing `and` and `or` operators
  5711. */
  5712. export class AndOrNotEvaluator {
  5713. /**
  5714. * Evaluate a query
  5715. * @param query defines the query to evaluate
  5716. * @param evaluateCallback defines the callback used to filter result
  5717. * @returns true if the query matches
  5718. */
  5719. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  5720. private static _HandleParenthesisContent;
  5721. private static _SimplifyNegation;
  5722. }
  5723. }
  5724. declare module "babylonjs/Misc/tags" {
  5725. /**
  5726. * Class used to store custom tags
  5727. */
  5728. export class Tags {
  5729. /**
  5730. * Adds support for tags on the given object
  5731. * @param obj defines the object to use
  5732. */
  5733. static EnableFor(obj: any): void;
  5734. /**
  5735. * Removes tags support
  5736. * @param obj defines the object to use
  5737. */
  5738. static DisableFor(obj: any): void;
  5739. /**
  5740. * Gets a boolean indicating if the given object has tags
  5741. * @param obj defines the object to use
  5742. * @returns a boolean
  5743. */
  5744. static HasTags(obj: any): boolean;
  5745. /**
  5746. * Gets the tags available on a given object
  5747. * @param obj defines the object to use
  5748. * @param asString defines if the tags must be returned as a string instead of an array of strings
  5749. * @returns the tags
  5750. */
  5751. static GetTags(obj: any, asString?: boolean): any;
  5752. /**
  5753. * Adds tags to an object
  5754. * @param obj defines the object to use
  5755. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  5756. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  5757. */
  5758. static AddTagsTo(obj: any, tagsString: string): void;
  5759. /**
  5760. * @hidden
  5761. */
  5762. static _AddTagTo(obj: any, tag: string): void;
  5763. /**
  5764. * Removes specific tags from a specific object
  5765. * @param obj defines the object to use
  5766. * @param tagsString defines the tags to remove
  5767. */
  5768. static RemoveTagsFrom(obj: any, tagsString: string): void;
  5769. /**
  5770. * @hidden
  5771. */
  5772. static _RemoveTagFrom(obj: any, tag: string): void;
  5773. /**
  5774. * Defines if tags hosted on an object match a given query
  5775. * @param obj defines the object to use
  5776. * @param tagsQuery defines the tag query
  5777. * @returns a boolean
  5778. */
  5779. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  5780. }
  5781. }
  5782. declare module "babylonjs/Maths/math.path" {
  5783. import { DeepImmutable, Nullable } from "babylonjs/types";
  5784. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  5785. /**
  5786. * Defines potential orientation for back face culling
  5787. */
  5788. export enum Orientation {
  5789. /**
  5790. * Clockwise
  5791. */
  5792. CW = 0,
  5793. /** Counter clockwise */
  5794. CCW = 1
  5795. }
  5796. /** Class used to represent a Bezier curve */
  5797. export class BezierCurve {
  5798. /**
  5799. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  5800. * @param t defines the time
  5801. * @param x1 defines the left coordinate on X axis
  5802. * @param y1 defines the left coordinate on Y axis
  5803. * @param x2 defines the right coordinate on X axis
  5804. * @param y2 defines the right coordinate on Y axis
  5805. * @returns the interpolated value
  5806. */
  5807. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  5808. }
  5809. /**
  5810. * Defines angle representation
  5811. */
  5812. export class Angle {
  5813. private _radians;
  5814. /**
  5815. * Creates an Angle object of "radians" radians (float).
  5816. * @param radians the angle in radians
  5817. */
  5818. constructor(radians: number);
  5819. /**
  5820. * Get value in degrees
  5821. * @returns the Angle value in degrees (float)
  5822. */
  5823. degrees(): number;
  5824. /**
  5825. * Get value in radians
  5826. * @returns the Angle value in radians (float)
  5827. */
  5828. radians(): number;
  5829. /**
  5830. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  5831. * @param a defines first vector
  5832. * @param b defines second vector
  5833. * @returns a new Angle
  5834. */
  5835. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  5836. /**
  5837. * Gets a new Angle object from the given float in radians
  5838. * @param radians defines the angle value in radians
  5839. * @returns a new Angle
  5840. */
  5841. static FromRadians(radians: number): Angle;
  5842. /**
  5843. * Gets a new Angle object from the given float in degrees
  5844. * @param degrees defines the angle value in degrees
  5845. * @returns a new Angle
  5846. */
  5847. static FromDegrees(degrees: number): Angle;
  5848. }
  5849. /**
  5850. * This represents an arc in a 2d space.
  5851. */
  5852. export class Arc2 {
  5853. /** Defines the start point of the arc */
  5854. startPoint: Vector2;
  5855. /** Defines the mid point of the arc */
  5856. midPoint: Vector2;
  5857. /** Defines the end point of the arc */
  5858. endPoint: Vector2;
  5859. /**
  5860. * Defines the center point of the arc.
  5861. */
  5862. centerPoint: Vector2;
  5863. /**
  5864. * Defines the radius of the arc.
  5865. */
  5866. radius: number;
  5867. /**
  5868. * Defines the angle of the arc (from mid point to end point).
  5869. */
  5870. angle: Angle;
  5871. /**
  5872. * Defines the start angle of the arc (from start point to middle point).
  5873. */
  5874. startAngle: Angle;
  5875. /**
  5876. * Defines the orientation of the arc (clock wise/counter clock wise).
  5877. */
  5878. orientation: Orientation;
  5879. /**
  5880. * Creates an Arc object from the three given points : start, middle and end.
  5881. * @param startPoint Defines the start point of the arc
  5882. * @param midPoint Defines the midlle point of the arc
  5883. * @param endPoint Defines the end point of the arc
  5884. */
  5885. constructor(
  5886. /** Defines the start point of the arc */
  5887. startPoint: Vector2,
  5888. /** Defines the mid point of the arc */
  5889. midPoint: Vector2,
  5890. /** Defines the end point of the arc */
  5891. endPoint: Vector2);
  5892. }
  5893. /**
  5894. * Represents a 2D path made up of multiple 2D points
  5895. */
  5896. export class Path2 {
  5897. private _points;
  5898. private _length;
  5899. /**
  5900. * If the path start and end point are the same
  5901. */
  5902. closed: boolean;
  5903. /**
  5904. * Creates a Path2 object from the starting 2D coordinates x and y.
  5905. * @param x the starting points x value
  5906. * @param y the starting points y value
  5907. */
  5908. constructor(x: number, y: number);
  5909. /**
  5910. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  5911. * @param x the added points x value
  5912. * @param y the added points y value
  5913. * @returns the updated Path2.
  5914. */
  5915. addLineTo(x: number, y: number): Path2;
  5916. /**
  5917. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  5918. * @param midX middle point x value
  5919. * @param midY middle point y value
  5920. * @param endX end point x value
  5921. * @param endY end point y value
  5922. * @param numberOfSegments (default: 36)
  5923. * @returns the updated Path2.
  5924. */
  5925. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  5926. /**
  5927. * Closes the Path2.
  5928. * @returns the Path2.
  5929. */
  5930. close(): Path2;
  5931. /**
  5932. * Gets the sum of the distance between each sequential point in the path
  5933. * @returns the Path2 total length (float).
  5934. */
  5935. length(): number;
  5936. /**
  5937. * Gets the points which construct the path
  5938. * @returns the Path2 internal array of points.
  5939. */
  5940. getPoints(): Vector2[];
  5941. /**
  5942. * Retreives the point at the distance aways from the starting point
  5943. * @param normalizedLengthPosition the length along the path to retreive the point from
  5944. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  5945. */
  5946. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  5947. /**
  5948. * Creates a new path starting from an x and y position
  5949. * @param x starting x value
  5950. * @param y starting y value
  5951. * @returns a new Path2 starting at the coordinates (x, y).
  5952. */
  5953. static StartingAt(x: number, y: number): Path2;
  5954. }
  5955. /**
  5956. * Represents a 3D path made up of multiple 3D points
  5957. */
  5958. export class Path3D {
  5959. /**
  5960. * an array of Vector3, the curve axis of the Path3D
  5961. */
  5962. path: Vector3[];
  5963. private _curve;
  5964. private _distances;
  5965. private _tangents;
  5966. private _normals;
  5967. private _binormals;
  5968. private _raw;
  5969. /**
  5970. * new Path3D(path, normal, raw)
  5971. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  5972. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  5973. * @param path an array of Vector3, the curve axis of the Path3D
  5974. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  5975. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  5976. */
  5977. constructor(
  5978. /**
  5979. * an array of Vector3, the curve axis of the Path3D
  5980. */
  5981. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  5982. /**
  5983. * Returns the Path3D array of successive Vector3 designing its curve.
  5984. * @returns the Path3D array of successive Vector3 designing its curve.
  5985. */
  5986. getCurve(): Vector3[];
  5987. /**
  5988. * Returns an array populated with tangent vectors on each Path3D curve point.
  5989. * @returns an array populated with tangent vectors on each Path3D curve point.
  5990. */
  5991. getTangents(): Vector3[];
  5992. /**
  5993. * Returns an array populated with normal vectors on each Path3D curve point.
  5994. * @returns an array populated with normal vectors on each Path3D curve point.
  5995. */
  5996. getNormals(): Vector3[];
  5997. /**
  5998. * Returns an array populated with binormal vectors on each Path3D curve point.
  5999. * @returns an array populated with binormal vectors on each Path3D curve point.
  6000. */
  6001. getBinormals(): Vector3[];
  6002. /**
  6003. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  6004. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  6005. */
  6006. getDistances(): number[];
  6007. /**
  6008. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  6009. * @param path path which all values are copied into the curves points
  6010. * @param firstNormal which should be projected onto the curve
  6011. * @returns the same object updated.
  6012. */
  6013. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  6014. private _compute;
  6015. private _getFirstNonNullVector;
  6016. private _getLastNonNullVector;
  6017. private _normalVector;
  6018. }
  6019. /**
  6020. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6021. * A Curve3 is designed from a series of successive Vector3.
  6022. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  6023. */
  6024. export class Curve3 {
  6025. private _points;
  6026. private _length;
  6027. /**
  6028. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  6029. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  6030. * @param v1 (Vector3) the control point
  6031. * @param v2 (Vector3) the end point of the Quadratic Bezier
  6032. * @param nbPoints (integer) the wanted number of points in the curve
  6033. * @returns the created Curve3
  6034. */
  6035. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6036. /**
  6037. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  6038. * @param v0 (Vector3) the origin point of the Cubic Bezier
  6039. * @param v1 (Vector3) the first control point
  6040. * @param v2 (Vector3) the second control point
  6041. * @param v3 (Vector3) the end point of the Cubic Bezier
  6042. * @param nbPoints (integer) the wanted number of points in the curve
  6043. * @returns the created Curve3
  6044. */
  6045. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6046. /**
  6047. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  6048. * @param p1 (Vector3) the origin point of the Hermite Spline
  6049. * @param t1 (Vector3) the tangent vector at the origin point
  6050. * @param p2 (Vector3) the end point of the Hermite Spline
  6051. * @param t2 (Vector3) the tangent vector at the end point
  6052. * @param nbPoints (integer) the wanted number of points in the curve
  6053. * @returns the created Curve3
  6054. */
  6055. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  6056. /**
  6057. * Returns a Curve3 object along a CatmullRom Spline curve :
  6058. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  6059. * @param nbPoints (integer) the wanted number of points between each curve control points
  6060. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  6061. * @returns the created Curve3
  6062. */
  6063. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  6064. /**
  6065. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  6066. * A Curve3 is designed from a series of successive Vector3.
  6067. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  6068. * @param points points which make up the curve
  6069. */
  6070. constructor(points: Vector3[]);
  6071. /**
  6072. * @returns the Curve3 stored array of successive Vector3
  6073. */
  6074. getPoints(): Vector3[];
  6075. /**
  6076. * @returns the computed length (float) of the curve.
  6077. */
  6078. length(): number;
  6079. /**
  6080. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  6081. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  6082. * curveA and curveB keep unchanged.
  6083. * @param curve the curve to continue from this curve
  6084. * @returns the newly constructed curve
  6085. */
  6086. continue(curve: DeepImmutable<Curve3>): Curve3;
  6087. private _computeLength;
  6088. }
  6089. }
  6090. declare module "babylonjs/Animations/easing" {
  6091. /**
  6092. * This represents the main contract an easing function should follow.
  6093. * Easing functions are used throughout the animation system.
  6094. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6095. */
  6096. export interface IEasingFunction {
  6097. /**
  6098. * Given an input gradient between 0 and 1, this returns the corrseponding value
  6099. * of the easing function.
  6100. * The link below provides some of the most common examples of easing functions.
  6101. * @see https://easings.net/
  6102. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6103. * @returns the corresponding value on the curve defined by the easing function
  6104. */
  6105. ease(gradient: number): number;
  6106. }
  6107. /**
  6108. * Base class used for every default easing function.
  6109. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6110. */
  6111. export class EasingFunction implements IEasingFunction {
  6112. /**
  6113. * Interpolation follows the mathematical formula associated with the easing function.
  6114. */
  6115. static readonly EASINGMODE_EASEIN: number;
  6116. /**
  6117. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  6118. */
  6119. static readonly EASINGMODE_EASEOUT: number;
  6120. /**
  6121. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  6122. */
  6123. static readonly EASINGMODE_EASEINOUT: number;
  6124. private _easingMode;
  6125. /**
  6126. * Sets the easing mode of the current function.
  6127. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  6128. */
  6129. setEasingMode(easingMode: number): void;
  6130. /**
  6131. * Gets the current easing mode.
  6132. * @returns the easing mode
  6133. */
  6134. getEasingMode(): number;
  6135. /**
  6136. * @hidden
  6137. */
  6138. easeInCore(gradient: number): number;
  6139. /**
  6140. * Given an input gradient between 0 and 1, this returns the corresponding value
  6141. * of the easing function.
  6142. * @param gradient Defines the value between 0 and 1 we want the easing value for
  6143. * @returns the corresponding value on the curve defined by the easing function
  6144. */
  6145. ease(gradient: number): number;
  6146. }
  6147. /**
  6148. * Easing function with a circle shape (see link below).
  6149. * @see https://easings.net/#easeInCirc
  6150. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6151. */
  6152. export class CircleEase extends EasingFunction implements IEasingFunction {
  6153. /** @hidden */
  6154. easeInCore(gradient: number): number;
  6155. }
  6156. /**
  6157. * Easing function with a ease back shape (see link below).
  6158. * @see https://easings.net/#easeInBack
  6159. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6160. */
  6161. export class BackEase extends EasingFunction implements IEasingFunction {
  6162. /** Defines the amplitude of the function */
  6163. amplitude: number;
  6164. /**
  6165. * Instantiates a back ease easing
  6166. * @see https://easings.net/#easeInBack
  6167. * @param amplitude Defines the amplitude of the function
  6168. */
  6169. constructor(
  6170. /** Defines the amplitude of the function */
  6171. amplitude?: number);
  6172. /** @hidden */
  6173. easeInCore(gradient: number): number;
  6174. }
  6175. /**
  6176. * Easing function with a bouncing shape (see link below).
  6177. * @see https://easings.net/#easeInBounce
  6178. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6179. */
  6180. export class BounceEase extends EasingFunction implements IEasingFunction {
  6181. /** Defines the number of bounces */
  6182. bounces: number;
  6183. /** Defines the amplitude of the bounce */
  6184. bounciness: number;
  6185. /**
  6186. * Instantiates a bounce easing
  6187. * @see https://easings.net/#easeInBounce
  6188. * @param bounces Defines the number of bounces
  6189. * @param bounciness Defines the amplitude of the bounce
  6190. */
  6191. constructor(
  6192. /** Defines the number of bounces */
  6193. bounces?: number,
  6194. /** Defines the amplitude of the bounce */
  6195. bounciness?: number);
  6196. /** @hidden */
  6197. easeInCore(gradient: number): number;
  6198. }
  6199. /**
  6200. * Easing function with a power of 3 shape (see link below).
  6201. * @see https://easings.net/#easeInCubic
  6202. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6203. */
  6204. export class CubicEase extends EasingFunction implements IEasingFunction {
  6205. /** @hidden */
  6206. easeInCore(gradient: number): number;
  6207. }
  6208. /**
  6209. * Easing function with an elastic shape (see link below).
  6210. * @see https://easings.net/#easeInElastic
  6211. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6212. */
  6213. export class ElasticEase extends EasingFunction implements IEasingFunction {
  6214. /** Defines the number of oscillations*/
  6215. oscillations: number;
  6216. /** Defines the amplitude of the oscillations*/
  6217. springiness: number;
  6218. /**
  6219. * Instantiates an elastic easing function
  6220. * @see https://easings.net/#easeInElastic
  6221. * @param oscillations Defines the number of oscillations
  6222. * @param springiness Defines the amplitude of the oscillations
  6223. */
  6224. constructor(
  6225. /** Defines the number of oscillations*/
  6226. oscillations?: number,
  6227. /** Defines the amplitude of the oscillations*/
  6228. springiness?: number);
  6229. /** @hidden */
  6230. easeInCore(gradient: number): number;
  6231. }
  6232. /**
  6233. * Easing function with an exponential shape (see link below).
  6234. * @see https://easings.net/#easeInExpo
  6235. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6236. */
  6237. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  6238. /** Defines the exponent of the function */
  6239. exponent: number;
  6240. /**
  6241. * Instantiates an exponential easing function
  6242. * @see https://easings.net/#easeInExpo
  6243. * @param exponent Defines the exponent of the function
  6244. */
  6245. constructor(
  6246. /** Defines the exponent of the function */
  6247. exponent?: number);
  6248. /** @hidden */
  6249. easeInCore(gradient: number): number;
  6250. }
  6251. /**
  6252. * Easing function with a power shape (see link below).
  6253. * @see https://easings.net/#easeInQuad
  6254. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6255. */
  6256. export class PowerEase extends EasingFunction implements IEasingFunction {
  6257. /** Defines the power of the function */
  6258. power: number;
  6259. /**
  6260. * Instantiates an power base easing function
  6261. * @see https://easings.net/#easeInQuad
  6262. * @param power Defines the power of the function
  6263. */
  6264. constructor(
  6265. /** Defines the power of the function */
  6266. power?: number);
  6267. /** @hidden */
  6268. easeInCore(gradient: number): number;
  6269. }
  6270. /**
  6271. * Easing function with a power of 2 shape (see link below).
  6272. * @see https://easings.net/#easeInQuad
  6273. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6274. */
  6275. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  6276. /** @hidden */
  6277. easeInCore(gradient: number): number;
  6278. }
  6279. /**
  6280. * Easing function with a power of 4 shape (see link below).
  6281. * @see https://easings.net/#easeInQuart
  6282. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6283. */
  6284. export class QuarticEase extends EasingFunction implements IEasingFunction {
  6285. /** @hidden */
  6286. easeInCore(gradient: number): number;
  6287. }
  6288. /**
  6289. * Easing function with a power of 5 shape (see link below).
  6290. * @see https://easings.net/#easeInQuint
  6291. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6292. */
  6293. export class QuinticEase extends EasingFunction implements IEasingFunction {
  6294. /** @hidden */
  6295. easeInCore(gradient: number): number;
  6296. }
  6297. /**
  6298. * Easing function with a sin shape (see link below).
  6299. * @see https://easings.net/#easeInSine
  6300. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6301. */
  6302. export class SineEase extends EasingFunction implements IEasingFunction {
  6303. /** @hidden */
  6304. easeInCore(gradient: number): number;
  6305. }
  6306. /**
  6307. * Easing function with a bezier shape (see link below).
  6308. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6309. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  6310. */
  6311. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  6312. /** Defines the x component of the start tangent in the bezier curve */
  6313. x1: number;
  6314. /** Defines the y component of the start tangent in the bezier curve */
  6315. y1: number;
  6316. /** Defines the x component of the end tangent in the bezier curve */
  6317. x2: number;
  6318. /** Defines the y component of the end tangent in the bezier curve */
  6319. y2: number;
  6320. /**
  6321. * Instantiates a bezier function
  6322. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  6323. * @param x1 Defines the x component of the start tangent in the bezier curve
  6324. * @param y1 Defines the y component of the start tangent in the bezier curve
  6325. * @param x2 Defines the x component of the end tangent in the bezier curve
  6326. * @param y2 Defines the y component of the end tangent in the bezier curve
  6327. */
  6328. constructor(
  6329. /** Defines the x component of the start tangent in the bezier curve */
  6330. x1?: number,
  6331. /** Defines the y component of the start tangent in the bezier curve */
  6332. y1?: number,
  6333. /** Defines the x component of the end tangent in the bezier curve */
  6334. x2?: number,
  6335. /** Defines the y component of the end tangent in the bezier curve */
  6336. y2?: number);
  6337. /** @hidden */
  6338. easeInCore(gradient: number): number;
  6339. }
  6340. }
  6341. declare module "babylonjs/Animations/animationKey" {
  6342. /**
  6343. * Defines an interface which represents an animation key frame
  6344. */
  6345. export interface IAnimationKey {
  6346. /**
  6347. * Frame of the key frame
  6348. */
  6349. frame: number;
  6350. /**
  6351. * Value at the specifies key frame
  6352. */
  6353. value: any;
  6354. /**
  6355. * The input tangent for the cubic hermite spline
  6356. */
  6357. inTangent?: any;
  6358. /**
  6359. * The output tangent for the cubic hermite spline
  6360. */
  6361. outTangent?: any;
  6362. /**
  6363. * The animation interpolation type
  6364. */
  6365. interpolation?: AnimationKeyInterpolation;
  6366. }
  6367. /**
  6368. * Enum for the animation key frame interpolation type
  6369. */
  6370. export enum AnimationKeyInterpolation {
  6371. /**
  6372. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  6373. */
  6374. STEP = 1
  6375. }
  6376. }
  6377. declare module "babylonjs/Animations/animationRange" {
  6378. /**
  6379. * Represents the range of an animation
  6380. */
  6381. export class AnimationRange {
  6382. /**The name of the animation range**/
  6383. name: string;
  6384. /**The starting frame of the animation */
  6385. from: number;
  6386. /**The ending frame of the animation*/
  6387. to: number;
  6388. /**
  6389. * Initializes the range of an animation
  6390. * @param name The name of the animation range
  6391. * @param from The starting frame of the animation
  6392. * @param to The ending frame of the animation
  6393. */
  6394. constructor(
  6395. /**The name of the animation range**/
  6396. name: string,
  6397. /**The starting frame of the animation */
  6398. from: number,
  6399. /**The ending frame of the animation*/
  6400. to: number);
  6401. /**
  6402. * Makes a copy of the animation range
  6403. * @returns A copy of the animation range
  6404. */
  6405. clone(): AnimationRange;
  6406. }
  6407. }
  6408. declare module "babylonjs/Animations/animationEvent" {
  6409. /**
  6410. * Composed of a frame, and an action function
  6411. */
  6412. export class AnimationEvent {
  6413. /** The frame for which the event is triggered **/
  6414. frame: number;
  6415. /** The event to perform when triggered **/
  6416. action: (currentFrame: number) => void;
  6417. /** Specifies if the event should be triggered only once**/
  6418. onlyOnce?: boolean | undefined;
  6419. /**
  6420. * Specifies if the animation event is done
  6421. */
  6422. isDone: boolean;
  6423. /**
  6424. * Initializes the animation event
  6425. * @param frame The frame for which the event is triggered
  6426. * @param action The event to perform when triggered
  6427. * @param onlyOnce Specifies if the event should be triggered only once
  6428. */
  6429. constructor(
  6430. /** The frame for which the event is triggered **/
  6431. frame: number,
  6432. /** The event to perform when triggered **/
  6433. action: (currentFrame: number) => void,
  6434. /** Specifies if the event should be triggered only once**/
  6435. onlyOnce?: boolean | undefined);
  6436. /** @hidden */
  6437. _clone(): AnimationEvent;
  6438. }
  6439. }
  6440. declare module "babylonjs/Behaviors/behavior" {
  6441. import { Nullable } from "babylonjs/types";
  6442. /**
  6443. * Interface used to define a behavior
  6444. */
  6445. export interface Behavior<T> {
  6446. /** gets or sets behavior's name */
  6447. name: string;
  6448. /**
  6449. * Function called when the behavior needs to be initialized (after attaching it to a target)
  6450. */
  6451. init(): void;
  6452. /**
  6453. * Called when the behavior is attached to a target
  6454. * @param target defines the target where the behavior is attached to
  6455. */
  6456. attach(target: T): void;
  6457. /**
  6458. * Called when the behavior is detached from its target
  6459. */
  6460. detach(): void;
  6461. }
  6462. /**
  6463. * Interface implemented by classes supporting behaviors
  6464. */
  6465. export interface IBehaviorAware<T> {
  6466. /**
  6467. * Attach a behavior
  6468. * @param behavior defines the behavior to attach
  6469. * @returns the current host
  6470. */
  6471. addBehavior(behavior: Behavior<T>): T;
  6472. /**
  6473. * Remove a behavior from the current object
  6474. * @param behavior defines the behavior to detach
  6475. * @returns the current host
  6476. */
  6477. removeBehavior(behavior: Behavior<T>): T;
  6478. /**
  6479. * Gets a behavior using its name to search
  6480. * @param name defines the name to search
  6481. * @returns the behavior or null if not found
  6482. */
  6483. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  6484. }
  6485. }
  6486. declare module "babylonjs/Misc/smartArray" {
  6487. /**
  6488. * Defines an array and its length.
  6489. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  6490. */
  6491. export interface ISmartArrayLike<T> {
  6492. /**
  6493. * The data of the array.
  6494. */
  6495. data: Array<T>;
  6496. /**
  6497. * The active length of the array.
  6498. */
  6499. length: number;
  6500. }
  6501. /**
  6502. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6503. */
  6504. export class SmartArray<T> implements ISmartArrayLike<T> {
  6505. /**
  6506. * The full set of data from the array.
  6507. */
  6508. data: Array<T>;
  6509. /**
  6510. * The active length of the array.
  6511. */
  6512. length: number;
  6513. protected _id: number;
  6514. /**
  6515. * Instantiates a Smart Array.
  6516. * @param capacity defines the default capacity of the array.
  6517. */
  6518. constructor(capacity: number);
  6519. /**
  6520. * Pushes a value at the end of the active data.
  6521. * @param value defines the object to push in the array.
  6522. */
  6523. push(value: T): void;
  6524. /**
  6525. * Iterates over the active data and apply the lambda to them.
  6526. * @param func defines the action to apply on each value.
  6527. */
  6528. forEach(func: (content: T) => void): void;
  6529. /**
  6530. * Sorts the full sets of data.
  6531. * @param compareFn defines the comparison function to apply.
  6532. */
  6533. sort(compareFn: (a: T, b: T) => number): void;
  6534. /**
  6535. * Resets the active data to an empty array.
  6536. */
  6537. reset(): void;
  6538. /**
  6539. * Releases all the data from the array as well as the array.
  6540. */
  6541. dispose(): void;
  6542. /**
  6543. * Concats the active data with a given array.
  6544. * @param array defines the data to concatenate with.
  6545. */
  6546. concat(array: any): void;
  6547. /**
  6548. * Returns the position of a value in the active data.
  6549. * @param value defines the value to find the index for
  6550. * @returns the index if found in the active data otherwise -1
  6551. */
  6552. indexOf(value: T): number;
  6553. /**
  6554. * Returns whether an element is part of the active data.
  6555. * @param value defines the value to look for
  6556. * @returns true if found in the active data otherwise false
  6557. */
  6558. contains(value: T): boolean;
  6559. private static _GlobalId;
  6560. }
  6561. /**
  6562. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6563. * The data in this array can only be present once
  6564. */
  6565. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6566. private _duplicateId;
  6567. /**
  6568. * Pushes a value at the end of the active data.
  6569. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6570. * @param value defines the object to push in the array.
  6571. */
  6572. push(value: T): void;
  6573. /**
  6574. * Pushes a value at the end of the active data.
  6575. * If the data is already present, it won t be added again
  6576. * @param value defines the object to push in the array.
  6577. * @returns true if added false if it was already present
  6578. */
  6579. pushNoDuplicate(value: T): boolean;
  6580. /**
  6581. * Resets the active data to an empty array.
  6582. */
  6583. reset(): void;
  6584. /**
  6585. * Concats the active data with a given array.
  6586. * This ensures no dupplicate will be present in the result.
  6587. * @param array defines the data to concatenate with.
  6588. */
  6589. concatWithNoDuplicate(array: any): void;
  6590. }
  6591. }
  6592. declare module "babylonjs/Cameras/cameraInputsManager" {
  6593. import { Nullable } from "babylonjs/types";
  6594. import { Camera } from "babylonjs/Cameras/camera";
  6595. /**
  6596. * @ignore
  6597. * This is a list of all the different input types that are available in the application.
  6598. * Fo instance: ArcRotateCameraGamepadInput...
  6599. */
  6600. export var CameraInputTypes: {};
  6601. /**
  6602. * This is the contract to implement in order to create a new input class.
  6603. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6604. */
  6605. export interface ICameraInput<TCamera extends Camera> {
  6606. /**
  6607. * Defines the camera the input is attached to.
  6608. */
  6609. camera: Nullable<TCamera>;
  6610. /**
  6611. * Gets the class name of the current intput.
  6612. * @returns the class name
  6613. */
  6614. getClassName(): string;
  6615. /**
  6616. * Get the friendly name associated with the input class.
  6617. * @returns the input friendly name
  6618. */
  6619. getSimpleName(): string;
  6620. /**
  6621. * Attach the input controls to a specific dom element to get the input from.
  6622. * @param element Defines the element the controls should be listened from
  6623. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6624. */
  6625. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6626. /**
  6627. * Detach the current controls from the specified dom element.
  6628. * @param element Defines the element to stop listening the inputs from
  6629. */
  6630. detachControl(element: Nullable<HTMLElement>): void;
  6631. /**
  6632. * Update the current camera state depending on the inputs that have been used this frame.
  6633. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6634. */
  6635. checkInputs?: () => void;
  6636. }
  6637. /**
  6638. * Represents a map of input types to input instance or input index to input instance.
  6639. */
  6640. export interface CameraInputsMap<TCamera extends Camera> {
  6641. /**
  6642. * Accessor to the input by input type.
  6643. */
  6644. [name: string]: ICameraInput<TCamera>;
  6645. /**
  6646. * Accessor to the input by input index.
  6647. */
  6648. [idx: number]: ICameraInput<TCamera>;
  6649. }
  6650. /**
  6651. * This represents the input manager used within a camera.
  6652. * It helps dealing with all the different kind of input attached to a camera.
  6653. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6654. */
  6655. export class CameraInputsManager<TCamera extends Camera> {
  6656. /**
  6657. * Defines the list of inputs attahed to the camera.
  6658. */
  6659. attached: CameraInputsMap<TCamera>;
  6660. /**
  6661. * Defines the dom element the camera is collecting inputs from.
  6662. * This is null if the controls have not been attached.
  6663. */
  6664. attachedElement: Nullable<HTMLElement>;
  6665. /**
  6666. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6667. */
  6668. noPreventDefault: boolean;
  6669. /**
  6670. * Defined the camera the input manager belongs to.
  6671. */
  6672. camera: TCamera;
  6673. /**
  6674. * Update the current camera state depending on the inputs that have been used this frame.
  6675. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6676. */
  6677. checkInputs: () => void;
  6678. /**
  6679. * Instantiate a new Camera Input Manager.
  6680. * @param camera Defines the camera the input manager blongs to
  6681. */
  6682. constructor(camera: TCamera);
  6683. /**
  6684. * Add an input method to a camera
  6685. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6686. * @param input camera input method
  6687. */
  6688. add(input: ICameraInput<TCamera>): void;
  6689. /**
  6690. * Remove a specific input method from a camera
  6691. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6692. * @param inputToRemove camera input method
  6693. */
  6694. remove(inputToRemove: ICameraInput<TCamera>): void;
  6695. /**
  6696. * Remove a specific input type from a camera
  6697. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6698. * @param inputType the type of the input to remove
  6699. */
  6700. removeByType(inputType: string): void;
  6701. private _addCheckInputs;
  6702. /**
  6703. * Attach the input controls to the currently attached dom element to listen the events from.
  6704. * @param input Defines the input to attach
  6705. */
  6706. attachInput(input: ICameraInput<TCamera>): void;
  6707. /**
  6708. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6709. * @param element Defines the dom element to collect the events from
  6710. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6711. */
  6712. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6713. /**
  6714. * Detach the current manager inputs controls from a specific dom element.
  6715. * @param element Defines the dom element to collect the events from
  6716. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6717. */
  6718. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6719. /**
  6720. * Rebuild the dynamic inputCheck function from the current list of
  6721. * defined inputs in the manager.
  6722. */
  6723. rebuildInputCheck(): void;
  6724. /**
  6725. * Remove all attached input methods from a camera
  6726. */
  6727. clear(): void;
  6728. /**
  6729. * Serialize the current input manager attached to a camera.
  6730. * This ensures than once parsed,
  6731. * the input associated to the camera will be identical to the current ones
  6732. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6733. */
  6734. serialize(serializedCamera: any): void;
  6735. /**
  6736. * Parses an input manager serialized JSON to restore the previous list of inputs
  6737. * and states associated to a camera.
  6738. * @param parsedCamera Defines the JSON to parse
  6739. */
  6740. parse(parsedCamera: any): void;
  6741. }
  6742. }
  6743. declare module "babylonjs/Collisions/intersectionInfo" {
  6744. import { Nullable } from "babylonjs/types";
  6745. /**
  6746. * @hidden
  6747. */
  6748. export class IntersectionInfo {
  6749. bu: Nullable<number>;
  6750. bv: Nullable<number>;
  6751. distance: number;
  6752. faceId: number;
  6753. subMeshId: number;
  6754. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6755. }
  6756. }
  6757. declare module "babylonjs/Maths/math.plane" {
  6758. import { DeepImmutable } from "babylonjs/types";
  6759. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6760. /**
  6761. * Represens a plane by the equation ax + by + cz + d = 0
  6762. */
  6763. export class Plane {
  6764. private static _TmpMatrix;
  6765. /**
  6766. * Normal of the plane (a,b,c)
  6767. */
  6768. normal: Vector3;
  6769. /**
  6770. * d component of the plane
  6771. */
  6772. d: number;
  6773. /**
  6774. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6775. * @param a a component of the plane
  6776. * @param b b component of the plane
  6777. * @param c c component of the plane
  6778. * @param d d component of the plane
  6779. */
  6780. constructor(a: number, b: number, c: number, d: number);
  6781. /**
  6782. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6783. */
  6784. asArray(): number[];
  6785. /**
  6786. * @returns a new plane copied from the current Plane.
  6787. */
  6788. clone(): Plane;
  6789. /**
  6790. * @returns the string "Plane".
  6791. */
  6792. getClassName(): string;
  6793. /**
  6794. * @returns the Plane hash code.
  6795. */
  6796. getHashCode(): number;
  6797. /**
  6798. * Normalize the current Plane in place.
  6799. * @returns the updated Plane.
  6800. */
  6801. normalize(): Plane;
  6802. /**
  6803. * Applies a transformation the plane and returns the result
  6804. * @param transformation the transformation matrix to be applied to the plane
  6805. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6806. */
  6807. transform(transformation: DeepImmutable<Matrix>): Plane;
  6808. /**
  6809. * Calcualtte the dot product between the point and the plane normal
  6810. * @param point point to calculate the dot product with
  6811. * @returns the dot product (float) of the point coordinates and the plane normal.
  6812. */
  6813. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6814. /**
  6815. * Updates the current Plane from the plane defined by the three given points.
  6816. * @param point1 one of the points used to contruct the plane
  6817. * @param point2 one of the points used to contruct the plane
  6818. * @param point3 one of the points used to contruct the plane
  6819. * @returns the updated Plane.
  6820. */
  6821. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6822. /**
  6823. * Checks if the plane is facing a given direction
  6824. * @param direction the direction to check if the plane is facing
  6825. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6826. * @returns True is the vector "direction" is the same side than the plane normal.
  6827. */
  6828. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6829. /**
  6830. * Calculates the distance to a point
  6831. * @param point point to calculate distance to
  6832. * @returns the signed distance (float) from the given point to the Plane.
  6833. */
  6834. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6835. /**
  6836. * Creates a plane from an array
  6837. * @param array the array to create a plane from
  6838. * @returns a new Plane from the given array.
  6839. */
  6840. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6841. /**
  6842. * Creates a plane from three points
  6843. * @param point1 point used to create the plane
  6844. * @param point2 point used to create the plane
  6845. * @param point3 point used to create the plane
  6846. * @returns a new Plane defined by the three given points.
  6847. */
  6848. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6849. /**
  6850. * Creates a plane from an origin point and a normal
  6851. * @param origin origin of the plane to be constructed
  6852. * @param normal normal of the plane to be constructed
  6853. * @returns a new Plane the normal vector to this plane at the given origin point.
  6854. * Note : the vector "normal" is updated because normalized.
  6855. */
  6856. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6857. /**
  6858. * Calculates the distance from a plane and a point
  6859. * @param origin origin of the plane to be constructed
  6860. * @param normal normal of the plane to be constructed
  6861. * @param point point to calculate distance to
  6862. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6863. */
  6864. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6865. }
  6866. }
  6867. declare module "babylonjs/Culling/boundingSphere" {
  6868. import { DeepImmutable } from "babylonjs/types";
  6869. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6870. import { Plane } from "babylonjs/Maths/math.plane";
  6871. /**
  6872. * Class used to store bounding sphere information
  6873. */
  6874. export class BoundingSphere {
  6875. /**
  6876. * Gets the center of the bounding sphere in local space
  6877. */
  6878. readonly center: Vector3;
  6879. /**
  6880. * Radius of the bounding sphere in local space
  6881. */
  6882. radius: number;
  6883. /**
  6884. * Gets the center of the bounding sphere in world space
  6885. */
  6886. readonly centerWorld: Vector3;
  6887. /**
  6888. * Radius of the bounding sphere in world space
  6889. */
  6890. radiusWorld: number;
  6891. /**
  6892. * Gets the minimum vector in local space
  6893. */
  6894. readonly minimum: Vector3;
  6895. /**
  6896. * Gets the maximum vector in local space
  6897. */
  6898. readonly maximum: Vector3;
  6899. private _worldMatrix;
  6900. private static readonly TmpVector3;
  6901. /**
  6902. * Creates a new bounding sphere
  6903. * @param min defines the minimum vector (in local space)
  6904. * @param max defines the maximum vector (in local space)
  6905. * @param worldMatrix defines the new world matrix
  6906. */
  6907. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6908. /**
  6909. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6910. * @param min defines the new minimum vector (in local space)
  6911. * @param max defines the new maximum vector (in local space)
  6912. * @param worldMatrix defines the new world matrix
  6913. */
  6914. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6915. /**
  6916. * Scale the current bounding sphere by applying a scale factor
  6917. * @param factor defines the scale factor to apply
  6918. * @returns the current bounding box
  6919. */
  6920. scale(factor: number): BoundingSphere;
  6921. /**
  6922. * Gets the world matrix of the bounding box
  6923. * @returns a matrix
  6924. */
  6925. getWorldMatrix(): DeepImmutable<Matrix>;
  6926. /** @hidden */
  6927. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6928. /**
  6929. * Tests if the bounding sphere is intersecting the frustum planes
  6930. * @param frustumPlanes defines the frustum planes to test
  6931. * @returns true if there is an intersection
  6932. */
  6933. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6934. /**
  6935. * Tests if the bounding sphere center is in between the frustum planes.
  6936. * Used for optimistic fast inclusion.
  6937. * @param frustumPlanes defines the frustum planes to test
  6938. * @returns true if the sphere center is in between the frustum planes
  6939. */
  6940. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6941. /**
  6942. * Tests if a point is inside the bounding sphere
  6943. * @param point defines the point to test
  6944. * @returns true if the point is inside the bounding sphere
  6945. */
  6946. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6947. /**
  6948. * Checks if two sphere intersct
  6949. * @param sphere0 sphere 0
  6950. * @param sphere1 sphere 1
  6951. * @returns true if the speres intersect
  6952. */
  6953. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6954. }
  6955. }
  6956. declare module "babylonjs/Culling/boundingBox" {
  6957. import { DeepImmutable } from "babylonjs/types";
  6958. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6959. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6960. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6961. import { Plane } from "babylonjs/Maths/math.plane";
  6962. /**
  6963. * Class used to store bounding box information
  6964. */
  6965. export class BoundingBox implements ICullable {
  6966. /**
  6967. * Gets the 8 vectors representing the bounding box in local space
  6968. */
  6969. readonly vectors: Vector3[];
  6970. /**
  6971. * Gets the center of the bounding box in local space
  6972. */
  6973. readonly center: Vector3;
  6974. /**
  6975. * Gets the center of the bounding box in world space
  6976. */
  6977. readonly centerWorld: Vector3;
  6978. /**
  6979. * Gets the extend size in local space
  6980. */
  6981. readonly extendSize: Vector3;
  6982. /**
  6983. * Gets the extend size in world space
  6984. */
  6985. readonly extendSizeWorld: Vector3;
  6986. /**
  6987. * Gets the OBB (object bounding box) directions
  6988. */
  6989. readonly directions: Vector3[];
  6990. /**
  6991. * Gets the 8 vectors representing the bounding box in world space
  6992. */
  6993. readonly vectorsWorld: Vector3[];
  6994. /**
  6995. * Gets the minimum vector in world space
  6996. */
  6997. readonly minimumWorld: Vector3;
  6998. /**
  6999. * Gets the maximum vector in world space
  7000. */
  7001. readonly maximumWorld: Vector3;
  7002. /**
  7003. * Gets the minimum vector in local space
  7004. */
  7005. readonly minimum: Vector3;
  7006. /**
  7007. * Gets the maximum vector in local space
  7008. */
  7009. readonly maximum: Vector3;
  7010. private _worldMatrix;
  7011. private static readonly TmpVector3;
  7012. /**
  7013. * @hidden
  7014. */
  7015. _tag: number;
  7016. /**
  7017. * Creates a new bounding box
  7018. * @param min defines the minimum vector (in local space)
  7019. * @param max defines the maximum vector (in local space)
  7020. * @param worldMatrix defines the new world matrix
  7021. */
  7022. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7023. /**
  7024. * Recreates the entire bounding box from scratch as if we call the constructor in place
  7025. * @param min defines the new minimum vector (in local space)
  7026. * @param max defines the new maximum vector (in local space)
  7027. * @param worldMatrix defines the new world matrix
  7028. */
  7029. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7030. /**
  7031. * Scale the current bounding box by applying a scale factor
  7032. * @param factor defines the scale factor to apply
  7033. * @returns the current bounding box
  7034. */
  7035. scale(factor: number): BoundingBox;
  7036. /**
  7037. * Gets the world matrix of the bounding box
  7038. * @returns a matrix
  7039. */
  7040. getWorldMatrix(): DeepImmutable<Matrix>;
  7041. /** @hidden */
  7042. _update(world: DeepImmutable<Matrix>): void;
  7043. /**
  7044. * Tests if the bounding box is intersecting the frustum planes
  7045. * @param frustumPlanes defines the frustum planes to test
  7046. * @returns true if there is an intersection
  7047. */
  7048. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7049. /**
  7050. * Tests if the bounding box is entirely inside the frustum planes
  7051. * @param frustumPlanes defines the frustum planes to test
  7052. * @returns true if there is an inclusion
  7053. */
  7054. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7055. /**
  7056. * Tests if a point is inside the bounding box
  7057. * @param point defines the point to test
  7058. * @returns true if the point is inside the bounding box
  7059. */
  7060. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7061. /**
  7062. * Tests if the bounding box intersects with a bounding sphere
  7063. * @param sphere defines the sphere to test
  7064. * @returns true if there is an intersection
  7065. */
  7066. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  7067. /**
  7068. * Tests if the bounding box intersects with a box defined by a min and max vectors
  7069. * @param min defines the min vector to use
  7070. * @param max defines the max vector to use
  7071. * @returns true if there is an intersection
  7072. */
  7073. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  7074. /**
  7075. * Tests if two bounding boxes are intersections
  7076. * @param box0 defines the first box to test
  7077. * @param box1 defines the second box to test
  7078. * @returns true if there is an intersection
  7079. */
  7080. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  7081. /**
  7082. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  7083. * @param minPoint defines the minimum vector of the bounding box
  7084. * @param maxPoint defines the maximum vector of the bounding box
  7085. * @param sphereCenter defines the sphere center
  7086. * @param sphereRadius defines the sphere radius
  7087. * @returns true if there is an intersection
  7088. */
  7089. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  7090. /**
  7091. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  7092. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7093. * @param frustumPlanes defines the frustum planes to test
  7094. * @return true if there is an inclusion
  7095. */
  7096. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7097. /**
  7098. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  7099. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  7100. * @param frustumPlanes defines the frustum planes to test
  7101. * @return true if there is an intersection
  7102. */
  7103. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7104. }
  7105. }
  7106. declare module "babylonjs/Collisions/collider" {
  7107. import { Nullable, IndicesArray } from "babylonjs/types";
  7108. import { Vector3 } from "babylonjs/Maths/math.vector";
  7109. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  7110. import { Plane } from "babylonjs/Maths/math.plane";
  7111. /** @hidden */
  7112. export class Collider {
  7113. /** Define if a collision was found */
  7114. collisionFound: boolean;
  7115. /**
  7116. * Define last intersection point in local space
  7117. */
  7118. intersectionPoint: Vector3;
  7119. /**
  7120. * Define last collided mesh
  7121. */
  7122. collidedMesh: Nullable<AbstractMesh>;
  7123. private _collisionPoint;
  7124. private _planeIntersectionPoint;
  7125. private _tempVector;
  7126. private _tempVector2;
  7127. private _tempVector3;
  7128. private _tempVector4;
  7129. private _edge;
  7130. private _baseToVertex;
  7131. private _destinationPoint;
  7132. private _slidePlaneNormal;
  7133. private _displacementVector;
  7134. /** @hidden */
  7135. _radius: Vector3;
  7136. /** @hidden */
  7137. _retry: number;
  7138. private _velocity;
  7139. private _basePoint;
  7140. private _epsilon;
  7141. /** @hidden */
  7142. _velocityWorldLength: number;
  7143. /** @hidden */
  7144. _basePointWorld: Vector3;
  7145. private _velocityWorld;
  7146. private _normalizedVelocity;
  7147. /** @hidden */
  7148. _initialVelocity: Vector3;
  7149. /** @hidden */
  7150. _initialPosition: Vector3;
  7151. private _nearestDistance;
  7152. private _collisionMask;
  7153. collisionMask: number;
  7154. /**
  7155. * Gets the plane normal used to compute the sliding response (in local space)
  7156. */
  7157. readonly slidePlaneNormal: Vector3;
  7158. /** @hidden */
  7159. _initialize(source: Vector3, dir: Vector3, e: number): void;
  7160. /** @hidden */
  7161. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  7162. /** @hidden */
  7163. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  7164. /** @hidden */
  7165. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7166. /** @hidden */
  7167. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7168. /** @hidden */
  7169. _getResponse(pos: Vector3, vel: Vector3): void;
  7170. }
  7171. }
  7172. declare module "babylonjs/Culling/boundingInfo" {
  7173. import { DeepImmutable } from "babylonjs/types";
  7174. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7175. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  7176. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  7177. import { Plane } from "babylonjs/Maths/math.plane";
  7178. import { Collider } from "babylonjs/Collisions/collider";
  7179. /**
  7180. * Interface for cullable objects
  7181. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  7182. */
  7183. export interface ICullable {
  7184. /**
  7185. * Checks if the object or part of the object is in the frustum
  7186. * @param frustumPlanes Camera near/planes
  7187. * @returns true if the object is in frustum otherwise false
  7188. */
  7189. isInFrustum(frustumPlanes: Plane[]): boolean;
  7190. /**
  7191. * Checks if a cullable object (mesh...) is in the camera frustum
  7192. * Unlike isInFrustum this cheks the full bounding box
  7193. * @param frustumPlanes Camera near/planes
  7194. * @returns true if the object is in frustum otherwise false
  7195. */
  7196. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7197. }
  7198. /**
  7199. * Info for a bounding data of a mesh
  7200. */
  7201. export class BoundingInfo implements ICullable {
  7202. /**
  7203. * Bounding box for the mesh
  7204. */
  7205. readonly boundingBox: BoundingBox;
  7206. /**
  7207. * Bounding sphere for the mesh
  7208. */
  7209. readonly boundingSphere: BoundingSphere;
  7210. private _isLocked;
  7211. private static readonly TmpVector3;
  7212. /**
  7213. * Constructs bounding info
  7214. * @param minimum min vector of the bounding box/sphere
  7215. * @param maximum max vector of the bounding box/sphere
  7216. * @param worldMatrix defines the new world matrix
  7217. */
  7218. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7219. /**
  7220. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7221. * @param min defines the new minimum vector (in local space)
  7222. * @param max defines the new maximum vector (in local space)
  7223. * @param worldMatrix defines the new world matrix
  7224. */
  7225. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7226. /**
  7227. * min vector of the bounding box/sphere
  7228. */
  7229. readonly minimum: Vector3;
  7230. /**
  7231. * max vector of the bounding box/sphere
  7232. */
  7233. readonly maximum: Vector3;
  7234. /**
  7235. * If the info is locked and won't be updated to avoid perf overhead
  7236. */
  7237. isLocked: boolean;
  7238. /**
  7239. * Updates the bounding sphere and box
  7240. * @param world world matrix to be used to update
  7241. */
  7242. update(world: DeepImmutable<Matrix>): void;
  7243. /**
  7244. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7245. * @param center New center of the bounding info
  7246. * @param extend New extend of the bounding info
  7247. * @returns the current bounding info
  7248. */
  7249. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7250. /**
  7251. * Scale the current bounding info by applying a scale factor
  7252. * @param factor defines the scale factor to apply
  7253. * @returns the current bounding info
  7254. */
  7255. scale(factor: number): BoundingInfo;
  7256. /**
  7257. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7258. * @param frustumPlanes defines the frustum to test
  7259. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7260. * @returns true if the bounding info is in the frustum planes
  7261. */
  7262. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7263. /**
  7264. * Gets the world distance between the min and max points of the bounding box
  7265. */
  7266. readonly diagonalLength: number;
  7267. /**
  7268. * Checks if a cullable object (mesh...) is in the camera frustum
  7269. * Unlike isInFrustum this cheks the full bounding box
  7270. * @param frustumPlanes Camera near/planes
  7271. * @returns true if the object is in frustum otherwise false
  7272. */
  7273. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7274. /** @hidden */
  7275. _checkCollision(collider: Collider): boolean;
  7276. /**
  7277. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7278. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7279. * @param point the point to check intersection with
  7280. * @returns if the point intersects
  7281. */
  7282. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7283. /**
  7284. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7285. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7286. * @param boundingInfo the bounding info to check intersection with
  7287. * @param precise if the intersection should be done using OBB
  7288. * @returns if the bounding info intersects
  7289. */
  7290. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7291. }
  7292. }
  7293. declare module "babylonjs/Maths/math.functions" {
  7294. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7295. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7296. /**
  7297. * Extracts minimum and maximum values from a list of indexed positions
  7298. * @param positions defines the positions to use
  7299. * @param indices defines the indices to the positions
  7300. * @param indexStart defines the start index
  7301. * @param indexCount defines the end index
  7302. * @param bias defines bias value to add to the result
  7303. * @return minimum and maximum values
  7304. */
  7305. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7306. minimum: Vector3;
  7307. maximum: Vector3;
  7308. };
  7309. /**
  7310. * Extracts minimum and maximum values from a list of positions
  7311. * @param positions defines the positions to use
  7312. * @param start defines the start index in the positions array
  7313. * @param count defines the number of positions to handle
  7314. * @param bias defines bias value to add to the result
  7315. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7316. * @return minimum and maximum values
  7317. */
  7318. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7319. minimum: Vector3;
  7320. maximum: Vector3;
  7321. };
  7322. }
  7323. declare module "babylonjs/Misc/iInspectable" {
  7324. /**
  7325. * Enum that determines the text-wrapping mode to use.
  7326. */
  7327. export enum InspectableType {
  7328. /**
  7329. * Checkbox for booleans
  7330. */
  7331. Checkbox = 0,
  7332. /**
  7333. * Sliders for numbers
  7334. */
  7335. Slider = 1,
  7336. /**
  7337. * Vector3
  7338. */
  7339. Vector3 = 2,
  7340. /**
  7341. * Quaternions
  7342. */
  7343. Quaternion = 3,
  7344. /**
  7345. * Color3
  7346. */
  7347. Color3 = 4,
  7348. /**
  7349. * String
  7350. */
  7351. String = 5
  7352. }
  7353. /**
  7354. * Interface used to define custom inspectable properties.
  7355. * This interface is used by the inspector to display custom property grids
  7356. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7357. */
  7358. export interface IInspectable {
  7359. /**
  7360. * Gets the label to display
  7361. */
  7362. label: string;
  7363. /**
  7364. * Gets the name of the property to edit
  7365. */
  7366. propertyName: string;
  7367. /**
  7368. * Gets the type of the editor to use
  7369. */
  7370. type: InspectableType;
  7371. /**
  7372. * Gets the minimum value of the property when using in "slider" mode
  7373. */
  7374. min?: number;
  7375. /**
  7376. * Gets the maximum value of the property when using in "slider" mode
  7377. */
  7378. max?: number;
  7379. /**
  7380. * Gets the setp to use when using in "slider" mode
  7381. */
  7382. step?: number;
  7383. }
  7384. }
  7385. declare module "babylonjs/Misc/timingTools" {
  7386. /**
  7387. * Class used to provide helper for timing
  7388. */
  7389. export class TimingTools {
  7390. /**
  7391. * Polyfill for setImmediate
  7392. * @param action defines the action to execute after the current execution block
  7393. */
  7394. static SetImmediate(action: () => void): void;
  7395. }
  7396. }
  7397. declare module "babylonjs/Misc/instantiationTools" {
  7398. /**
  7399. * Class used to enable instatition of objects by class name
  7400. */
  7401. export class InstantiationTools {
  7402. /**
  7403. * Use this object to register external classes like custom textures or material
  7404. * to allow the laoders to instantiate them
  7405. */
  7406. static RegisteredExternalClasses: {
  7407. [key: string]: Object;
  7408. };
  7409. /**
  7410. * Tries to instantiate a new object from a given class name
  7411. * @param className defines the class name to instantiate
  7412. * @returns the new object or null if the system was not able to do the instantiation
  7413. */
  7414. static Instantiate(className: string): any;
  7415. }
  7416. }
  7417. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  7418. import { Nullable } from "babylonjs/types";
  7419. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7420. /**
  7421. * This represents the required contract to create a new type of texture loader.
  7422. */
  7423. export interface IInternalTextureLoader {
  7424. /**
  7425. * Defines wether the loader supports cascade loading the different faces.
  7426. */
  7427. supportCascades: boolean;
  7428. /**
  7429. * This returns if the loader support the current file information.
  7430. * @param extension defines the file extension of the file being loaded
  7431. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7432. * @param fallback defines the fallback internal texture if any
  7433. * @param isBase64 defines whether the texture is encoded as a base64
  7434. * @param isBuffer defines whether the texture data are stored as a buffer
  7435. * @returns true if the loader can load the specified file
  7436. */
  7437. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  7438. /**
  7439. * Transform the url before loading if required.
  7440. * @param rootUrl the url of the texture
  7441. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7442. * @returns the transformed texture
  7443. */
  7444. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  7445. /**
  7446. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  7447. * @param rootUrl the url of the texture
  7448. * @param textureFormatInUse defines the current compressed format in use iun the engine
  7449. * @returns the fallback texture
  7450. */
  7451. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  7452. /**
  7453. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  7454. * @param data contains the texture data
  7455. * @param texture defines the BabylonJS internal texture
  7456. * @param createPolynomials will be true if polynomials have been requested
  7457. * @param onLoad defines the callback to trigger once the texture is ready
  7458. * @param onError defines the callback to trigger in case of error
  7459. */
  7460. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  7461. /**
  7462. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  7463. * @param data contains the texture data
  7464. * @param texture defines the BabylonJS internal texture
  7465. * @param callback defines the method to call once ready to upload
  7466. */
  7467. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  7468. }
  7469. }
  7470. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7471. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7472. import { Nullable } from "babylonjs/types";
  7473. import { Scene } from "babylonjs/scene";
  7474. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7475. module "babylonjs/Engines/engine" {
  7476. interface Engine {
  7477. /**
  7478. * Creates a depth stencil cube texture.
  7479. * This is only available in WebGL 2.
  7480. * @param size The size of face edge in the cube texture.
  7481. * @param options The options defining the cube texture.
  7482. * @returns The cube texture
  7483. */
  7484. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7485. /**
  7486. * Creates a cube texture
  7487. * @param rootUrl defines the url where the files to load is located
  7488. * @param scene defines the current scene
  7489. * @param files defines the list of files to load (1 per face)
  7490. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7491. * @param onLoad defines an optional callback raised when the texture is loaded
  7492. * @param onError defines an optional callback raised if there is an issue to load the texture
  7493. * @param format defines the format of the data
  7494. * @param forcedExtension defines the extension to use to pick the right loader
  7495. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7496. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7497. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7498. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7499. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7500. * @returns the cube texture as an InternalTexture
  7501. */
  7502. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  7503. /**
  7504. * Creates a cube texture
  7505. * @param rootUrl defines the url where the files to load is located
  7506. * @param scene defines the current scene
  7507. * @param files defines the list of files to load (1 per face)
  7508. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7509. * @param onLoad defines an optional callback raised when the texture is loaded
  7510. * @param onError defines an optional callback raised if there is an issue to load the texture
  7511. * @param format defines the format of the data
  7512. * @param forcedExtension defines the extension to use to pick the right loader
  7513. * @returns the cube texture as an InternalTexture
  7514. */
  7515. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  7516. /**
  7517. * Creates a cube texture
  7518. * @param rootUrl defines the url where the files to load is located
  7519. * @param scene defines the current scene
  7520. * @param files defines the list of files to load (1 per face)
  7521. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7522. * @param onLoad defines an optional callback raised when the texture is loaded
  7523. * @param onError defines an optional callback raised if there is an issue to load the texture
  7524. * @param format defines the format of the data
  7525. * @param forcedExtension defines the extension to use to pick the right loader
  7526. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7527. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7528. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7529. * @returns the cube texture as an InternalTexture
  7530. */
  7531. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  7532. /** @hidden */
  7533. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7534. /** @hidden */
  7535. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7536. /** @hidden */
  7537. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7538. /** @hidden */
  7539. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7540. }
  7541. }
  7542. }
  7543. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7544. import { Nullable } from "babylonjs/types";
  7545. import { Scene } from "babylonjs/scene";
  7546. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7547. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7548. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7549. /**
  7550. * Class for creating a cube texture
  7551. */
  7552. export class CubeTexture extends BaseTexture {
  7553. private _delayedOnLoad;
  7554. /**
  7555. * The url of the texture
  7556. */
  7557. url: string;
  7558. /**
  7559. * Gets or sets the center of the bounding box associated with the cube texture.
  7560. * It must define where the camera used to render the texture was set
  7561. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7562. */
  7563. boundingBoxPosition: Vector3;
  7564. private _boundingBoxSize;
  7565. /**
  7566. * Gets or sets the size of the bounding box associated with the cube texture
  7567. * When defined, the cubemap will switch to local mode
  7568. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7569. * @example https://www.babylonjs-playground.com/#RNASML
  7570. */
  7571. /**
  7572. * Returns the bounding box size
  7573. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7574. */
  7575. boundingBoxSize: Vector3;
  7576. protected _rotationY: number;
  7577. /**
  7578. * Sets texture matrix rotation angle around Y axis in radians.
  7579. */
  7580. /**
  7581. * Gets texture matrix rotation angle around Y axis radians.
  7582. */
  7583. rotationY: number;
  7584. /**
  7585. * Are mip maps generated for this texture or not.
  7586. */
  7587. readonly noMipmap: boolean;
  7588. private _noMipmap;
  7589. private _files;
  7590. private _extensions;
  7591. private _textureMatrix;
  7592. private _format;
  7593. private _createPolynomials;
  7594. /** @hidden */
  7595. _prefiltered: boolean;
  7596. /**
  7597. * Creates a cube texture from an array of image urls
  7598. * @param files defines an array of image urls
  7599. * @param scene defines the hosting scene
  7600. * @param noMipmap specifies if mip maps are not used
  7601. * @returns a cube texture
  7602. */
  7603. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7604. /**
  7605. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7606. * @param url defines the url of the prefiltered texture
  7607. * @param scene defines the scene the texture is attached to
  7608. * @param forcedExtension defines the extension of the file if different from the url
  7609. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7610. * @return the prefiltered texture
  7611. */
  7612. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7613. /**
  7614. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7615. * as prefiltered data.
  7616. * @param rootUrl defines the url of the texture or the root name of the six images
  7617. * @param scene defines the scene the texture is attached to
  7618. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7619. * @param noMipmap defines if mipmaps should be created or not
  7620. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7621. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7622. * @param onError defines a callback triggered in case of error during load
  7623. * @param format defines the internal format to use for the texture once loaded
  7624. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7625. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7626. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7627. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7628. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7629. * @return the cube texture
  7630. */
  7631. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  7632. /**
  7633. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7634. */
  7635. readonly isPrefiltered: boolean;
  7636. /**
  7637. * Get the current class name of the texture useful for serialization or dynamic coding.
  7638. * @returns "CubeTexture"
  7639. */
  7640. getClassName(): string;
  7641. /**
  7642. * Update the url (and optional buffer) of this texture if url was null during construction.
  7643. * @param url the url of the texture
  7644. * @param forcedExtension defines the extension to use
  7645. * @param onLoad callback called when the texture is loaded (defaults to null)
  7646. */
  7647. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7648. /**
  7649. * Delays loading of the cube texture
  7650. * @param forcedExtension defines the extension to use
  7651. */
  7652. delayLoad(forcedExtension?: string): void;
  7653. /**
  7654. * Returns the reflection texture matrix
  7655. * @returns the reflection texture matrix
  7656. */
  7657. getReflectionTextureMatrix(): Matrix;
  7658. /**
  7659. * Sets the reflection texture matrix
  7660. * @param value Reflection texture matrix
  7661. */
  7662. setReflectionTextureMatrix(value: Matrix): void;
  7663. /**
  7664. * Parses text to create a cube texture
  7665. * @param parsedTexture define the serialized text to read from
  7666. * @param scene defines the hosting scene
  7667. * @param rootUrl defines the root url of the cube texture
  7668. * @returns a cube texture
  7669. */
  7670. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7671. /**
  7672. * Makes a clone, or deep copy, of the cube texture
  7673. * @returns a new cube texture
  7674. */
  7675. clone(): CubeTexture;
  7676. }
  7677. }
  7678. declare module "babylonjs/Materials/materialDefines" {
  7679. /**
  7680. * Manages the defines for the Material
  7681. */
  7682. export class MaterialDefines {
  7683. /** @hidden */
  7684. protected _keys: string[];
  7685. private _isDirty;
  7686. /** @hidden */
  7687. _renderId: number;
  7688. /** @hidden */
  7689. _areLightsDirty: boolean;
  7690. /** @hidden */
  7691. _areAttributesDirty: boolean;
  7692. /** @hidden */
  7693. _areTexturesDirty: boolean;
  7694. /** @hidden */
  7695. _areFresnelDirty: boolean;
  7696. /** @hidden */
  7697. _areMiscDirty: boolean;
  7698. /** @hidden */
  7699. _areImageProcessingDirty: boolean;
  7700. /** @hidden */
  7701. _normals: boolean;
  7702. /** @hidden */
  7703. _uvs: boolean;
  7704. /** @hidden */
  7705. _needNormals: boolean;
  7706. /** @hidden */
  7707. _needUVs: boolean;
  7708. [id: string]: any;
  7709. /**
  7710. * Specifies if the material needs to be re-calculated
  7711. */
  7712. readonly isDirty: boolean;
  7713. /**
  7714. * Marks the material to indicate that it has been re-calculated
  7715. */
  7716. markAsProcessed(): void;
  7717. /**
  7718. * Marks the material to indicate that it needs to be re-calculated
  7719. */
  7720. markAsUnprocessed(): void;
  7721. /**
  7722. * Marks the material to indicate all of its defines need to be re-calculated
  7723. */
  7724. markAllAsDirty(): void;
  7725. /**
  7726. * Marks the material to indicate that image processing needs to be re-calculated
  7727. */
  7728. markAsImageProcessingDirty(): void;
  7729. /**
  7730. * Marks the material to indicate the lights need to be re-calculated
  7731. */
  7732. markAsLightDirty(): void;
  7733. /**
  7734. * Marks the attribute state as changed
  7735. */
  7736. markAsAttributesDirty(): void;
  7737. /**
  7738. * Marks the texture state as changed
  7739. */
  7740. markAsTexturesDirty(): void;
  7741. /**
  7742. * Marks the fresnel state as changed
  7743. */
  7744. markAsFresnelDirty(): void;
  7745. /**
  7746. * Marks the misc state as changed
  7747. */
  7748. markAsMiscDirty(): void;
  7749. /**
  7750. * Rebuilds the material defines
  7751. */
  7752. rebuild(): void;
  7753. /**
  7754. * Specifies if two material defines are equal
  7755. * @param other - A material define instance to compare to
  7756. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7757. */
  7758. isEqual(other: MaterialDefines): boolean;
  7759. /**
  7760. * Clones this instance's defines to another instance
  7761. * @param other - material defines to clone values to
  7762. */
  7763. cloneTo(other: MaterialDefines): void;
  7764. /**
  7765. * Resets the material define values
  7766. */
  7767. reset(): void;
  7768. /**
  7769. * Converts the material define values to a string
  7770. * @returns - String of material define information
  7771. */
  7772. toString(): string;
  7773. }
  7774. }
  7775. declare module "babylonjs/Materials/colorCurves" {
  7776. import { Effect } from "babylonjs/Materials/effect";
  7777. /**
  7778. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7779. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7780. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  7781. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7782. */
  7783. export class ColorCurves {
  7784. private _dirty;
  7785. private _tempColor;
  7786. private _globalCurve;
  7787. private _highlightsCurve;
  7788. private _midtonesCurve;
  7789. private _shadowsCurve;
  7790. private _positiveCurve;
  7791. private _negativeCurve;
  7792. private _globalHue;
  7793. private _globalDensity;
  7794. private _globalSaturation;
  7795. private _globalExposure;
  7796. /**
  7797. * Gets the global Hue value.
  7798. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7799. */
  7800. /**
  7801. * Sets the global Hue value.
  7802. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7803. */
  7804. globalHue: number;
  7805. /**
  7806. * Gets the global Density value.
  7807. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7808. * Values less than zero provide a filter of opposite hue.
  7809. */
  7810. /**
  7811. * Sets the global Density value.
  7812. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7813. * Values less than zero provide a filter of opposite hue.
  7814. */
  7815. globalDensity: number;
  7816. /**
  7817. * Gets the global Saturation value.
  7818. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7819. */
  7820. /**
  7821. * Sets the global Saturation value.
  7822. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7823. */
  7824. globalSaturation: number;
  7825. /**
  7826. * Gets the global Exposure value.
  7827. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7828. */
  7829. /**
  7830. * Sets the global Exposure value.
  7831. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7832. */
  7833. globalExposure: number;
  7834. private _highlightsHue;
  7835. private _highlightsDensity;
  7836. private _highlightsSaturation;
  7837. private _highlightsExposure;
  7838. /**
  7839. * Gets the highlights Hue value.
  7840. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7841. */
  7842. /**
  7843. * Sets the highlights Hue value.
  7844. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7845. */
  7846. highlightsHue: number;
  7847. /**
  7848. * Gets the highlights Density value.
  7849. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7850. * Values less than zero provide a filter of opposite hue.
  7851. */
  7852. /**
  7853. * Sets the highlights Density value.
  7854. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7855. * Values less than zero provide a filter of opposite hue.
  7856. */
  7857. highlightsDensity: number;
  7858. /**
  7859. * Gets the highlights Saturation value.
  7860. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7861. */
  7862. /**
  7863. * Sets the highlights Saturation value.
  7864. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7865. */
  7866. highlightsSaturation: number;
  7867. /**
  7868. * Gets the highlights Exposure value.
  7869. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7870. */
  7871. /**
  7872. * Sets the highlights Exposure value.
  7873. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7874. */
  7875. highlightsExposure: number;
  7876. private _midtonesHue;
  7877. private _midtonesDensity;
  7878. private _midtonesSaturation;
  7879. private _midtonesExposure;
  7880. /**
  7881. * Gets the midtones Hue value.
  7882. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7883. */
  7884. /**
  7885. * Sets the midtones Hue value.
  7886. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7887. */
  7888. midtonesHue: number;
  7889. /**
  7890. * Gets the midtones Density value.
  7891. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7892. * Values less than zero provide a filter of opposite hue.
  7893. */
  7894. /**
  7895. * Sets the midtones Density value.
  7896. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7897. * Values less than zero provide a filter of opposite hue.
  7898. */
  7899. midtonesDensity: number;
  7900. /**
  7901. * Gets the midtones Saturation value.
  7902. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7903. */
  7904. /**
  7905. * Sets the midtones Saturation value.
  7906. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7907. */
  7908. midtonesSaturation: number;
  7909. /**
  7910. * Gets the midtones Exposure value.
  7911. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7912. */
  7913. /**
  7914. * Sets the midtones Exposure value.
  7915. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7916. */
  7917. midtonesExposure: number;
  7918. private _shadowsHue;
  7919. private _shadowsDensity;
  7920. private _shadowsSaturation;
  7921. private _shadowsExposure;
  7922. /**
  7923. * Gets the shadows Hue value.
  7924. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7925. */
  7926. /**
  7927. * Sets the shadows Hue value.
  7928. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  7929. */
  7930. shadowsHue: number;
  7931. /**
  7932. * Gets the shadows Density value.
  7933. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7934. * Values less than zero provide a filter of opposite hue.
  7935. */
  7936. /**
  7937. * Sets the shadows Density value.
  7938. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  7939. * Values less than zero provide a filter of opposite hue.
  7940. */
  7941. shadowsDensity: number;
  7942. /**
  7943. * Gets the shadows Saturation value.
  7944. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7945. */
  7946. /**
  7947. * Sets the shadows Saturation value.
  7948. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  7949. */
  7950. shadowsSaturation: number;
  7951. /**
  7952. * Gets the shadows Exposure value.
  7953. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7954. */
  7955. /**
  7956. * Sets the shadows Exposure value.
  7957. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  7958. */
  7959. shadowsExposure: number;
  7960. /**
  7961. * Returns the class name
  7962. * @returns The class name
  7963. */
  7964. getClassName(): string;
  7965. /**
  7966. * Binds the color curves to the shader.
  7967. * @param colorCurves The color curve to bind
  7968. * @param effect The effect to bind to
  7969. * @param positiveUniform The positive uniform shader parameter
  7970. * @param neutralUniform The neutral uniform shader parameter
  7971. * @param negativeUniform The negative uniform shader parameter
  7972. */
  7973. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  7974. /**
  7975. * Prepare the list of uniforms associated with the ColorCurves effects.
  7976. * @param uniformsList The list of uniforms used in the effect
  7977. */
  7978. static PrepareUniforms(uniformsList: string[]): void;
  7979. /**
  7980. * Returns color grading data based on a hue, density, saturation and exposure value.
  7981. * @param filterHue The hue of the color filter.
  7982. * @param filterDensity The density of the color filter.
  7983. * @param saturation The saturation.
  7984. * @param exposure The exposure.
  7985. * @param result The result data container.
  7986. */
  7987. private getColorGradingDataToRef;
  7988. /**
  7989. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  7990. * @param value The input slider value in range [-100,100].
  7991. * @returns Adjusted value.
  7992. */
  7993. private static applyColorGradingSliderNonlinear;
  7994. /**
  7995. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  7996. * @param hue The hue (H) input.
  7997. * @param saturation The saturation (S) input.
  7998. * @param brightness The brightness (B) input.
  7999. * @result An RGBA color represented as Vector4.
  8000. */
  8001. private static fromHSBToRef;
  8002. /**
  8003. * Returns a value clamped between min and max
  8004. * @param value The value to clamp
  8005. * @param min The minimum of value
  8006. * @param max The maximum of value
  8007. * @returns The clamped value.
  8008. */
  8009. private static clamp;
  8010. /**
  8011. * Clones the current color curve instance.
  8012. * @return The cloned curves
  8013. */
  8014. clone(): ColorCurves;
  8015. /**
  8016. * Serializes the current color curve instance to a json representation.
  8017. * @return a JSON representation
  8018. */
  8019. serialize(): any;
  8020. /**
  8021. * Parses the color curve from a json representation.
  8022. * @param source the JSON source to parse
  8023. * @return The parsed curves
  8024. */
  8025. static Parse(source: any): ColorCurves;
  8026. }
  8027. }
  8028. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8029. import { Observable } from "babylonjs/Misc/observable";
  8030. import { Nullable } from "babylonjs/types";
  8031. import { Color4 } from "babylonjs/Maths/math.color";
  8032. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8033. import { Effect } from "babylonjs/Materials/effect";
  8034. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8035. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8036. /**
  8037. * Interface to follow in your material defines to integrate easily the
  8038. * Image proccessing functions.
  8039. * @hidden
  8040. */
  8041. export interface IImageProcessingConfigurationDefines {
  8042. IMAGEPROCESSING: boolean;
  8043. VIGNETTE: boolean;
  8044. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8045. VIGNETTEBLENDMODEOPAQUE: boolean;
  8046. TONEMAPPING: boolean;
  8047. TONEMAPPING_ACES: boolean;
  8048. CONTRAST: boolean;
  8049. EXPOSURE: boolean;
  8050. COLORCURVES: boolean;
  8051. COLORGRADING: boolean;
  8052. COLORGRADING3D: boolean;
  8053. SAMPLER3DGREENDEPTH: boolean;
  8054. SAMPLER3DBGRMAP: boolean;
  8055. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8056. }
  8057. /**
  8058. * @hidden
  8059. */
  8060. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8061. IMAGEPROCESSING: boolean;
  8062. VIGNETTE: boolean;
  8063. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8064. VIGNETTEBLENDMODEOPAQUE: boolean;
  8065. TONEMAPPING: boolean;
  8066. TONEMAPPING_ACES: boolean;
  8067. CONTRAST: boolean;
  8068. COLORCURVES: boolean;
  8069. COLORGRADING: boolean;
  8070. COLORGRADING3D: boolean;
  8071. SAMPLER3DGREENDEPTH: boolean;
  8072. SAMPLER3DBGRMAP: boolean;
  8073. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8074. EXPOSURE: boolean;
  8075. constructor();
  8076. }
  8077. /**
  8078. * This groups together the common properties used for image processing either in direct forward pass
  8079. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8080. * or not.
  8081. */
  8082. export class ImageProcessingConfiguration {
  8083. /**
  8084. * Default tone mapping applied in BabylonJS.
  8085. */
  8086. static readonly TONEMAPPING_STANDARD: number;
  8087. /**
  8088. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8089. * to other engines rendering to increase portability.
  8090. */
  8091. static readonly TONEMAPPING_ACES: number;
  8092. /**
  8093. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8094. */
  8095. colorCurves: Nullable<ColorCurves>;
  8096. private _colorCurvesEnabled;
  8097. /**
  8098. * Gets wether the color curves effect is enabled.
  8099. */
  8100. /**
  8101. * Sets wether the color curves effect is enabled.
  8102. */
  8103. colorCurvesEnabled: boolean;
  8104. private _colorGradingTexture;
  8105. /**
  8106. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8107. */
  8108. /**
  8109. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8110. */
  8111. colorGradingTexture: Nullable<BaseTexture>;
  8112. private _colorGradingEnabled;
  8113. /**
  8114. * Gets wether the color grading effect is enabled.
  8115. */
  8116. /**
  8117. * Sets wether the color grading effect is enabled.
  8118. */
  8119. colorGradingEnabled: boolean;
  8120. private _colorGradingWithGreenDepth;
  8121. /**
  8122. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8123. */
  8124. /**
  8125. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8126. */
  8127. colorGradingWithGreenDepth: boolean;
  8128. private _colorGradingBGR;
  8129. /**
  8130. * Gets wether the color grading texture contains BGR values.
  8131. */
  8132. /**
  8133. * Sets wether the color grading texture contains BGR values.
  8134. */
  8135. colorGradingBGR: boolean;
  8136. /** @hidden */
  8137. _exposure: number;
  8138. /**
  8139. * Gets the Exposure used in the effect.
  8140. */
  8141. /**
  8142. * Sets the Exposure used in the effect.
  8143. */
  8144. exposure: number;
  8145. private _toneMappingEnabled;
  8146. /**
  8147. * Gets wether the tone mapping effect is enabled.
  8148. */
  8149. /**
  8150. * Sets wether the tone mapping effect is enabled.
  8151. */
  8152. toneMappingEnabled: boolean;
  8153. private _toneMappingType;
  8154. /**
  8155. * Gets the type of tone mapping effect.
  8156. */
  8157. /**
  8158. * Sets the type of tone mapping effect used in BabylonJS.
  8159. */
  8160. toneMappingType: number;
  8161. protected _contrast: number;
  8162. /**
  8163. * Gets the contrast used in the effect.
  8164. */
  8165. /**
  8166. * Sets the contrast used in the effect.
  8167. */
  8168. contrast: number;
  8169. /**
  8170. * Vignette stretch size.
  8171. */
  8172. vignetteStretch: number;
  8173. /**
  8174. * Vignette centre X Offset.
  8175. */
  8176. vignetteCentreX: number;
  8177. /**
  8178. * Vignette centre Y Offset.
  8179. */
  8180. vignetteCentreY: number;
  8181. /**
  8182. * Vignette weight or intensity of the vignette effect.
  8183. */
  8184. vignetteWeight: number;
  8185. /**
  8186. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8187. * if vignetteEnabled is set to true.
  8188. */
  8189. vignetteColor: Color4;
  8190. /**
  8191. * Camera field of view used by the Vignette effect.
  8192. */
  8193. vignetteCameraFov: number;
  8194. private _vignetteBlendMode;
  8195. /**
  8196. * Gets the vignette blend mode allowing different kind of effect.
  8197. */
  8198. /**
  8199. * Sets the vignette blend mode allowing different kind of effect.
  8200. */
  8201. vignetteBlendMode: number;
  8202. private _vignetteEnabled;
  8203. /**
  8204. * Gets wether the vignette effect is enabled.
  8205. */
  8206. /**
  8207. * Sets wether the vignette effect is enabled.
  8208. */
  8209. vignetteEnabled: boolean;
  8210. private _applyByPostProcess;
  8211. /**
  8212. * Gets wether the image processing is applied through a post process or not.
  8213. */
  8214. /**
  8215. * Sets wether the image processing is applied through a post process or not.
  8216. */
  8217. applyByPostProcess: boolean;
  8218. private _isEnabled;
  8219. /**
  8220. * Gets wether the image processing is enabled or not.
  8221. */
  8222. /**
  8223. * Sets wether the image processing is enabled or not.
  8224. */
  8225. isEnabled: boolean;
  8226. /**
  8227. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8228. */
  8229. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8230. /**
  8231. * Method called each time the image processing information changes requires to recompile the effect.
  8232. */
  8233. protected _updateParameters(): void;
  8234. /**
  8235. * Gets the current class name.
  8236. * @return "ImageProcessingConfiguration"
  8237. */
  8238. getClassName(): string;
  8239. /**
  8240. * Prepare the list of uniforms associated with the Image Processing effects.
  8241. * @param uniforms The list of uniforms used in the effect
  8242. * @param defines the list of defines currently in use
  8243. */
  8244. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8245. /**
  8246. * Prepare the list of samplers associated with the Image Processing effects.
  8247. * @param samplersList The list of uniforms used in the effect
  8248. * @param defines the list of defines currently in use
  8249. */
  8250. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8251. /**
  8252. * Prepare the list of defines associated to the shader.
  8253. * @param defines the list of defines to complete
  8254. * @param forPostProcess Define if we are currently in post process mode or not
  8255. */
  8256. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8257. /**
  8258. * Returns true if all the image processing information are ready.
  8259. * @returns True if ready, otherwise, false
  8260. */
  8261. isReady(): boolean;
  8262. /**
  8263. * Binds the image processing to the shader.
  8264. * @param effect The effect to bind to
  8265. * @param aspectRatio Define the current aspect ratio of the effect
  8266. */
  8267. bind(effect: Effect, aspectRatio?: number): void;
  8268. /**
  8269. * Clones the current image processing instance.
  8270. * @return The cloned image processing
  8271. */
  8272. clone(): ImageProcessingConfiguration;
  8273. /**
  8274. * Serializes the current image processing instance to a json representation.
  8275. * @return a JSON representation
  8276. */
  8277. serialize(): any;
  8278. /**
  8279. * Parses the image processing from a json representation.
  8280. * @param source the JSON source to parse
  8281. * @return The parsed image processing
  8282. */
  8283. static Parse(source: any): ImageProcessingConfiguration;
  8284. private static _VIGNETTEMODE_MULTIPLY;
  8285. private static _VIGNETTEMODE_OPAQUE;
  8286. /**
  8287. * Used to apply the vignette as a mix with the pixel color.
  8288. */
  8289. static readonly VIGNETTEMODE_MULTIPLY: number;
  8290. /**
  8291. * Used to apply the vignette as a replacement of the pixel color.
  8292. */
  8293. static readonly VIGNETTEMODE_OPAQUE: number;
  8294. }
  8295. }
  8296. declare module "babylonjs/Shaders/postprocess.vertex" {
  8297. /** @hidden */
  8298. export var postprocessVertexShader: {
  8299. name: string;
  8300. shader: string;
  8301. };
  8302. }
  8303. declare module "babylonjs/Maths/math.axis" {
  8304. import { Vector3 } from "babylonjs/Maths/math.vector";
  8305. /** Defines supported spaces */
  8306. export enum Space {
  8307. /** Local (object) space */
  8308. LOCAL = 0,
  8309. /** World space */
  8310. WORLD = 1,
  8311. /** Bone space */
  8312. BONE = 2
  8313. }
  8314. /** Defines the 3 main axes */
  8315. export class Axis {
  8316. /** X axis */
  8317. static X: Vector3;
  8318. /** Y axis */
  8319. static Y: Vector3;
  8320. /** Z axis */
  8321. static Z: Vector3;
  8322. }
  8323. }
  8324. declare module "babylonjs/Cameras/targetCamera" {
  8325. import { Nullable } from "babylonjs/types";
  8326. import { Camera } from "babylonjs/Cameras/camera";
  8327. import { Scene } from "babylonjs/scene";
  8328. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8329. /**
  8330. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8331. * This is the base of the follow, arc rotate cameras and Free camera
  8332. * @see http://doc.babylonjs.com/features/cameras
  8333. */
  8334. export class TargetCamera extends Camera {
  8335. private static _RigCamTransformMatrix;
  8336. private static _TargetTransformMatrix;
  8337. private static _TargetFocalPoint;
  8338. /**
  8339. * Define the current direction the camera is moving to
  8340. */
  8341. cameraDirection: Vector3;
  8342. /**
  8343. * Define the current rotation the camera is rotating to
  8344. */
  8345. cameraRotation: Vector2;
  8346. /**
  8347. * When set, the up vector of the camera will be updated by the rotation of the camera
  8348. */
  8349. updateUpVectorFromRotation: boolean;
  8350. private _tmpQuaternion;
  8351. /**
  8352. * Define the current rotation of the camera
  8353. */
  8354. rotation: Vector3;
  8355. /**
  8356. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8357. */
  8358. rotationQuaternion: Quaternion;
  8359. /**
  8360. * Define the current speed of the camera
  8361. */
  8362. speed: number;
  8363. /**
  8364. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8365. * around all axis.
  8366. */
  8367. noRotationConstraint: boolean;
  8368. /**
  8369. * Define the current target of the camera as an object or a position.
  8370. */
  8371. lockedTarget: any;
  8372. /** @hidden */
  8373. _currentTarget: Vector3;
  8374. /** @hidden */
  8375. _initialFocalDistance: number;
  8376. /** @hidden */
  8377. _viewMatrix: Matrix;
  8378. /** @hidden */
  8379. _camMatrix: Matrix;
  8380. /** @hidden */
  8381. _cameraTransformMatrix: Matrix;
  8382. /** @hidden */
  8383. _cameraRotationMatrix: Matrix;
  8384. /** @hidden */
  8385. _referencePoint: Vector3;
  8386. /** @hidden */
  8387. _transformedReferencePoint: Vector3;
  8388. protected _globalCurrentTarget: Vector3;
  8389. protected _globalCurrentUpVector: Vector3;
  8390. /** @hidden */
  8391. _reset: () => void;
  8392. private _defaultUp;
  8393. /**
  8394. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  8395. * This is the base of the follow, arc rotate cameras and Free camera
  8396. * @see http://doc.babylonjs.com/features/cameras
  8397. * @param name Defines the name of the camera in the scene
  8398. * @param position Defines the start position of the camera in the scene
  8399. * @param scene Defines the scene the camera belongs to
  8400. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8401. */
  8402. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8403. /**
  8404. * Gets the position in front of the camera at a given distance.
  8405. * @param distance The distance from the camera we want the position to be
  8406. * @returns the position
  8407. */
  8408. getFrontPosition(distance: number): Vector3;
  8409. /** @hidden */
  8410. _getLockedTargetPosition(): Nullable<Vector3>;
  8411. private _storedPosition;
  8412. private _storedRotation;
  8413. private _storedRotationQuaternion;
  8414. /**
  8415. * Store current camera state of the camera (fov, position, rotation, etc..)
  8416. * @returns the camera
  8417. */
  8418. storeState(): Camera;
  8419. /**
  8420. * Restored camera state. You must call storeState() first
  8421. * @returns whether it was successful or not
  8422. * @hidden
  8423. */
  8424. _restoreStateValues(): boolean;
  8425. /** @hidden */
  8426. _initCache(): void;
  8427. /** @hidden */
  8428. _updateCache(ignoreParentClass?: boolean): void;
  8429. /** @hidden */
  8430. _isSynchronizedViewMatrix(): boolean;
  8431. /** @hidden */
  8432. _computeLocalCameraSpeed(): number;
  8433. /**
  8434. * Defines the target the camera should look at.
  8435. * @param target Defines the new target as a Vector or a mesh
  8436. */
  8437. setTarget(target: Vector3): void;
  8438. /**
  8439. * Return the current target position of the camera. This value is expressed in local space.
  8440. * @returns the target position
  8441. */
  8442. getTarget(): Vector3;
  8443. /** @hidden */
  8444. _decideIfNeedsToMove(): boolean;
  8445. /** @hidden */
  8446. _updatePosition(): void;
  8447. /** @hidden */
  8448. _checkInputs(): void;
  8449. protected _updateCameraRotationMatrix(): void;
  8450. /**
  8451. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  8452. * @returns the current camera
  8453. */
  8454. private _rotateUpVectorWithCameraRotationMatrix;
  8455. private _cachedRotationZ;
  8456. private _cachedQuaternionRotationZ;
  8457. /** @hidden */
  8458. _getViewMatrix(): Matrix;
  8459. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8460. /**
  8461. * @hidden
  8462. */
  8463. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8464. /**
  8465. * @hidden
  8466. */
  8467. _updateRigCameras(): void;
  8468. private _getRigCamPositionAndTarget;
  8469. /**
  8470. * Gets the current object class name.
  8471. * @return the class name
  8472. */
  8473. getClassName(): string;
  8474. }
  8475. }
  8476. declare module "babylonjs/Events/keyboardEvents" {
  8477. /**
  8478. * Gather the list of keyboard event types as constants.
  8479. */
  8480. export class KeyboardEventTypes {
  8481. /**
  8482. * The keydown event is fired when a key becomes active (pressed).
  8483. */
  8484. static readonly KEYDOWN: number;
  8485. /**
  8486. * The keyup event is fired when a key has been released.
  8487. */
  8488. static readonly KEYUP: number;
  8489. }
  8490. /**
  8491. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8492. */
  8493. export class KeyboardInfo {
  8494. /**
  8495. * Defines the type of event (KeyboardEventTypes)
  8496. */
  8497. type: number;
  8498. /**
  8499. * Defines the related dom event
  8500. */
  8501. event: KeyboardEvent;
  8502. /**
  8503. * Instantiates a new keyboard info.
  8504. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8505. * @param type Defines the type of event (KeyboardEventTypes)
  8506. * @param event Defines the related dom event
  8507. */
  8508. constructor(
  8509. /**
  8510. * Defines the type of event (KeyboardEventTypes)
  8511. */
  8512. type: number,
  8513. /**
  8514. * Defines the related dom event
  8515. */
  8516. event: KeyboardEvent);
  8517. }
  8518. /**
  8519. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8520. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8521. */
  8522. export class KeyboardInfoPre extends KeyboardInfo {
  8523. /**
  8524. * Defines the type of event (KeyboardEventTypes)
  8525. */
  8526. type: number;
  8527. /**
  8528. * Defines the related dom event
  8529. */
  8530. event: KeyboardEvent;
  8531. /**
  8532. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8533. */
  8534. skipOnPointerObservable: boolean;
  8535. /**
  8536. * Instantiates a new keyboard pre info.
  8537. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8538. * @param type Defines the type of event (KeyboardEventTypes)
  8539. * @param event Defines the related dom event
  8540. */
  8541. constructor(
  8542. /**
  8543. * Defines the type of event (KeyboardEventTypes)
  8544. */
  8545. type: number,
  8546. /**
  8547. * Defines the related dom event
  8548. */
  8549. event: KeyboardEvent);
  8550. }
  8551. }
  8552. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8553. import { Nullable } from "babylonjs/types";
  8554. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8555. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8556. /**
  8557. * Manage the keyboard inputs to control the movement of a free camera.
  8558. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8559. */
  8560. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8561. /**
  8562. * Defines the camera the input is attached to.
  8563. */
  8564. camera: FreeCamera;
  8565. /**
  8566. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8567. */
  8568. keysUp: number[];
  8569. /**
  8570. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8571. */
  8572. keysDown: number[];
  8573. /**
  8574. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8575. */
  8576. keysLeft: number[];
  8577. /**
  8578. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8579. */
  8580. keysRight: number[];
  8581. private _keys;
  8582. private _onCanvasBlurObserver;
  8583. private _onKeyboardObserver;
  8584. private _engine;
  8585. private _scene;
  8586. /**
  8587. * Attach the input controls to a specific dom element to get the input from.
  8588. * @param element Defines the element the controls should be listened from
  8589. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8590. */
  8591. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8592. /**
  8593. * Detach the current controls from the specified dom element.
  8594. * @param element Defines the element to stop listening the inputs from
  8595. */
  8596. detachControl(element: Nullable<HTMLElement>): void;
  8597. /**
  8598. * Update the current camera state depending on the inputs that have been used this frame.
  8599. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8600. */
  8601. checkInputs(): void;
  8602. /**
  8603. * Gets the class name of the current intput.
  8604. * @returns the class name
  8605. */
  8606. getClassName(): string;
  8607. /** @hidden */
  8608. _onLostFocus(): void;
  8609. /**
  8610. * Get the friendly name associated with the input class.
  8611. * @returns the input friendly name
  8612. */
  8613. getSimpleName(): string;
  8614. }
  8615. }
  8616. declare module "babylonjs/Lights/shadowLight" {
  8617. import { Camera } from "babylonjs/Cameras/camera";
  8618. import { Scene } from "babylonjs/scene";
  8619. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8620. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8621. import { Light } from "babylonjs/Lights/light";
  8622. /**
  8623. * Interface describing all the common properties and methods a shadow light needs to implement.
  8624. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8625. * as well as binding the different shadow properties to the effects.
  8626. */
  8627. export interface IShadowLight extends Light {
  8628. /**
  8629. * The light id in the scene (used in scene.findLighById for instance)
  8630. */
  8631. id: string;
  8632. /**
  8633. * The position the shdow will be casted from.
  8634. */
  8635. position: Vector3;
  8636. /**
  8637. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8638. */
  8639. direction: Vector3;
  8640. /**
  8641. * The transformed position. Position of the light in world space taking parenting in account.
  8642. */
  8643. transformedPosition: Vector3;
  8644. /**
  8645. * The transformed direction. Direction of the light in world space taking parenting in account.
  8646. */
  8647. transformedDirection: Vector3;
  8648. /**
  8649. * The friendly name of the light in the scene.
  8650. */
  8651. name: string;
  8652. /**
  8653. * Defines the shadow projection clipping minimum z value.
  8654. */
  8655. shadowMinZ: number;
  8656. /**
  8657. * Defines the shadow projection clipping maximum z value.
  8658. */
  8659. shadowMaxZ: number;
  8660. /**
  8661. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8662. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8663. */
  8664. computeTransformedInformation(): boolean;
  8665. /**
  8666. * Gets the scene the light belongs to.
  8667. * @returns The scene
  8668. */
  8669. getScene(): Scene;
  8670. /**
  8671. * Callback defining a custom Projection Matrix Builder.
  8672. * This can be used to override the default projection matrix computation.
  8673. */
  8674. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8675. /**
  8676. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8677. * @param matrix The materix to updated with the projection information
  8678. * @param viewMatrix The transform matrix of the light
  8679. * @param renderList The list of mesh to render in the map
  8680. * @returns The current light
  8681. */
  8682. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8683. /**
  8684. * Gets the current depth scale used in ESM.
  8685. * @returns The scale
  8686. */
  8687. getDepthScale(): number;
  8688. /**
  8689. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8690. * @returns true if a cube texture needs to be use
  8691. */
  8692. needCube(): boolean;
  8693. /**
  8694. * Detects if the projection matrix requires to be recomputed this frame.
  8695. * @returns true if it requires to be recomputed otherwise, false.
  8696. */
  8697. needProjectionMatrixCompute(): boolean;
  8698. /**
  8699. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8700. */
  8701. forceProjectionMatrixCompute(): void;
  8702. /**
  8703. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8704. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8705. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8706. */
  8707. getShadowDirection(faceIndex?: number): Vector3;
  8708. /**
  8709. * Gets the minZ used for shadow according to both the scene and the light.
  8710. * @param activeCamera The camera we are returning the min for
  8711. * @returns the depth min z
  8712. */
  8713. getDepthMinZ(activeCamera: Camera): number;
  8714. /**
  8715. * Gets the maxZ used for shadow according to both the scene and the light.
  8716. * @param activeCamera The camera we are returning the max for
  8717. * @returns the depth max z
  8718. */
  8719. getDepthMaxZ(activeCamera: Camera): number;
  8720. }
  8721. /**
  8722. * Base implementation IShadowLight
  8723. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8724. */
  8725. export abstract class ShadowLight extends Light implements IShadowLight {
  8726. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8727. protected _position: Vector3;
  8728. protected _setPosition(value: Vector3): void;
  8729. /**
  8730. * Sets the position the shadow will be casted from. Also use as the light position for both
  8731. * point and spot lights.
  8732. */
  8733. /**
  8734. * Sets the position the shadow will be casted from. Also use as the light position for both
  8735. * point and spot lights.
  8736. */
  8737. position: Vector3;
  8738. protected _direction: Vector3;
  8739. protected _setDirection(value: Vector3): void;
  8740. /**
  8741. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8742. * Also use as the light direction on spot and directional lights.
  8743. */
  8744. /**
  8745. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8746. * Also use as the light direction on spot and directional lights.
  8747. */
  8748. direction: Vector3;
  8749. private _shadowMinZ;
  8750. /**
  8751. * Gets the shadow projection clipping minimum z value.
  8752. */
  8753. /**
  8754. * Sets the shadow projection clipping minimum z value.
  8755. */
  8756. shadowMinZ: number;
  8757. private _shadowMaxZ;
  8758. /**
  8759. * Sets the shadow projection clipping maximum z value.
  8760. */
  8761. /**
  8762. * Gets the shadow projection clipping maximum z value.
  8763. */
  8764. shadowMaxZ: number;
  8765. /**
  8766. * Callback defining a custom Projection Matrix Builder.
  8767. * This can be used to override the default projection matrix computation.
  8768. */
  8769. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8770. /**
  8771. * The transformed position. Position of the light in world space taking parenting in account.
  8772. */
  8773. transformedPosition: Vector3;
  8774. /**
  8775. * The transformed direction. Direction of the light in world space taking parenting in account.
  8776. */
  8777. transformedDirection: Vector3;
  8778. private _needProjectionMatrixCompute;
  8779. /**
  8780. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8781. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8782. */
  8783. computeTransformedInformation(): boolean;
  8784. /**
  8785. * Return the depth scale used for the shadow map.
  8786. * @returns the depth scale.
  8787. */
  8788. getDepthScale(): number;
  8789. /**
  8790. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8791. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8792. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8793. */
  8794. getShadowDirection(faceIndex?: number): Vector3;
  8795. /**
  8796. * Returns the ShadowLight absolute position in the World.
  8797. * @returns the position vector in world space
  8798. */
  8799. getAbsolutePosition(): Vector3;
  8800. /**
  8801. * Sets the ShadowLight direction toward the passed target.
  8802. * @param target The point to target in local space
  8803. * @returns the updated ShadowLight direction
  8804. */
  8805. setDirectionToTarget(target: Vector3): Vector3;
  8806. /**
  8807. * Returns the light rotation in euler definition.
  8808. * @returns the x y z rotation in local space.
  8809. */
  8810. getRotation(): Vector3;
  8811. /**
  8812. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8813. * @returns true if a cube texture needs to be use
  8814. */
  8815. needCube(): boolean;
  8816. /**
  8817. * Detects if the projection matrix requires to be recomputed this frame.
  8818. * @returns true if it requires to be recomputed otherwise, false.
  8819. */
  8820. needProjectionMatrixCompute(): boolean;
  8821. /**
  8822. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8823. */
  8824. forceProjectionMatrixCompute(): void;
  8825. /** @hidden */
  8826. _initCache(): void;
  8827. /** @hidden */
  8828. _isSynchronized(): boolean;
  8829. /**
  8830. * Computes the world matrix of the node
  8831. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8832. * @returns the world matrix
  8833. */
  8834. computeWorldMatrix(force?: boolean): Matrix;
  8835. /**
  8836. * Gets the minZ used for shadow according to both the scene and the light.
  8837. * @param activeCamera The camera we are returning the min for
  8838. * @returns the depth min z
  8839. */
  8840. getDepthMinZ(activeCamera: Camera): number;
  8841. /**
  8842. * Gets the maxZ used for shadow according to both the scene and the light.
  8843. * @param activeCamera The camera we are returning the max for
  8844. * @returns the depth max z
  8845. */
  8846. getDepthMaxZ(activeCamera: Camera): number;
  8847. /**
  8848. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8849. * @param matrix The materix to updated with the projection information
  8850. * @param viewMatrix The transform matrix of the light
  8851. * @param renderList The list of mesh to render in the map
  8852. * @returns The current light
  8853. */
  8854. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8855. }
  8856. }
  8857. declare module "babylonjs/Materials/materialHelper" {
  8858. import { Nullable } from "babylonjs/types";
  8859. import { Scene } from "babylonjs/scene";
  8860. import { Engine } from "babylonjs/Engines/engine";
  8861. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8862. import { Light } from "babylonjs/Lights/light";
  8863. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  8864. import { Effect, EffectFallbacks, EffectCreationOptions } from "babylonjs/Materials/effect";
  8865. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8866. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8867. /**
  8868. * "Static Class" containing the most commonly used helper while dealing with material for
  8869. * rendering purpose.
  8870. *
  8871. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  8872. *
  8873. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  8874. */
  8875. export class MaterialHelper {
  8876. /**
  8877. * Bind the current view position to an effect.
  8878. * @param effect The effect to be bound
  8879. * @param scene The scene the eyes position is used from
  8880. */
  8881. static BindEyePosition(effect: Effect, scene: Scene): void;
  8882. /**
  8883. * Helps preparing the defines values about the UVs in used in the effect.
  8884. * UVs are shared as much as we can accross channels in the shaders.
  8885. * @param texture The texture we are preparing the UVs for
  8886. * @param defines The defines to update
  8887. * @param key The channel key "diffuse", "specular"... used in the shader
  8888. */
  8889. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  8890. /**
  8891. * Binds a texture matrix value to its corrsponding uniform
  8892. * @param texture The texture to bind the matrix for
  8893. * @param uniformBuffer The uniform buffer receivin the data
  8894. * @param key The channel key "diffuse", "specular"... used in the shader
  8895. */
  8896. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  8897. /**
  8898. * Gets the current status of the fog (should it be enabled?)
  8899. * @param mesh defines the mesh to evaluate for fog support
  8900. * @param scene defines the hosting scene
  8901. * @returns true if fog must be enabled
  8902. */
  8903. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  8904. /**
  8905. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  8906. * @param mesh defines the current mesh
  8907. * @param scene defines the current scene
  8908. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  8909. * @param pointsCloud defines if point cloud rendering has to be turned on
  8910. * @param fogEnabled defines if fog has to be turned on
  8911. * @param alphaTest defines if alpha testing has to be turned on
  8912. * @param defines defines the current list of defines
  8913. */
  8914. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  8915. /**
  8916. * Helper used to prepare the list of defines associated with frame values for shader compilation
  8917. * @param scene defines the current scene
  8918. * @param engine defines the current engine
  8919. * @param defines specifies the list of active defines
  8920. * @param useInstances defines if instances have to be turned on
  8921. * @param useClipPlane defines if clip plane have to be turned on
  8922. */
  8923. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  8924. /**
  8925. * Prepares the defines for bones
  8926. * @param mesh The mesh containing the geometry data we will draw
  8927. * @param defines The defines to update
  8928. */
  8929. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  8930. /**
  8931. * Prepares the defines for morph targets
  8932. * @param mesh The mesh containing the geometry data we will draw
  8933. * @param defines The defines to update
  8934. */
  8935. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  8936. /**
  8937. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  8938. * @param mesh The mesh containing the geometry data we will draw
  8939. * @param defines The defines to update
  8940. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  8941. * @param useBones Precise whether bones should be used or not (override mesh info)
  8942. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  8943. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  8944. * @returns false if defines are considered not dirty and have not been checked
  8945. */
  8946. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  8947. /**
  8948. * Prepares the defines related to multiview
  8949. * @param scene The scene we are intending to draw
  8950. * @param defines The defines to update
  8951. */
  8952. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  8953. /**
  8954. * Prepares the defines related to the light information passed in parameter
  8955. * @param scene The scene we are intending to draw
  8956. * @param mesh The mesh the effect is compiling for
  8957. * @param light The light the effect is compiling for
  8958. * @param lightIndex The index of the light
  8959. * @param defines The defines to update
  8960. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8961. * @param state Defines the current state regarding what is needed (normals, etc...)
  8962. */
  8963. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  8964. needNormals: boolean;
  8965. needRebuild: boolean;
  8966. shadowEnabled: boolean;
  8967. specularEnabled: boolean;
  8968. lightmapMode: boolean;
  8969. }): void;
  8970. /**
  8971. * Prepares the defines related to the light information passed in parameter
  8972. * @param scene The scene we are intending to draw
  8973. * @param mesh The mesh the effect is compiling for
  8974. * @param defines The defines to update
  8975. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  8976. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  8977. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  8978. * @returns true if normals will be required for the rest of the effect
  8979. */
  8980. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  8981. /**
  8982. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  8983. * @param lightIndex defines the light index
  8984. * @param uniformsList The uniform list
  8985. * @param samplersList The sampler list
  8986. * @param projectedLightTexture defines if projected texture must be used
  8987. * @param uniformBuffersList defines an optional list of uniform buffers
  8988. */
  8989. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  8990. /**
  8991. * Prepares the uniforms and samplers list to be used in the effect
  8992. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  8993. * @param samplersList The sampler list
  8994. * @param defines The defines helping in the list generation
  8995. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  8996. */
  8997. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  8998. /**
  8999. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9000. * @param defines The defines to update while falling back
  9001. * @param fallbacks The authorized effect fallbacks
  9002. * @param maxSimultaneousLights The maximum number of lights allowed
  9003. * @param rank the current rank of the Effect
  9004. * @returns The newly affected rank
  9005. */
  9006. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9007. private static _TmpMorphInfluencers;
  9008. /**
  9009. * Prepares the list of attributes required for morph targets according to the effect defines.
  9010. * @param attribs The current list of supported attribs
  9011. * @param mesh The mesh to prepare the morph targets attributes for
  9012. * @param influencers The number of influencers
  9013. */
  9014. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9015. /**
  9016. * Prepares the list of attributes required for morph targets according to the effect defines.
  9017. * @param attribs The current list of supported attribs
  9018. * @param mesh The mesh to prepare the morph targets attributes for
  9019. * @param defines The current Defines of the effect
  9020. */
  9021. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9022. /**
  9023. * Prepares the list of attributes required for bones according to the effect defines.
  9024. * @param attribs The current list of supported attribs
  9025. * @param mesh The mesh to prepare the bones attributes for
  9026. * @param defines The current Defines of the effect
  9027. * @param fallbacks The current efffect fallback strategy
  9028. */
  9029. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9030. /**
  9031. * Check and prepare the list of attributes required for instances according to the effect defines.
  9032. * @param attribs The current list of supported attribs
  9033. * @param defines The current MaterialDefines of the effect
  9034. */
  9035. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9036. /**
  9037. * Add the list of attributes required for instances to the attribs array.
  9038. * @param attribs The current list of supported attribs
  9039. */
  9040. static PushAttributesForInstances(attribs: string[]): void;
  9041. /**
  9042. * Binds the light shadow information to the effect for the given mesh.
  9043. * @param light The light containing the generator
  9044. * @param scene The scene the lights belongs to
  9045. * @param mesh The mesh we are binding the information to render
  9046. * @param lightIndex The light index in the effect used to render the mesh
  9047. * @param effect The effect we are binding the data to
  9048. */
  9049. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  9050. /**
  9051. * Binds the light information to the effect.
  9052. * @param light The light containing the generator
  9053. * @param effect The effect we are binding the data to
  9054. * @param lightIndex The light index in the effect used to render
  9055. */
  9056. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9057. /**
  9058. * Binds the lights information from the scene to the effect for the given mesh.
  9059. * @param light Light to bind
  9060. * @param lightIndex Light index
  9061. * @param scene The scene where the light belongs to
  9062. * @param mesh The mesh we are binding the information to render
  9063. * @param effect The effect we are binding the data to
  9064. * @param useSpecular Defines if specular is supported
  9065. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9066. */
  9067. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  9068. /**
  9069. * Binds the lights information from the scene to the effect for the given mesh.
  9070. * @param scene The scene the lights belongs to
  9071. * @param mesh The mesh we are binding the information to render
  9072. * @param effect The effect we are binding the data to
  9073. * @param defines The generated defines for the effect
  9074. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9075. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9076. */
  9077. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  9078. private static _tempFogColor;
  9079. /**
  9080. * Binds the fog information from the scene to the effect for the given mesh.
  9081. * @param scene The scene the lights belongs to
  9082. * @param mesh The mesh we are binding the information to render
  9083. * @param effect The effect we are binding the data to
  9084. * @param linearSpace Defines if the fog effect is applied in linear space
  9085. */
  9086. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9087. /**
  9088. * Binds the bones information from the mesh to the effect.
  9089. * @param mesh The mesh we are binding the information to render
  9090. * @param effect The effect we are binding the data to
  9091. */
  9092. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9093. /**
  9094. * Binds the morph targets information from the mesh to the effect.
  9095. * @param abstractMesh The mesh we are binding the information to render
  9096. * @param effect The effect we are binding the data to
  9097. */
  9098. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9099. /**
  9100. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9101. * @param defines The generated defines used in the effect
  9102. * @param effect The effect we are binding the data to
  9103. * @param scene The scene we are willing to render with logarithmic scale for
  9104. */
  9105. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9106. /**
  9107. * Binds the clip plane information from the scene to the effect.
  9108. * @param scene The scene the clip plane information are extracted from
  9109. * @param effect The effect we are binding the data to
  9110. */
  9111. static BindClipPlane(effect: Effect, scene: Scene): void;
  9112. }
  9113. }
  9114. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9115. /** @hidden */
  9116. export var packingFunctions: {
  9117. name: string;
  9118. shader: string;
  9119. };
  9120. }
  9121. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9122. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9123. /** @hidden */
  9124. export var shadowMapPixelShader: {
  9125. name: string;
  9126. shader: string;
  9127. };
  9128. }
  9129. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9130. /** @hidden */
  9131. export var bonesDeclaration: {
  9132. name: string;
  9133. shader: string;
  9134. };
  9135. }
  9136. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9137. /** @hidden */
  9138. export var morphTargetsVertexGlobalDeclaration: {
  9139. name: string;
  9140. shader: string;
  9141. };
  9142. }
  9143. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9144. /** @hidden */
  9145. export var morphTargetsVertexDeclaration: {
  9146. name: string;
  9147. shader: string;
  9148. };
  9149. }
  9150. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9151. /** @hidden */
  9152. export var instancesDeclaration: {
  9153. name: string;
  9154. shader: string;
  9155. };
  9156. }
  9157. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9158. /** @hidden */
  9159. export var helperFunctions: {
  9160. name: string;
  9161. shader: string;
  9162. };
  9163. }
  9164. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9165. /** @hidden */
  9166. export var morphTargetsVertex: {
  9167. name: string;
  9168. shader: string;
  9169. };
  9170. }
  9171. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9172. /** @hidden */
  9173. export var instancesVertex: {
  9174. name: string;
  9175. shader: string;
  9176. };
  9177. }
  9178. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9179. /** @hidden */
  9180. export var bonesVertex: {
  9181. name: string;
  9182. shader: string;
  9183. };
  9184. }
  9185. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9186. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9187. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9188. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9189. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9190. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9191. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9192. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9193. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9194. /** @hidden */
  9195. export var shadowMapVertexShader: {
  9196. name: string;
  9197. shader: string;
  9198. };
  9199. }
  9200. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9201. /** @hidden */
  9202. export var depthBoxBlurPixelShader: {
  9203. name: string;
  9204. shader: string;
  9205. };
  9206. }
  9207. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9208. import { Nullable } from "babylonjs/types";
  9209. import { Scene } from "babylonjs/scene";
  9210. import { Matrix } from "babylonjs/Maths/math.vector";
  9211. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9212. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9213. import { Mesh } from "babylonjs/Meshes/mesh";
  9214. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9215. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9216. import { Effect } from "babylonjs/Materials/effect";
  9217. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9218. import "babylonjs/Shaders/shadowMap.fragment";
  9219. import "babylonjs/Shaders/shadowMap.vertex";
  9220. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9221. import { Observable } from "babylonjs/Misc/observable";
  9222. /**
  9223. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9224. */
  9225. export interface ICustomShaderOptions {
  9226. /**
  9227. * Gets or sets the custom shader name to use
  9228. */
  9229. shaderName: string;
  9230. /**
  9231. * The list of attribute names used in the shader
  9232. */
  9233. attributes?: string[];
  9234. /**
  9235. * The list of unifrom names used in the shader
  9236. */
  9237. uniforms?: string[];
  9238. /**
  9239. * The list of sampler names used in the shader
  9240. */
  9241. samplers?: string[];
  9242. /**
  9243. * The list of defines used in the shader
  9244. */
  9245. defines?: string[];
  9246. }
  9247. /**
  9248. * Interface to implement to create a shadow generator compatible with BJS.
  9249. */
  9250. export interface IShadowGenerator {
  9251. /**
  9252. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9253. * @returns The render target texture if present otherwise, null
  9254. */
  9255. getShadowMap(): Nullable<RenderTargetTexture>;
  9256. /**
  9257. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9258. * @returns The render target texture if the shadow map is present otherwise, null
  9259. */
  9260. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9261. /**
  9262. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9263. * @param subMesh The submesh we want to render in the shadow map
  9264. * @param useInstances Defines wether will draw in the map using instances
  9265. * @returns true if ready otherwise, false
  9266. */
  9267. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9268. /**
  9269. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9270. * @param defines Defines of the material we want to update
  9271. * @param lightIndex Index of the light in the enabled light list of the material
  9272. */
  9273. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9274. /**
  9275. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9276. * defined in the generator but impacting the effect).
  9277. * It implies the unifroms available on the materials are the standard BJS ones.
  9278. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9279. * @param effect The effect we are binfing the information for
  9280. */
  9281. bindShadowLight(lightIndex: string, effect: Effect): void;
  9282. /**
  9283. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9284. * (eq to shadow prjection matrix * light transform matrix)
  9285. * @returns The transform matrix used to create the shadow map
  9286. */
  9287. getTransformMatrix(): Matrix;
  9288. /**
  9289. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9290. * Cube and 2D textures for instance.
  9291. */
  9292. recreateShadowMap(): void;
  9293. /**
  9294. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9295. * @param onCompiled Callback triggered at the and of the effects compilation
  9296. * @param options Sets of optional options forcing the compilation with different modes
  9297. */
  9298. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9299. useInstances: boolean;
  9300. }>): void;
  9301. /**
  9302. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9303. * @param options Sets of optional options forcing the compilation with different modes
  9304. * @returns A promise that resolves when the compilation completes
  9305. */
  9306. forceCompilationAsync(options?: Partial<{
  9307. useInstances: boolean;
  9308. }>): Promise<void>;
  9309. /**
  9310. * Serializes the shadow generator setup to a json object.
  9311. * @returns The serialized JSON object
  9312. */
  9313. serialize(): any;
  9314. /**
  9315. * Disposes the Shadow map and related Textures and effects.
  9316. */
  9317. dispose(): void;
  9318. }
  9319. /**
  9320. * Default implementation IShadowGenerator.
  9321. * This is the main object responsible of generating shadows in the framework.
  9322. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9323. */
  9324. export class ShadowGenerator implements IShadowGenerator {
  9325. /**
  9326. * Shadow generator mode None: no filtering applied.
  9327. */
  9328. static readonly FILTER_NONE: number;
  9329. /**
  9330. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9331. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9332. */
  9333. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9334. /**
  9335. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9336. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9337. */
  9338. static readonly FILTER_POISSONSAMPLING: number;
  9339. /**
  9340. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9341. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9342. */
  9343. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9344. /**
  9345. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9346. * edge artifacts on steep falloff.
  9347. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9348. */
  9349. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9350. /**
  9351. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9352. * edge artifacts on steep falloff.
  9353. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9354. */
  9355. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9356. /**
  9357. * Shadow generator mode PCF: Percentage Closer Filtering
  9358. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9359. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9360. */
  9361. static readonly FILTER_PCF: number;
  9362. /**
  9363. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9364. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9365. * Contact Hardening
  9366. */
  9367. static readonly FILTER_PCSS: number;
  9368. /**
  9369. * Reserved for PCF and PCSS
  9370. * Highest Quality.
  9371. *
  9372. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9373. *
  9374. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9375. */
  9376. static readonly QUALITY_HIGH: number;
  9377. /**
  9378. * Reserved for PCF and PCSS
  9379. * Good tradeoff for quality/perf cross devices
  9380. *
  9381. * Execute PCF on a 3*3 kernel.
  9382. *
  9383. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9384. */
  9385. static readonly QUALITY_MEDIUM: number;
  9386. /**
  9387. * Reserved for PCF and PCSS
  9388. * The lowest quality but the fastest.
  9389. *
  9390. * Execute PCF on a 1*1 kernel.
  9391. *
  9392. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9393. */
  9394. static readonly QUALITY_LOW: number;
  9395. /** Gets or sets the custom shader name to use */
  9396. customShaderOptions: ICustomShaderOptions;
  9397. /**
  9398. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9399. */
  9400. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9401. /**
  9402. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9403. */
  9404. onAfterShadowMapRenderObservable: Observable<Effect>;
  9405. /**
  9406. * Observable triggered before a mesh is rendered in the shadow map.
  9407. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9408. */
  9409. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9410. /**
  9411. * Observable triggered after a mesh is rendered in the shadow map.
  9412. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9413. */
  9414. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9415. private _bias;
  9416. /**
  9417. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9418. */
  9419. /**
  9420. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9421. */
  9422. bias: number;
  9423. private _normalBias;
  9424. /**
  9425. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9426. */
  9427. /**
  9428. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9429. */
  9430. normalBias: number;
  9431. private _blurBoxOffset;
  9432. /**
  9433. * Gets the blur box offset: offset applied during the blur pass.
  9434. * Only useful if useKernelBlur = false
  9435. */
  9436. /**
  9437. * Sets the blur box offset: offset applied during the blur pass.
  9438. * Only useful if useKernelBlur = false
  9439. */
  9440. blurBoxOffset: number;
  9441. private _blurScale;
  9442. /**
  9443. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9444. * 2 means half of the size.
  9445. */
  9446. /**
  9447. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9448. * 2 means half of the size.
  9449. */
  9450. blurScale: number;
  9451. private _blurKernel;
  9452. /**
  9453. * Gets the blur kernel: kernel size of the blur pass.
  9454. * Only useful if useKernelBlur = true
  9455. */
  9456. /**
  9457. * Sets the blur kernel: kernel size of the blur pass.
  9458. * Only useful if useKernelBlur = true
  9459. */
  9460. blurKernel: number;
  9461. private _useKernelBlur;
  9462. /**
  9463. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9464. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9465. */
  9466. /**
  9467. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9468. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9469. */
  9470. useKernelBlur: boolean;
  9471. private _depthScale;
  9472. /**
  9473. * Gets the depth scale used in ESM mode.
  9474. */
  9475. /**
  9476. * Sets the depth scale used in ESM mode.
  9477. * This can override the scale stored on the light.
  9478. */
  9479. depthScale: number;
  9480. private _filter;
  9481. /**
  9482. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9483. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9484. */
  9485. /**
  9486. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9487. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9488. */
  9489. filter: number;
  9490. /**
  9491. * Gets if the current filter is set to Poisson Sampling.
  9492. */
  9493. /**
  9494. * Sets the current filter to Poisson Sampling.
  9495. */
  9496. usePoissonSampling: boolean;
  9497. /**
  9498. * Gets if the current filter is set to ESM.
  9499. */
  9500. /**
  9501. * Sets the current filter is to ESM.
  9502. */
  9503. useExponentialShadowMap: boolean;
  9504. /**
  9505. * Gets if the current filter is set to filtered ESM.
  9506. */
  9507. /**
  9508. * Gets if the current filter is set to filtered ESM.
  9509. */
  9510. useBlurExponentialShadowMap: boolean;
  9511. /**
  9512. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9513. * exponential to prevent steep falloff artifacts).
  9514. */
  9515. /**
  9516. * Sets the current filter to "close ESM" (using the inverse of the
  9517. * exponential to prevent steep falloff artifacts).
  9518. */
  9519. useCloseExponentialShadowMap: boolean;
  9520. /**
  9521. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9522. * exponential to prevent steep falloff artifacts).
  9523. */
  9524. /**
  9525. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9526. * exponential to prevent steep falloff artifacts).
  9527. */
  9528. useBlurCloseExponentialShadowMap: boolean;
  9529. /**
  9530. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9531. */
  9532. /**
  9533. * Sets the current filter to "PCF" (percentage closer filtering).
  9534. */
  9535. usePercentageCloserFiltering: boolean;
  9536. private _filteringQuality;
  9537. /**
  9538. * Gets the PCF or PCSS Quality.
  9539. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9540. */
  9541. /**
  9542. * Sets the PCF or PCSS Quality.
  9543. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9544. */
  9545. filteringQuality: number;
  9546. /**
  9547. * Gets if the current filter is set to "PCSS" (contact hardening).
  9548. */
  9549. /**
  9550. * Sets the current filter to "PCSS" (contact hardening).
  9551. */
  9552. useContactHardeningShadow: boolean;
  9553. private _contactHardeningLightSizeUVRatio;
  9554. /**
  9555. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9556. * Using a ratio helps keeping shape stability independently of the map size.
  9557. *
  9558. * It does not account for the light projection as it was having too much
  9559. * instability during the light setup or during light position changes.
  9560. *
  9561. * Only valid if useContactHardeningShadow is true.
  9562. */
  9563. /**
  9564. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9565. * Using a ratio helps keeping shape stability independently of the map size.
  9566. *
  9567. * It does not account for the light projection as it was having too much
  9568. * instability during the light setup or during light position changes.
  9569. *
  9570. * Only valid if useContactHardeningShadow is true.
  9571. */
  9572. contactHardeningLightSizeUVRatio: number;
  9573. private _darkness;
  9574. /** Gets or sets the actual darkness of a shadow */
  9575. darkness: number;
  9576. /**
  9577. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9578. * 0 means strongest and 1 would means no shadow.
  9579. * @returns the darkness.
  9580. */
  9581. getDarkness(): number;
  9582. /**
  9583. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9584. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9585. * @returns the shadow generator allowing fluent coding.
  9586. */
  9587. setDarkness(darkness: number): ShadowGenerator;
  9588. private _transparencyShadow;
  9589. /** Gets or sets the ability to have transparent shadow */
  9590. transparencyShadow: boolean;
  9591. /**
  9592. * Sets the ability to have transparent shadow (boolean).
  9593. * @param transparent True if transparent else False
  9594. * @returns the shadow generator allowing fluent coding
  9595. */
  9596. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9597. private _shadowMap;
  9598. private _shadowMap2;
  9599. /**
  9600. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9601. * @returns The render target texture if present otherwise, null
  9602. */
  9603. getShadowMap(): Nullable<RenderTargetTexture>;
  9604. /**
  9605. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9606. * @returns The render target texture if the shadow map is present otherwise, null
  9607. */
  9608. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9609. /**
  9610. * Gets the class name of that object
  9611. * @returns "ShadowGenerator"
  9612. */
  9613. getClassName(): string;
  9614. /**
  9615. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9616. * @param mesh Mesh to add
  9617. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9618. * @returns the Shadow Generator itself
  9619. */
  9620. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9621. /**
  9622. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9623. * @param mesh Mesh to remove
  9624. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9625. * @returns the Shadow Generator itself
  9626. */
  9627. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9628. /**
  9629. * Controls the extent to which the shadows fade out at the edge of the frustum
  9630. * Used only by directionals and spots
  9631. */
  9632. frustumEdgeFalloff: number;
  9633. private _light;
  9634. /**
  9635. * Returns the associated light object.
  9636. * @returns the light generating the shadow
  9637. */
  9638. getLight(): IShadowLight;
  9639. /**
  9640. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9641. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9642. * It might on the other hand introduce peter panning.
  9643. */
  9644. forceBackFacesOnly: boolean;
  9645. private _scene;
  9646. private _lightDirection;
  9647. private _effect;
  9648. private _viewMatrix;
  9649. private _projectionMatrix;
  9650. private _transformMatrix;
  9651. private _cachedPosition;
  9652. private _cachedDirection;
  9653. private _cachedDefines;
  9654. private _currentRenderID;
  9655. private _boxBlurPostprocess;
  9656. private _kernelBlurXPostprocess;
  9657. private _kernelBlurYPostprocess;
  9658. private _blurPostProcesses;
  9659. private _mapSize;
  9660. private _currentFaceIndex;
  9661. private _currentFaceIndexCache;
  9662. private _textureType;
  9663. private _defaultTextureMatrix;
  9664. /** @hidden */
  9665. static _SceneComponentInitialization: (scene: Scene) => void;
  9666. /**
  9667. * Creates a ShadowGenerator object.
  9668. * A ShadowGenerator is the required tool to use the shadows.
  9669. * Each light casting shadows needs to use its own ShadowGenerator.
  9670. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9671. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9672. * @param light The light object generating the shadows.
  9673. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  9674. */
  9675. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9676. private _initializeGenerator;
  9677. private _initializeShadowMap;
  9678. private _initializeBlurRTTAndPostProcesses;
  9679. private _renderForShadowMap;
  9680. private _renderSubMeshForShadowMap;
  9681. private _applyFilterValues;
  9682. /**
  9683. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9684. * @param onCompiled Callback triggered at the and of the effects compilation
  9685. * @param options Sets of optional options forcing the compilation with different modes
  9686. */
  9687. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9688. useInstances: boolean;
  9689. }>): void;
  9690. /**
  9691. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9692. * @param options Sets of optional options forcing the compilation with different modes
  9693. * @returns A promise that resolves when the compilation completes
  9694. */
  9695. forceCompilationAsync(options?: Partial<{
  9696. useInstances: boolean;
  9697. }>): Promise<void>;
  9698. /**
  9699. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9700. * @param subMesh The submesh we want to render in the shadow map
  9701. * @param useInstances Defines wether will draw in the map using instances
  9702. * @returns true if ready otherwise, false
  9703. */
  9704. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9705. /**
  9706. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9707. * @param defines Defines of the material we want to update
  9708. * @param lightIndex Index of the light in the enabled light list of the material
  9709. */
  9710. prepareDefines(defines: any, lightIndex: number): void;
  9711. /**
  9712. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9713. * defined in the generator but impacting the effect).
  9714. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9715. * @param effect The effect we are binfing the information for
  9716. */
  9717. bindShadowLight(lightIndex: string, effect: Effect): void;
  9718. /**
  9719. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9720. * (eq to shadow prjection matrix * light transform matrix)
  9721. * @returns The transform matrix used to create the shadow map
  9722. */
  9723. getTransformMatrix(): Matrix;
  9724. /**
  9725. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9726. * Cube and 2D textures for instance.
  9727. */
  9728. recreateShadowMap(): void;
  9729. private _disposeBlurPostProcesses;
  9730. private _disposeRTTandPostProcesses;
  9731. /**
  9732. * Disposes the ShadowGenerator.
  9733. * Returns nothing.
  9734. */
  9735. dispose(): void;
  9736. /**
  9737. * Serializes the shadow generator setup to a json object.
  9738. * @returns The serialized JSON object
  9739. */
  9740. serialize(): any;
  9741. /**
  9742. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9743. * @param parsedShadowGenerator The JSON object to parse
  9744. * @param scene The scene to create the shadow map for
  9745. * @returns The parsed shadow generator
  9746. */
  9747. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9748. }
  9749. }
  9750. declare module "babylonjs/Lights/light" {
  9751. import { Nullable } from "babylonjs/types";
  9752. import { Scene } from "babylonjs/scene";
  9753. import { Vector3 } from "babylonjs/Maths/math.vector";
  9754. import { Color3 } from "babylonjs/Maths/math.color";
  9755. import { Node } from "babylonjs/node";
  9756. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9757. import { Effect } from "babylonjs/Materials/effect";
  9758. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9759. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9760. /**
  9761. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9762. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9763. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  9764. */
  9765. export abstract class Light extends Node {
  9766. /**
  9767. * Falloff Default: light is falling off following the material specification:
  9768. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9769. */
  9770. static readonly FALLOFF_DEFAULT: number;
  9771. /**
  9772. * Falloff Physical: light is falling off following the inverse squared distance law.
  9773. */
  9774. static readonly FALLOFF_PHYSICAL: number;
  9775. /**
  9776. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9777. * to enhance interoperability with other engines.
  9778. */
  9779. static readonly FALLOFF_GLTF: number;
  9780. /**
  9781. * Falloff Standard: light is falling off like in the standard material
  9782. * to enhance interoperability with other materials.
  9783. */
  9784. static readonly FALLOFF_STANDARD: number;
  9785. /**
  9786. * If every light affecting the material is in this lightmapMode,
  9787. * material.lightmapTexture adds or multiplies
  9788. * (depends on material.useLightmapAsShadowmap)
  9789. * after every other light calculations.
  9790. */
  9791. static readonly LIGHTMAP_DEFAULT: number;
  9792. /**
  9793. * material.lightmapTexture as only diffuse lighting from this light
  9794. * adds only specular lighting from this light
  9795. * adds dynamic shadows
  9796. */
  9797. static readonly LIGHTMAP_SPECULAR: number;
  9798. /**
  9799. * material.lightmapTexture as only lighting
  9800. * no light calculation from this light
  9801. * only adds dynamic shadows from this light
  9802. */
  9803. static readonly LIGHTMAP_SHADOWSONLY: number;
  9804. /**
  9805. * Each light type uses the default quantity according to its type:
  9806. * point/spot lights use luminous intensity
  9807. * directional lights use illuminance
  9808. */
  9809. static readonly INTENSITYMODE_AUTOMATIC: number;
  9810. /**
  9811. * lumen (lm)
  9812. */
  9813. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9814. /**
  9815. * candela (lm/sr)
  9816. */
  9817. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9818. /**
  9819. * lux (lm/m^2)
  9820. */
  9821. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9822. /**
  9823. * nit (cd/m^2)
  9824. */
  9825. static readonly INTENSITYMODE_LUMINANCE: number;
  9826. /**
  9827. * Light type const id of the point light.
  9828. */
  9829. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9830. /**
  9831. * Light type const id of the directional light.
  9832. */
  9833. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9834. /**
  9835. * Light type const id of the spot light.
  9836. */
  9837. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9838. /**
  9839. * Light type const id of the hemispheric light.
  9840. */
  9841. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9842. /**
  9843. * Diffuse gives the basic color to an object.
  9844. */
  9845. diffuse: Color3;
  9846. /**
  9847. * Specular produces a highlight color on an object.
  9848. * Note: This is note affecting PBR materials.
  9849. */
  9850. specular: Color3;
  9851. /**
  9852. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9853. * falling off base on range or angle.
  9854. * This can be set to any values in Light.FALLOFF_x.
  9855. *
  9856. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9857. * other types of materials.
  9858. */
  9859. falloffType: number;
  9860. /**
  9861. * Strength of the light.
  9862. * Note: By default it is define in the framework own unit.
  9863. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9864. */
  9865. intensity: number;
  9866. private _range;
  9867. protected _inverseSquaredRange: number;
  9868. /**
  9869. * Defines how far from the source the light is impacting in scene units.
  9870. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9871. */
  9872. /**
  9873. * Defines how far from the source the light is impacting in scene units.
  9874. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9875. */
  9876. range: number;
  9877. /**
  9878. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  9879. * of light.
  9880. */
  9881. private _photometricScale;
  9882. private _intensityMode;
  9883. /**
  9884. * Gets the photometric scale used to interpret the intensity.
  9885. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9886. */
  9887. /**
  9888. * Sets the photometric scale used to interpret the intensity.
  9889. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  9890. */
  9891. intensityMode: number;
  9892. private _radius;
  9893. /**
  9894. * Gets the light radius used by PBR Materials to simulate soft area lights.
  9895. */
  9896. /**
  9897. * sets the light radius used by PBR Materials to simulate soft area lights.
  9898. */
  9899. radius: number;
  9900. private _renderPriority;
  9901. /**
  9902. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  9903. * exceeding the number allowed of the materials.
  9904. */
  9905. renderPriority: number;
  9906. private _shadowEnabled;
  9907. /**
  9908. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9909. * the current shadow generator.
  9910. */
  9911. /**
  9912. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  9913. * the current shadow generator.
  9914. */
  9915. shadowEnabled: boolean;
  9916. private _includedOnlyMeshes;
  9917. /**
  9918. * Gets the only meshes impacted by this light.
  9919. */
  9920. /**
  9921. * Sets the only meshes impacted by this light.
  9922. */
  9923. includedOnlyMeshes: AbstractMesh[];
  9924. private _excludedMeshes;
  9925. /**
  9926. * Gets the meshes not impacted by this light.
  9927. */
  9928. /**
  9929. * Sets the meshes not impacted by this light.
  9930. */
  9931. excludedMeshes: AbstractMesh[];
  9932. private _excludeWithLayerMask;
  9933. /**
  9934. * Gets the layer id use to find what meshes are not impacted by the light.
  9935. * Inactive if 0
  9936. */
  9937. /**
  9938. * Sets the layer id use to find what meshes are not impacted by the light.
  9939. * Inactive if 0
  9940. */
  9941. excludeWithLayerMask: number;
  9942. private _includeOnlyWithLayerMask;
  9943. /**
  9944. * Gets the layer id use to find what meshes are impacted by the light.
  9945. * Inactive if 0
  9946. */
  9947. /**
  9948. * Sets the layer id use to find what meshes are impacted by the light.
  9949. * Inactive if 0
  9950. */
  9951. includeOnlyWithLayerMask: number;
  9952. private _lightmapMode;
  9953. /**
  9954. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9955. */
  9956. /**
  9957. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  9958. */
  9959. lightmapMode: number;
  9960. /**
  9961. * Shadow generator associted to the light.
  9962. * @hidden Internal use only.
  9963. */
  9964. _shadowGenerator: Nullable<IShadowGenerator>;
  9965. /**
  9966. * @hidden Internal use only.
  9967. */
  9968. _excludedMeshesIds: string[];
  9969. /**
  9970. * @hidden Internal use only.
  9971. */
  9972. _includedOnlyMeshesIds: string[];
  9973. /**
  9974. * The current light unifom buffer.
  9975. * @hidden Internal use only.
  9976. */
  9977. _uniformBuffer: UniformBuffer;
  9978. /**
  9979. * Creates a Light object in the scene.
  9980. * Documentation : https://doc.babylonjs.com/babylon101/lights
  9981. * @param name The firendly name of the light
  9982. * @param scene The scene the light belongs too
  9983. */
  9984. constructor(name: string, scene: Scene);
  9985. protected abstract _buildUniformLayout(): void;
  9986. /**
  9987. * Sets the passed Effect "effect" with the Light information.
  9988. * @param effect The effect to update
  9989. * @param lightIndex The index of the light in the effect to update
  9990. * @returns The light
  9991. */
  9992. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  9993. /**
  9994. * Returns the string "Light".
  9995. * @returns the class name
  9996. */
  9997. getClassName(): string;
  9998. /** @hidden */
  9999. readonly _isLight: boolean;
  10000. /**
  10001. * Converts the light information to a readable string for debug purpose.
  10002. * @param fullDetails Supports for multiple levels of logging within scene loading
  10003. * @returns the human readable light info
  10004. */
  10005. toString(fullDetails?: boolean): string;
  10006. /** @hidden */
  10007. protected _syncParentEnabledState(): void;
  10008. /**
  10009. * Set the enabled state of this node.
  10010. * @param value - the new enabled state
  10011. */
  10012. setEnabled(value: boolean): void;
  10013. /**
  10014. * Returns the Light associated shadow generator if any.
  10015. * @return the associated shadow generator.
  10016. */
  10017. getShadowGenerator(): Nullable<IShadowGenerator>;
  10018. /**
  10019. * Returns a Vector3, the absolute light position in the World.
  10020. * @returns the world space position of the light
  10021. */
  10022. getAbsolutePosition(): Vector3;
  10023. /**
  10024. * Specifies if the light will affect the passed mesh.
  10025. * @param mesh The mesh to test against the light
  10026. * @return true the mesh is affected otherwise, false.
  10027. */
  10028. canAffectMesh(mesh: AbstractMesh): boolean;
  10029. /**
  10030. * Sort function to order lights for rendering.
  10031. * @param a First Light object to compare to second.
  10032. * @param b Second Light object to compare first.
  10033. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10034. */
  10035. static CompareLightsPriority(a: Light, b: Light): number;
  10036. /**
  10037. * Releases resources associated with this node.
  10038. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10039. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10040. */
  10041. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10042. /**
  10043. * Returns the light type ID (integer).
  10044. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10045. */
  10046. getTypeID(): number;
  10047. /**
  10048. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10049. * @returns the scaled intensity in intensity mode unit
  10050. */
  10051. getScaledIntensity(): number;
  10052. /**
  10053. * Returns a new Light object, named "name", from the current one.
  10054. * @param name The name of the cloned light
  10055. * @returns the new created light
  10056. */
  10057. clone(name: string): Nullable<Light>;
  10058. /**
  10059. * Serializes the current light into a Serialization object.
  10060. * @returns the serialized object.
  10061. */
  10062. serialize(): any;
  10063. /**
  10064. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10065. * This new light is named "name" and added to the passed scene.
  10066. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10067. * @param name The friendly name of the light
  10068. * @param scene The scene the new light will belong to
  10069. * @returns the constructor function
  10070. */
  10071. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10072. /**
  10073. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10074. * @param parsedLight The JSON representation of the light
  10075. * @param scene The scene to create the parsed light in
  10076. * @returns the created light after parsing
  10077. */
  10078. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10079. private _hookArrayForExcluded;
  10080. private _hookArrayForIncludedOnly;
  10081. private _resyncMeshes;
  10082. /**
  10083. * Forces the meshes to update their light related information in their rendering used effects
  10084. * @hidden Internal Use Only
  10085. */
  10086. _markMeshesAsLightDirty(): void;
  10087. /**
  10088. * Recomputes the cached photometric scale if needed.
  10089. */
  10090. private _computePhotometricScale;
  10091. /**
  10092. * Returns the Photometric Scale according to the light type and intensity mode.
  10093. */
  10094. private _getPhotometricScale;
  10095. /**
  10096. * Reorder the light in the scene according to their defined priority.
  10097. * @hidden Internal Use Only
  10098. */
  10099. _reorderLightsInScene(): void;
  10100. /**
  10101. * Prepares the list of defines specific to the light type.
  10102. * @param defines the list of defines
  10103. * @param lightIndex defines the index of the light for the effect
  10104. */
  10105. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10106. }
  10107. }
  10108. declare module "babylonjs/Actions/action" {
  10109. import { Observable } from "babylonjs/Misc/observable";
  10110. import { Condition } from "babylonjs/Actions/condition";
  10111. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10112. import { ActionManager } from "babylonjs/Actions/actionManager";
  10113. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10114. /**
  10115. * Interface used to define Action
  10116. */
  10117. export interface IAction {
  10118. /**
  10119. * Trigger for the action
  10120. */
  10121. trigger: number;
  10122. /** Options of the trigger */
  10123. triggerOptions: any;
  10124. /**
  10125. * Gets the trigger parameters
  10126. * @returns the trigger parameters
  10127. */
  10128. getTriggerParameter(): any;
  10129. /**
  10130. * Internal only - executes current action event
  10131. * @hidden
  10132. */
  10133. _executeCurrent(evt?: ActionEvent): void;
  10134. /**
  10135. * Serialize placeholder for child classes
  10136. * @param parent of child
  10137. * @returns the serialized object
  10138. */
  10139. serialize(parent: any): any;
  10140. /**
  10141. * Internal only
  10142. * @hidden
  10143. */
  10144. _prepare(): void;
  10145. /**
  10146. * Internal only - manager for action
  10147. * @hidden
  10148. */
  10149. _actionManager: AbstractActionManager;
  10150. /**
  10151. * Adds action to chain of actions, may be a DoNothingAction
  10152. * @param action defines the next action to execute
  10153. * @returns The action passed in
  10154. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10155. */
  10156. then(action: IAction): IAction;
  10157. }
  10158. /**
  10159. * The action to be carried out following a trigger
  10160. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10161. */
  10162. export class Action implements IAction {
  10163. /** the trigger, with or without parameters, for the action */
  10164. triggerOptions: any;
  10165. /**
  10166. * Trigger for the action
  10167. */
  10168. trigger: number;
  10169. /**
  10170. * Internal only - manager for action
  10171. * @hidden
  10172. */
  10173. _actionManager: ActionManager;
  10174. private _nextActiveAction;
  10175. private _child;
  10176. private _condition?;
  10177. private _triggerParameter;
  10178. /**
  10179. * An event triggered prior to action being executed.
  10180. */
  10181. onBeforeExecuteObservable: Observable<Action>;
  10182. /**
  10183. * Creates a new Action
  10184. * @param triggerOptions the trigger, with or without parameters, for the action
  10185. * @param condition an optional determinant of action
  10186. */
  10187. constructor(
  10188. /** the trigger, with or without parameters, for the action */
  10189. triggerOptions: any, condition?: Condition);
  10190. /**
  10191. * Internal only
  10192. * @hidden
  10193. */
  10194. _prepare(): void;
  10195. /**
  10196. * Gets the trigger parameters
  10197. * @returns the trigger parameters
  10198. */
  10199. getTriggerParameter(): any;
  10200. /**
  10201. * Internal only - executes current action event
  10202. * @hidden
  10203. */
  10204. _executeCurrent(evt?: ActionEvent): void;
  10205. /**
  10206. * Execute placeholder for child classes
  10207. * @param evt optional action event
  10208. */
  10209. execute(evt?: ActionEvent): void;
  10210. /**
  10211. * Skips to next active action
  10212. */
  10213. skipToNextActiveAction(): void;
  10214. /**
  10215. * Adds action to chain of actions, may be a DoNothingAction
  10216. * @param action defines the next action to execute
  10217. * @returns The action passed in
  10218. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10219. */
  10220. then(action: Action): Action;
  10221. /**
  10222. * Internal only
  10223. * @hidden
  10224. */
  10225. _getProperty(propertyPath: string): string;
  10226. /**
  10227. * Internal only
  10228. * @hidden
  10229. */
  10230. _getEffectiveTarget(target: any, propertyPath: string): any;
  10231. /**
  10232. * Serialize placeholder for child classes
  10233. * @param parent of child
  10234. * @returns the serialized object
  10235. */
  10236. serialize(parent: any): any;
  10237. /**
  10238. * Internal only called by serialize
  10239. * @hidden
  10240. */
  10241. protected _serialize(serializedAction: any, parent?: any): any;
  10242. /**
  10243. * Internal only
  10244. * @hidden
  10245. */
  10246. static _SerializeValueAsString: (value: any) => string;
  10247. /**
  10248. * Internal only
  10249. * @hidden
  10250. */
  10251. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10252. name: string;
  10253. targetType: string;
  10254. value: string;
  10255. };
  10256. }
  10257. }
  10258. declare module "babylonjs/Actions/condition" {
  10259. import { ActionManager } from "babylonjs/Actions/actionManager";
  10260. /**
  10261. * A Condition applied to an Action
  10262. */
  10263. export class Condition {
  10264. /**
  10265. * Internal only - manager for action
  10266. * @hidden
  10267. */
  10268. _actionManager: ActionManager;
  10269. /**
  10270. * Internal only
  10271. * @hidden
  10272. */
  10273. _evaluationId: number;
  10274. /**
  10275. * Internal only
  10276. * @hidden
  10277. */
  10278. _currentResult: boolean;
  10279. /**
  10280. * Creates a new Condition
  10281. * @param actionManager the manager of the action the condition is applied to
  10282. */
  10283. constructor(actionManager: ActionManager);
  10284. /**
  10285. * Check if the current condition is valid
  10286. * @returns a boolean
  10287. */
  10288. isValid(): boolean;
  10289. /**
  10290. * Internal only
  10291. * @hidden
  10292. */
  10293. _getProperty(propertyPath: string): string;
  10294. /**
  10295. * Internal only
  10296. * @hidden
  10297. */
  10298. _getEffectiveTarget(target: any, propertyPath: string): any;
  10299. /**
  10300. * Serialize placeholder for child classes
  10301. * @returns the serialized object
  10302. */
  10303. serialize(): any;
  10304. /**
  10305. * Internal only
  10306. * @hidden
  10307. */
  10308. protected _serialize(serializedCondition: any): any;
  10309. }
  10310. /**
  10311. * Defines specific conditional operators as extensions of Condition
  10312. */
  10313. export class ValueCondition extends Condition {
  10314. /** path to specify the property of the target the conditional operator uses */
  10315. propertyPath: string;
  10316. /** the value compared by the conditional operator against the current value of the property */
  10317. value: any;
  10318. /** the conditional operator, default ValueCondition.IsEqual */
  10319. operator: number;
  10320. /**
  10321. * Internal only
  10322. * @hidden
  10323. */
  10324. private static _IsEqual;
  10325. /**
  10326. * Internal only
  10327. * @hidden
  10328. */
  10329. private static _IsDifferent;
  10330. /**
  10331. * Internal only
  10332. * @hidden
  10333. */
  10334. private static _IsGreater;
  10335. /**
  10336. * Internal only
  10337. * @hidden
  10338. */
  10339. private static _IsLesser;
  10340. /**
  10341. * returns the number for IsEqual
  10342. */
  10343. static readonly IsEqual: number;
  10344. /**
  10345. * Returns the number for IsDifferent
  10346. */
  10347. static readonly IsDifferent: number;
  10348. /**
  10349. * Returns the number for IsGreater
  10350. */
  10351. static readonly IsGreater: number;
  10352. /**
  10353. * Returns the number for IsLesser
  10354. */
  10355. static readonly IsLesser: number;
  10356. /**
  10357. * Internal only The action manager for the condition
  10358. * @hidden
  10359. */
  10360. _actionManager: ActionManager;
  10361. /**
  10362. * Internal only
  10363. * @hidden
  10364. */
  10365. private _target;
  10366. /**
  10367. * Internal only
  10368. * @hidden
  10369. */
  10370. private _effectiveTarget;
  10371. /**
  10372. * Internal only
  10373. * @hidden
  10374. */
  10375. private _property;
  10376. /**
  10377. * Creates a new ValueCondition
  10378. * @param actionManager manager for the action the condition applies to
  10379. * @param target for the action
  10380. * @param propertyPath path to specify the property of the target the conditional operator uses
  10381. * @param value the value compared by the conditional operator against the current value of the property
  10382. * @param operator the conditional operator, default ValueCondition.IsEqual
  10383. */
  10384. constructor(actionManager: ActionManager, target: any,
  10385. /** path to specify the property of the target the conditional operator uses */
  10386. propertyPath: string,
  10387. /** the value compared by the conditional operator against the current value of the property */
  10388. value: any,
  10389. /** the conditional operator, default ValueCondition.IsEqual */
  10390. operator?: number);
  10391. /**
  10392. * Compares the given value with the property value for the specified conditional operator
  10393. * @returns the result of the comparison
  10394. */
  10395. isValid(): boolean;
  10396. /**
  10397. * Serialize the ValueCondition into a JSON compatible object
  10398. * @returns serialization object
  10399. */
  10400. serialize(): any;
  10401. /**
  10402. * Gets the name of the conditional operator for the ValueCondition
  10403. * @param operator the conditional operator
  10404. * @returns the name
  10405. */
  10406. static GetOperatorName(operator: number): string;
  10407. }
  10408. /**
  10409. * Defines a predicate condition as an extension of Condition
  10410. */
  10411. export class PredicateCondition extends Condition {
  10412. /** defines the predicate function used to validate the condition */
  10413. predicate: () => boolean;
  10414. /**
  10415. * Internal only - manager for action
  10416. * @hidden
  10417. */
  10418. _actionManager: ActionManager;
  10419. /**
  10420. * Creates a new PredicateCondition
  10421. * @param actionManager manager for the action the condition applies to
  10422. * @param predicate defines the predicate function used to validate the condition
  10423. */
  10424. constructor(actionManager: ActionManager,
  10425. /** defines the predicate function used to validate the condition */
  10426. predicate: () => boolean);
  10427. /**
  10428. * @returns the validity of the predicate condition
  10429. */
  10430. isValid(): boolean;
  10431. }
  10432. /**
  10433. * Defines a state condition as an extension of Condition
  10434. */
  10435. export class StateCondition extends Condition {
  10436. /** Value to compare with target state */
  10437. value: string;
  10438. /**
  10439. * Internal only - manager for action
  10440. * @hidden
  10441. */
  10442. _actionManager: ActionManager;
  10443. /**
  10444. * Internal only
  10445. * @hidden
  10446. */
  10447. private _target;
  10448. /**
  10449. * Creates a new StateCondition
  10450. * @param actionManager manager for the action the condition applies to
  10451. * @param target of the condition
  10452. * @param value to compare with target state
  10453. */
  10454. constructor(actionManager: ActionManager, target: any,
  10455. /** Value to compare with target state */
  10456. value: string);
  10457. /**
  10458. * Gets a boolean indicating if the current condition is met
  10459. * @returns the validity of the state
  10460. */
  10461. isValid(): boolean;
  10462. /**
  10463. * Serialize the StateCondition into a JSON compatible object
  10464. * @returns serialization object
  10465. */
  10466. serialize(): any;
  10467. }
  10468. }
  10469. declare module "babylonjs/Actions/directActions" {
  10470. import { Action } from "babylonjs/Actions/action";
  10471. import { Condition } from "babylonjs/Actions/condition";
  10472. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10473. /**
  10474. * This defines an action responsible to toggle a boolean once triggered.
  10475. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10476. */
  10477. export class SwitchBooleanAction extends Action {
  10478. /**
  10479. * The path to the boolean property in the target object
  10480. */
  10481. propertyPath: string;
  10482. private _target;
  10483. private _effectiveTarget;
  10484. private _property;
  10485. /**
  10486. * Instantiate the action
  10487. * @param triggerOptions defines the trigger options
  10488. * @param target defines the object containing the boolean
  10489. * @param propertyPath defines the path to the boolean property in the target object
  10490. * @param condition defines the trigger related conditions
  10491. */
  10492. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10493. /** @hidden */
  10494. _prepare(): void;
  10495. /**
  10496. * Execute the action toggle the boolean value.
  10497. */
  10498. execute(): void;
  10499. /**
  10500. * Serializes the actions and its related information.
  10501. * @param parent defines the object to serialize in
  10502. * @returns the serialized object
  10503. */
  10504. serialize(parent: any): any;
  10505. }
  10506. /**
  10507. * This defines an action responsible to set a the state field of the target
  10508. * to a desired value once triggered.
  10509. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10510. */
  10511. export class SetStateAction extends Action {
  10512. /**
  10513. * The value to store in the state field.
  10514. */
  10515. value: string;
  10516. private _target;
  10517. /**
  10518. * Instantiate the action
  10519. * @param triggerOptions defines the trigger options
  10520. * @param target defines the object containing the state property
  10521. * @param value defines the value to store in the state field
  10522. * @param condition defines the trigger related conditions
  10523. */
  10524. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10525. /**
  10526. * Execute the action and store the value on the target state property.
  10527. */
  10528. execute(): void;
  10529. /**
  10530. * Serializes the actions and its related information.
  10531. * @param parent defines the object to serialize in
  10532. * @returns the serialized object
  10533. */
  10534. serialize(parent: any): any;
  10535. }
  10536. /**
  10537. * This defines an action responsible to set a property of the target
  10538. * to a desired value once triggered.
  10539. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10540. */
  10541. export class SetValueAction extends Action {
  10542. /**
  10543. * The path of the property to set in the target.
  10544. */
  10545. propertyPath: string;
  10546. /**
  10547. * The value to set in the property
  10548. */
  10549. value: any;
  10550. private _target;
  10551. private _effectiveTarget;
  10552. private _property;
  10553. /**
  10554. * Instantiate the action
  10555. * @param triggerOptions defines the trigger options
  10556. * @param target defines the object containing the property
  10557. * @param propertyPath defines the path of the property to set in the target
  10558. * @param value defines the value to set in the property
  10559. * @param condition defines the trigger related conditions
  10560. */
  10561. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10562. /** @hidden */
  10563. _prepare(): void;
  10564. /**
  10565. * Execute the action and set the targetted property to the desired value.
  10566. */
  10567. execute(): void;
  10568. /**
  10569. * Serializes the actions and its related information.
  10570. * @param parent defines the object to serialize in
  10571. * @returns the serialized object
  10572. */
  10573. serialize(parent: any): any;
  10574. }
  10575. /**
  10576. * This defines an action responsible to increment the target value
  10577. * to a desired value once triggered.
  10578. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10579. */
  10580. export class IncrementValueAction extends Action {
  10581. /**
  10582. * The path of the property to increment in the target.
  10583. */
  10584. propertyPath: string;
  10585. /**
  10586. * The value we should increment the property by.
  10587. */
  10588. value: any;
  10589. private _target;
  10590. private _effectiveTarget;
  10591. private _property;
  10592. /**
  10593. * Instantiate the action
  10594. * @param triggerOptions defines the trigger options
  10595. * @param target defines the object containing the property
  10596. * @param propertyPath defines the path of the property to increment in the target
  10597. * @param value defines the value value we should increment the property by
  10598. * @param condition defines the trigger related conditions
  10599. */
  10600. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10601. /** @hidden */
  10602. _prepare(): void;
  10603. /**
  10604. * Execute the action and increment the target of the value amount.
  10605. */
  10606. execute(): void;
  10607. /**
  10608. * Serializes the actions and its related information.
  10609. * @param parent defines the object to serialize in
  10610. * @returns the serialized object
  10611. */
  10612. serialize(parent: any): any;
  10613. }
  10614. /**
  10615. * This defines an action responsible to start an animation once triggered.
  10616. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10617. */
  10618. export class PlayAnimationAction extends Action {
  10619. /**
  10620. * Where the animation should start (animation frame)
  10621. */
  10622. from: number;
  10623. /**
  10624. * Where the animation should stop (animation frame)
  10625. */
  10626. to: number;
  10627. /**
  10628. * Define if the animation should loop or stop after the first play.
  10629. */
  10630. loop?: boolean;
  10631. private _target;
  10632. /**
  10633. * Instantiate the action
  10634. * @param triggerOptions defines the trigger options
  10635. * @param target defines the target animation or animation name
  10636. * @param from defines from where the animation should start (animation frame)
  10637. * @param end defines where the animation should stop (animation frame)
  10638. * @param loop defines if the animation should loop or stop after the first play
  10639. * @param condition defines the trigger related conditions
  10640. */
  10641. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10642. /** @hidden */
  10643. _prepare(): void;
  10644. /**
  10645. * Execute the action and play the animation.
  10646. */
  10647. execute(): void;
  10648. /**
  10649. * Serializes the actions and its related information.
  10650. * @param parent defines the object to serialize in
  10651. * @returns the serialized object
  10652. */
  10653. serialize(parent: any): any;
  10654. }
  10655. /**
  10656. * This defines an action responsible to stop an animation once triggered.
  10657. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10658. */
  10659. export class StopAnimationAction extends Action {
  10660. private _target;
  10661. /**
  10662. * Instantiate the action
  10663. * @param triggerOptions defines the trigger options
  10664. * @param target defines the target animation or animation name
  10665. * @param condition defines the trigger related conditions
  10666. */
  10667. constructor(triggerOptions: any, target: any, condition?: Condition);
  10668. /** @hidden */
  10669. _prepare(): void;
  10670. /**
  10671. * Execute the action and stop the animation.
  10672. */
  10673. execute(): void;
  10674. /**
  10675. * Serializes the actions and its related information.
  10676. * @param parent defines the object to serialize in
  10677. * @returns the serialized object
  10678. */
  10679. serialize(parent: any): any;
  10680. }
  10681. /**
  10682. * This defines an action responsible that does nothing once triggered.
  10683. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10684. */
  10685. export class DoNothingAction extends Action {
  10686. /**
  10687. * Instantiate the action
  10688. * @param triggerOptions defines the trigger options
  10689. * @param condition defines the trigger related conditions
  10690. */
  10691. constructor(triggerOptions?: any, condition?: Condition);
  10692. /**
  10693. * Execute the action and do nothing.
  10694. */
  10695. execute(): void;
  10696. /**
  10697. * Serializes the actions and its related information.
  10698. * @param parent defines the object to serialize in
  10699. * @returns the serialized object
  10700. */
  10701. serialize(parent: any): any;
  10702. }
  10703. /**
  10704. * This defines an action responsible to trigger several actions once triggered.
  10705. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10706. */
  10707. export class CombineAction extends Action {
  10708. /**
  10709. * The list of aggregated animations to run.
  10710. */
  10711. children: Action[];
  10712. /**
  10713. * Instantiate the action
  10714. * @param triggerOptions defines the trigger options
  10715. * @param children defines the list of aggregated animations to run
  10716. * @param condition defines the trigger related conditions
  10717. */
  10718. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10719. /** @hidden */
  10720. _prepare(): void;
  10721. /**
  10722. * Execute the action and executes all the aggregated actions.
  10723. */
  10724. execute(evt: ActionEvent): void;
  10725. /**
  10726. * Serializes the actions and its related information.
  10727. * @param parent defines the object to serialize in
  10728. * @returns the serialized object
  10729. */
  10730. serialize(parent: any): any;
  10731. }
  10732. /**
  10733. * This defines an action responsible to run code (external event) once triggered.
  10734. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10735. */
  10736. export class ExecuteCodeAction extends Action {
  10737. /**
  10738. * The callback function to run.
  10739. */
  10740. func: (evt: ActionEvent) => void;
  10741. /**
  10742. * Instantiate the action
  10743. * @param triggerOptions defines the trigger options
  10744. * @param func defines the callback function to run
  10745. * @param condition defines the trigger related conditions
  10746. */
  10747. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10748. /**
  10749. * Execute the action and run the attached code.
  10750. */
  10751. execute(evt: ActionEvent): void;
  10752. }
  10753. /**
  10754. * This defines an action responsible to set the parent property of the target once triggered.
  10755. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10756. */
  10757. export class SetParentAction extends Action {
  10758. private _parent;
  10759. private _target;
  10760. /**
  10761. * Instantiate the action
  10762. * @param triggerOptions defines the trigger options
  10763. * @param target defines the target containing the parent property
  10764. * @param parent defines from where the animation should start (animation frame)
  10765. * @param condition defines the trigger related conditions
  10766. */
  10767. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10768. /** @hidden */
  10769. _prepare(): void;
  10770. /**
  10771. * Execute the action and set the parent property.
  10772. */
  10773. execute(): void;
  10774. /**
  10775. * Serializes the actions and its related information.
  10776. * @param parent defines the object to serialize in
  10777. * @returns the serialized object
  10778. */
  10779. serialize(parent: any): any;
  10780. }
  10781. }
  10782. declare module "babylonjs/Actions/actionManager" {
  10783. import { Nullable } from "babylonjs/types";
  10784. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10785. import { Scene } from "babylonjs/scene";
  10786. import { IAction } from "babylonjs/Actions/action";
  10787. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  10788. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10789. /**
  10790. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10791. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10792. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10793. */
  10794. export class ActionManager extends AbstractActionManager {
  10795. /**
  10796. * Nothing
  10797. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10798. */
  10799. static readonly NothingTrigger: number;
  10800. /**
  10801. * On pick
  10802. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10803. */
  10804. static readonly OnPickTrigger: number;
  10805. /**
  10806. * On left pick
  10807. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10808. */
  10809. static readonly OnLeftPickTrigger: number;
  10810. /**
  10811. * On right pick
  10812. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10813. */
  10814. static readonly OnRightPickTrigger: number;
  10815. /**
  10816. * On center pick
  10817. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10818. */
  10819. static readonly OnCenterPickTrigger: number;
  10820. /**
  10821. * On pick down
  10822. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10823. */
  10824. static readonly OnPickDownTrigger: number;
  10825. /**
  10826. * On double pick
  10827. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10828. */
  10829. static readonly OnDoublePickTrigger: number;
  10830. /**
  10831. * On pick up
  10832. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10833. */
  10834. static readonly OnPickUpTrigger: number;
  10835. /**
  10836. * On pick out.
  10837. * This trigger will only be raised if you also declared a OnPickDown
  10838. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10839. */
  10840. static readonly OnPickOutTrigger: number;
  10841. /**
  10842. * On long press
  10843. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10844. */
  10845. static readonly OnLongPressTrigger: number;
  10846. /**
  10847. * On pointer over
  10848. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10849. */
  10850. static readonly OnPointerOverTrigger: number;
  10851. /**
  10852. * On pointer out
  10853. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10854. */
  10855. static readonly OnPointerOutTrigger: number;
  10856. /**
  10857. * On every frame
  10858. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10859. */
  10860. static readonly OnEveryFrameTrigger: number;
  10861. /**
  10862. * On intersection enter
  10863. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10864. */
  10865. static readonly OnIntersectionEnterTrigger: number;
  10866. /**
  10867. * On intersection exit
  10868. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10869. */
  10870. static readonly OnIntersectionExitTrigger: number;
  10871. /**
  10872. * On key down
  10873. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10874. */
  10875. static readonly OnKeyDownTrigger: number;
  10876. /**
  10877. * On key up
  10878. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10879. */
  10880. static readonly OnKeyUpTrigger: number;
  10881. private _scene;
  10882. /**
  10883. * Creates a new action manager
  10884. * @param scene defines the hosting scene
  10885. */
  10886. constructor(scene: Scene);
  10887. /**
  10888. * Releases all associated resources
  10889. */
  10890. dispose(): void;
  10891. /**
  10892. * Gets hosting scene
  10893. * @returns the hosting scene
  10894. */
  10895. getScene(): Scene;
  10896. /**
  10897. * Does this action manager handles actions of any of the given triggers
  10898. * @param triggers defines the triggers to be tested
  10899. * @return a boolean indicating whether one (or more) of the triggers is handled
  10900. */
  10901. hasSpecificTriggers(triggers: number[]): boolean;
  10902. /**
  10903. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  10904. * speed.
  10905. * @param triggerA defines the trigger to be tested
  10906. * @param triggerB defines the trigger to be tested
  10907. * @return a boolean indicating whether one (or more) of the triggers is handled
  10908. */
  10909. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  10910. /**
  10911. * Does this action manager handles actions of a given trigger
  10912. * @param trigger defines the trigger to be tested
  10913. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  10914. * @return whether the trigger is handled
  10915. */
  10916. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  10917. /**
  10918. * Does this action manager has pointer triggers
  10919. */
  10920. readonly hasPointerTriggers: boolean;
  10921. /**
  10922. * Does this action manager has pick triggers
  10923. */
  10924. readonly hasPickTriggers: boolean;
  10925. /**
  10926. * Registers an action to this action manager
  10927. * @param action defines the action to be registered
  10928. * @return the action amended (prepared) after registration
  10929. */
  10930. registerAction(action: IAction): Nullable<IAction>;
  10931. /**
  10932. * Unregisters an action to this action manager
  10933. * @param action defines the action to be unregistered
  10934. * @return a boolean indicating whether the action has been unregistered
  10935. */
  10936. unregisterAction(action: IAction): Boolean;
  10937. /**
  10938. * Process a specific trigger
  10939. * @param trigger defines the trigger to process
  10940. * @param evt defines the event details to be processed
  10941. */
  10942. processTrigger(trigger: number, evt?: IActionEvent): void;
  10943. /** @hidden */
  10944. _getEffectiveTarget(target: any, propertyPath: string): any;
  10945. /** @hidden */
  10946. _getProperty(propertyPath: string): string;
  10947. /**
  10948. * Serialize this manager to a JSON object
  10949. * @param name defines the property name to store this manager
  10950. * @returns a JSON representation of this manager
  10951. */
  10952. serialize(name: string): any;
  10953. /**
  10954. * Creates a new ActionManager from a JSON data
  10955. * @param parsedActions defines the JSON data to read from
  10956. * @param object defines the hosting mesh
  10957. * @param scene defines the hosting scene
  10958. */
  10959. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  10960. /**
  10961. * Get a trigger name by index
  10962. * @param trigger defines the trigger index
  10963. * @returns a trigger name
  10964. */
  10965. static GetTriggerName(trigger: number): string;
  10966. }
  10967. }
  10968. declare module "babylonjs/Culling/ray" {
  10969. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  10970. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  10971. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10972. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  10973. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  10974. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  10975. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  10976. import { Plane } from "babylonjs/Maths/math.plane";
  10977. /**
  10978. * Class representing a ray with position and direction
  10979. */
  10980. export class Ray {
  10981. /** origin point */
  10982. origin: Vector3;
  10983. /** direction */
  10984. direction: Vector3;
  10985. /** length of the ray */
  10986. length: number;
  10987. private static readonly TmpVector3;
  10988. private _tmpRay;
  10989. /**
  10990. * Creates a new ray
  10991. * @param origin origin point
  10992. * @param direction direction
  10993. * @param length length of the ray
  10994. */
  10995. constructor(
  10996. /** origin point */
  10997. origin: Vector3,
  10998. /** direction */
  10999. direction: Vector3,
  11000. /** length of the ray */
  11001. length?: number);
  11002. /**
  11003. * Checks if the ray intersects a box
  11004. * @param minimum bound of the box
  11005. * @param maximum bound of the box
  11006. * @param intersectionTreshold extra extend to be added to the box in all direction
  11007. * @returns if the box was hit
  11008. */
  11009. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11010. /**
  11011. * Checks if the ray intersects a box
  11012. * @param box the bounding box to check
  11013. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11014. * @returns if the box was hit
  11015. */
  11016. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11017. /**
  11018. * If the ray hits a sphere
  11019. * @param sphere the bounding sphere to check
  11020. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11021. * @returns true if it hits the sphere
  11022. */
  11023. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11024. /**
  11025. * If the ray hits a triange
  11026. * @param vertex0 triangle vertex
  11027. * @param vertex1 triangle vertex
  11028. * @param vertex2 triangle vertex
  11029. * @returns intersection information if hit
  11030. */
  11031. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11032. /**
  11033. * Checks if ray intersects a plane
  11034. * @param plane the plane to check
  11035. * @returns the distance away it was hit
  11036. */
  11037. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11038. /**
  11039. * Calculate the intercept of a ray on a given axis
  11040. * @param axis to check 'x' | 'y' | 'z'
  11041. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11042. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11043. */
  11044. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11045. /**
  11046. * Checks if ray intersects a mesh
  11047. * @param mesh the mesh to check
  11048. * @param fastCheck if only the bounding box should checked
  11049. * @returns picking info of the intersecton
  11050. */
  11051. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11052. /**
  11053. * Checks if ray intersects a mesh
  11054. * @param meshes the meshes to check
  11055. * @param fastCheck if only the bounding box should checked
  11056. * @param results array to store result in
  11057. * @returns Array of picking infos
  11058. */
  11059. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11060. private _comparePickingInfo;
  11061. private static smallnum;
  11062. private static rayl;
  11063. /**
  11064. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11065. * @param sega the first point of the segment to test the intersection against
  11066. * @param segb the second point of the segment to test the intersection against
  11067. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11068. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11069. */
  11070. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11071. /**
  11072. * Update the ray from viewport position
  11073. * @param x position
  11074. * @param y y position
  11075. * @param viewportWidth viewport width
  11076. * @param viewportHeight viewport height
  11077. * @param world world matrix
  11078. * @param view view matrix
  11079. * @param projection projection matrix
  11080. * @returns this ray updated
  11081. */
  11082. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11083. /**
  11084. * Creates a ray with origin and direction of 0,0,0
  11085. * @returns the new ray
  11086. */
  11087. static Zero(): Ray;
  11088. /**
  11089. * Creates a new ray from screen space and viewport
  11090. * @param x position
  11091. * @param y y position
  11092. * @param viewportWidth viewport width
  11093. * @param viewportHeight viewport height
  11094. * @param world world matrix
  11095. * @param view view matrix
  11096. * @param projection projection matrix
  11097. * @returns new ray
  11098. */
  11099. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11100. /**
  11101. * 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
  11102. * transformed to the given world matrix.
  11103. * @param origin The origin point
  11104. * @param end The end point
  11105. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11106. * @returns the new ray
  11107. */
  11108. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11109. /**
  11110. * Transforms a ray by a matrix
  11111. * @param ray ray to transform
  11112. * @param matrix matrix to apply
  11113. * @returns the resulting new ray
  11114. */
  11115. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11116. /**
  11117. * Transforms a ray by a matrix
  11118. * @param ray ray to transform
  11119. * @param matrix matrix to apply
  11120. * @param result ray to store result in
  11121. */
  11122. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11123. /**
  11124. * Unproject a ray from screen space to object space
  11125. * @param sourceX defines the screen space x coordinate to use
  11126. * @param sourceY defines the screen space y coordinate to use
  11127. * @param viewportWidth defines the current width of the viewport
  11128. * @param viewportHeight defines the current height of the viewport
  11129. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11130. * @param view defines the view matrix to use
  11131. * @param projection defines the projection matrix to use
  11132. */
  11133. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11134. }
  11135. /**
  11136. * Type used to define predicate used to select faces when a mesh intersection is detected
  11137. */
  11138. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11139. module "babylonjs/scene" {
  11140. interface Scene {
  11141. /** @hidden */
  11142. _tempPickingRay: Nullable<Ray>;
  11143. /** @hidden */
  11144. _cachedRayForTransform: Ray;
  11145. /** @hidden */
  11146. _pickWithRayInverseMatrix: Matrix;
  11147. /** @hidden */
  11148. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11149. /** @hidden */
  11150. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11151. }
  11152. }
  11153. }
  11154. declare module "babylonjs/sceneComponent" {
  11155. import { Scene } from "babylonjs/scene";
  11156. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11157. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11158. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11159. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11160. import { Nullable } from "babylonjs/types";
  11161. import { Camera } from "babylonjs/Cameras/camera";
  11162. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11163. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11164. import { AbstractScene } from "babylonjs/abstractScene";
  11165. /**
  11166. * Groups all the scene component constants in one place to ease maintenance.
  11167. * @hidden
  11168. */
  11169. export class SceneComponentConstants {
  11170. static readonly NAME_EFFECTLAYER: string;
  11171. static readonly NAME_LAYER: string;
  11172. static readonly NAME_LENSFLARESYSTEM: string;
  11173. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11174. static readonly NAME_PARTICLESYSTEM: string;
  11175. static readonly NAME_GAMEPAD: string;
  11176. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11177. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11178. static readonly NAME_DEPTHRENDERER: string;
  11179. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11180. static readonly NAME_SPRITE: string;
  11181. static readonly NAME_OUTLINERENDERER: string;
  11182. static readonly NAME_PROCEDURALTEXTURE: string;
  11183. static readonly NAME_SHADOWGENERATOR: string;
  11184. static readonly NAME_OCTREE: string;
  11185. static readonly NAME_PHYSICSENGINE: string;
  11186. static readonly NAME_AUDIO: string;
  11187. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11188. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11189. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11190. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11191. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11192. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11193. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11194. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11195. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11196. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11197. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11198. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11199. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11200. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11201. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11202. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11203. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11204. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11205. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11206. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11207. static readonly STEP_AFTERRENDER_AUDIO: number;
  11208. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11209. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11210. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11211. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11212. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11213. static readonly STEP_POINTERMOVE_SPRITE: number;
  11214. static readonly STEP_POINTERDOWN_SPRITE: number;
  11215. static readonly STEP_POINTERUP_SPRITE: number;
  11216. }
  11217. /**
  11218. * This represents a scene component.
  11219. *
  11220. * This is used to decouple the dependency the scene is having on the different workloads like
  11221. * layers, post processes...
  11222. */
  11223. export interface ISceneComponent {
  11224. /**
  11225. * The name of the component. Each component must have a unique name.
  11226. */
  11227. name: string;
  11228. /**
  11229. * The scene the component belongs to.
  11230. */
  11231. scene: Scene;
  11232. /**
  11233. * Register the component to one instance of a scene.
  11234. */
  11235. register(): void;
  11236. /**
  11237. * Rebuilds the elements related to this component in case of
  11238. * context lost for instance.
  11239. */
  11240. rebuild(): void;
  11241. /**
  11242. * Disposes the component and the associated ressources.
  11243. */
  11244. dispose(): void;
  11245. }
  11246. /**
  11247. * This represents a SERIALIZABLE scene component.
  11248. *
  11249. * This extends Scene Component to add Serialization methods on top.
  11250. */
  11251. export interface ISceneSerializableComponent extends ISceneComponent {
  11252. /**
  11253. * Adds all the elements from the container to the scene
  11254. * @param container the container holding the elements
  11255. */
  11256. addFromContainer(container: AbstractScene): void;
  11257. /**
  11258. * Removes all the elements in the container from the scene
  11259. * @param container contains the elements to remove
  11260. * @param dispose if the removed element should be disposed (default: false)
  11261. */
  11262. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11263. /**
  11264. * Serializes the component data to the specified json object
  11265. * @param serializationObject The object to serialize to
  11266. */
  11267. serialize(serializationObject: any): void;
  11268. }
  11269. /**
  11270. * Strong typing of a Mesh related stage step action
  11271. */
  11272. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11273. /**
  11274. * Strong typing of a Evaluate Sub Mesh related stage step action
  11275. */
  11276. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11277. /**
  11278. * Strong typing of a Active Mesh related stage step action
  11279. */
  11280. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11281. /**
  11282. * Strong typing of a Camera related stage step action
  11283. */
  11284. export type CameraStageAction = (camera: Camera) => void;
  11285. /**
  11286. * Strong typing of a Camera Frame buffer related stage step action
  11287. */
  11288. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11289. /**
  11290. * Strong typing of a Render Target related stage step action
  11291. */
  11292. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11293. /**
  11294. * Strong typing of a RenderingGroup related stage step action
  11295. */
  11296. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11297. /**
  11298. * Strong typing of a Mesh Render related stage step action
  11299. */
  11300. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11301. /**
  11302. * Strong typing of a simple stage step action
  11303. */
  11304. export type SimpleStageAction = () => void;
  11305. /**
  11306. * Strong typing of a render target action.
  11307. */
  11308. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11309. /**
  11310. * Strong typing of a pointer move action.
  11311. */
  11312. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  11313. /**
  11314. * Strong typing of a pointer up/down action.
  11315. */
  11316. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11317. /**
  11318. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  11319. * @hidden
  11320. */
  11321. export class Stage<T extends Function> extends Array<{
  11322. index: number;
  11323. component: ISceneComponent;
  11324. action: T;
  11325. }> {
  11326. /**
  11327. * Hide ctor from the rest of the world.
  11328. * @param items The items to add.
  11329. */
  11330. private constructor();
  11331. /**
  11332. * Creates a new Stage.
  11333. * @returns A new instance of a Stage
  11334. */
  11335. static Create<T extends Function>(): Stage<T>;
  11336. /**
  11337. * Registers a step in an ordered way in the targeted stage.
  11338. * @param index Defines the position to register the step in
  11339. * @param component Defines the component attached to the step
  11340. * @param action Defines the action to launch during the step
  11341. */
  11342. registerStep(index: number, component: ISceneComponent, action: T): void;
  11343. /**
  11344. * Clears all the steps from the stage.
  11345. */
  11346. clear(): void;
  11347. }
  11348. }
  11349. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11350. import { Nullable } from "babylonjs/types";
  11351. import { Observable } from "babylonjs/Misc/observable";
  11352. import { Scene } from "babylonjs/scene";
  11353. import { Sprite } from "babylonjs/Sprites/sprite";
  11354. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11355. import { Ray } from "babylonjs/Culling/ray";
  11356. import { Camera } from "babylonjs/Cameras/camera";
  11357. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11358. import { ISceneComponent } from "babylonjs/sceneComponent";
  11359. module "babylonjs/scene" {
  11360. interface Scene {
  11361. /** @hidden */
  11362. _pointerOverSprite: Nullable<Sprite>;
  11363. /** @hidden */
  11364. _pickedDownSprite: Nullable<Sprite>;
  11365. /** @hidden */
  11366. _tempSpritePickingRay: Nullable<Ray>;
  11367. /**
  11368. * All of the sprite managers added to this scene
  11369. * @see http://doc.babylonjs.com/babylon101/sprites
  11370. */
  11371. spriteManagers: Array<ISpriteManager>;
  11372. /**
  11373. * An event triggered when sprites rendering is about to start
  11374. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11375. */
  11376. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11377. /**
  11378. * An event triggered when sprites rendering is done
  11379. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11380. */
  11381. onAfterSpritesRenderingObservable: Observable<Scene>;
  11382. /** @hidden */
  11383. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11384. /** Launch a ray to try to pick a sprite in the scene
  11385. * @param x position on screen
  11386. * @param y position on screen
  11387. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11388. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11389. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11390. * @returns a PickingInfo
  11391. */
  11392. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11393. /** Use the given ray to pick a sprite in the scene
  11394. * @param ray The ray (in world space) to use to pick meshes
  11395. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  11396. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11397. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11398. * @returns a PickingInfo
  11399. */
  11400. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11401. /**
  11402. * Force the sprite under the pointer
  11403. * @param sprite defines the sprite to use
  11404. */
  11405. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11406. /**
  11407. * Gets the sprite under the pointer
  11408. * @returns a Sprite or null if no sprite is under the pointer
  11409. */
  11410. getPointerOverSprite(): Nullable<Sprite>;
  11411. }
  11412. }
  11413. /**
  11414. * Defines the sprite scene component responsible to manage sprites
  11415. * in a given scene.
  11416. */
  11417. export class SpriteSceneComponent implements ISceneComponent {
  11418. /**
  11419. * The component name helpfull to identify the component in the list of scene components.
  11420. */
  11421. readonly name: string;
  11422. /**
  11423. * The scene the component belongs to.
  11424. */
  11425. scene: Scene;
  11426. /** @hidden */
  11427. private _spritePredicate;
  11428. /**
  11429. * Creates a new instance of the component for the given scene
  11430. * @param scene Defines the scene to register the component in
  11431. */
  11432. constructor(scene: Scene);
  11433. /**
  11434. * Registers the component in a given scene
  11435. */
  11436. register(): void;
  11437. /**
  11438. * Rebuilds the elements related to this component in case of
  11439. * context lost for instance.
  11440. */
  11441. rebuild(): void;
  11442. /**
  11443. * Disposes the component and the associated ressources.
  11444. */
  11445. dispose(): void;
  11446. private _pickSpriteButKeepRay;
  11447. private _pointerMove;
  11448. private _pointerDown;
  11449. private _pointerUp;
  11450. }
  11451. }
  11452. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11453. /** @hidden */
  11454. export var fogFragmentDeclaration: {
  11455. name: string;
  11456. shader: string;
  11457. };
  11458. }
  11459. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11460. /** @hidden */
  11461. export var fogFragment: {
  11462. name: string;
  11463. shader: string;
  11464. };
  11465. }
  11466. declare module "babylonjs/Shaders/sprites.fragment" {
  11467. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11468. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11469. /** @hidden */
  11470. export var spritesPixelShader: {
  11471. name: string;
  11472. shader: string;
  11473. };
  11474. }
  11475. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11476. /** @hidden */
  11477. export var fogVertexDeclaration: {
  11478. name: string;
  11479. shader: string;
  11480. };
  11481. }
  11482. declare module "babylonjs/Shaders/sprites.vertex" {
  11483. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11484. /** @hidden */
  11485. export var spritesVertexShader: {
  11486. name: string;
  11487. shader: string;
  11488. };
  11489. }
  11490. declare module "babylonjs/Sprites/spriteManager" {
  11491. import { IDisposable, Scene } from "babylonjs/scene";
  11492. import { Nullable } from "babylonjs/types";
  11493. import { Observable } from "babylonjs/Misc/observable";
  11494. import { Sprite } from "babylonjs/Sprites/sprite";
  11495. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11496. import { Camera } from "babylonjs/Cameras/camera";
  11497. import { Texture } from "babylonjs/Materials/Textures/texture";
  11498. import "babylonjs/Shaders/sprites.fragment";
  11499. import "babylonjs/Shaders/sprites.vertex";
  11500. import { Ray } from "babylonjs/Culling/ray";
  11501. /**
  11502. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11503. */
  11504. export interface ISpriteManager extends IDisposable {
  11505. /**
  11506. * Restricts the camera to viewing objects with the same layerMask.
  11507. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11508. */
  11509. layerMask: number;
  11510. /**
  11511. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11512. */
  11513. isPickable: boolean;
  11514. /**
  11515. * Specifies the rendering group id for this mesh (0 by default)
  11516. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11517. */
  11518. renderingGroupId: number;
  11519. /**
  11520. * Defines the list of sprites managed by the manager.
  11521. */
  11522. sprites: Array<Sprite>;
  11523. /**
  11524. * Tests the intersection of a sprite with a specific ray.
  11525. * @param ray The ray we are sending to test the collision
  11526. * @param camera The camera space we are sending rays in
  11527. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11528. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11529. * @returns picking info or null.
  11530. */
  11531. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11532. /**
  11533. * Renders the list of sprites on screen.
  11534. */
  11535. render(): void;
  11536. }
  11537. /**
  11538. * Class used to manage multiple sprites on the same spritesheet
  11539. * @see http://doc.babylonjs.com/babylon101/sprites
  11540. */
  11541. export class SpriteManager implements ISpriteManager {
  11542. /** defines the manager's name */
  11543. name: string;
  11544. /** Gets the list of sprites */
  11545. sprites: Sprite[];
  11546. /** Gets or sets the rendering group id (0 by default) */
  11547. renderingGroupId: number;
  11548. /** Gets or sets camera layer mask */
  11549. layerMask: number;
  11550. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11551. fogEnabled: boolean;
  11552. /** Gets or sets a boolean indicating if the sprites are pickable */
  11553. isPickable: boolean;
  11554. /** Defines the default width of a cell in the spritesheet */
  11555. cellWidth: number;
  11556. /** Defines the default height of a cell in the spritesheet */
  11557. cellHeight: number;
  11558. /** Associative array from JSON sprite data file */
  11559. private _cellData;
  11560. /** Array of sprite names from JSON sprite data file */
  11561. private _spriteMap;
  11562. /** True when packed cell data from JSON file is ready*/
  11563. private _packedAndReady;
  11564. /**
  11565. * An event triggered when the manager is disposed.
  11566. */
  11567. onDisposeObservable: Observable<SpriteManager>;
  11568. private _onDisposeObserver;
  11569. /**
  11570. * Callback called when the manager is disposed
  11571. */
  11572. onDispose: () => void;
  11573. private _capacity;
  11574. private _fromPacked;
  11575. private _spriteTexture;
  11576. private _epsilon;
  11577. private _scene;
  11578. private _vertexData;
  11579. private _buffer;
  11580. private _vertexBuffers;
  11581. private _indexBuffer;
  11582. private _effectBase;
  11583. private _effectFog;
  11584. /**
  11585. * Gets or sets the spritesheet texture
  11586. */
  11587. texture: Texture;
  11588. /**
  11589. * Creates a new sprite manager
  11590. * @param name defines the manager's name
  11591. * @param imgUrl defines the sprite sheet url
  11592. * @param capacity defines the maximum allowed number of sprites
  11593. * @param cellSize defines the size of a sprite cell
  11594. * @param scene defines the hosting scene
  11595. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11596. * @param samplingMode defines the smapling mode to use with spritesheet
  11597. * @param fromPacked set to false; do not alter
  11598. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11599. */
  11600. constructor(
  11601. /** defines the manager's name */
  11602. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  11603. private _makePacked;
  11604. private _appendSpriteVertex;
  11605. /**
  11606. * Intersects the sprites with a ray
  11607. * @param ray defines the ray to intersect with
  11608. * @param camera defines the current active camera
  11609. * @param predicate defines a predicate used to select candidate sprites
  11610. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11611. * @returns null if no hit or a PickingInfo
  11612. */
  11613. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11614. /**
  11615. * Render all child sprites
  11616. */
  11617. render(): void;
  11618. /**
  11619. * Release associated resources
  11620. */
  11621. dispose(): void;
  11622. }
  11623. }
  11624. declare module "babylonjs/Sprites/sprite" {
  11625. import { Vector3 } from "babylonjs/Maths/math.vector";
  11626. import { Nullable } from "babylonjs/types";
  11627. import { ActionManager } from "babylonjs/Actions/actionManager";
  11628. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11629. import { Color4 } from "babylonjs/Maths/math.color";
  11630. /**
  11631. * Class used to represent a sprite
  11632. * @see http://doc.babylonjs.com/babylon101/sprites
  11633. */
  11634. export class Sprite {
  11635. /** defines the name */
  11636. name: string;
  11637. /** Gets or sets the current world position */
  11638. position: Vector3;
  11639. /** Gets or sets the main color */
  11640. color: Color4;
  11641. /** Gets or sets the width */
  11642. width: number;
  11643. /** Gets or sets the height */
  11644. height: number;
  11645. /** Gets or sets rotation angle */
  11646. angle: number;
  11647. /** Gets or sets the cell index in the sprite sheet */
  11648. cellIndex: number;
  11649. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  11650. cellRef: string;
  11651. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11652. invertU: number;
  11653. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11654. invertV: number;
  11655. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11656. disposeWhenFinishedAnimating: boolean;
  11657. /** Gets the list of attached animations */
  11658. animations: Animation[];
  11659. /** Gets or sets a boolean indicating if the sprite can be picked */
  11660. isPickable: boolean;
  11661. /**
  11662. * Gets or sets the associated action manager
  11663. */
  11664. actionManager: Nullable<ActionManager>;
  11665. private _animationStarted;
  11666. private _loopAnimation;
  11667. private _fromIndex;
  11668. private _toIndex;
  11669. private _delay;
  11670. private _direction;
  11671. private _manager;
  11672. private _time;
  11673. private _onAnimationEnd;
  11674. /**
  11675. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11676. */
  11677. isVisible: boolean;
  11678. /**
  11679. * Gets or sets the sprite size
  11680. */
  11681. size: number;
  11682. /**
  11683. * Creates a new Sprite
  11684. * @param name defines the name
  11685. * @param manager defines the manager
  11686. */
  11687. constructor(
  11688. /** defines the name */
  11689. name: string, manager: ISpriteManager);
  11690. /**
  11691. * Starts an animation
  11692. * @param from defines the initial key
  11693. * @param to defines the end key
  11694. * @param loop defines if the animation must loop
  11695. * @param delay defines the start delay (in ms)
  11696. * @param onAnimationEnd defines a callback to call when animation ends
  11697. */
  11698. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11699. /** Stops current animation (if any) */
  11700. stopAnimation(): void;
  11701. /** @hidden */
  11702. _animate(deltaTime: number): void;
  11703. /** Release associated resources */
  11704. dispose(): void;
  11705. }
  11706. }
  11707. declare module "babylonjs/Collisions/pickingInfo" {
  11708. import { Nullable } from "babylonjs/types";
  11709. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11710. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11711. import { Sprite } from "babylonjs/Sprites/sprite";
  11712. import { Ray } from "babylonjs/Culling/ray";
  11713. /**
  11714. * Information about the result of picking within a scene
  11715. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11716. */
  11717. export class PickingInfo {
  11718. /** @hidden */
  11719. _pickingUnavailable: boolean;
  11720. /**
  11721. * If the pick collided with an object
  11722. */
  11723. hit: boolean;
  11724. /**
  11725. * Distance away where the pick collided
  11726. */
  11727. distance: number;
  11728. /**
  11729. * The location of pick collision
  11730. */
  11731. pickedPoint: Nullable<Vector3>;
  11732. /**
  11733. * The mesh corresponding the the pick collision
  11734. */
  11735. pickedMesh: Nullable<AbstractMesh>;
  11736. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11737. bu: number;
  11738. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11739. bv: number;
  11740. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11741. faceId: number;
  11742. /** Id of the the submesh that was picked */
  11743. subMeshId: number;
  11744. /** If a sprite was picked, this will be the sprite the pick collided with */
  11745. pickedSprite: Nullable<Sprite>;
  11746. /**
  11747. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11748. */
  11749. originMesh: Nullable<AbstractMesh>;
  11750. /**
  11751. * The ray that was used to perform the picking.
  11752. */
  11753. ray: Nullable<Ray>;
  11754. /**
  11755. * Gets the normal correspodning to the face the pick collided with
  11756. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11757. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11758. * @returns The normal correspodning to the face the pick collided with
  11759. */
  11760. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11761. /**
  11762. * Gets the texture coordinates of where the pick occured
  11763. * @returns the vector containing the coordnates of the texture
  11764. */
  11765. getTextureCoordinates(): Nullable<Vector2>;
  11766. }
  11767. }
  11768. declare module "babylonjs/Events/pointerEvents" {
  11769. import { Nullable } from "babylonjs/types";
  11770. import { Vector2 } from "babylonjs/Maths/math.vector";
  11771. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11772. import { Ray } from "babylonjs/Culling/ray";
  11773. /**
  11774. * Gather the list of pointer event types as constants.
  11775. */
  11776. export class PointerEventTypes {
  11777. /**
  11778. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  11779. */
  11780. static readonly POINTERDOWN: number;
  11781. /**
  11782. * The pointerup event is fired when a pointer is no longer active.
  11783. */
  11784. static readonly POINTERUP: number;
  11785. /**
  11786. * The pointermove event is fired when a pointer changes coordinates.
  11787. */
  11788. static readonly POINTERMOVE: number;
  11789. /**
  11790. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11791. */
  11792. static readonly POINTERWHEEL: number;
  11793. /**
  11794. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11795. */
  11796. static readonly POINTERPICK: number;
  11797. /**
  11798. * The pointertap event is fired when a the object has been touched and released without drag.
  11799. */
  11800. static readonly POINTERTAP: number;
  11801. /**
  11802. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11803. */
  11804. static readonly POINTERDOUBLETAP: number;
  11805. }
  11806. /**
  11807. * Base class of pointer info types.
  11808. */
  11809. export class PointerInfoBase {
  11810. /**
  11811. * Defines the type of event (PointerEventTypes)
  11812. */
  11813. type: number;
  11814. /**
  11815. * Defines the related dom event
  11816. */
  11817. event: PointerEvent | MouseWheelEvent;
  11818. /**
  11819. * Instantiates the base class of pointers info.
  11820. * @param type Defines the type of event (PointerEventTypes)
  11821. * @param event Defines the related dom event
  11822. */
  11823. constructor(
  11824. /**
  11825. * Defines the type of event (PointerEventTypes)
  11826. */
  11827. type: number,
  11828. /**
  11829. * Defines the related dom event
  11830. */
  11831. event: PointerEvent | MouseWheelEvent);
  11832. }
  11833. /**
  11834. * This class is used to store pointer related info for the onPrePointerObservable event.
  11835. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  11836. */
  11837. export class PointerInfoPre extends PointerInfoBase {
  11838. /**
  11839. * Ray from a pointer if availible (eg. 6dof controller)
  11840. */
  11841. ray: Nullable<Ray>;
  11842. /**
  11843. * Defines the local position of the pointer on the canvas.
  11844. */
  11845. localPosition: Vector2;
  11846. /**
  11847. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  11848. */
  11849. skipOnPointerObservable: boolean;
  11850. /**
  11851. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  11852. * @param type Defines the type of event (PointerEventTypes)
  11853. * @param event Defines the related dom event
  11854. * @param localX Defines the local x coordinates of the pointer when the event occured
  11855. * @param localY Defines the local y coordinates of the pointer when the event occured
  11856. */
  11857. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  11858. }
  11859. /**
  11860. * This type contains all the data related to a pointer event in Babylon.js.
  11861. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  11862. */
  11863. export class PointerInfo extends PointerInfoBase {
  11864. /**
  11865. * Defines the picking info associated to the info (if any)\
  11866. */
  11867. pickInfo: Nullable<PickingInfo>;
  11868. /**
  11869. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  11870. * @param type Defines the type of event (PointerEventTypes)
  11871. * @param event Defines the related dom event
  11872. * @param pickInfo Defines the picking info associated to the info (if any)\
  11873. */
  11874. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  11875. /**
  11876. * Defines the picking info associated to the info (if any)\
  11877. */
  11878. pickInfo: Nullable<PickingInfo>);
  11879. }
  11880. /**
  11881. * Data relating to a touch event on the screen.
  11882. */
  11883. export interface PointerTouch {
  11884. /**
  11885. * X coordinate of touch.
  11886. */
  11887. x: number;
  11888. /**
  11889. * Y coordinate of touch.
  11890. */
  11891. y: number;
  11892. /**
  11893. * Id of touch. Unique for each finger.
  11894. */
  11895. pointerId: number;
  11896. /**
  11897. * Event type passed from DOM.
  11898. */
  11899. type: any;
  11900. }
  11901. }
  11902. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  11903. import { Observable } from "babylonjs/Misc/observable";
  11904. import { Nullable } from "babylonjs/types";
  11905. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11906. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11907. /**
  11908. * Manage the mouse inputs to control the movement of a free camera.
  11909. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11910. */
  11911. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  11912. /**
  11913. * Define if touch is enabled in the mouse input
  11914. */
  11915. touchEnabled: boolean;
  11916. /**
  11917. * Defines the camera the input is attached to.
  11918. */
  11919. camera: FreeCamera;
  11920. /**
  11921. * Defines the buttons associated with the input to handle camera move.
  11922. */
  11923. buttons: number[];
  11924. /**
  11925. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  11926. */
  11927. angularSensibility: number;
  11928. private _pointerInput;
  11929. private _onMouseMove;
  11930. private _observer;
  11931. private previousPosition;
  11932. /**
  11933. * Observable for when a pointer move event occurs containing the move offset
  11934. */
  11935. onPointerMovedObservable: Observable<{
  11936. offsetX: number;
  11937. offsetY: number;
  11938. }>;
  11939. /**
  11940. * @hidden
  11941. * If the camera should be rotated automatically based on pointer movement
  11942. */
  11943. _allowCameraRotation: boolean;
  11944. /**
  11945. * Manage the mouse inputs to control the movement of a free camera.
  11946. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11947. * @param touchEnabled Defines if touch is enabled or not
  11948. */
  11949. constructor(
  11950. /**
  11951. * Define if touch is enabled in the mouse input
  11952. */
  11953. touchEnabled?: boolean);
  11954. /**
  11955. * Attach the input controls to a specific dom element to get the input from.
  11956. * @param element Defines the element the controls should be listened from
  11957. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  11958. */
  11959. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  11960. /**
  11961. * Called on JS contextmenu event.
  11962. * Override this method to provide functionality.
  11963. */
  11964. protected onContextMenu(evt: PointerEvent): void;
  11965. /**
  11966. * Detach the current controls from the specified dom element.
  11967. * @param element Defines the element to stop listening the inputs from
  11968. */
  11969. detachControl(element: Nullable<HTMLElement>): void;
  11970. /**
  11971. * Gets the class name of the current intput.
  11972. * @returns the class name
  11973. */
  11974. getClassName(): string;
  11975. /**
  11976. * Get the friendly name associated with the input class.
  11977. * @returns the input friendly name
  11978. */
  11979. getSimpleName(): string;
  11980. }
  11981. }
  11982. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  11983. import { Nullable } from "babylonjs/types";
  11984. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  11985. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  11986. /**
  11987. * Manage the touch inputs to control the movement of a free camera.
  11988. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  11989. */
  11990. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  11991. /**
  11992. * Defines the camera the input is attached to.
  11993. */
  11994. camera: FreeCamera;
  11995. /**
  11996. * Defines the touch sensibility for rotation.
  11997. * The higher the faster.
  11998. */
  11999. touchAngularSensibility: number;
  12000. /**
  12001. * Defines the touch sensibility for move.
  12002. * The higher the faster.
  12003. */
  12004. touchMoveSensibility: number;
  12005. private _offsetX;
  12006. private _offsetY;
  12007. private _pointerPressed;
  12008. private _pointerInput;
  12009. private _observer;
  12010. private _onLostFocus;
  12011. /**
  12012. * Attach the input controls to a specific dom element to get the input from.
  12013. * @param element Defines the element the controls should be listened from
  12014. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12015. */
  12016. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12017. /**
  12018. * Detach the current controls from the specified dom element.
  12019. * @param element Defines the element to stop listening the inputs from
  12020. */
  12021. detachControl(element: Nullable<HTMLElement>): void;
  12022. /**
  12023. * Update the current camera state depending on the inputs that have been used this frame.
  12024. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12025. */
  12026. checkInputs(): void;
  12027. /**
  12028. * Gets the class name of the current intput.
  12029. * @returns the class name
  12030. */
  12031. getClassName(): string;
  12032. /**
  12033. * Get the friendly name associated with the input class.
  12034. * @returns the input friendly name
  12035. */
  12036. getSimpleName(): string;
  12037. }
  12038. }
  12039. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12040. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12041. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12042. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12043. import { Nullable } from "babylonjs/types";
  12044. /**
  12045. * Default Inputs manager for the FreeCamera.
  12046. * It groups all the default supported inputs for ease of use.
  12047. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12048. */
  12049. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12050. /**
  12051. * @hidden
  12052. */
  12053. _mouseInput: Nullable<FreeCameraMouseInput>;
  12054. /**
  12055. * Instantiates a new FreeCameraInputsManager.
  12056. * @param camera Defines the camera the inputs belong to
  12057. */
  12058. constructor(camera: FreeCamera);
  12059. /**
  12060. * Add keyboard input support to the input manager.
  12061. * @returns the current input manager
  12062. */
  12063. addKeyboard(): FreeCameraInputsManager;
  12064. /**
  12065. * Add mouse input support to the input manager.
  12066. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12067. * @returns the current input manager
  12068. */
  12069. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12070. /**
  12071. * Removes the mouse input support from the manager
  12072. * @returns the current input manager
  12073. */
  12074. removeMouse(): FreeCameraInputsManager;
  12075. /**
  12076. * Add touch input support to the input manager.
  12077. * @returns the current input manager
  12078. */
  12079. addTouch(): FreeCameraInputsManager;
  12080. /**
  12081. * Remove all attached input methods from a camera
  12082. */
  12083. clear(): void;
  12084. }
  12085. }
  12086. declare module "babylonjs/Cameras/freeCamera" {
  12087. import { Vector3 } from "babylonjs/Maths/math.vector";
  12088. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12089. import { Scene } from "babylonjs/scene";
  12090. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12091. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12092. /**
  12093. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12094. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12095. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12096. */
  12097. export class FreeCamera extends TargetCamera {
  12098. /**
  12099. * Define the collision ellipsoid of the camera.
  12100. * This is helpful to simulate a camera body like the player body around the camera
  12101. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12102. */
  12103. ellipsoid: Vector3;
  12104. /**
  12105. * Define an offset for the position of the ellipsoid around the camera.
  12106. * This can be helpful to determine the center of the body near the gravity center of the body
  12107. * instead of its head.
  12108. */
  12109. ellipsoidOffset: Vector3;
  12110. /**
  12111. * Enable or disable collisions of the camera with the rest of the scene objects.
  12112. */
  12113. checkCollisions: boolean;
  12114. /**
  12115. * Enable or disable gravity on the camera.
  12116. */
  12117. applyGravity: boolean;
  12118. /**
  12119. * Define the input manager associated to the camera.
  12120. */
  12121. inputs: FreeCameraInputsManager;
  12122. /**
  12123. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12124. * Higher values reduce sensitivity.
  12125. */
  12126. /**
  12127. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12128. * Higher values reduce sensitivity.
  12129. */
  12130. angularSensibility: number;
  12131. /**
  12132. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12133. */
  12134. keysUp: number[];
  12135. /**
  12136. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12137. */
  12138. keysDown: number[];
  12139. /**
  12140. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12141. */
  12142. keysLeft: number[];
  12143. /**
  12144. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12145. */
  12146. keysRight: number[];
  12147. /**
  12148. * Event raised when the camera collide with a mesh in the scene.
  12149. */
  12150. onCollide: (collidedMesh: AbstractMesh) => void;
  12151. private _collider;
  12152. private _needMoveForGravity;
  12153. private _oldPosition;
  12154. private _diffPosition;
  12155. private _newPosition;
  12156. /** @hidden */
  12157. _localDirection: Vector3;
  12158. /** @hidden */
  12159. _transformedDirection: Vector3;
  12160. /**
  12161. * Instantiates a Free Camera.
  12162. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12163. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12164. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12165. * @param name Define the name of the camera in the scene
  12166. * @param position Define the start position of the camera in the scene
  12167. * @param scene Define the scene the camera belongs to
  12168. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12169. */
  12170. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12171. /**
  12172. * Attached controls to the current camera.
  12173. * @param element Defines the element the controls should be listened from
  12174. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12175. */
  12176. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12177. /**
  12178. * Detach the current controls from the camera.
  12179. * The camera will stop reacting to inputs.
  12180. * @param element Defines the element to stop listening the inputs from
  12181. */
  12182. detachControl(element: HTMLElement): void;
  12183. private _collisionMask;
  12184. /**
  12185. * Define a collision mask to limit the list of object the camera can collide with
  12186. */
  12187. collisionMask: number;
  12188. /** @hidden */
  12189. _collideWithWorld(displacement: Vector3): void;
  12190. private _onCollisionPositionChange;
  12191. /** @hidden */
  12192. _checkInputs(): void;
  12193. /** @hidden */
  12194. _decideIfNeedsToMove(): boolean;
  12195. /** @hidden */
  12196. _updatePosition(): void;
  12197. /**
  12198. * Destroy the camera and release the current resources hold by it.
  12199. */
  12200. dispose(): void;
  12201. /**
  12202. * Gets the current object class name.
  12203. * @return the class name
  12204. */
  12205. getClassName(): string;
  12206. }
  12207. }
  12208. declare module "babylonjs/Gamepads/gamepad" {
  12209. import { Observable } from "babylonjs/Misc/observable";
  12210. /**
  12211. * Represents a gamepad control stick position
  12212. */
  12213. export class StickValues {
  12214. /**
  12215. * The x component of the control stick
  12216. */
  12217. x: number;
  12218. /**
  12219. * The y component of the control stick
  12220. */
  12221. y: number;
  12222. /**
  12223. * Initializes the gamepad x and y control stick values
  12224. * @param x The x component of the gamepad control stick value
  12225. * @param y The y component of the gamepad control stick value
  12226. */
  12227. constructor(
  12228. /**
  12229. * The x component of the control stick
  12230. */
  12231. x: number,
  12232. /**
  12233. * The y component of the control stick
  12234. */
  12235. y: number);
  12236. }
  12237. /**
  12238. * An interface which manages callbacks for gamepad button changes
  12239. */
  12240. export interface GamepadButtonChanges {
  12241. /**
  12242. * Called when a gamepad has been changed
  12243. */
  12244. changed: boolean;
  12245. /**
  12246. * Called when a gamepad press event has been triggered
  12247. */
  12248. pressChanged: boolean;
  12249. /**
  12250. * Called when a touch event has been triggered
  12251. */
  12252. touchChanged: boolean;
  12253. /**
  12254. * Called when a value has changed
  12255. */
  12256. valueChanged: boolean;
  12257. }
  12258. /**
  12259. * Represents a gamepad
  12260. */
  12261. export class Gamepad {
  12262. /**
  12263. * The id of the gamepad
  12264. */
  12265. id: string;
  12266. /**
  12267. * The index of the gamepad
  12268. */
  12269. index: number;
  12270. /**
  12271. * The browser gamepad
  12272. */
  12273. browserGamepad: any;
  12274. /**
  12275. * Specifies what type of gamepad this represents
  12276. */
  12277. type: number;
  12278. private _leftStick;
  12279. private _rightStick;
  12280. /** @hidden */
  12281. _isConnected: boolean;
  12282. private _leftStickAxisX;
  12283. private _leftStickAxisY;
  12284. private _rightStickAxisX;
  12285. private _rightStickAxisY;
  12286. /**
  12287. * Triggered when the left control stick has been changed
  12288. */
  12289. private _onleftstickchanged;
  12290. /**
  12291. * Triggered when the right control stick has been changed
  12292. */
  12293. private _onrightstickchanged;
  12294. /**
  12295. * Represents a gamepad controller
  12296. */
  12297. static GAMEPAD: number;
  12298. /**
  12299. * Represents a generic controller
  12300. */
  12301. static GENERIC: number;
  12302. /**
  12303. * Represents an XBox controller
  12304. */
  12305. static XBOX: number;
  12306. /**
  12307. * Represents a pose-enabled controller
  12308. */
  12309. static POSE_ENABLED: number;
  12310. /**
  12311. * Represents an Dual Shock controller
  12312. */
  12313. static DUALSHOCK: number;
  12314. /**
  12315. * Specifies whether the left control stick should be Y-inverted
  12316. */
  12317. protected _invertLeftStickY: boolean;
  12318. /**
  12319. * Specifies if the gamepad has been connected
  12320. */
  12321. readonly isConnected: boolean;
  12322. /**
  12323. * Initializes the gamepad
  12324. * @param id The id of the gamepad
  12325. * @param index The index of the gamepad
  12326. * @param browserGamepad The browser gamepad
  12327. * @param leftStickX The x component of the left joystick
  12328. * @param leftStickY The y component of the left joystick
  12329. * @param rightStickX The x component of the right joystick
  12330. * @param rightStickY The y component of the right joystick
  12331. */
  12332. constructor(
  12333. /**
  12334. * The id of the gamepad
  12335. */
  12336. id: string,
  12337. /**
  12338. * The index of the gamepad
  12339. */
  12340. index: number,
  12341. /**
  12342. * The browser gamepad
  12343. */
  12344. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12345. /**
  12346. * Callback triggered when the left joystick has changed
  12347. * @param callback
  12348. */
  12349. onleftstickchanged(callback: (values: StickValues) => void): void;
  12350. /**
  12351. * Callback triggered when the right joystick has changed
  12352. * @param callback
  12353. */
  12354. onrightstickchanged(callback: (values: StickValues) => void): void;
  12355. /**
  12356. * Gets the left joystick
  12357. */
  12358. /**
  12359. * Sets the left joystick values
  12360. */
  12361. leftStick: StickValues;
  12362. /**
  12363. * Gets the right joystick
  12364. */
  12365. /**
  12366. * Sets the right joystick value
  12367. */
  12368. rightStick: StickValues;
  12369. /**
  12370. * Updates the gamepad joystick positions
  12371. */
  12372. update(): void;
  12373. /**
  12374. * Disposes the gamepad
  12375. */
  12376. dispose(): void;
  12377. }
  12378. /**
  12379. * Represents a generic gamepad
  12380. */
  12381. export class GenericPad extends Gamepad {
  12382. private _buttons;
  12383. private _onbuttondown;
  12384. private _onbuttonup;
  12385. /**
  12386. * Observable triggered when a button has been pressed
  12387. */
  12388. onButtonDownObservable: Observable<number>;
  12389. /**
  12390. * Observable triggered when a button has been released
  12391. */
  12392. onButtonUpObservable: Observable<number>;
  12393. /**
  12394. * Callback triggered when a button has been pressed
  12395. * @param callback Called when a button has been pressed
  12396. */
  12397. onbuttondown(callback: (buttonPressed: number) => void): void;
  12398. /**
  12399. * Callback triggered when a button has been released
  12400. * @param callback Called when a button has been released
  12401. */
  12402. onbuttonup(callback: (buttonReleased: number) => void): void;
  12403. /**
  12404. * Initializes the generic gamepad
  12405. * @param id The id of the generic gamepad
  12406. * @param index The index of the generic gamepad
  12407. * @param browserGamepad The browser gamepad
  12408. */
  12409. constructor(id: string, index: number, browserGamepad: any);
  12410. private _setButtonValue;
  12411. /**
  12412. * Updates the generic gamepad
  12413. */
  12414. update(): void;
  12415. /**
  12416. * Disposes the generic gamepad
  12417. */
  12418. dispose(): void;
  12419. }
  12420. }
  12421. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12422. import { Nullable } from "babylonjs/types";
  12423. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12424. import { Scene } from "babylonjs/scene";
  12425. module "babylonjs/Engines/engine" {
  12426. interface Engine {
  12427. /**
  12428. * Creates a raw texture
  12429. * @param data defines the data to store in the texture
  12430. * @param width defines the width of the texture
  12431. * @param height defines the height of the texture
  12432. * @param format defines the format of the data
  12433. * @param generateMipMaps defines if the engine should generate the mip levels
  12434. * @param invertY defines if data must be stored with Y axis inverted
  12435. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12436. * @param compression defines the compression used (null by default)
  12437. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12438. * @returns the raw texture inside an InternalTexture
  12439. */
  12440. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12441. /**
  12442. * Update a raw texture
  12443. * @param texture defines the texture to update
  12444. * @param data defines the data to store in the texture
  12445. * @param format defines the format of the data
  12446. * @param invertY defines if data must be stored with Y axis inverted
  12447. */
  12448. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12449. /**
  12450. * Update a raw texture
  12451. * @param texture defines the texture to update
  12452. * @param data defines the data to store in the texture
  12453. * @param format defines the format of the data
  12454. * @param invertY defines if data must be stored with Y axis inverted
  12455. * @param compression defines the compression used (null by default)
  12456. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12457. */
  12458. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12459. /**
  12460. * Creates a new raw cube texture
  12461. * @param data defines the array of data to use to create each face
  12462. * @param size defines the size of the textures
  12463. * @param format defines the format of the data
  12464. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12465. * @param generateMipMaps defines if the engine should generate the mip levels
  12466. * @param invertY defines if data must be stored with Y axis inverted
  12467. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12468. * @param compression defines the compression used (null by default)
  12469. * @returns the cube texture as an InternalTexture
  12470. */
  12471. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12472. /**
  12473. * Update a raw cube texture
  12474. * @param texture defines the texture to udpdate
  12475. * @param data defines the data to store
  12476. * @param format defines the data format
  12477. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12478. * @param invertY defines if data must be stored with Y axis inverted
  12479. */
  12480. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12481. /**
  12482. * Update a raw cube texture
  12483. * @param texture defines the texture to udpdate
  12484. * @param data defines the data to store
  12485. * @param format defines the data format
  12486. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12487. * @param invertY defines if data must be stored with Y axis inverted
  12488. * @param compression defines the compression used (null by default)
  12489. */
  12490. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12491. /**
  12492. * Update a raw cube texture
  12493. * @param texture defines the texture to udpdate
  12494. * @param data defines the data to store
  12495. * @param format defines the data format
  12496. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12497. * @param invertY defines if data must be stored with Y axis inverted
  12498. * @param compression defines the compression used (null by default)
  12499. * @param level defines which level of the texture to update
  12500. */
  12501. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12502. /**
  12503. * Creates a new raw cube texture from a specified url
  12504. * @param url defines the url where the data is located
  12505. * @param scene defines the current scene
  12506. * @param size defines the size of the textures
  12507. * @param format defines the format of the data
  12508. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12509. * @param noMipmap defines if the engine should avoid generating the mip levels
  12510. * @param callback defines a callback used to extract texture data from loaded data
  12511. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12512. * @param onLoad defines a callback called when texture is loaded
  12513. * @param onError defines a callback called if there is an error
  12514. * @returns the cube texture as an InternalTexture
  12515. */
  12516. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture;
  12517. /**
  12518. * Creates a new raw cube texture from a specified url
  12519. * @param url defines the url where the data is located
  12520. * @param scene defines the current scene
  12521. * @param size defines the size of the textures
  12522. * @param format defines the format of the data
  12523. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12524. * @param noMipmap defines if the engine should avoid generating the mip levels
  12525. * @param callback defines a callback used to extract texture data from loaded data
  12526. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12527. * @param onLoad defines a callback called when texture is loaded
  12528. * @param onError defines a callback called if there is an error
  12529. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12530. * @param invertY defines if data must be stored with Y axis inverted
  12531. * @returns the cube texture as an InternalTexture
  12532. */
  12533. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>, samplingMode: number, invertY: boolean): InternalTexture;
  12534. /**
  12535. * Creates a new raw 3D texture
  12536. * @param data defines the data used to create the texture
  12537. * @param width defines the width of the texture
  12538. * @param height defines the height of the texture
  12539. * @param depth defines the depth of the texture
  12540. * @param format defines the format of the texture
  12541. * @param generateMipMaps defines if the engine must generate mip levels
  12542. * @param invertY defines if data must be stored with Y axis inverted
  12543. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12544. * @param compression defines the compressed used (can be null)
  12545. * @param textureType defines the compressed used (can be null)
  12546. * @returns a new raw 3D texture (stored in an InternalTexture)
  12547. */
  12548. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12549. /**
  12550. * Update a raw 3D texture
  12551. * @param texture defines the texture to update
  12552. * @param data defines the data to store
  12553. * @param format defines the data format
  12554. * @param invertY defines if data must be stored with Y axis inverted
  12555. */
  12556. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12557. /**
  12558. * Update a raw 3D texture
  12559. * @param texture defines the texture to update
  12560. * @param data defines the data to store
  12561. * @param format defines the data format
  12562. * @param invertY defines if data must be stored with Y axis inverted
  12563. * @param compression defines the used compression (can be null)
  12564. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12565. */
  12566. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12567. }
  12568. }
  12569. }
  12570. declare module "babylonjs/Materials/Textures/rawTexture" {
  12571. import { Scene } from "babylonjs/scene";
  12572. import { Texture } from "babylonjs/Materials/Textures/texture";
  12573. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12574. /**
  12575. * Raw texture can help creating a texture directly from an array of data.
  12576. * This can be super useful if you either get the data from an uncompressed source or
  12577. * if you wish to create your texture pixel by pixel.
  12578. */
  12579. export class RawTexture extends Texture {
  12580. /**
  12581. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12582. */
  12583. format: number;
  12584. private _engine;
  12585. /**
  12586. * Instantiates a new RawTexture.
  12587. * Raw texture can help creating a texture directly from an array of data.
  12588. * This can be super useful if you either get the data from an uncompressed source or
  12589. * if you wish to create your texture pixel by pixel.
  12590. * @param data define the array of data to use to create the texture
  12591. * @param width define the width of the texture
  12592. * @param height define the height of the texture
  12593. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12594. * @param scene define the scene the texture belongs to
  12595. * @param generateMipMaps define whether mip maps should be generated or not
  12596. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12597. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12598. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12599. */
  12600. constructor(data: ArrayBufferView, width: number, height: number,
  12601. /**
  12602. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12603. */
  12604. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12605. /**
  12606. * Updates the texture underlying data.
  12607. * @param data Define the new data of the texture
  12608. */
  12609. update(data: ArrayBufferView): void;
  12610. /**
  12611. * Creates a luminance texture from some data.
  12612. * @param data Define the texture data
  12613. * @param width Define the width of the texture
  12614. * @param height Define the height of the texture
  12615. * @param scene Define the scene the texture belongs to
  12616. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12617. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12618. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12619. * @returns the luminance texture
  12620. */
  12621. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12622. /**
  12623. * Creates a luminance alpha texture from some data.
  12624. * @param data Define the texture data
  12625. * @param width Define the width of the texture
  12626. * @param height Define the height of the texture
  12627. * @param scene Define the scene the texture belongs to
  12628. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12629. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12630. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12631. * @returns the luminance alpha texture
  12632. */
  12633. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12634. /**
  12635. * Creates an alpha texture from some data.
  12636. * @param data Define the texture data
  12637. * @param width Define the width of the texture
  12638. * @param height Define the height of the texture
  12639. * @param scene Define the scene the texture belongs to
  12640. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12641. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12642. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12643. * @returns the alpha texture
  12644. */
  12645. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12646. /**
  12647. * Creates a RGB texture from some data.
  12648. * @param data Define the texture data
  12649. * @param width Define the width of the texture
  12650. * @param height Define the height of the texture
  12651. * @param scene Define the scene the texture belongs to
  12652. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12653. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12654. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12655. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12656. * @returns the RGB alpha texture
  12657. */
  12658. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12659. /**
  12660. * Creates a RGBA texture from some data.
  12661. * @param data Define the texture data
  12662. * @param width Define the width of the texture
  12663. * @param height Define the height of the texture
  12664. * @param scene Define the scene the texture belongs to
  12665. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12666. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12667. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12668. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12669. * @returns the RGBA texture
  12670. */
  12671. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12672. /**
  12673. * Creates a R texture from some data.
  12674. * @param data Define the texture data
  12675. * @param width Define the width of the texture
  12676. * @param height Define the height of the texture
  12677. * @param scene Define the scene the texture belongs to
  12678. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12679. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12680. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12681. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12682. * @returns the R texture
  12683. */
  12684. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12685. }
  12686. }
  12687. declare module "babylonjs/Maths/math.size" {
  12688. /**
  12689. * Interface for the size containing width and height
  12690. */
  12691. export interface ISize {
  12692. /**
  12693. * Width
  12694. */
  12695. width: number;
  12696. /**
  12697. * Heighht
  12698. */
  12699. height: number;
  12700. }
  12701. /**
  12702. * Size containing widht and height
  12703. */
  12704. export class Size implements ISize {
  12705. /**
  12706. * Width
  12707. */
  12708. width: number;
  12709. /**
  12710. * Height
  12711. */
  12712. height: number;
  12713. /**
  12714. * Creates a Size object from the given width and height (floats).
  12715. * @param width width of the new size
  12716. * @param height height of the new size
  12717. */
  12718. constructor(width: number, height: number);
  12719. /**
  12720. * Returns a string with the Size width and height
  12721. * @returns a string with the Size width and height
  12722. */
  12723. toString(): string;
  12724. /**
  12725. * "Size"
  12726. * @returns the string "Size"
  12727. */
  12728. getClassName(): string;
  12729. /**
  12730. * Returns the Size hash code.
  12731. * @returns a hash code for a unique width and height
  12732. */
  12733. getHashCode(): number;
  12734. /**
  12735. * Updates the current size from the given one.
  12736. * @param src the given size
  12737. */
  12738. copyFrom(src: Size): void;
  12739. /**
  12740. * Updates in place the current Size from the given floats.
  12741. * @param width width of the new size
  12742. * @param height height of the new size
  12743. * @returns the updated Size.
  12744. */
  12745. copyFromFloats(width: number, height: number): Size;
  12746. /**
  12747. * Updates in place the current Size from the given floats.
  12748. * @param width width to set
  12749. * @param height height to set
  12750. * @returns the updated Size.
  12751. */
  12752. set(width: number, height: number): Size;
  12753. /**
  12754. * Multiplies the width and height by numbers
  12755. * @param w factor to multiple the width by
  12756. * @param h factor to multiple the height by
  12757. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12758. */
  12759. multiplyByFloats(w: number, h: number): Size;
  12760. /**
  12761. * Clones the size
  12762. * @returns a new Size copied from the given one.
  12763. */
  12764. clone(): Size;
  12765. /**
  12766. * True if the current Size and the given one width and height are strictly equal.
  12767. * @param other the other size to compare against
  12768. * @returns True if the current Size and the given one width and height are strictly equal.
  12769. */
  12770. equals(other: Size): boolean;
  12771. /**
  12772. * The surface of the Size : width * height (float).
  12773. */
  12774. readonly surface: number;
  12775. /**
  12776. * Create a new size of zero
  12777. * @returns a new Size set to (0.0, 0.0)
  12778. */
  12779. static Zero(): Size;
  12780. /**
  12781. * Sums the width and height of two sizes
  12782. * @param otherSize size to add to this size
  12783. * @returns a new Size set as the addition result of the current Size and the given one.
  12784. */
  12785. add(otherSize: Size): Size;
  12786. /**
  12787. * Subtracts the width and height of two
  12788. * @param otherSize size to subtract to this size
  12789. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12790. */
  12791. subtract(otherSize: Size): Size;
  12792. /**
  12793. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12794. * @param start starting size to lerp between
  12795. * @param end end size to lerp between
  12796. * @param amount amount to lerp between the start and end values
  12797. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12798. */
  12799. static Lerp(start: Size, end: Size, amount: number): Size;
  12800. }
  12801. }
  12802. declare module "babylonjs/Animations/runtimeAnimation" {
  12803. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  12804. import { Animatable } from "babylonjs/Animations/animatable";
  12805. import { Scene } from "babylonjs/scene";
  12806. /**
  12807. * Defines a runtime animation
  12808. */
  12809. export class RuntimeAnimation {
  12810. private _events;
  12811. /**
  12812. * The current frame of the runtime animation
  12813. */
  12814. private _currentFrame;
  12815. /**
  12816. * The animation used by the runtime animation
  12817. */
  12818. private _animation;
  12819. /**
  12820. * The target of the runtime animation
  12821. */
  12822. private _target;
  12823. /**
  12824. * The initiating animatable
  12825. */
  12826. private _host;
  12827. /**
  12828. * The original value of the runtime animation
  12829. */
  12830. private _originalValue;
  12831. /**
  12832. * The original blend value of the runtime animation
  12833. */
  12834. private _originalBlendValue;
  12835. /**
  12836. * The offsets cache of the runtime animation
  12837. */
  12838. private _offsetsCache;
  12839. /**
  12840. * The high limits cache of the runtime animation
  12841. */
  12842. private _highLimitsCache;
  12843. /**
  12844. * Specifies if the runtime animation has been stopped
  12845. */
  12846. private _stopped;
  12847. /**
  12848. * The blending factor of the runtime animation
  12849. */
  12850. private _blendingFactor;
  12851. /**
  12852. * The BabylonJS scene
  12853. */
  12854. private _scene;
  12855. /**
  12856. * The current value of the runtime animation
  12857. */
  12858. private _currentValue;
  12859. /** @hidden */
  12860. _animationState: _IAnimationState;
  12861. /**
  12862. * The active target of the runtime animation
  12863. */
  12864. private _activeTargets;
  12865. private _currentActiveTarget;
  12866. private _directTarget;
  12867. /**
  12868. * The target path of the runtime animation
  12869. */
  12870. private _targetPath;
  12871. /**
  12872. * The weight of the runtime animation
  12873. */
  12874. private _weight;
  12875. /**
  12876. * The ratio offset of the runtime animation
  12877. */
  12878. private _ratioOffset;
  12879. /**
  12880. * The previous delay of the runtime animation
  12881. */
  12882. private _previousDelay;
  12883. /**
  12884. * The previous ratio of the runtime animation
  12885. */
  12886. private _previousRatio;
  12887. private _enableBlending;
  12888. private _keys;
  12889. private _minFrame;
  12890. private _maxFrame;
  12891. private _minValue;
  12892. private _maxValue;
  12893. private _targetIsArray;
  12894. /**
  12895. * Gets the current frame of the runtime animation
  12896. */
  12897. readonly currentFrame: number;
  12898. /**
  12899. * Gets the weight of the runtime animation
  12900. */
  12901. readonly weight: number;
  12902. /**
  12903. * Gets the current value of the runtime animation
  12904. */
  12905. readonly currentValue: any;
  12906. /**
  12907. * Gets the target path of the runtime animation
  12908. */
  12909. readonly targetPath: string;
  12910. /**
  12911. * Gets the actual target of the runtime animation
  12912. */
  12913. readonly target: any;
  12914. /** @hidden */
  12915. _onLoop: () => void;
  12916. /**
  12917. * Create a new RuntimeAnimation object
  12918. * @param target defines the target of the animation
  12919. * @param animation defines the source animation object
  12920. * @param scene defines the hosting scene
  12921. * @param host defines the initiating Animatable
  12922. */
  12923. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  12924. private _preparePath;
  12925. /**
  12926. * Gets the animation from the runtime animation
  12927. */
  12928. readonly animation: Animation;
  12929. /**
  12930. * Resets the runtime animation to the beginning
  12931. * @param restoreOriginal defines whether to restore the target property to the original value
  12932. */
  12933. reset(restoreOriginal?: boolean): void;
  12934. /**
  12935. * Specifies if the runtime animation is stopped
  12936. * @returns Boolean specifying if the runtime animation is stopped
  12937. */
  12938. isStopped(): boolean;
  12939. /**
  12940. * Disposes of the runtime animation
  12941. */
  12942. dispose(): void;
  12943. /**
  12944. * Apply the interpolated value to the target
  12945. * @param currentValue defines the value computed by the animation
  12946. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  12947. */
  12948. setValue(currentValue: any, weight: number): void;
  12949. private _getOriginalValues;
  12950. private _setValue;
  12951. /**
  12952. * Gets the loop pmode of the runtime animation
  12953. * @returns Loop Mode
  12954. */
  12955. private _getCorrectLoopMode;
  12956. /**
  12957. * Move the current animation to a given frame
  12958. * @param frame defines the frame to move to
  12959. */
  12960. goToFrame(frame: number): void;
  12961. /**
  12962. * @hidden Internal use only
  12963. */
  12964. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  12965. /**
  12966. * Execute the current animation
  12967. * @param delay defines the delay to add to the current frame
  12968. * @param from defines the lower bound of the animation range
  12969. * @param to defines the upper bound of the animation range
  12970. * @param loop defines if the current animation must loop
  12971. * @param speedRatio defines the current speed ratio
  12972. * @param weight defines the weight of the animation (default is -1 so no weight)
  12973. * @param onLoop optional callback called when animation loops
  12974. * @returns a boolean indicating if the animation is running
  12975. */
  12976. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  12977. }
  12978. }
  12979. declare module "babylonjs/Animations/animatable" {
  12980. import { Animation } from "babylonjs/Animations/animation";
  12981. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  12982. import { Nullable } from "babylonjs/types";
  12983. import { Observable } from "babylonjs/Misc/observable";
  12984. import { Scene } from "babylonjs/scene";
  12985. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  12986. import { Node } from "babylonjs/node";
  12987. /**
  12988. * Class used to store an actual running animation
  12989. */
  12990. export class Animatable {
  12991. /** defines the target object */
  12992. target: any;
  12993. /** defines the starting frame number (default is 0) */
  12994. fromFrame: number;
  12995. /** defines the ending frame number (default is 100) */
  12996. toFrame: number;
  12997. /** defines if the animation must loop (default is false) */
  12998. loopAnimation: boolean;
  12999. /** defines a callback to call when animation ends if it is not looping */
  13000. onAnimationEnd?: (() => void) | null | undefined;
  13001. /** defines a callback to call when animation loops */
  13002. onAnimationLoop?: (() => void) | null | undefined;
  13003. private _localDelayOffset;
  13004. private _pausedDelay;
  13005. private _runtimeAnimations;
  13006. private _paused;
  13007. private _scene;
  13008. private _speedRatio;
  13009. private _weight;
  13010. private _syncRoot;
  13011. /**
  13012. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13013. * This will only apply for non looping animation (default is true)
  13014. */
  13015. disposeOnEnd: boolean;
  13016. /**
  13017. * Gets a boolean indicating if the animation has started
  13018. */
  13019. animationStarted: boolean;
  13020. /**
  13021. * Observer raised when the animation ends
  13022. */
  13023. onAnimationEndObservable: Observable<Animatable>;
  13024. /**
  13025. * Observer raised when the animation loops
  13026. */
  13027. onAnimationLoopObservable: Observable<Animatable>;
  13028. /**
  13029. * Gets the root Animatable used to synchronize and normalize animations
  13030. */
  13031. readonly syncRoot: Nullable<Animatable>;
  13032. /**
  13033. * Gets the current frame of the first RuntimeAnimation
  13034. * Used to synchronize Animatables
  13035. */
  13036. readonly masterFrame: number;
  13037. /**
  13038. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13039. */
  13040. weight: number;
  13041. /**
  13042. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13043. */
  13044. speedRatio: number;
  13045. /**
  13046. * Creates a new Animatable
  13047. * @param scene defines the hosting scene
  13048. * @param target defines the target object
  13049. * @param fromFrame defines the starting frame number (default is 0)
  13050. * @param toFrame defines the ending frame number (default is 100)
  13051. * @param loopAnimation defines if the animation must loop (default is false)
  13052. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13053. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13054. * @param animations defines a group of animation to add to the new Animatable
  13055. * @param onAnimationLoop defines a callback to call when animation loops
  13056. */
  13057. constructor(scene: Scene,
  13058. /** defines the target object */
  13059. target: any,
  13060. /** defines the starting frame number (default is 0) */
  13061. fromFrame?: number,
  13062. /** defines the ending frame number (default is 100) */
  13063. toFrame?: number,
  13064. /** defines if the animation must loop (default is false) */
  13065. loopAnimation?: boolean, speedRatio?: number,
  13066. /** defines a callback to call when animation ends if it is not looping */
  13067. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13068. /** defines a callback to call when animation loops */
  13069. onAnimationLoop?: (() => void) | null | undefined);
  13070. /**
  13071. * Synchronize and normalize current Animatable with a source Animatable
  13072. * This is useful when using animation weights and when animations are not of the same length
  13073. * @param root defines the root Animatable to synchronize with
  13074. * @returns the current Animatable
  13075. */
  13076. syncWith(root: Animatable): Animatable;
  13077. /**
  13078. * Gets the list of runtime animations
  13079. * @returns an array of RuntimeAnimation
  13080. */
  13081. getAnimations(): RuntimeAnimation[];
  13082. /**
  13083. * Adds more animations to the current animatable
  13084. * @param target defines the target of the animations
  13085. * @param animations defines the new animations to add
  13086. */
  13087. appendAnimations(target: any, animations: Animation[]): void;
  13088. /**
  13089. * Gets the source animation for a specific property
  13090. * @param property defines the propertyu to look for
  13091. * @returns null or the source animation for the given property
  13092. */
  13093. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13094. /**
  13095. * Gets the runtime animation for a specific property
  13096. * @param property defines the propertyu to look for
  13097. * @returns null or the runtime animation for the given property
  13098. */
  13099. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13100. /**
  13101. * Resets the animatable to its original state
  13102. */
  13103. reset(): void;
  13104. /**
  13105. * Allows the animatable to blend with current running animations
  13106. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13107. * @param blendingSpeed defines the blending speed to use
  13108. */
  13109. enableBlending(blendingSpeed: number): void;
  13110. /**
  13111. * Disable animation blending
  13112. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13113. */
  13114. disableBlending(): void;
  13115. /**
  13116. * Jump directly to a given frame
  13117. * @param frame defines the frame to jump to
  13118. */
  13119. goToFrame(frame: number): void;
  13120. /**
  13121. * Pause the animation
  13122. */
  13123. pause(): void;
  13124. /**
  13125. * Restart the animation
  13126. */
  13127. restart(): void;
  13128. private _raiseOnAnimationEnd;
  13129. /**
  13130. * Stop and delete the current animation
  13131. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13132. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  13133. */
  13134. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13135. /**
  13136. * Wait asynchronously for the animation to end
  13137. * @returns a promise which will be fullfilled when the animation ends
  13138. */
  13139. waitAsync(): Promise<Animatable>;
  13140. /** @hidden */
  13141. _animate(delay: number): boolean;
  13142. }
  13143. module "babylonjs/scene" {
  13144. interface Scene {
  13145. /** @hidden */
  13146. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13147. /** @hidden */
  13148. _processLateAnimationBindingsForMatrices(holder: {
  13149. totalWeight: number;
  13150. animations: RuntimeAnimation[];
  13151. originalValue: Matrix;
  13152. }): any;
  13153. /** @hidden */
  13154. _processLateAnimationBindingsForQuaternions(holder: {
  13155. totalWeight: number;
  13156. animations: RuntimeAnimation[];
  13157. originalValue: Quaternion;
  13158. }, refQuaternion: Quaternion): Quaternion;
  13159. /** @hidden */
  13160. _processLateAnimationBindings(): void;
  13161. /**
  13162. * Will start the animation sequence of a given target
  13163. * @param target defines the target
  13164. * @param from defines from which frame should animation start
  13165. * @param to defines until which frame should animation run.
  13166. * @param weight defines the weight to apply to the animation (1.0 by default)
  13167. * @param loop defines if the animation loops
  13168. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13169. * @param onAnimationEnd defines the function to be executed when the animation ends
  13170. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13171. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13172. * @param onAnimationLoop defines the callback to call when an animation loops
  13173. * @returns the animatable object created for this animation
  13174. */
  13175. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13176. /**
  13177. * Will start the animation sequence of a given target
  13178. * @param target defines the target
  13179. * @param from defines from which frame should animation start
  13180. * @param to defines until which frame should animation run.
  13181. * @param loop defines if the animation loops
  13182. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13183. * @param onAnimationEnd defines the function to be executed when the animation ends
  13184. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13185. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13186. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13187. * @param onAnimationLoop defines the callback to call when an animation loops
  13188. * @returns the animatable object created for this animation
  13189. */
  13190. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13191. /**
  13192. * Will start the animation sequence of a given target and its hierarchy
  13193. * @param target defines the target
  13194. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  13195. * @param from defines from which frame should animation start
  13196. * @param to defines until which frame should animation run.
  13197. * @param loop defines if the animation loops
  13198. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13199. * @param onAnimationEnd defines the function to be executed when the animation ends
  13200. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13201. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13202. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13203. * @param onAnimationLoop defines the callback to call when an animation loops
  13204. * @returns the list of created animatables
  13205. */
  13206. beginHierarchyAnimation(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable[];
  13207. /**
  13208. * Begin a new animation on a given node
  13209. * @param target defines the target where the animation will take place
  13210. * @param animations defines the list of animations to start
  13211. * @param from defines the initial value
  13212. * @param to defines the final value
  13213. * @param loop defines if you want animation to loop (off by default)
  13214. * @param speedRatio defines the speed ratio to apply to all animations
  13215. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13216. * @param onAnimationLoop defines the callback to call when an animation loops
  13217. * @returns the list of created animatables
  13218. */
  13219. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13220. /**
  13221. * Begin a new animation on a given node and its hierarchy
  13222. * @param target defines the root node where the animation will take place
  13223. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  13224. * @param animations defines the list of animations to start
  13225. * @param from defines the initial value
  13226. * @param to defines the final value
  13227. * @param loop defines if you want animation to loop (off by default)
  13228. * @param speedRatio defines the speed ratio to apply to all animations
  13229. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13230. * @param onAnimationLoop defines the callback to call when an animation loops
  13231. * @returns the list of animatables created for all nodes
  13232. */
  13233. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13234. /**
  13235. * Gets the animatable associated with a specific target
  13236. * @param target defines the target of the animatable
  13237. * @returns the required animatable if found
  13238. */
  13239. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13240. /**
  13241. * Gets all animatables associated with a given target
  13242. * @param target defines the target to look animatables for
  13243. * @returns an array of Animatables
  13244. */
  13245. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13246. /**
  13247. * Stops and removes all animations that have been applied to the scene
  13248. */
  13249. stopAllAnimations(): void;
  13250. }
  13251. }
  13252. module "babylonjs/Bones/bone" {
  13253. interface Bone {
  13254. /**
  13255. * Copy an animation range from another bone
  13256. * @param source defines the source bone
  13257. * @param rangeName defines the range name to copy
  13258. * @param frameOffset defines the frame offset
  13259. * @param rescaleAsRequired defines if rescaling must be applied if required
  13260. * @param skelDimensionsRatio defines the scaling ratio
  13261. * @returns true if operation was successful
  13262. */
  13263. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13264. }
  13265. }
  13266. }
  13267. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13268. /**
  13269. * Class used to override all child animations of a given target
  13270. */
  13271. export class AnimationPropertiesOverride {
  13272. /**
  13273. * Gets or sets a value indicating if animation blending must be used
  13274. */
  13275. enableBlending: boolean;
  13276. /**
  13277. * Gets or sets the blending speed to use when enableBlending is true
  13278. */
  13279. blendingSpeed: number;
  13280. /**
  13281. * Gets or sets the default loop mode to use
  13282. */
  13283. loopMode: number;
  13284. }
  13285. }
  13286. declare module "babylonjs/Bones/skeleton" {
  13287. import { Bone } from "babylonjs/Bones/bone";
  13288. import { Observable } from "babylonjs/Misc/observable";
  13289. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13290. import { Scene } from "babylonjs/scene";
  13291. import { Nullable } from "babylonjs/types";
  13292. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13293. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13294. import { Animatable } from "babylonjs/Animations/animatable";
  13295. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13296. import { Animation } from "babylonjs/Animations/animation";
  13297. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13298. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13299. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13300. /**
  13301. * Class used to handle skinning animations
  13302. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13303. */
  13304. export class Skeleton implements IAnimatable {
  13305. /** defines the skeleton name */
  13306. name: string;
  13307. /** defines the skeleton Id */
  13308. id: string;
  13309. /**
  13310. * Defines the list of child bones
  13311. */
  13312. bones: Bone[];
  13313. /**
  13314. * Defines an estimate of the dimension of the skeleton at rest
  13315. */
  13316. dimensionsAtRest: Vector3;
  13317. /**
  13318. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13319. */
  13320. needInitialSkinMatrix: boolean;
  13321. /**
  13322. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13323. */
  13324. overrideMesh: Nullable<AbstractMesh>;
  13325. /**
  13326. * Gets the list of animations attached to this skeleton
  13327. */
  13328. animations: Array<Animation>;
  13329. private _scene;
  13330. private _isDirty;
  13331. private _transformMatrices;
  13332. private _transformMatrixTexture;
  13333. private _meshesWithPoseMatrix;
  13334. private _animatables;
  13335. private _identity;
  13336. private _synchronizedWithMesh;
  13337. private _ranges;
  13338. private _lastAbsoluteTransformsUpdateId;
  13339. private _canUseTextureForBones;
  13340. private _uniqueId;
  13341. /** @hidden */
  13342. _numBonesWithLinkedTransformNode: number;
  13343. /** @hidden */
  13344. _hasWaitingData: Nullable<boolean>;
  13345. /**
  13346. * Specifies if the skeleton should be serialized
  13347. */
  13348. doNotSerialize: boolean;
  13349. private _useTextureToStoreBoneMatrices;
  13350. /**
  13351. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13352. * Please note that this option is not available if the hardware does not support it
  13353. */
  13354. useTextureToStoreBoneMatrices: boolean;
  13355. private _animationPropertiesOverride;
  13356. /**
  13357. * Gets or sets the animation properties override
  13358. */
  13359. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13360. /**
  13361. * List of inspectable custom properties (used by the Inspector)
  13362. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13363. */
  13364. inspectableCustomProperties: IInspectable[];
  13365. /**
  13366. * An observable triggered before computing the skeleton's matrices
  13367. */
  13368. onBeforeComputeObservable: Observable<Skeleton>;
  13369. /**
  13370. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13371. */
  13372. readonly isUsingTextureForMatrices: boolean;
  13373. /**
  13374. * Gets the unique ID of this skeleton
  13375. */
  13376. readonly uniqueId: number;
  13377. /**
  13378. * Creates a new skeleton
  13379. * @param name defines the skeleton name
  13380. * @param id defines the skeleton Id
  13381. * @param scene defines the hosting scene
  13382. */
  13383. constructor(
  13384. /** defines the skeleton name */
  13385. name: string,
  13386. /** defines the skeleton Id */
  13387. id: string, scene: Scene);
  13388. /**
  13389. * Gets the current object class name.
  13390. * @return the class name
  13391. */
  13392. getClassName(): string;
  13393. /**
  13394. * Returns an array containing the root bones
  13395. * @returns an array containing the root bones
  13396. */
  13397. getChildren(): Array<Bone>;
  13398. /**
  13399. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13400. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13401. * @returns a Float32Array containing matrices data
  13402. */
  13403. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13404. /**
  13405. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13406. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13407. * @returns a raw texture containing the data
  13408. */
  13409. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13410. /**
  13411. * Gets the current hosting scene
  13412. * @returns a scene object
  13413. */
  13414. getScene(): Scene;
  13415. /**
  13416. * Gets a string representing the current skeleton data
  13417. * @param fullDetails defines a boolean indicating if we want a verbose version
  13418. * @returns a string representing the current skeleton data
  13419. */
  13420. toString(fullDetails?: boolean): string;
  13421. /**
  13422. * Get bone's index searching by name
  13423. * @param name defines bone's name to search for
  13424. * @return the indice of the bone. Returns -1 if not found
  13425. */
  13426. getBoneIndexByName(name: string): number;
  13427. /**
  13428. * Creater a new animation range
  13429. * @param name defines the name of the range
  13430. * @param from defines the start key
  13431. * @param to defines the end key
  13432. */
  13433. createAnimationRange(name: string, from: number, to: number): void;
  13434. /**
  13435. * Delete a specific animation range
  13436. * @param name defines the name of the range
  13437. * @param deleteFrames defines if frames must be removed as well
  13438. */
  13439. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13440. /**
  13441. * Gets a specific animation range
  13442. * @param name defines the name of the range to look for
  13443. * @returns the requested animation range or null if not found
  13444. */
  13445. getAnimationRange(name: string): Nullable<AnimationRange>;
  13446. /**
  13447. * Gets the list of all animation ranges defined on this skeleton
  13448. * @returns an array
  13449. */
  13450. getAnimationRanges(): Nullable<AnimationRange>[];
  13451. /**
  13452. * Copy animation range from a source skeleton.
  13453. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13454. * @param source defines the source skeleton
  13455. * @param name defines the name of the range to copy
  13456. * @param rescaleAsRequired defines if rescaling must be applied if required
  13457. * @returns true if operation was successful
  13458. */
  13459. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13460. /**
  13461. * Forces the skeleton to go to rest pose
  13462. */
  13463. returnToRest(): void;
  13464. private _getHighestAnimationFrame;
  13465. /**
  13466. * Begin a specific animation range
  13467. * @param name defines the name of the range to start
  13468. * @param loop defines if looping must be turned on (false by default)
  13469. * @param speedRatio defines the speed ratio to apply (1 by default)
  13470. * @param onAnimationEnd defines a callback which will be called when animation will end
  13471. * @returns a new animatable
  13472. */
  13473. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13474. /** @hidden */
  13475. _markAsDirty(): void;
  13476. /** @hidden */
  13477. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13478. /** @hidden */
  13479. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13480. private _computeTransformMatrices;
  13481. /**
  13482. * Build all resources required to render a skeleton
  13483. */
  13484. prepare(): void;
  13485. /**
  13486. * Gets the list of animatables currently running for this skeleton
  13487. * @returns an array of animatables
  13488. */
  13489. getAnimatables(): IAnimatable[];
  13490. /**
  13491. * Clone the current skeleton
  13492. * @param name defines the name of the new skeleton
  13493. * @param id defines the id of the new skeleton
  13494. * @returns the new skeleton
  13495. */
  13496. clone(name: string, id: string): Skeleton;
  13497. /**
  13498. * Enable animation blending for this skeleton
  13499. * @param blendingSpeed defines the blending speed to apply
  13500. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13501. */
  13502. enableBlending(blendingSpeed?: number): void;
  13503. /**
  13504. * Releases all resources associated with the current skeleton
  13505. */
  13506. dispose(): void;
  13507. /**
  13508. * Serialize the skeleton in a JSON object
  13509. * @returns a JSON object
  13510. */
  13511. serialize(): any;
  13512. /**
  13513. * Creates a new skeleton from serialized data
  13514. * @param parsedSkeleton defines the serialized data
  13515. * @param scene defines the hosting scene
  13516. * @returns a new skeleton
  13517. */
  13518. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13519. /**
  13520. * Compute all node absolute transforms
  13521. * @param forceUpdate defines if computation must be done even if cache is up to date
  13522. */
  13523. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13524. /**
  13525. * Gets the root pose matrix
  13526. * @returns a matrix
  13527. */
  13528. getPoseMatrix(): Nullable<Matrix>;
  13529. /**
  13530. * Sorts bones per internal index
  13531. */
  13532. sortBones(): void;
  13533. private _sortBones;
  13534. }
  13535. }
  13536. declare module "babylonjs/Bones/bone" {
  13537. import { Skeleton } from "babylonjs/Bones/skeleton";
  13538. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13539. import { Nullable } from "babylonjs/types";
  13540. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13541. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13542. import { Node } from "babylonjs/node";
  13543. import { Space } from "babylonjs/Maths/math.axis";
  13544. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13545. /**
  13546. * Class used to store bone information
  13547. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13548. */
  13549. export class Bone extends Node {
  13550. /**
  13551. * defines the bone name
  13552. */
  13553. name: string;
  13554. private static _tmpVecs;
  13555. private static _tmpQuat;
  13556. private static _tmpMats;
  13557. /**
  13558. * Gets the list of child bones
  13559. */
  13560. children: Bone[];
  13561. /** Gets the animations associated with this bone */
  13562. animations: import("babylonjs/Animations/animation").Animation[];
  13563. /**
  13564. * Gets or sets bone length
  13565. */
  13566. length: number;
  13567. /**
  13568. * @hidden Internal only
  13569. * Set this value to map this bone to a different index in the transform matrices
  13570. * Set this value to -1 to exclude the bone from the transform matrices
  13571. */
  13572. _index: Nullable<number>;
  13573. private _skeleton;
  13574. private _localMatrix;
  13575. private _restPose;
  13576. private _baseMatrix;
  13577. private _absoluteTransform;
  13578. private _invertedAbsoluteTransform;
  13579. private _parent;
  13580. private _scalingDeterminant;
  13581. private _worldTransform;
  13582. private _localScaling;
  13583. private _localRotation;
  13584. private _localPosition;
  13585. private _needToDecompose;
  13586. private _needToCompose;
  13587. /** @hidden */
  13588. _linkedTransformNode: Nullable<TransformNode>;
  13589. /** @hidden */
  13590. _waitingTransformNodeId: Nullable<string>;
  13591. /** @hidden */
  13592. /** @hidden */
  13593. _matrix: Matrix;
  13594. /**
  13595. * Create a new bone
  13596. * @param name defines the bone name
  13597. * @param skeleton defines the parent skeleton
  13598. * @param parentBone defines the parent (can be null if the bone is the root)
  13599. * @param localMatrix defines the local matrix
  13600. * @param restPose defines the rest pose matrix
  13601. * @param baseMatrix defines the base matrix
  13602. * @param index defines index of the bone in the hiearchy
  13603. */
  13604. constructor(
  13605. /**
  13606. * defines the bone name
  13607. */
  13608. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13609. /**
  13610. * Gets the current object class name.
  13611. * @return the class name
  13612. */
  13613. getClassName(): string;
  13614. /**
  13615. * Gets the parent skeleton
  13616. * @returns a skeleton
  13617. */
  13618. getSkeleton(): Skeleton;
  13619. /**
  13620. * Gets parent bone
  13621. * @returns a bone or null if the bone is the root of the bone hierarchy
  13622. */
  13623. getParent(): Nullable<Bone>;
  13624. /**
  13625. * Returns an array containing the root bones
  13626. * @returns an array containing the root bones
  13627. */
  13628. getChildren(): Array<Bone>;
  13629. /**
  13630. * Sets the parent bone
  13631. * @param parent defines the parent (can be null if the bone is the root)
  13632. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13633. */
  13634. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13635. /**
  13636. * Gets the local matrix
  13637. * @returns a matrix
  13638. */
  13639. getLocalMatrix(): Matrix;
  13640. /**
  13641. * Gets the base matrix (initial matrix which remains unchanged)
  13642. * @returns a matrix
  13643. */
  13644. getBaseMatrix(): Matrix;
  13645. /**
  13646. * Gets the rest pose matrix
  13647. * @returns a matrix
  13648. */
  13649. getRestPose(): Matrix;
  13650. /**
  13651. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13652. */
  13653. getWorldMatrix(): Matrix;
  13654. /**
  13655. * Sets the local matrix to rest pose matrix
  13656. */
  13657. returnToRest(): void;
  13658. /**
  13659. * Gets the inverse of the absolute transform matrix.
  13660. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13661. * @returns a matrix
  13662. */
  13663. getInvertedAbsoluteTransform(): Matrix;
  13664. /**
  13665. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13666. * @returns a matrix
  13667. */
  13668. getAbsoluteTransform(): Matrix;
  13669. /**
  13670. * Links with the given transform node.
  13671. * The local matrix of this bone is copied from the transform node every frame.
  13672. * @param transformNode defines the transform node to link to
  13673. */
  13674. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13675. /**
  13676. * Gets the node used to drive the bone's transformation
  13677. * @returns a transform node or null
  13678. */
  13679. getTransformNode(): Nullable<TransformNode>;
  13680. /** Gets or sets current position (in local space) */
  13681. position: Vector3;
  13682. /** Gets or sets current rotation (in local space) */
  13683. rotation: Vector3;
  13684. /** Gets or sets current rotation quaternion (in local space) */
  13685. rotationQuaternion: Quaternion;
  13686. /** Gets or sets current scaling (in local space) */
  13687. scaling: Vector3;
  13688. /**
  13689. * Gets the animation properties override
  13690. */
  13691. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13692. private _decompose;
  13693. private _compose;
  13694. /**
  13695. * Update the base and local matrices
  13696. * @param matrix defines the new base or local matrix
  13697. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13698. * @param updateLocalMatrix defines if the local matrix should be updated
  13699. */
  13700. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13701. /** @hidden */
  13702. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13703. /**
  13704. * Flag the bone as dirty (Forcing it to update everything)
  13705. */
  13706. markAsDirty(): void;
  13707. /** @hidden */
  13708. _markAsDirtyAndCompose(): void;
  13709. private _markAsDirtyAndDecompose;
  13710. /**
  13711. * Translate the bone in local or world space
  13712. * @param vec The amount to translate the bone
  13713. * @param space The space that the translation is in
  13714. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13715. */
  13716. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13717. /**
  13718. * Set the postion of the bone in local or world space
  13719. * @param position The position to set the bone
  13720. * @param space The space that the position is in
  13721. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13722. */
  13723. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13724. /**
  13725. * Set the absolute position of the bone (world space)
  13726. * @param position The position to set the bone
  13727. * @param mesh The mesh that this bone is attached to
  13728. */
  13729. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13730. /**
  13731. * Scale the bone on the x, y and z axes (in local space)
  13732. * @param x The amount to scale the bone on the x axis
  13733. * @param y The amount to scale the bone on the y axis
  13734. * @param z The amount to scale the bone on the z axis
  13735. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13736. */
  13737. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13738. /**
  13739. * Set the bone scaling in local space
  13740. * @param scale defines the scaling vector
  13741. */
  13742. setScale(scale: Vector3): void;
  13743. /**
  13744. * Gets the current scaling in local space
  13745. * @returns the current scaling vector
  13746. */
  13747. getScale(): Vector3;
  13748. /**
  13749. * Gets the current scaling in local space and stores it in a target vector
  13750. * @param result defines the target vector
  13751. */
  13752. getScaleToRef(result: Vector3): void;
  13753. /**
  13754. * Set the yaw, pitch, and roll of the bone in local or world space
  13755. * @param yaw The rotation of the bone on the y axis
  13756. * @param pitch The rotation of the bone on the x axis
  13757. * @param roll The rotation of the bone on the z axis
  13758. * @param space The space that the axes of rotation are in
  13759. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13760. */
  13761. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13762. /**
  13763. * Add a rotation to the bone on an axis in local or world space
  13764. * @param axis The axis to rotate the bone on
  13765. * @param amount The amount to rotate the bone
  13766. * @param space The space that the axis is in
  13767. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13768. */
  13769. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13770. /**
  13771. * Set the rotation of the bone to a particular axis angle in local or world space
  13772. * @param axis The axis to rotate the bone on
  13773. * @param angle The angle that the bone should be rotated to
  13774. * @param space The space that the axis is in
  13775. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13776. */
  13777. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13778. /**
  13779. * Set the euler rotation of the bone in local of world space
  13780. * @param rotation The euler rotation that the bone should be set to
  13781. * @param space The space that the rotation is in
  13782. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13783. */
  13784. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13785. /**
  13786. * Set the quaternion rotation of the bone in local of world space
  13787. * @param quat The quaternion rotation that the bone should be set to
  13788. * @param space The space that the rotation is in
  13789. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13790. */
  13791. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13792. /**
  13793. * Set the rotation matrix of the bone in local of world space
  13794. * @param rotMat The rotation matrix that the bone should be set to
  13795. * @param space The space that the rotation is in
  13796. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13797. */
  13798. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  13799. private _rotateWithMatrix;
  13800. private _getNegativeRotationToRef;
  13801. /**
  13802. * Get the position of the bone in local or world space
  13803. * @param space The space that the returned position is in
  13804. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13805. * @returns The position of the bone
  13806. */
  13807. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13808. /**
  13809. * Copy the position of the bone to a vector3 in local or world space
  13810. * @param space The space that the returned position is in
  13811. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13812. * @param result The vector3 to copy the position to
  13813. */
  13814. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  13815. /**
  13816. * Get the absolute position of the bone (world space)
  13817. * @param mesh The mesh that this bone is attached to
  13818. * @returns The absolute position of the bone
  13819. */
  13820. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  13821. /**
  13822. * Copy the absolute position of the bone (world space) to the result param
  13823. * @param mesh The mesh that this bone is attached to
  13824. * @param result The vector3 to copy the absolute position to
  13825. */
  13826. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  13827. /**
  13828. * Compute the absolute transforms of this bone and its children
  13829. */
  13830. computeAbsoluteTransforms(): void;
  13831. /**
  13832. * Get the world direction from an axis that is in the local space of the bone
  13833. * @param localAxis The local direction that is used to compute the world direction
  13834. * @param mesh The mesh that this bone is attached to
  13835. * @returns The world direction
  13836. */
  13837. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13838. /**
  13839. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  13840. * @param localAxis The local direction that is used to compute the world direction
  13841. * @param mesh The mesh that this bone is attached to
  13842. * @param result The vector3 that the world direction will be copied to
  13843. */
  13844. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13845. /**
  13846. * Get the euler rotation of the bone in local or world space
  13847. * @param space The space that the rotation should be in
  13848. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13849. * @returns The euler rotation
  13850. */
  13851. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  13852. /**
  13853. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  13854. * @param space The space that the rotation should be in
  13855. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13856. * @param result The vector3 that the rotation should be copied to
  13857. */
  13858. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13859. /**
  13860. * Get the quaternion rotation of the bone in either local or world space
  13861. * @param space The space that the rotation should be in
  13862. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13863. * @returns The quaternion rotation
  13864. */
  13865. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  13866. /**
  13867. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  13868. * @param space The space that the rotation should be in
  13869. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13870. * @param result The quaternion that the rotation should be copied to
  13871. */
  13872. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  13873. /**
  13874. * Get the rotation matrix of the bone in local or world space
  13875. * @param space The space that the rotation should be in
  13876. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13877. * @returns The rotation matrix
  13878. */
  13879. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  13880. /**
  13881. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  13882. * @param space The space that the rotation should be in
  13883. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13884. * @param result The quaternion that the rotation should be copied to
  13885. */
  13886. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  13887. /**
  13888. * Get the world position of a point that is in the local space of the bone
  13889. * @param position The local position
  13890. * @param mesh The mesh that this bone is attached to
  13891. * @returns The world position
  13892. */
  13893. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13894. /**
  13895. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  13896. * @param position The local position
  13897. * @param mesh The mesh that this bone is attached to
  13898. * @param result The vector3 that the world position should be copied to
  13899. */
  13900. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13901. /**
  13902. * Get the local position of a point that is in world space
  13903. * @param position The world position
  13904. * @param mesh The mesh that this bone is attached to
  13905. * @returns The local position
  13906. */
  13907. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  13908. /**
  13909. * Get the local position of a point that is in world space and copy it to the result param
  13910. * @param position The world position
  13911. * @param mesh The mesh that this bone is attached to
  13912. * @param result The vector3 that the local position should be copied to
  13913. */
  13914. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  13915. }
  13916. }
  13917. declare module "babylonjs/Meshes/transformNode" {
  13918. import { DeepImmutable } from "babylonjs/types";
  13919. import { Observable } from "babylonjs/Misc/observable";
  13920. import { Nullable } from "babylonjs/types";
  13921. import { Camera } from "babylonjs/Cameras/camera";
  13922. import { Scene } from "babylonjs/scene";
  13923. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  13924. import { Node } from "babylonjs/node";
  13925. import { Bone } from "babylonjs/Bones/bone";
  13926. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13927. import { Space } from "babylonjs/Maths/math.axis";
  13928. /**
  13929. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  13930. * @see https://doc.babylonjs.com/how_to/transformnode
  13931. */
  13932. export class TransformNode extends Node {
  13933. /**
  13934. * Object will not rotate to face the camera
  13935. */
  13936. static BILLBOARDMODE_NONE: number;
  13937. /**
  13938. * Object will rotate to face the camera but only on the x axis
  13939. */
  13940. static BILLBOARDMODE_X: number;
  13941. /**
  13942. * Object will rotate to face the camera but only on the y axis
  13943. */
  13944. static BILLBOARDMODE_Y: number;
  13945. /**
  13946. * Object will rotate to face the camera but only on the z axis
  13947. */
  13948. static BILLBOARDMODE_Z: number;
  13949. /**
  13950. * Object will rotate to face the camera
  13951. */
  13952. static BILLBOARDMODE_ALL: number;
  13953. /**
  13954. * Object will rotate to face the camera's position instead of orientation
  13955. */
  13956. static BILLBOARDMODE_USE_POSITION: number;
  13957. private _forward;
  13958. private _forwardInverted;
  13959. private _up;
  13960. private _right;
  13961. private _rightInverted;
  13962. private _position;
  13963. private _rotation;
  13964. private _rotationQuaternion;
  13965. protected _scaling: Vector3;
  13966. protected _isDirty: boolean;
  13967. private _transformToBoneReferal;
  13968. private _isAbsoluteSynced;
  13969. private _billboardMode;
  13970. /**
  13971. * Gets or sets the billboard mode. Default is 0.
  13972. *
  13973. * | Value | Type | Description |
  13974. * | --- | --- | --- |
  13975. * | 0 | BILLBOARDMODE_NONE | |
  13976. * | 1 | BILLBOARDMODE_X | |
  13977. * | 2 | BILLBOARDMODE_Y | |
  13978. * | 4 | BILLBOARDMODE_Z | |
  13979. * | 7 | BILLBOARDMODE_ALL | |
  13980. *
  13981. */
  13982. billboardMode: number;
  13983. private _preserveParentRotationForBillboard;
  13984. /**
  13985. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  13986. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  13987. */
  13988. preserveParentRotationForBillboard: boolean;
  13989. /**
  13990. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  13991. */
  13992. scalingDeterminant: number;
  13993. private _infiniteDistance;
  13994. /**
  13995. * Gets or sets the distance of the object to max, often used by skybox
  13996. */
  13997. infiniteDistance: boolean;
  13998. /**
  13999. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14000. * By default the system will update normals to compensate
  14001. */
  14002. ignoreNonUniformScaling: boolean;
  14003. /**
  14004. * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both
  14005. */
  14006. reIntegrateRotationIntoRotationQuaternion: boolean;
  14007. /** @hidden */
  14008. _poseMatrix: Nullable<Matrix>;
  14009. /** @hidden */
  14010. _localMatrix: Matrix;
  14011. private _usePivotMatrix;
  14012. private _absolutePosition;
  14013. private _absoluteScaling;
  14014. private _absoluteRotationQuaternion;
  14015. private _pivotMatrix;
  14016. private _pivotMatrixInverse;
  14017. protected _postMultiplyPivotMatrix: boolean;
  14018. protected _isWorldMatrixFrozen: boolean;
  14019. /** @hidden */
  14020. _indexInSceneTransformNodesArray: number;
  14021. /**
  14022. * An event triggered after the world matrix is updated
  14023. */
  14024. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14025. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14026. /**
  14027. * Gets a string identifying the name of the class
  14028. * @returns "TransformNode" string
  14029. */
  14030. getClassName(): string;
  14031. /**
  14032. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14033. */
  14034. position: Vector3;
  14035. /**
  14036. * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  14037. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14038. */
  14039. rotation: Vector3;
  14040. /**
  14041. * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  14042. */
  14043. scaling: Vector3;
  14044. /**
  14045. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).
  14046. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14047. */
  14048. rotationQuaternion: Nullable<Quaternion>;
  14049. /**
  14050. * The forward direction of that transform in world space.
  14051. */
  14052. readonly forward: Vector3;
  14053. /**
  14054. * The up direction of that transform in world space.
  14055. */
  14056. readonly up: Vector3;
  14057. /**
  14058. * The right direction of that transform in world space.
  14059. */
  14060. readonly right: Vector3;
  14061. /**
  14062. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14063. * @param matrix the matrix to copy the pose from
  14064. * @returns this TransformNode.
  14065. */
  14066. updatePoseMatrix(matrix: Matrix): TransformNode;
  14067. /**
  14068. * Returns the mesh Pose matrix.
  14069. * @returns the pose matrix
  14070. */
  14071. getPoseMatrix(): Matrix;
  14072. /** @hidden */
  14073. _isSynchronized(): boolean;
  14074. /** @hidden */
  14075. _initCache(): void;
  14076. /**
  14077. * Flag the transform node as dirty (Forcing it to update everything)
  14078. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14079. * @returns this transform node
  14080. */
  14081. markAsDirty(property: string): TransformNode;
  14082. /**
  14083. * Returns the current mesh absolute position.
  14084. * Returns a Vector3.
  14085. */
  14086. readonly absolutePosition: Vector3;
  14087. /**
  14088. * Returns the current mesh absolute scaling.
  14089. * Returns a Vector3.
  14090. */
  14091. readonly absoluteScaling: Vector3;
  14092. /**
  14093. * Returns the current mesh absolute rotation.
  14094. * Returns a Quaternion.
  14095. */
  14096. readonly absoluteRotationQuaternion: Quaternion;
  14097. /**
  14098. * Sets a new matrix to apply before all other transformation
  14099. * @param matrix defines the transform matrix
  14100. * @returns the current TransformNode
  14101. */
  14102. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14103. /**
  14104. * Sets a new pivot matrix to the current node
  14105. * @param matrix defines the new pivot matrix to use
  14106. * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
  14107. * @returns the current TransformNode
  14108. */
  14109. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14110. /**
  14111. * Returns the mesh pivot matrix.
  14112. * Default : Identity.
  14113. * @returns the matrix
  14114. */
  14115. getPivotMatrix(): Matrix;
  14116. /**
  14117. * Prevents the World matrix to be computed any longer.
  14118. * @returns the TransformNode.
  14119. */
  14120. freezeWorldMatrix(): TransformNode;
  14121. /**
  14122. * Allows back the World matrix computation.
  14123. * @returns the TransformNode.
  14124. */
  14125. unfreezeWorldMatrix(): this;
  14126. /**
  14127. * True if the World matrix has been frozen.
  14128. */
  14129. readonly isWorldMatrixFrozen: boolean;
  14130. /**
  14131. * Retuns the mesh absolute position in the World.
  14132. * @returns a Vector3.
  14133. */
  14134. getAbsolutePosition(): Vector3;
  14135. /**
  14136. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14137. * @param absolutePosition the absolute position to set
  14138. * @returns the TransformNode.
  14139. */
  14140. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14141. /**
  14142. * Sets the mesh position in its local space.
  14143. * @param vector3 the position to set in localspace
  14144. * @returns the TransformNode.
  14145. */
  14146. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14147. /**
  14148. * Returns the mesh position in the local space from the current World matrix values.
  14149. * @returns a new Vector3.
  14150. */
  14151. getPositionExpressedInLocalSpace(): Vector3;
  14152. /**
  14153. * Translates the mesh along the passed Vector3 in its local space.
  14154. * @param vector3 the distance to translate in localspace
  14155. * @returns the TransformNode.
  14156. */
  14157. locallyTranslate(vector3: Vector3): TransformNode;
  14158. private static _lookAtVectorCache;
  14159. /**
  14160. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14161. * @param targetPoint the position (must be in same space as current mesh) to look at
  14162. * @param yawCor optional yaw (y-axis) correction in radians
  14163. * @param pitchCor optional pitch (x-axis) correction in radians
  14164. * @param rollCor optional roll (z-axis) correction in radians
  14165. * @param space the choosen space of the target
  14166. * @returns the TransformNode.
  14167. */
  14168. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14169. /**
  14170. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14171. * This Vector3 is expressed in the World space.
  14172. * @param localAxis axis to rotate
  14173. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14174. */
  14175. getDirection(localAxis: Vector3): Vector3;
  14176. /**
  14177. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14178. * localAxis is expressed in the mesh local space.
  14179. * result is computed in the Wordl space from the mesh World matrix.
  14180. * @param localAxis axis to rotate
  14181. * @param result the resulting transformnode
  14182. * @returns this TransformNode.
  14183. */
  14184. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14185. /**
  14186. * Sets this transform node rotation to the given local axis.
  14187. * @param localAxis the axis in local space
  14188. * @param yawCor optional yaw (y-axis) correction in radians
  14189. * @param pitchCor optional pitch (x-axis) correction in radians
  14190. * @param rollCor optional roll (z-axis) correction in radians
  14191. * @returns this TransformNode
  14192. */
  14193. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14194. /**
  14195. * Sets a new pivot point to the current node
  14196. * @param point defines the new pivot point to use
  14197. * @param space defines if the point is in world or local space (local by default)
  14198. * @returns the current TransformNode
  14199. */
  14200. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14201. /**
  14202. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14203. * @returns the pivot point
  14204. */
  14205. getPivotPoint(): Vector3;
  14206. /**
  14207. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14208. * @param result the vector3 to store the result
  14209. * @returns this TransformNode.
  14210. */
  14211. getPivotPointToRef(result: Vector3): TransformNode;
  14212. /**
  14213. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14214. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14215. */
  14216. getAbsolutePivotPoint(): Vector3;
  14217. /**
  14218. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14219. * @param result vector3 to store the result
  14220. * @returns this TransformNode.
  14221. */
  14222. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14223. /**
  14224. * Defines the passed node as the parent of the current node.
  14225. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14226. * @see https://doc.babylonjs.com/how_to/parenting
  14227. * @param node the node ot set as the parent
  14228. * @returns this TransformNode.
  14229. */
  14230. setParent(node: Nullable<Node>): TransformNode;
  14231. private _nonUniformScaling;
  14232. /**
  14233. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14234. */
  14235. readonly nonUniformScaling: boolean;
  14236. /** @hidden */
  14237. _updateNonUniformScalingState(value: boolean): boolean;
  14238. /**
  14239. * Attach the current TransformNode to another TransformNode associated with a bone
  14240. * @param bone Bone affecting the TransformNode
  14241. * @param affectedTransformNode TransformNode associated with the bone
  14242. * @returns this object
  14243. */
  14244. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14245. /**
  14246. * Detach the transform node if its associated with a bone
  14247. * @returns this object
  14248. */
  14249. detachFromBone(): TransformNode;
  14250. private static _rotationAxisCache;
  14251. /**
  14252. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14253. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14254. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14255. * The passed axis is also normalized.
  14256. * @param axis the axis to rotate around
  14257. * @param amount the amount to rotate in radians
  14258. * @param space Space to rotate in (Default: local)
  14259. * @returns the TransformNode.
  14260. */
  14261. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14262. /**
  14263. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14264. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14265. * The passed axis is also normalized. .
  14266. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14267. * @param point the point to rotate around
  14268. * @param axis the axis to rotate around
  14269. * @param amount the amount to rotate in radians
  14270. * @returns the TransformNode
  14271. */
  14272. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14273. /**
  14274. * Translates the mesh along the axis vector for the passed distance in the given space.
  14275. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14276. * @param axis the axis to translate in
  14277. * @param distance the distance to translate
  14278. * @param space Space to rotate in (Default: local)
  14279. * @returns the TransformNode.
  14280. */
  14281. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14282. /**
  14283. * Adds a rotation step to the mesh current rotation.
  14284. * x, y, z are Euler angles expressed in radians.
  14285. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14286. * This means this rotation is made in the mesh local space only.
  14287. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14288. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14289. * ```javascript
  14290. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14291. * ```
  14292. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14293. * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.
  14294. * @param x Rotation to add
  14295. * @param y Rotation to add
  14296. * @param z Rotation to add
  14297. * @returns the TransformNode.
  14298. */
  14299. addRotation(x: number, y: number, z: number): TransformNode;
  14300. /**
  14301. * @hidden
  14302. */
  14303. protected _getEffectiveParent(): Nullable<Node>;
  14304. /**
  14305. * Computes the world matrix of the node
  14306. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14307. * @returns the world matrix
  14308. */
  14309. computeWorldMatrix(force?: boolean): Matrix;
  14310. protected _afterComputeWorldMatrix(): void;
  14311. /**
  14312. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14313. * @param func callback function to add
  14314. *
  14315. * @returns the TransformNode.
  14316. */
  14317. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14318. /**
  14319. * Removes a registered callback function.
  14320. * @param func callback function to remove
  14321. * @returns the TransformNode.
  14322. */
  14323. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14324. /**
  14325. * Gets the position of the current mesh in camera space
  14326. * @param camera defines the camera to use
  14327. * @returns a position
  14328. */
  14329. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14330. /**
  14331. * Returns the distance from the mesh to the active camera
  14332. * @param camera defines the camera to use
  14333. * @returns the distance
  14334. */
  14335. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14336. /**
  14337. * Clone the current transform node
  14338. * @param name Name of the new clone
  14339. * @param newParent New parent for the clone
  14340. * @param doNotCloneChildren Do not clone children hierarchy
  14341. * @returns the new transform node
  14342. */
  14343. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14344. /**
  14345. * Serializes the objects information.
  14346. * @param currentSerializationObject defines the object to serialize in
  14347. * @returns the serialized object
  14348. */
  14349. serialize(currentSerializationObject?: any): any;
  14350. /**
  14351. * Returns a new TransformNode object parsed from the source provided.
  14352. * @param parsedTransformNode is the source.
  14353. * @param scene the scne the object belongs to
  14354. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14355. * @returns a new TransformNode object parsed from the source provided.
  14356. */
  14357. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14358. /**
  14359. * Get all child-transformNodes of this node
  14360. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  14361. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  14362. * @returns an array of TransformNode
  14363. */
  14364. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14365. /**
  14366. * Releases resources associated with this transform node.
  14367. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14368. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14369. */
  14370. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14371. /**
  14372. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14373. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14374. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14375. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14376. * @returns the current mesh
  14377. */
  14378. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14379. private _syncAbsoluteScalingAndRotation;
  14380. }
  14381. }
  14382. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14383. import { Observable } from "babylonjs/Misc/observable";
  14384. import { Nullable } from "babylonjs/types";
  14385. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14386. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14387. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14388. import { Ray } from "babylonjs/Culling/ray";
  14389. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14390. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14391. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14392. /**
  14393. * Defines the types of pose enabled controllers that are supported
  14394. */
  14395. export enum PoseEnabledControllerType {
  14396. /**
  14397. * HTC Vive
  14398. */
  14399. VIVE = 0,
  14400. /**
  14401. * Oculus Rift
  14402. */
  14403. OCULUS = 1,
  14404. /**
  14405. * Windows mixed reality
  14406. */
  14407. WINDOWS = 2,
  14408. /**
  14409. * Samsung gear VR
  14410. */
  14411. GEAR_VR = 3,
  14412. /**
  14413. * Google Daydream
  14414. */
  14415. DAYDREAM = 4,
  14416. /**
  14417. * Generic
  14418. */
  14419. GENERIC = 5
  14420. }
  14421. /**
  14422. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14423. */
  14424. export interface MutableGamepadButton {
  14425. /**
  14426. * Value of the button/trigger
  14427. */
  14428. value: number;
  14429. /**
  14430. * If the button/trigger is currently touched
  14431. */
  14432. touched: boolean;
  14433. /**
  14434. * If the button/trigger is currently pressed
  14435. */
  14436. pressed: boolean;
  14437. }
  14438. /**
  14439. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14440. * @hidden
  14441. */
  14442. export interface ExtendedGamepadButton extends GamepadButton {
  14443. /**
  14444. * If the button/trigger is currently pressed
  14445. */
  14446. readonly pressed: boolean;
  14447. /**
  14448. * If the button/trigger is currently touched
  14449. */
  14450. readonly touched: boolean;
  14451. /**
  14452. * Value of the button/trigger
  14453. */
  14454. readonly value: number;
  14455. }
  14456. /** @hidden */
  14457. export interface _GamePadFactory {
  14458. /**
  14459. * Returns wether or not the current gamepad can be created for this type of controller.
  14460. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14461. * @returns true if it can be created, otherwise false
  14462. */
  14463. canCreate(gamepadInfo: any): boolean;
  14464. /**
  14465. * Creates a new instance of the Gamepad.
  14466. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14467. * @returns the new gamepad instance
  14468. */
  14469. create(gamepadInfo: any): Gamepad;
  14470. }
  14471. /**
  14472. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14473. */
  14474. export class PoseEnabledControllerHelper {
  14475. /** @hidden */
  14476. static _ControllerFactories: _GamePadFactory[];
  14477. /** @hidden */
  14478. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14479. /**
  14480. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14481. * @param vrGamepad the gamepad to initialized
  14482. * @returns a vr controller of the type the gamepad identified as
  14483. */
  14484. static InitiateController(vrGamepad: any): Gamepad;
  14485. }
  14486. /**
  14487. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14488. */
  14489. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14490. /**
  14491. * If the controller is used in a webXR session
  14492. */
  14493. isXR: boolean;
  14494. private _deviceRoomPosition;
  14495. private _deviceRoomRotationQuaternion;
  14496. /**
  14497. * The device position in babylon space
  14498. */
  14499. devicePosition: Vector3;
  14500. /**
  14501. * The device rotation in babylon space
  14502. */
  14503. deviceRotationQuaternion: Quaternion;
  14504. /**
  14505. * The scale factor of the device in babylon space
  14506. */
  14507. deviceScaleFactor: number;
  14508. /**
  14509. * (Likely devicePosition should be used instead) The device position in its room space
  14510. */
  14511. position: Vector3;
  14512. /**
  14513. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14514. */
  14515. rotationQuaternion: Quaternion;
  14516. /**
  14517. * The type of controller (Eg. Windows mixed reality)
  14518. */
  14519. controllerType: PoseEnabledControllerType;
  14520. protected _calculatedPosition: Vector3;
  14521. private _calculatedRotation;
  14522. /**
  14523. * The raw pose from the device
  14524. */
  14525. rawPose: DevicePose;
  14526. private _trackPosition;
  14527. private _maxRotationDistFromHeadset;
  14528. private _draggedRoomRotation;
  14529. /**
  14530. * @hidden
  14531. */
  14532. _disableTrackPosition(fixedPosition: Vector3): void;
  14533. /**
  14534. * Internal, the mesh attached to the controller
  14535. * @hidden
  14536. */
  14537. _mesh: Nullable<AbstractMesh>;
  14538. private _poseControlledCamera;
  14539. private _leftHandSystemQuaternion;
  14540. /**
  14541. * Internal, matrix used to convert room space to babylon space
  14542. * @hidden
  14543. */
  14544. _deviceToWorld: Matrix;
  14545. /**
  14546. * Node to be used when casting a ray from the controller
  14547. * @hidden
  14548. */
  14549. _pointingPoseNode: Nullable<TransformNode>;
  14550. /**
  14551. * Name of the child mesh that can be used to cast a ray from the controller
  14552. */
  14553. static readonly POINTING_POSE: string;
  14554. /**
  14555. * Creates a new PoseEnabledController from a gamepad
  14556. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14557. */
  14558. constructor(browserGamepad: any);
  14559. private _workingMatrix;
  14560. /**
  14561. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14562. */
  14563. update(): void;
  14564. /**
  14565. * Updates only the pose device and mesh without doing any button event checking
  14566. */
  14567. protected _updatePoseAndMesh(): void;
  14568. /**
  14569. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14570. * @param poseData raw pose fromthe device
  14571. */
  14572. updateFromDevice(poseData: DevicePose): void;
  14573. /**
  14574. * @hidden
  14575. */
  14576. _meshAttachedObservable: Observable<AbstractMesh>;
  14577. /**
  14578. * Attaches a mesh to the controller
  14579. * @param mesh the mesh to be attached
  14580. */
  14581. attachToMesh(mesh: AbstractMesh): void;
  14582. /**
  14583. * Attaches the controllers mesh to a camera
  14584. * @param camera the camera the mesh should be attached to
  14585. */
  14586. attachToPoseControlledCamera(camera: TargetCamera): void;
  14587. /**
  14588. * Disposes of the controller
  14589. */
  14590. dispose(): void;
  14591. /**
  14592. * The mesh that is attached to the controller
  14593. */
  14594. readonly mesh: Nullable<AbstractMesh>;
  14595. /**
  14596. * Gets the ray of the controller in the direction the controller is pointing
  14597. * @param length the length the resulting ray should be
  14598. * @returns a ray in the direction the controller is pointing
  14599. */
  14600. getForwardRay(length?: number): Ray;
  14601. }
  14602. }
  14603. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14604. import { Observable } from "babylonjs/Misc/observable";
  14605. import { Scene } from "babylonjs/scene";
  14606. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14607. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14608. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14609. /**
  14610. * Defines the WebVRController object that represents controllers tracked in 3D space
  14611. */
  14612. export abstract class WebVRController extends PoseEnabledController {
  14613. /**
  14614. * Internal, the default controller model for the controller
  14615. */
  14616. protected _defaultModel: AbstractMesh;
  14617. /**
  14618. * Fired when the trigger state has changed
  14619. */
  14620. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14621. /**
  14622. * Fired when the main button state has changed
  14623. */
  14624. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14625. /**
  14626. * Fired when the secondary button state has changed
  14627. */
  14628. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14629. /**
  14630. * Fired when the pad state has changed
  14631. */
  14632. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14633. /**
  14634. * Fired when controllers stick values have changed
  14635. */
  14636. onPadValuesChangedObservable: Observable<StickValues>;
  14637. /**
  14638. * Array of button availible on the controller
  14639. */
  14640. protected _buttons: Array<MutableGamepadButton>;
  14641. private _onButtonStateChange;
  14642. /**
  14643. * Fired when a controller button's state has changed
  14644. * @param callback the callback containing the button that was modified
  14645. */
  14646. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14647. /**
  14648. * X and Y axis corresponding to the controllers joystick
  14649. */
  14650. pad: StickValues;
  14651. /**
  14652. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14653. */
  14654. hand: string;
  14655. /**
  14656. * The default controller model for the controller
  14657. */
  14658. readonly defaultModel: AbstractMesh;
  14659. /**
  14660. * Creates a new WebVRController from a gamepad
  14661. * @param vrGamepad the gamepad that the WebVRController should be created from
  14662. */
  14663. constructor(vrGamepad: any);
  14664. /**
  14665. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14666. */
  14667. update(): void;
  14668. /**
  14669. * Function to be called when a button is modified
  14670. */
  14671. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14672. /**
  14673. * Loads a mesh and attaches it to the controller
  14674. * @param scene the scene the mesh should be added to
  14675. * @param meshLoaded callback for when the mesh has been loaded
  14676. */
  14677. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14678. private _setButtonValue;
  14679. private _changes;
  14680. private _checkChanges;
  14681. /**
  14682. * Disposes of th webVRCOntroller
  14683. */
  14684. dispose(): void;
  14685. }
  14686. }
  14687. declare module "babylonjs/Lights/hemisphericLight" {
  14688. import { Nullable } from "babylonjs/types";
  14689. import { Scene } from "babylonjs/scene";
  14690. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14691. import { Color3 } from "babylonjs/Maths/math.color";
  14692. import { Effect } from "babylonjs/Materials/effect";
  14693. import { Light } from "babylonjs/Lights/light";
  14694. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14695. /**
  14696. * The HemisphericLight simulates the ambient environment light,
  14697. * so the passed direction is the light reflection direction, not the incoming direction.
  14698. */
  14699. export class HemisphericLight extends Light {
  14700. /**
  14701. * The groundColor is the light in the opposite direction to the one specified during creation.
  14702. * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
  14703. */
  14704. groundColor: Color3;
  14705. /**
  14706. * The light reflection direction, not the incoming direction.
  14707. */
  14708. direction: Vector3;
  14709. /**
  14710. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14711. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14712. * The HemisphericLight can't cast shadows.
  14713. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14714. * @param name The friendly name of the light
  14715. * @param direction The direction of the light reflection
  14716. * @param scene The scene the light belongs to
  14717. */
  14718. constructor(name: string, direction: Vector3, scene: Scene);
  14719. protected _buildUniformLayout(): void;
  14720. /**
  14721. * Returns the string "HemisphericLight".
  14722. * @return The class name
  14723. */
  14724. getClassName(): string;
  14725. /**
  14726. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14727. * Returns the updated direction.
  14728. * @param target The target the direction should point to
  14729. * @return The computed direction
  14730. */
  14731. setDirectionToTarget(target: Vector3): Vector3;
  14732. /**
  14733. * Returns the shadow generator associated to the light.
  14734. * @returns Always null for hemispheric lights because it does not support shadows.
  14735. */
  14736. getShadowGenerator(): Nullable<IShadowGenerator>;
  14737. /**
  14738. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14739. * @param effect The effect to update
  14740. * @param lightIndex The index of the light in the effect to update
  14741. * @returns The hemispheric light
  14742. */
  14743. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14744. /**
  14745. * Computes the world matrix of the node
  14746. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14747. * @param useWasUpdatedFlag defines a reserved property
  14748. * @returns the world matrix
  14749. */
  14750. computeWorldMatrix(): Matrix;
  14751. /**
  14752. * Returns the integer 3.
  14753. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14754. */
  14755. getTypeID(): number;
  14756. /**
  14757. * Prepares the list of defines specific to the light type.
  14758. * @param defines the list of defines
  14759. * @param lightIndex defines the index of the light for the effect
  14760. */
  14761. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14762. }
  14763. }
  14764. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14765. /** @hidden */
  14766. export var vrMultiviewToSingleviewPixelShader: {
  14767. name: string;
  14768. shader: string;
  14769. };
  14770. }
  14771. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14772. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14773. import { Scene } from "babylonjs/scene";
  14774. /**
  14775. * Renders to multiple views with a single draw call
  14776. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14777. */
  14778. export class MultiviewRenderTarget extends RenderTargetTexture {
  14779. /**
  14780. * Creates a multiview render target
  14781. * @param scene scene used with the render target
  14782. * @param size the size of the render target (used for each view)
  14783. */
  14784. constructor(scene: Scene, size?: number | {
  14785. width: number;
  14786. height: number;
  14787. } | {
  14788. ratio: number;
  14789. });
  14790. /**
  14791. * @hidden
  14792. * @param faceIndex the face index, if its a cube texture
  14793. */
  14794. _bindFrameBuffer(faceIndex?: number): void;
  14795. /**
  14796. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  14797. * @returns the view count
  14798. */
  14799. getViewCount(): number;
  14800. }
  14801. }
  14802. declare module "babylonjs/Maths/math.frustum" {
  14803. import { Matrix } from "babylonjs/Maths/math.vector";
  14804. import { DeepImmutable } from "babylonjs/types";
  14805. import { Plane } from "babylonjs/Maths/math.plane";
  14806. /**
  14807. * Reprasents a camera frustum
  14808. */
  14809. export class Frustum {
  14810. /**
  14811. * Gets the planes representing the frustum
  14812. * @param transform matrix to be applied to the returned planes
  14813. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  14814. */
  14815. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  14816. /**
  14817. * Gets the near frustum plane transformed by the transform matrix
  14818. * @param transform transformation matrix to be applied to the resulting frustum plane
  14819. * @param frustumPlane the resuling frustum plane
  14820. */
  14821. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14822. /**
  14823. * Gets the far frustum plane transformed by the transform matrix
  14824. * @param transform transformation matrix to be applied to the resulting frustum plane
  14825. * @param frustumPlane the resuling frustum plane
  14826. */
  14827. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14828. /**
  14829. * Gets the left frustum plane transformed by the transform matrix
  14830. * @param transform transformation matrix to be applied to the resulting frustum plane
  14831. * @param frustumPlane the resuling frustum plane
  14832. */
  14833. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14834. /**
  14835. * Gets the right frustum plane transformed by the transform matrix
  14836. * @param transform transformation matrix to be applied to the resulting frustum plane
  14837. * @param frustumPlane the resuling frustum plane
  14838. */
  14839. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14840. /**
  14841. * Gets the top frustum plane transformed by the transform matrix
  14842. * @param transform transformation matrix to be applied to the resulting frustum plane
  14843. * @param frustumPlane the resuling frustum plane
  14844. */
  14845. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14846. /**
  14847. * Gets the bottom frustum plane transformed by the transform matrix
  14848. * @param transform transformation matrix to be applied to the resulting frustum plane
  14849. * @param frustumPlane the resuling frustum plane
  14850. */
  14851. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  14852. /**
  14853. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  14854. * @param transform transformation matrix to be applied to the resulting frustum planes
  14855. * @param frustumPlanes the resuling frustum planes
  14856. */
  14857. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  14858. }
  14859. }
  14860. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  14861. import { Camera } from "babylonjs/Cameras/camera";
  14862. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  14863. import { Nullable } from "babylonjs/types";
  14864. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14865. import { Matrix } from "babylonjs/Maths/math.vector";
  14866. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  14867. module "babylonjs/Engines/engine" {
  14868. interface Engine {
  14869. /**
  14870. * Creates a new multiview render target
  14871. * @param width defines the width of the texture
  14872. * @param height defines the height of the texture
  14873. * @returns the created multiview texture
  14874. */
  14875. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  14876. /**
  14877. * Binds a multiview framebuffer to be drawn to
  14878. * @param multiviewTexture texture to bind
  14879. */
  14880. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  14881. }
  14882. }
  14883. module "babylonjs/Cameras/camera" {
  14884. interface Camera {
  14885. /**
  14886. * @hidden
  14887. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  14888. */
  14889. _useMultiviewToSingleView: boolean;
  14890. /**
  14891. * @hidden
  14892. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  14893. */
  14894. _multiviewTexture: Nullable<RenderTargetTexture>;
  14895. /**
  14896. * @hidden
  14897. * ensures the multiview texture of the camera exists and has the specified width/height
  14898. * @param width height to set on the multiview texture
  14899. * @param height width to set on the multiview texture
  14900. */
  14901. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  14902. }
  14903. }
  14904. module "babylonjs/scene" {
  14905. interface Scene {
  14906. /** @hidden */
  14907. _transformMatrixR: Matrix;
  14908. /** @hidden */
  14909. _multiviewSceneUbo: Nullable<UniformBuffer>;
  14910. /** @hidden */
  14911. _createMultiviewUbo(): void;
  14912. /** @hidden */
  14913. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  14914. /** @hidden */
  14915. _renderMultiviewToSingleView(camera: Camera): void;
  14916. }
  14917. }
  14918. }
  14919. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  14920. import { Camera } from "babylonjs/Cameras/camera";
  14921. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  14922. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  14923. import "babylonjs/Engines/Extensions/engine.multiview";
  14924. /**
  14925. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  14926. * This will not be used for webXR as it supports displaying texture arrays directly
  14927. */
  14928. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  14929. /**
  14930. * Initializes a VRMultiviewToSingleview
  14931. * @param name name of the post process
  14932. * @param camera camera to be applied to
  14933. * @param scaleFactor scaling factor to the size of the output texture
  14934. */
  14935. constructor(name: string, camera: Camera, scaleFactor: number);
  14936. }
  14937. }
  14938. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  14939. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  14940. import { Nullable } from "babylonjs/types";
  14941. import { Size } from "babylonjs/Maths/math.size";
  14942. import { Observable } from "babylonjs/Misc/observable";
  14943. module "babylonjs/Engines/engine" {
  14944. interface Engine {
  14945. /** @hidden */
  14946. _vrDisplay: any;
  14947. /** @hidden */
  14948. _vrSupported: boolean;
  14949. /** @hidden */
  14950. _oldSize: Size;
  14951. /** @hidden */
  14952. _oldHardwareScaleFactor: number;
  14953. /** @hidden */
  14954. _vrExclusivePointerMode: boolean;
  14955. /** @hidden */
  14956. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  14957. /** @hidden */
  14958. _onVRDisplayPointerRestricted: () => void;
  14959. /** @hidden */
  14960. _onVRDisplayPointerUnrestricted: () => void;
  14961. /** @hidden */
  14962. _onVrDisplayConnect: Nullable<(display: any) => void>;
  14963. /** @hidden */
  14964. _onVrDisplayDisconnect: Nullable<() => void>;
  14965. /** @hidden */
  14966. _onVrDisplayPresentChange: Nullable<() => void>;
  14967. /**
  14968. * Observable signaled when VR display mode changes
  14969. */
  14970. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  14971. /**
  14972. * Observable signaled when VR request present is complete
  14973. */
  14974. onVRRequestPresentComplete: Observable<boolean>;
  14975. /**
  14976. * Observable signaled when VR request present starts
  14977. */
  14978. onVRRequestPresentStart: Observable<Engine>;
  14979. /**
  14980. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  14981. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  14982. */
  14983. isInVRExclusivePointerMode: boolean;
  14984. /**
  14985. * Gets a boolean indicating if a webVR device was detected
  14986. * @returns true if a webVR device was detected
  14987. */
  14988. isVRDevicePresent(): boolean;
  14989. /**
  14990. * Gets the current webVR device
  14991. * @returns the current webVR device (or null)
  14992. */
  14993. getVRDevice(): any;
  14994. /**
  14995. * Initializes a webVR display and starts listening to display change events
  14996. * The onVRDisplayChangedObservable will be notified upon these changes
  14997. * @returns A promise containing a VRDisplay and if vr is supported
  14998. */
  14999. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15000. /** @hidden */
  15001. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15002. /**
  15003. * Call this function to switch to webVR mode
  15004. * Will do nothing if webVR is not supported or if there is no webVR device
  15005. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15006. */
  15007. enableVR(): void;
  15008. /** @hidden */
  15009. _onVRFullScreenTriggered(): void;
  15010. }
  15011. }
  15012. }
  15013. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15014. import { Nullable } from "babylonjs/types";
  15015. import { Observable } from "babylonjs/Misc/observable";
  15016. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15017. import { Scene } from "babylonjs/scene";
  15018. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15019. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15020. import { Node } from "babylonjs/node";
  15021. import { Ray } from "babylonjs/Culling/ray";
  15022. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15023. import "babylonjs/Engines/Extensions/engine.webVR";
  15024. /**
  15025. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15026. * IMPORTANT!! The data is right-hand data.
  15027. * @export
  15028. * @interface DevicePose
  15029. */
  15030. export interface DevicePose {
  15031. /**
  15032. * The position of the device, values in array are [x,y,z].
  15033. */
  15034. readonly position: Nullable<Float32Array>;
  15035. /**
  15036. * The linearVelocity of the device, values in array are [x,y,z].
  15037. */
  15038. readonly linearVelocity: Nullable<Float32Array>;
  15039. /**
  15040. * The linearAcceleration of the device, values in array are [x,y,z].
  15041. */
  15042. readonly linearAcceleration: Nullable<Float32Array>;
  15043. /**
  15044. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15045. */
  15046. readonly orientation: Nullable<Float32Array>;
  15047. /**
  15048. * The angularVelocity of the device, values in array are [x,y,z].
  15049. */
  15050. readonly angularVelocity: Nullable<Float32Array>;
  15051. /**
  15052. * The angularAcceleration of the device, values in array are [x,y,z].
  15053. */
  15054. readonly angularAcceleration: Nullable<Float32Array>;
  15055. }
  15056. /**
  15057. * Interface representing a pose controlled object in Babylon.
  15058. * A pose controlled object has both regular pose values as well as pose values
  15059. * from an external device such as a VR head mounted display
  15060. */
  15061. export interface PoseControlled {
  15062. /**
  15063. * The position of the object in babylon space.
  15064. */
  15065. position: Vector3;
  15066. /**
  15067. * The rotation quaternion of the object in babylon space.
  15068. */
  15069. rotationQuaternion: Quaternion;
  15070. /**
  15071. * The position of the device in babylon space.
  15072. */
  15073. devicePosition?: Vector3;
  15074. /**
  15075. * The rotation quaternion of the device in babylon space.
  15076. */
  15077. deviceRotationQuaternion: Quaternion;
  15078. /**
  15079. * The raw pose coming from the device.
  15080. */
  15081. rawPose: Nullable<DevicePose>;
  15082. /**
  15083. * The scale of the device to be used when translating from device space to babylon space.
  15084. */
  15085. deviceScaleFactor: number;
  15086. /**
  15087. * Updates the poseControlled values based on the input device pose.
  15088. * @param poseData the pose data to update the object with
  15089. */
  15090. updateFromDevice(poseData: DevicePose): void;
  15091. }
  15092. /**
  15093. * Set of options to customize the webVRCamera
  15094. */
  15095. export interface WebVROptions {
  15096. /**
  15097. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15098. */
  15099. trackPosition?: boolean;
  15100. /**
  15101. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15102. */
  15103. positionScale?: number;
  15104. /**
  15105. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15106. */
  15107. displayName?: string;
  15108. /**
  15109. * Should the native controller meshes be initialized. (default: true)
  15110. */
  15111. controllerMeshes?: boolean;
  15112. /**
  15113. * Creating a default HemiLight only on controllers. (default: true)
  15114. */
  15115. defaultLightingOnControllers?: boolean;
  15116. /**
  15117. * If you don't want to use the default VR button of the helper. (default: false)
  15118. */
  15119. useCustomVRButton?: boolean;
  15120. /**
  15121. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15122. */
  15123. customVRButton?: HTMLButtonElement;
  15124. /**
  15125. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15126. */
  15127. rayLength?: number;
  15128. /**
  15129. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15130. */
  15131. defaultHeight?: number;
  15132. /**
  15133. * If multiview should be used if availible (default: false)
  15134. */
  15135. useMultiview?: boolean;
  15136. }
  15137. /**
  15138. * This represents a WebVR camera.
  15139. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15140. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15141. */
  15142. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15143. private webVROptions;
  15144. /**
  15145. * @hidden
  15146. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15147. */
  15148. _vrDevice: any;
  15149. /**
  15150. * The rawPose of the vrDevice.
  15151. */
  15152. rawPose: Nullable<DevicePose>;
  15153. private _onVREnabled;
  15154. private _specsVersion;
  15155. private _attached;
  15156. private _frameData;
  15157. protected _descendants: Array<Node>;
  15158. private _deviceRoomPosition;
  15159. /** @hidden */
  15160. _deviceRoomRotationQuaternion: Quaternion;
  15161. private _standingMatrix;
  15162. /**
  15163. * Represents device position in babylon space.
  15164. */
  15165. devicePosition: Vector3;
  15166. /**
  15167. * Represents device rotation in babylon space.
  15168. */
  15169. deviceRotationQuaternion: Quaternion;
  15170. /**
  15171. * The scale of the device to be used when translating from device space to babylon space.
  15172. */
  15173. deviceScaleFactor: number;
  15174. private _deviceToWorld;
  15175. private _worldToDevice;
  15176. /**
  15177. * References to the webVR controllers for the vrDevice.
  15178. */
  15179. controllers: Array<WebVRController>;
  15180. /**
  15181. * Emits an event when a controller is attached.
  15182. */
  15183. onControllersAttachedObservable: Observable<WebVRController[]>;
  15184. /**
  15185. * Emits an event when a controller's mesh has been loaded;
  15186. */
  15187. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15188. /**
  15189. * Emits an event when the HMD's pose has been updated.
  15190. */
  15191. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15192. private _poseSet;
  15193. /**
  15194. * If the rig cameras be used as parent instead of this camera.
  15195. */
  15196. rigParenting: boolean;
  15197. private _lightOnControllers;
  15198. private _defaultHeight?;
  15199. /**
  15200. * Instantiates a WebVRFreeCamera.
  15201. * @param name The name of the WebVRFreeCamera
  15202. * @param position The starting anchor position for the camera
  15203. * @param scene The scene the camera belongs to
  15204. * @param webVROptions a set of customizable options for the webVRCamera
  15205. */
  15206. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15207. /**
  15208. * Gets the device distance from the ground in meters.
  15209. * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
  15210. */
  15211. deviceDistanceToRoomGround(): number;
  15212. /**
  15213. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15214. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15215. */
  15216. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15217. /**
  15218. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15219. * @returns A promise with a boolean set to if the standing matrix is supported.
  15220. */
  15221. useStandingMatrixAsync(): Promise<boolean>;
  15222. /**
  15223. * Disposes the camera
  15224. */
  15225. dispose(): void;
  15226. /**
  15227. * Gets a vrController by name.
  15228. * @param name The name of the controller to retreive
  15229. * @returns the controller matching the name specified or null if not found
  15230. */
  15231. getControllerByName(name: string): Nullable<WebVRController>;
  15232. private _leftController;
  15233. /**
  15234. * The controller corresponding to the users left hand.
  15235. */
  15236. readonly leftController: Nullable<WebVRController>;
  15237. private _rightController;
  15238. /**
  15239. * The controller corresponding to the users right hand.
  15240. */
  15241. readonly rightController: Nullable<WebVRController>;
  15242. /**
  15243. * Casts a ray forward from the vrCamera's gaze.
  15244. * @param length Length of the ray (default: 100)
  15245. * @returns the ray corresponding to the gaze
  15246. */
  15247. getForwardRay(length?: number): Ray;
  15248. /**
  15249. * @hidden
  15250. * Updates the camera based on device's frame data
  15251. */
  15252. _checkInputs(): void;
  15253. /**
  15254. * Updates the poseControlled values based on the input device pose.
  15255. * @param poseData Pose coming from the device
  15256. */
  15257. updateFromDevice(poseData: DevicePose): void;
  15258. private _htmlElementAttached;
  15259. private _detachIfAttached;
  15260. /**
  15261. * WebVR's attach control will start broadcasting frames to the device.
  15262. * Note that in certain browsers (chrome for example) this function must be called
  15263. * within a user-interaction callback. Example:
  15264. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15265. *
  15266. * @param element html element to attach the vrDevice to
  15267. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15268. */
  15269. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15270. /**
  15271. * Detaches the camera from the html element and disables VR
  15272. *
  15273. * @param element html element to detach from
  15274. */
  15275. detachControl(element: HTMLElement): void;
  15276. /**
  15277. * @returns the name of this class
  15278. */
  15279. getClassName(): string;
  15280. /**
  15281. * Calls resetPose on the vrDisplay
  15282. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15283. */
  15284. resetToCurrentRotation(): void;
  15285. /**
  15286. * @hidden
  15287. * Updates the rig cameras (left and right eye)
  15288. */
  15289. _updateRigCameras(): void;
  15290. private _workingVector;
  15291. private _oneVector;
  15292. private _workingMatrix;
  15293. private updateCacheCalled;
  15294. private _correctPositionIfNotTrackPosition;
  15295. /**
  15296. * @hidden
  15297. * Updates the cached values of the camera
  15298. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15299. */
  15300. _updateCache(ignoreParentClass?: boolean): void;
  15301. /**
  15302. * @hidden
  15303. * Get current device position in babylon world
  15304. */
  15305. _computeDevicePosition(): void;
  15306. /**
  15307. * Updates the current device position and rotation in the babylon world
  15308. */
  15309. update(): void;
  15310. /**
  15311. * @hidden
  15312. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15313. * @returns an identity matrix
  15314. */
  15315. _getViewMatrix(): Matrix;
  15316. private _tmpMatrix;
  15317. /**
  15318. * This function is called by the two RIG cameras.
  15319. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15320. * @hidden
  15321. */
  15322. _getWebVRViewMatrix(): Matrix;
  15323. /** @hidden */
  15324. _getWebVRProjectionMatrix(): Matrix;
  15325. private _onGamepadConnectedObserver;
  15326. private _onGamepadDisconnectedObserver;
  15327. private _updateCacheWhenTrackingDisabledObserver;
  15328. /**
  15329. * Initializes the controllers and their meshes
  15330. */
  15331. initControllers(): void;
  15332. }
  15333. }
  15334. declare module "babylonjs/PostProcesses/postProcess" {
  15335. import { Nullable } from "babylonjs/types";
  15336. import { SmartArray } from "babylonjs/Misc/smartArray";
  15337. import { Observable } from "babylonjs/Misc/observable";
  15338. import { Vector2 } from "babylonjs/Maths/math.vector";
  15339. import { Camera } from "babylonjs/Cameras/camera";
  15340. import { Effect } from "babylonjs/Materials/effect";
  15341. import "babylonjs/Shaders/postprocess.vertex";
  15342. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15343. import { Engine } from "babylonjs/Engines/engine";
  15344. import { Color4 } from "babylonjs/Maths/math.color";
  15345. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15346. /**
  15347. * Size options for a post process
  15348. */
  15349. export type PostProcessOptions = {
  15350. width: number;
  15351. height: number;
  15352. };
  15353. /**
  15354. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15355. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15356. */
  15357. export class PostProcess {
  15358. /** Name of the PostProcess. */
  15359. name: string;
  15360. /**
  15361. * Gets or sets the unique id of the post process
  15362. */
  15363. uniqueId: number;
  15364. /**
  15365. * Width of the texture to apply the post process on
  15366. */
  15367. width: number;
  15368. /**
  15369. * Height of the texture to apply the post process on
  15370. */
  15371. height: number;
  15372. /**
  15373. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15374. * @hidden
  15375. */
  15376. _outputTexture: Nullable<InternalTexture>;
  15377. /**
  15378. * Sampling mode used by the shader
  15379. * See https://doc.babylonjs.com/classes/3.1/texture
  15380. */
  15381. renderTargetSamplingMode: number;
  15382. /**
  15383. * Clear color to use when screen clearing
  15384. */
  15385. clearColor: Color4;
  15386. /**
  15387. * If the buffer needs to be cleared before applying the post process. (default: true)
  15388. * Should be set to false if shader will overwrite all previous pixels.
  15389. */
  15390. autoClear: boolean;
  15391. /**
  15392. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15393. */
  15394. alphaMode: number;
  15395. /**
  15396. * Sets the setAlphaBlendConstants of the babylon engine
  15397. */
  15398. alphaConstants: Color4;
  15399. /**
  15400. * Animations to be used for the post processing
  15401. */
  15402. animations: import("babylonjs/Animations/animation").Animation[];
  15403. /**
  15404. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15405. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15406. */
  15407. enablePixelPerfectMode: boolean;
  15408. /**
  15409. * Force the postprocess to be applied without taking in account viewport
  15410. */
  15411. forceFullscreenViewport: boolean;
  15412. /**
  15413. * List of inspectable custom properties (used by the Inspector)
  15414. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15415. */
  15416. inspectableCustomProperties: IInspectable[];
  15417. /**
  15418. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15419. *
  15420. * | Value | Type | Description |
  15421. * | ----- | ----------------------------------- | ----------- |
  15422. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15423. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15424. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15425. *
  15426. */
  15427. scaleMode: number;
  15428. /**
  15429. * Force textures to be a power of two (default: false)
  15430. */
  15431. alwaysForcePOT: boolean;
  15432. private _samples;
  15433. /**
  15434. * Number of sample textures (default: 1)
  15435. */
  15436. samples: number;
  15437. /**
  15438. * Modify the scale of the post process to be the same as the viewport (default: false)
  15439. */
  15440. adaptScaleToCurrentViewport: boolean;
  15441. private _camera;
  15442. private _scene;
  15443. private _engine;
  15444. private _options;
  15445. private _reusable;
  15446. private _textureType;
  15447. /**
  15448. * Smart array of input and output textures for the post process.
  15449. * @hidden
  15450. */
  15451. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15452. /**
  15453. * The index in _textures that corresponds to the output texture.
  15454. * @hidden
  15455. */
  15456. _currentRenderTextureInd: number;
  15457. private _effect;
  15458. private _samplers;
  15459. private _fragmentUrl;
  15460. private _vertexUrl;
  15461. private _parameters;
  15462. private _scaleRatio;
  15463. protected _indexParameters: any;
  15464. private _shareOutputWithPostProcess;
  15465. private _texelSize;
  15466. private _forcedOutputTexture;
  15467. /**
  15468. * Returns the fragment url or shader name used in the post process.
  15469. * @returns the fragment url or name in the shader store.
  15470. */
  15471. getEffectName(): string;
  15472. /**
  15473. * An event triggered when the postprocess is activated.
  15474. */
  15475. onActivateObservable: Observable<Camera>;
  15476. private _onActivateObserver;
  15477. /**
  15478. * A function that is added to the onActivateObservable
  15479. */
  15480. onActivate: Nullable<(camera: Camera) => void>;
  15481. /**
  15482. * An event triggered when the postprocess changes its size.
  15483. */
  15484. onSizeChangedObservable: Observable<PostProcess>;
  15485. private _onSizeChangedObserver;
  15486. /**
  15487. * A function that is added to the onSizeChangedObservable
  15488. */
  15489. onSizeChanged: (postProcess: PostProcess) => void;
  15490. /**
  15491. * An event triggered when the postprocess applies its effect.
  15492. */
  15493. onApplyObservable: Observable<Effect>;
  15494. private _onApplyObserver;
  15495. /**
  15496. * A function that is added to the onApplyObservable
  15497. */
  15498. onApply: (effect: Effect) => void;
  15499. /**
  15500. * An event triggered before rendering the postprocess
  15501. */
  15502. onBeforeRenderObservable: Observable<Effect>;
  15503. private _onBeforeRenderObserver;
  15504. /**
  15505. * A function that is added to the onBeforeRenderObservable
  15506. */
  15507. onBeforeRender: (effect: Effect) => void;
  15508. /**
  15509. * An event triggered after rendering the postprocess
  15510. */
  15511. onAfterRenderObservable: Observable<Effect>;
  15512. private _onAfterRenderObserver;
  15513. /**
  15514. * A function that is added to the onAfterRenderObservable
  15515. */
  15516. onAfterRender: (efect: Effect) => void;
  15517. /**
  15518. * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will
  15519. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15520. */
  15521. inputTexture: InternalTexture;
  15522. /**
  15523. * Gets the camera which post process is applied to.
  15524. * @returns The camera the post process is applied to.
  15525. */
  15526. getCamera(): Camera;
  15527. /**
  15528. * Gets the texel size of the postprocess.
  15529. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15530. */
  15531. readonly texelSize: Vector2;
  15532. /**
  15533. * Creates a new instance PostProcess
  15534. * @param name The name of the PostProcess.
  15535. * @param fragmentUrl The url of the fragment shader to be used.
  15536. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15537. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15538. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15539. * @param camera The camera to apply the render pass to.
  15540. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15541. * @param engine The engine which the post process will be applied. (default: current engine)
  15542. * @param reusable If the post process can be reused on the same frame. (default: false)
  15543. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15544. * @param textureType Type of textures used when performing the post process. (default: 0)
  15545. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15546. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15547. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15548. */
  15549. constructor(
  15550. /** Name of the PostProcess. */
  15551. name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean);
  15552. /**
  15553. * Gets a string idenfifying the name of the class
  15554. * @returns "PostProcess" string
  15555. */
  15556. getClassName(): string;
  15557. /**
  15558. * Gets the engine which this post process belongs to.
  15559. * @returns The engine the post process was enabled with.
  15560. */
  15561. getEngine(): Engine;
  15562. /**
  15563. * The effect that is created when initializing the post process.
  15564. * @returns The created effect corresponding the the postprocess.
  15565. */
  15566. getEffect(): Effect;
  15567. /**
  15568. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15569. * @param postProcess The post process to share the output with.
  15570. * @returns This post process.
  15571. */
  15572. shareOutputWith(postProcess: PostProcess): PostProcess;
  15573. /**
  15574. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15575. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15576. */
  15577. useOwnOutput(): void;
  15578. /**
  15579. * Updates the effect with the current post process compile time values and recompiles the shader.
  15580. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15581. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15582. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15583. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15584. * @param onCompiled Called when the shader has been compiled.
  15585. * @param onError Called if there is an error when compiling a shader.
  15586. */
  15587. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15588. /**
  15589. * The post process is reusable if it can be used multiple times within one frame.
  15590. * @returns If the post process is reusable
  15591. */
  15592. isReusable(): boolean;
  15593. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15594. markTextureDirty(): void;
  15595. /**
  15596. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15597. * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
  15598. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15599. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15600. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15601. * @returns The target texture that was bound to be written to.
  15602. */
  15603. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15604. /**
  15605. * If the post process is supported.
  15606. */
  15607. readonly isSupported: boolean;
  15608. /**
  15609. * The aspect ratio of the output texture.
  15610. */
  15611. readonly aspectRatio: number;
  15612. /**
  15613. * Get a value indicating if the post-process is ready to be used
  15614. * @returns true if the post-process is ready (shader is compiled)
  15615. */
  15616. isReady(): boolean;
  15617. /**
  15618. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15619. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15620. */
  15621. apply(): Nullable<Effect>;
  15622. private _disposeTextures;
  15623. /**
  15624. * Disposes the post process.
  15625. * @param camera The camera to dispose the post process on.
  15626. */
  15627. dispose(camera?: Camera): void;
  15628. }
  15629. }
  15630. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15631. /** @hidden */
  15632. export var kernelBlurVaryingDeclaration: {
  15633. name: string;
  15634. shader: string;
  15635. };
  15636. }
  15637. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15638. /** @hidden */
  15639. export var kernelBlurFragment: {
  15640. name: string;
  15641. shader: string;
  15642. };
  15643. }
  15644. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15645. /** @hidden */
  15646. export var kernelBlurFragment2: {
  15647. name: string;
  15648. shader: string;
  15649. };
  15650. }
  15651. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15652. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15653. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15654. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15655. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15656. /** @hidden */
  15657. export var kernelBlurPixelShader: {
  15658. name: string;
  15659. shader: string;
  15660. };
  15661. }
  15662. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15663. /** @hidden */
  15664. export var kernelBlurVertex: {
  15665. name: string;
  15666. shader: string;
  15667. };
  15668. }
  15669. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15670. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15671. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15672. /** @hidden */
  15673. export var kernelBlurVertexShader: {
  15674. name: string;
  15675. shader: string;
  15676. };
  15677. }
  15678. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15679. import { Vector2 } from "babylonjs/Maths/math.vector";
  15680. import { Nullable } from "babylonjs/types";
  15681. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15682. import { Camera } from "babylonjs/Cameras/camera";
  15683. import { Effect } from "babylonjs/Materials/effect";
  15684. import { Engine } from "babylonjs/Engines/engine";
  15685. import "babylonjs/Shaders/kernelBlur.fragment";
  15686. import "babylonjs/Shaders/kernelBlur.vertex";
  15687. /**
  15688. * The Blur Post Process which blurs an image based on a kernel and direction.
  15689. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15690. */
  15691. export class BlurPostProcess extends PostProcess {
  15692. /** The direction in which to blur the image. */
  15693. direction: Vector2;
  15694. private blockCompilation;
  15695. protected _kernel: number;
  15696. protected _idealKernel: number;
  15697. protected _packedFloat: boolean;
  15698. private _staticDefines;
  15699. /**
  15700. * Sets the length in pixels of the blur sample region
  15701. */
  15702. /**
  15703. * Gets the length in pixels of the blur sample region
  15704. */
  15705. kernel: number;
  15706. /**
  15707. * Sets wether or not the blur needs to unpack/repack floats
  15708. */
  15709. /**
  15710. * Gets wether or not the blur is unpacking/repacking floats
  15711. */
  15712. packedFloat: boolean;
  15713. /**
  15714. * Creates a new instance BlurPostProcess
  15715. * @param name The name of the effect.
  15716. * @param direction The direction in which to blur the image.
  15717. * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
  15718. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15719. * @param camera The camera to apply the render pass to.
  15720. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15721. * @param engine The engine which the post process will be applied. (default: current engine)
  15722. * @param reusable If the post process can be reused on the same frame. (default: false)
  15723. * @param textureType Type of textures used when performing the post process. (default: 0)
  15724. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  15725. */
  15726. constructor(name: string,
  15727. /** The direction in which to blur the image. */
  15728. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15729. /**
  15730. * Updates the effect with the current post process compile time values and recompiles the shader.
  15731. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15732. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15733. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15734. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  15735. * @param onCompiled Called when the shader has been compiled.
  15736. * @param onError Called if there is an error when compiling a shader.
  15737. */
  15738. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15739. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15740. /**
  15741. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15742. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15743. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15744. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15745. * The gaps between physical kernels are compensated for in the weighting of the samples
  15746. * @param idealKernel Ideal blur kernel.
  15747. * @return Nearest best kernel.
  15748. */
  15749. protected _nearestBestKernel(idealKernel: number): number;
  15750. /**
  15751. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15752. * @param x The point on the Gaussian distribution to sample.
  15753. * @return the value of the Gaussian function at x.
  15754. */
  15755. protected _gaussianWeight(x: number): number;
  15756. /**
  15757. * Generates a string that can be used as a floating point number in GLSL.
  15758. * @param x Value to print.
  15759. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15760. * @return GLSL float string.
  15761. */
  15762. protected _glslFloat(x: number, decimalFigures?: number): string;
  15763. }
  15764. }
  15765. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  15766. import { Scene } from "babylonjs/scene";
  15767. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15768. import { Plane } from "babylonjs/Maths/math.plane";
  15769. /**
  15770. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15771. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15772. * You can then easily use it as a reflectionTexture on a flat surface.
  15773. * In case the surface is not a plane, please consider relying on reflection probes.
  15774. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15775. */
  15776. export class MirrorTexture extends RenderTargetTexture {
  15777. private scene;
  15778. /**
  15779. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  15780. * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  15781. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15782. */
  15783. mirrorPlane: Plane;
  15784. /**
  15785. * Define the blur ratio used to blur the reflection if needed.
  15786. */
  15787. blurRatio: number;
  15788. /**
  15789. * Define the adaptive blur kernel used to blur the reflection if needed.
  15790. * This will autocompute the closest best match for the `blurKernel`
  15791. */
  15792. adaptiveBlurKernel: number;
  15793. /**
  15794. * Define the blur kernel used to blur the reflection if needed.
  15795. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15796. */
  15797. blurKernel: number;
  15798. /**
  15799. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  15800. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15801. */
  15802. blurKernelX: number;
  15803. /**
  15804. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  15805. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  15806. */
  15807. blurKernelY: number;
  15808. private _autoComputeBlurKernel;
  15809. protected _onRatioRescale(): void;
  15810. private _updateGammaSpace;
  15811. private _imageProcessingConfigChangeObserver;
  15812. private _transformMatrix;
  15813. private _mirrorMatrix;
  15814. private _savedViewMatrix;
  15815. private _blurX;
  15816. private _blurY;
  15817. private _adaptiveBlurKernel;
  15818. private _blurKernelX;
  15819. private _blurKernelY;
  15820. private _blurRatio;
  15821. /**
  15822. * Instantiates a Mirror Texture.
  15823. * Mirror texture can be used to simulate the view from a mirror in a scene.
  15824. * It will dynamically be rendered every frame to adapt to the camera point of view.
  15825. * You can then easily use it as a reflectionTexture on a flat surface.
  15826. * In case the surface is not a plane, please consider relying on reflection probes.
  15827. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  15828. * @param name
  15829. * @param size
  15830. * @param scene
  15831. * @param generateMipMaps
  15832. * @param type
  15833. * @param samplingMode
  15834. * @param generateDepthBuffer
  15835. */
  15836. constructor(name: string, size: number | {
  15837. width: number;
  15838. height: number;
  15839. } | {
  15840. ratio: number;
  15841. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  15842. private _preparePostProcesses;
  15843. /**
  15844. * Clone the mirror texture.
  15845. * @returns the cloned texture
  15846. */
  15847. clone(): MirrorTexture;
  15848. /**
  15849. * Serialize the texture to a JSON representation you could use in Parse later on
  15850. * @returns the serialized JSON representation
  15851. */
  15852. serialize(): any;
  15853. /**
  15854. * Dispose the texture and release its associated resources.
  15855. */
  15856. dispose(): void;
  15857. }
  15858. }
  15859. declare module "babylonjs/Materials/Textures/texture" {
  15860. import { Observable } from "babylonjs/Misc/observable";
  15861. import { Nullable } from "babylonjs/types";
  15862. import { Scene } from "babylonjs/scene";
  15863. import { Matrix } from "babylonjs/Maths/math.vector";
  15864. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  15865. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15866. import { Engine } from "babylonjs/Engines/engine";
  15867. /**
  15868. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  15869. * @see http://doc.babylonjs.com/babylon101/materials#texture
  15870. */
  15871. export class Texture extends BaseTexture {
  15872. /** @hidden */
  15873. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  15874. /** @hidden */
  15875. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  15876. /** @hidden */
  15877. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  15878. /** nearest is mag = nearest and min = nearest and mip = linear */
  15879. static readonly NEAREST_SAMPLINGMODE: number;
  15880. /** nearest is mag = nearest and min = nearest and mip = linear */
  15881. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  15882. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15883. static readonly BILINEAR_SAMPLINGMODE: number;
  15884. /** Bilinear is mag = linear and min = linear and mip = nearest */
  15885. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  15886. /** Trilinear is mag = linear and min = linear and mip = linear */
  15887. static readonly TRILINEAR_SAMPLINGMODE: number;
  15888. /** Trilinear is mag = linear and min = linear and mip = linear */
  15889. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  15890. /** mag = nearest and min = nearest and mip = nearest */
  15891. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  15892. /** mag = nearest and min = linear and mip = nearest */
  15893. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  15894. /** mag = nearest and min = linear and mip = linear */
  15895. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  15896. /** mag = nearest and min = linear and mip = none */
  15897. static readonly NEAREST_LINEAR: number;
  15898. /** mag = nearest and min = nearest and mip = none */
  15899. static readonly NEAREST_NEAREST: number;
  15900. /** mag = linear and min = nearest and mip = nearest */
  15901. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  15902. /** mag = linear and min = nearest and mip = linear */
  15903. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  15904. /** mag = linear and min = linear and mip = none */
  15905. static readonly LINEAR_LINEAR: number;
  15906. /** mag = linear and min = nearest and mip = none */
  15907. static readonly LINEAR_NEAREST: number;
  15908. /** Explicit coordinates mode */
  15909. static readonly EXPLICIT_MODE: number;
  15910. /** Spherical coordinates mode */
  15911. static readonly SPHERICAL_MODE: number;
  15912. /** Planar coordinates mode */
  15913. static readonly PLANAR_MODE: number;
  15914. /** Cubic coordinates mode */
  15915. static readonly CUBIC_MODE: number;
  15916. /** Projection coordinates mode */
  15917. static readonly PROJECTION_MODE: number;
  15918. /** Inverse Cubic coordinates mode */
  15919. static readonly SKYBOX_MODE: number;
  15920. /** Inverse Cubic coordinates mode */
  15921. static readonly INVCUBIC_MODE: number;
  15922. /** Equirectangular coordinates mode */
  15923. static readonly EQUIRECTANGULAR_MODE: number;
  15924. /** Equirectangular Fixed coordinates mode */
  15925. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  15926. /** Equirectangular Fixed Mirrored coordinates mode */
  15927. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  15928. /** Texture is not repeating outside of 0..1 UVs */
  15929. static readonly CLAMP_ADDRESSMODE: number;
  15930. /** Texture is repeating outside of 0..1 UVs */
  15931. static readonly WRAP_ADDRESSMODE: number;
  15932. /** Texture is repeating and mirrored */
  15933. static readonly MIRROR_ADDRESSMODE: number;
  15934. /**
  15935. * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file
  15936. */
  15937. static UseSerializedUrlIfAny: boolean;
  15938. /**
  15939. * Define the url of the texture.
  15940. */
  15941. url: Nullable<string>;
  15942. /**
  15943. * Define an offset on the texture to offset the u coordinates of the UVs
  15944. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15945. */
  15946. uOffset: number;
  15947. /**
  15948. * Define an offset on the texture to offset the v coordinates of the UVs
  15949. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  15950. */
  15951. vOffset: number;
  15952. /**
  15953. * Define an offset on the texture to scale the u coordinates of the UVs
  15954. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15955. */
  15956. uScale: number;
  15957. /**
  15958. * Define an offset on the texture to scale the v coordinates of the UVs
  15959. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  15960. */
  15961. vScale: number;
  15962. /**
  15963. * Define an offset on the texture to rotate around the u coordinates of the UVs
  15964. * @see http://doc.babylonjs.com/how_to/more_materials
  15965. */
  15966. uAng: number;
  15967. /**
  15968. * Define an offset on the texture to rotate around the v coordinates of the UVs
  15969. * @see http://doc.babylonjs.com/how_to/more_materials
  15970. */
  15971. vAng: number;
  15972. /**
  15973. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  15974. * @see http://doc.babylonjs.com/how_to/more_materials
  15975. */
  15976. wAng: number;
  15977. /**
  15978. * Defines the center of rotation (U)
  15979. */
  15980. uRotationCenter: number;
  15981. /**
  15982. * Defines the center of rotation (V)
  15983. */
  15984. vRotationCenter: number;
  15985. /**
  15986. * Defines the center of rotation (W)
  15987. */
  15988. wRotationCenter: number;
  15989. /**
  15990. * Are mip maps generated for this texture or not.
  15991. */
  15992. readonly noMipmap: boolean;
  15993. /**
  15994. * List of inspectable custom properties (used by the Inspector)
  15995. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15996. */
  15997. inspectableCustomProperties: Nullable<IInspectable[]>;
  15998. private _noMipmap;
  15999. /** @hidden */
  16000. _invertY: boolean;
  16001. private _rowGenerationMatrix;
  16002. private _cachedTextureMatrix;
  16003. private _projectionModeMatrix;
  16004. private _t0;
  16005. private _t1;
  16006. private _t2;
  16007. private _cachedUOffset;
  16008. private _cachedVOffset;
  16009. private _cachedUScale;
  16010. private _cachedVScale;
  16011. private _cachedUAng;
  16012. private _cachedVAng;
  16013. private _cachedWAng;
  16014. private _cachedProjectionMatrixId;
  16015. private _cachedCoordinatesMode;
  16016. /** @hidden */
  16017. protected _initialSamplingMode: number;
  16018. /** @hidden */
  16019. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  16020. private _deleteBuffer;
  16021. protected _format: Nullable<number>;
  16022. private _delayedOnLoad;
  16023. private _delayedOnError;
  16024. /**
  16025. * Observable triggered once the texture has been loaded.
  16026. */
  16027. onLoadObservable: Observable<Texture>;
  16028. protected _isBlocking: boolean;
  16029. /**
  16030. * Is the texture preventing material to render while loading.
  16031. * If false, a default texture will be used instead of the loading one during the preparation step.
  16032. */
  16033. isBlocking: boolean;
  16034. /**
  16035. * Get the current sampling mode associated with the texture.
  16036. */
  16037. readonly samplingMode: number;
  16038. /**
  16039. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16040. */
  16041. readonly invertY: boolean;
  16042. /**
  16043. * Instantiates a new texture.
  16044. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16045. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16046. * @param url define the url of the picture to load as a texture
  16047. * @param scene define the scene or engine the texture will belong to
  16048. * @param noMipmap define if the texture will require mip maps or not
  16049. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16050. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16051. * @param onLoad define a callback triggered when the texture has been loaded
  16052. * @param onError define a callback triggered when an error occurred during the loading session
  16053. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16054. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16055. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16056. */
  16057. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  16058. /**
  16059. * Update the url (and optional buffer) of this texture if url was null during construction.
  16060. * @param url the url of the texture
  16061. * @param buffer the buffer of the texture (defaults to null)
  16062. * @param onLoad callback called when the texture is loaded (defaults to null)
  16063. */
  16064. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16065. /**
  16066. * Finish the loading sequence of a texture flagged as delayed load.
  16067. * @hidden
  16068. */
  16069. delayLoad(): void;
  16070. private _prepareRowForTextureGeneration;
  16071. /**
  16072. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16073. * @returns the transform matrix of the texture.
  16074. */
  16075. getTextureMatrix(): Matrix;
  16076. /**
  16077. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16078. * @returns The reflection texture transform
  16079. */
  16080. getReflectionTextureMatrix(): Matrix;
  16081. /**
  16082. * Clones the texture.
  16083. * @returns the cloned texture
  16084. */
  16085. clone(): Texture;
  16086. /**
  16087. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16088. * @returns The JSON representation of the texture
  16089. */
  16090. serialize(): any;
  16091. /**
  16092. * Get the current class name of the texture useful for serialization or dynamic coding.
  16093. * @returns "Texture"
  16094. */
  16095. getClassName(): string;
  16096. /**
  16097. * Dispose the texture and release its associated resources.
  16098. */
  16099. dispose(): void;
  16100. /**
  16101. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16102. * @param parsedTexture Define the JSON representation of the texture
  16103. * @param scene Define the scene the parsed texture should be instantiated in
  16104. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16105. * @returns The parsed texture if successful
  16106. */
  16107. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16108. /**
  16109. * Creates a texture from its base 64 representation.
  16110. * @param data Define the base64 payload without the data: prefix
  16111. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16112. * @param scene Define the scene the texture should belong to
  16113. * @param noMipmap Forces the texture to not create mip map information if true
  16114. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16115. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16116. * @param onLoad define a callback triggered when the texture has been loaded
  16117. * @param onError define a callback triggered when an error occurred during the loading session
  16118. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16119. * @returns the created texture
  16120. */
  16121. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16122. /**
  16123. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16124. * @param data Define the base64 payload without the data: prefix
  16125. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16126. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16127. * @param scene Define the scene the texture should belong to
  16128. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16129. * @param noMipmap Forces the texture to not create mip map information if true
  16130. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16131. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16132. * @param onLoad define a callback triggered when the texture has been loaded
  16133. * @param onError define a callback triggered when an error occurred during the loading session
  16134. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16135. * @returns the created texture
  16136. */
  16137. static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number): Texture;
  16138. }
  16139. }
  16140. declare module "babylonjs/PostProcesses/postProcessManager" {
  16141. import { Nullable } from "babylonjs/types";
  16142. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16143. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16144. import { Scene } from "babylonjs/scene";
  16145. /**
  16146. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16147. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16148. */
  16149. export class PostProcessManager {
  16150. private _scene;
  16151. private _indexBuffer;
  16152. private _vertexBuffers;
  16153. /**
  16154. * Creates a new instance PostProcess
  16155. * @param scene The scene that the post process is associated with.
  16156. */
  16157. constructor(scene: Scene);
  16158. private _prepareBuffers;
  16159. private _buildIndexBuffer;
  16160. /**
  16161. * Rebuilds the vertex buffers of the manager.
  16162. * @hidden
  16163. */
  16164. _rebuild(): void;
  16165. /**
  16166. * Prepares a frame to be run through a post process.
  16167. * @param sourceTexture The input texture to the post procesess. (default: null)
  16168. * @param postProcesses An array of post processes to be run. (default: null)
  16169. * @returns True if the post processes were able to be run.
  16170. * @hidden
  16171. */
  16172. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16173. /**
  16174. * Manually render a set of post processes to a texture.
  16175. * @param postProcesses An array of post processes to be run.
  16176. * @param targetTexture The target texture to render to.
  16177. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16178. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16179. * @param lodLevel defines which lod of the texture to render to
  16180. */
  16181. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16182. /**
  16183. * Finalize the result of the output of the postprocesses.
  16184. * @param doNotPresent If true the result will not be displayed to the screen.
  16185. * @param targetTexture The target texture to render to.
  16186. * @param faceIndex The index of the face to bind the target texture to.
  16187. * @param postProcesses The array of post processes to render.
  16188. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16189. * @hidden
  16190. */
  16191. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16192. /**
  16193. * Disposes of the post process manager.
  16194. */
  16195. dispose(): void;
  16196. }
  16197. }
  16198. declare module "babylonjs/Misc/gradients" {
  16199. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16200. /** Interface used by value gradients (color, factor, ...) */
  16201. export interface IValueGradient {
  16202. /**
  16203. * Gets or sets the gradient value (between 0 and 1)
  16204. */
  16205. gradient: number;
  16206. }
  16207. /** Class used to store color4 gradient */
  16208. export class ColorGradient implements IValueGradient {
  16209. /**
  16210. * Gets or sets the gradient value (between 0 and 1)
  16211. */
  16212. gradient: number;
  16213. /**
  16214. * Gets or sets first associated color
  16215. */
  16216. color1: Color4;
  16217. /**
  16218. * Gets or sets second associated color
  16219. */
  16220. color2?: Color4;
  16221. /**
  16222. * Will get a color picked randomly between color1 and color2.
  16223. * If color2 is undefined then color1 will be used
  16224. * @param result defines the target Color4 to store the result in
  16225. */
  16226. getColorToRef(result: Color4): void;
  16227. }
  16228. /** Class used to store color 3 gradient */
  16229. export class Color3Gradient implements IValueGradient {
  16230. /**
  16231. * Gets or sets the gradient value (between 0 and 1)
  16232. */
  16233. gradient: number;
  16234. /**
  16235. * Gets or sets the associated color
  16236. */
  16237. color: Color3;
  16238. }
  16239. /** Class used to store factor gradient */
  16240. export class FactorGradient implements IValueGradient {
  16241. /**
  16242. * Gets or sets the gradient value (between 0 and 1)
  16243. */
  16244. gradient: number;
  16245. /**
  16246. * Gets or sets first associated factor
  16247. */
  16248. factor1: number;
  16249. /**
  16250. * Gets or sets second associated factor
  16251. */
  16252. factor2?: number;
  16253. /**
  16254. * Will get a number picked randomly between factor1 and factor2.
  16255. * If factor2 is undefined then factor1 will be used
  16256. * @returns the picked number
  16257. */
  16258. getFactor(): number;
  16259. }
  16260. /**
  16261. * Helper used to simplify some generic gradient tasks
  16262. */
  16263. export class GradientHelper {
  16264. /**
  16265. * Gets the current gradient from an array of IValueGradient
  16266. * @param ratio defines the current ratio to get
  16267. * @param gradients defines the array of IValueGradient
  16268. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16269. */
  16270. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16271. }
  16272. }
  16273. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16274. import { Scene } from "babylonjs/scene";
  16275. import { ISceneComponent } from "babylonjs/sceneComponent";
  16276. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16277. module "babylonjs/abstractScene" {
  16278. interface AbstractScene {
  16279. /**
  16280. * The list of procedural textures added to the scene
  16281. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16282. */
  16283. proceduralTextures: Array<ProceduralTexture>;
  16284. }
  16285. }
  16286. /**
  16287. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16288. * in a given scene.
  16289. */
  16290. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16291. /**
  16292. * The component name helpfull to identify the component in the list of scene components.
  16293. */
  16294. readonly name: string;
  16295. /**
  16296. * The scene the component belongs to.
  16297. */
  16298. scene: Scene;
  16299. /**
  16300. * Creates a new instance of the component for the given scene
  16301. * @param scene Defines the scene to register the component in
  16302. */
  16303. constructor(scene: Scene);
  16304. /**
  16305. * Registers the component in a given scene
  16306. */
  16307. register(): void;
  16308. /**
  16309. * Rebuilds the elements related to this component in case of
  16310. * context lost for instance.
  16311. */
  16312. rebuild(): void;
  16313. /**
  16314. * Disposes the component and the associated ressources.
  16315. */
  16316. dispose(): void;
  16317. private _beforeClear;
  16318. }
  16319. }
  16320. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  16321. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16322. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16323. module "babylonjs/Engines/engine" {
  16324. interface Engine {
  16325. /**
  16326. * Creates a new render target cube texture
  16327. * @param size defines the size of the texture
  16328. * @param options defines the options used to create the texture
  16329. * @returns a new render target cube texture stored in an InternalTexture
  16330. */
  16331. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16332. }
  16333. }
  16334. }
  16335. declare module "babylonjs/Shaders/procedural.vertex" {
  16336. /** @hidden */
  16337. export var proceduralVertexShader: {
  16338. name: string;
  16339. shader: string;
  16340. };
  16341. }
  16342. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16343. import { Observable } from "babylonjs/Misc/observable";
  16344. import { Nullable } from "babylonjs/types";
  16345. import { Scene } from "babylonjs/scene";
  16346. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16347. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16348. import { Effect } from "babylonjs/Materials/effect";
  16349. import { Texture } from "babylonjs/Materials/Textures/texture";
  16350. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16351. import "babylonjs/Shaders/procedural.vertex";
  16352. /**
  16353. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.
  16354. * This is the base class of any Procedural texture and contains most of the shareable code.
  16355. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16356. */
  16357. export class ProceduralTexture extends Texture {
  16358. isCube: boolean;
  16359. /**
  16360. * Define if the texture is enabled or not (disabled texture will not render)
  16361. */
  16362. isEnabled: boolean;
  16363. /**
  16364. * Define if the texture must be cleared before rendering (default is true)
  16365. */
  16366. autoClear: boolean;
  16367. /**
  16368. * Callback called when the texture is generated
  16369. */
  16370. onGenerated: () => void;
  16371. /**
  16372. * Event raised when the texture is generated
  16373. */
  16374. onGeneratedObservable: Observable<ProceduralTexture>;
  16375. /** @hidden */
  16376. _generateMipMaps: boolean;
  16377. /** @hidden **/
  16378. _effect: Effect;
  16379. /** @hidden */
  16380. _textures: {
  16381. [key: string]: Texture;
  16382. };
  16383. private _size;
  16384. private _currentRefreshId;
  16385. private _refreshRate;
  16386. private _vertexBuffers;
  16387. private _indexBuffer;
  16388. private _uniforms;
  16389. private _samplers;
  16390. private _fragment;
  16391. private _floats;
  16392. private _ints;
  16393. private _floatsArrays;
  16394. private _colors3;
  16395. private _colors4;
  16396. private _vectors2;
  16397. private _vectors3;
  16398. private _matrices;
  16399. private _fallbackTexture;
  16400. private _fallbackTextureUsed;
  16401. private _engine;
  16402. private _cachedDefines;
  16403. private _contentUpdateId;
  16404. private _contentData;
  16405. /**
  16406. * Instantiates a new procedural texture.
  16407. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  16408. * This is the base class of any Procedural texture and contains most of the shareable code.
  16409. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16410. * @param name Define the name of the texture
  16411. * @param size Define the size of the texture to create
  16412. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16413. * @param scene Define the scene the texture belongs to
  16414. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16415. * @param generateMipMaps Define if the texture should creates mip maps or not
  16416. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16417. */
  16418. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16419. /**
  16420. * The effect that is created when initializing the post process.
  16421. * @returns The created effect corresponding the the postprocess.
  16422. */
  16423. getEffect(): Effect;
  16424. /**
  16425. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16426. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16427. */
  16428. getContent(): Nullable<ArrayBufferView>;
  16429. private _createIndexBuffer;
  16430. /** @hidden */
  16431. _rebuild(): void;
  16432. /**
  16433. * Resets the texture in order to recreate its associated resources.
  16434. * This can be called in case of context loss
  16435. */
  16436. reset(): void;
  16437. protected _getDefines(): string;
  16438. /**
  16439. * Is the texture ready to be used ? (rendered at least once)
  16440. * @returns true if ready, otherwise, false.
  16441. */
  16442. isReady(): boolean;
  16443. /**
  16444. * Resets the refresh counter of the texture and start bak from scratch.
  16445. * Could be useful to regenerate the texture if it is setup to render only once.
  16446. */
  16447. resetRefreshCounter(): void;
  16448. /**
  16449. * Set the fragment shader to use in order to render the texture.
  16450. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16451. */
  16452. setFragment(fragment: any): void;
  16453. /**
  16454. * Define the refresh rate of the texture or the rendering frequency.
  16455. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16456. */
  16457. refreshRate: number;
  16458. /** @hidden */
  16459. _shouldRender(): boolean;
  16460. /**
  16461. * Get the size the texture is rendering at.
  16462. * @returns the size (texture is always squared)
  16463. */
  16464. getRenderSize(): number;
  16465. /**
  16466. * Resize the texture to new value.
  16467. * @param size Define the new size the texture should have
  16468. * @param generateMipMaps Define whether the new texture should create mip maps
  16469. */
  16470. resize(size: number, generateMipMaps: boolean): void;
  16471. private _checkUniform;
  16472. /**
  16473. * Set a texture in the shader program used to render.
  16474. * @param name Define the name of the uniform samplers as defined in the shader
  16475. * @param texture Define the texture to bind to this sampler
  16476. * @return the texture itself allowing "fluent" like uniform updates
  16477. */
  16478. setTexture(name: string, texture: Texture): ProceduralTexture;
  16479. /**
  16480. * Set a float in the shader.
  16481. * @param name Define the name of the uniform as defined in the shader
  16482. * @param value Define the value to give to the uniform
  16483. * @return the texture itself allowing "fluent" like uniform updates
  16484. */
  16485. setFloat(name: string, value: number): ProceduralTexture;
  16486. /**
  16487. * Set a int in the shader.
  16488. * @param name Define the name of the uniform as defined in the shader
  16489. * @param value Define the value to give to the uniform
  16490. * @return the texture itself allowing "fluent" like uniform updates
  16491. */
  16492. setInt(name: string, value: number): ProceduralTexture;
  16493. /**
  16494. * Set an array of floats in the shader.
  16495. * @param name Define the name of the uniform as defined in the shader
  16496. * @param value Define the value to give to the uniform
  16497. * @return the texture itself allowing "fluent" like uniform updates
  16498. */
  16499. setFloats(name: string, value: number[]): ProceduralTexture;
  16500. /**
  16501. * Set a vec3 in the shader from a Color3.
  16502. * @param name Define the name of the uniform as defined in the shader
  16503. * @param value Define the value to give to the uniform
  16504. * @return the texture itself allowing "fluent" like uniform updates
  16505. */
  16506. setColor3(name: string, value: Color3): ProceduralTexture;
  16507. /**
  16508. * Set a vec4 in the shader from a Color4.
  16509. * @param name Define the name of the uniform as defined in the shader
  16510. * @param value Define the value to give to the uniform
  16511. * @return the texture itself allowing "fluent" like uniform updates
  16512. */
  16513. setColor4(name: string, value: Color4): ProceduralTexture;
  16514. /**
  16515. * Set a vec2 in the shader from a Vector2.
  16516. * @param name Define the name of the uniform as defined in the shader
  16517. * @param value Define the value to give to the uniform
  16518. * @return the texture itself allowing "fluent" like uniform updates
  16519. */
  16520. setVector2(name: string, value: Vector2): ProceduralTexture;
  16521. /**
  16522. * Set a vec3 in the shader from a Vector3.
  16523. * @param name Define the name of the uniform as defined in the shader
  16524. * @param value Define the value to give to the uniform
  16525. * @return the texture itself allowing "fluent" like uniform updates
  16526. */
  16527. setVector3(name: string, value: Vector3): ProceduralTexture;
  16528. /**
  16529. * Set a mat4 in the shader from a MAtrix.
  16530. * @param name Define the name of the uniform as defined in the shader
  16531. * @param value Define the value to give to the uniform
  16532. * @return the texture itself allowing "fluent" like uniform updates
  16533. */
  16534. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16535. /**
  16536. * Render the texture to its associated render target.
  16537. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16538. */
  16539. render(useCameraPostProcess?: boolean): void;
  16540. /**
  16541. * Clone the texture.
  16542. * @returns the cloned texture
  16543. */
  16544. clone(): ProceduralTexture;
  16545. /**
  16546. * Dispose the texture and release its asoociated resources.
  16547. */
  16548. dispose(): void;
  16549. }
  16550. }
  16551. declare module "babylonjs/Particles/baseParticleSystem" {
  16552. import { Nullable } from "babylonjs/types";
  16553. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16554. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16555. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16556. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16557. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16558. import { Scene } from "babylonjs/scene";
  16559. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16560. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16561. import { Texture } from "babylonjs/Materials/Textures/texture";
  16562. import { Color4 } from "babylonjs/Maths/math.color";
  16563. import { Animation } from "babylonjs/Animations/animation";
  16564. /**
  16565. * This represents the base class for particle system in Babylon.
  16566. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  16567. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16568. * @example https://doc.babylonjs.com/babylon101/particles
  16569. */
  16570. export class BaseParticleSystem {
  16571. /**
  16572. * Source color is added to the destination color without alpha affecting the result
  16573. */
  16574. static BLENDMODE_ONEONE: number;
  16575. /**
  16576. * Blend current color and particle color using particle’s alpha
  16577. */
  16578. static BLENDMODE_STANDARD: number;
  16579. /**
  16580. * Add current color and particle color multiplied by particle’s alpha
  16581. */
  16582. static BLENDMODE_ADD: number;
  16583. /**
  16584. * Multiply current color with particle color
  16585. */
  16586. static BLENDMODE_MULTIPLY: number;
  16587. /**
  16588. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16589. */
  16590. static BLENDMODE_MULTIPLYADD: number;
  16591. /**
  16592. * List of animations used by the particle system.
  16593. */
  16594. animations: Animation[];
  16595. /**
  16596. * The id of the Particle system.
  16597. */
  16598. id: string;
  16599. /**
  16600. * The friendly name of the Particle system.
  16601. */
  16602. name: string;
  16603. /**
  16604. * The rendering group used by the Particle system to chose when to render.
  16605. */
  16606. renderingGroupId: number;
  16607. /**
  16608. * The emitter represents the Mesh or position we are attaching the particle system to.
  16609. */
  16610. emitter: Nullable<AbstractMesh | Vector3>;
  16611. /**
  16612. * The maximum number of particles to emit per frame
  16613. */
  16614. emitRate: number;
  16615. /**
  16616. * If you want to launch only a few particles at once, that can be done, as well.
  16617. */
  16618. manualEmitCount: number;
  16619. /**
  16620. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16621. */
  16622. updateSpeed: number;
  16623. /**
  16624. * The amount of time the particle system is running (depends of the overall update speed).
  16625. */
  16626. targetStopDuration: number;
  16627. /**
  16628. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16629. */
  16630. disposeOnStop: boolean;
  16631. /**
  16632. * Minimum power of emitting particles.
  16633. */
  16634. minEmitPower: number;
  16635. /**
  16636. * Maximum power of emitting particles.
  16637. */
  16638. maxEmitPower: number;
  16639. /**
  16640. * Minimum life time of emitting particles.
  16641. */
  16642. minLifeTime: number;
  16643. /**
  16644. * Maximum life time of emitting particles.
  16645. */
  16646. maxLifeTime: number;
  16647. /**
  16648. * Minimum Size of emitting particles.
  16649. */
  16650. minSize: number;
  16651. /**
  16652. * Maximum Size of emitting particles.
  16653. */
  16654. maxSize: number;
  16655. /**
  16656. * Minimum scale of emitting particles on X axis.
  16657. */
  16658. minScaleX: number;
  16659. /**
  16660. * Maximum scale of emitting particles on X axis.
  16661. */
  16662. maxScaleX: number;
  16663. /**
  16664. * Minimum scale of emitting particles on Y axis.
  16665. */
  16666. minScaleY: number;
  16667. /**
  16668. * Maximum scale of emitting particles on Y axis.
  16669. */
  16670. maxScaleY: number;
  16671. /**
  16672. * Gets or sets the minimal initial rotation in radians.
  16673. */
  16674. minInitialRotation: number;
  16675. /**
  16676. * Gets or sets the maximal initial rotation in radians.
  16677. */
  16678. maxInitialRotation: number;
  16679. /**
  16680. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  16681. */
  16682. minAngularSpeed: number;
  16683. /**
  16684. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  16685. */
  16686. maxAngularSpeed: number;
  16687. /**
  16688. * The texture used to render each particle. (this can be a spritesheet)
  16689. */
  16690. particleTexture: Nullable<Texture>;
  16691. /**
  16692. * The layer mask we are rendering the particles through.
  16693. */
  16694. layerMask: number;
  16695. /**
  16696. * This can help using your own shader to render the particle system.
  16697. * The according effect will be created
  16698. */
  16699. customShader: any;
  16700. /**
  16701. * By default particle system starts as soon as they are created. This prevents the
  16702. * automatic start to happen and let you decide when to start emitting particles.
  16703. */
  16704. preventAutoStart: boolean;
  16705. private _noiseTexture;
  16706. /**
  16707. * Gets or sets a texture used to add random noise to particle positions
  16708. */
  16709. noiseTexture: Nullable<ProceduralTexture>;
  16710. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  16711. noiseStrength: Vector3;
  16712. /**
  16713. * Callback triggered when the particle animation is ending.
  16714. */
  16715. onAnimationEnd: Nullable<() => void>;
  16716. /**
  16717. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  16718. */
  16719. blendMode: number;
  16720. /**
  16721. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  16722. * to override the particles.
  16723. */
  16724. forceDepthWrite: boolean;
  16725. /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
  16726. preWarmCycles: number;
  16727. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  16728. preWarmStepOffset: number;
  16729. /**
  16730. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  16731. */
  16732. spriteCellChangeSpeed: number;
  16733. /**
  16734. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  16735. */
  16736. startSpriteCellID: number;
  16737. /**
  16738. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  16739. */
  16740. endSpriteCellID: number;
  16741. /**
  16742. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  16743. */
  16744. spriteCellWidth: number;
  16745. /**
  16746. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  16747. */
  16748. spriteCellHeight: number;
  16749. /**
  16750. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  16751. */
  16752. spriteRandomStartCell: boolean;
  16753. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  16754. translationPivot: Vector2;
  16755. /** @hidden */
  16756. protected _isAnimationSheetEnabled: boolean;
  16757. /**
  16758. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  16759. */
  16760. beginAnimationOnStart: boolean;
  16761. /**
  16762. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  16763. */
  16764. beginAnimationFrom: number;
  16765. /**
  16766. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  16767. */
  16768. beginAnimationTo: number;
  16769. /**
  16770. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  16771. */
  16772. beginAnimationLoop: boolean;
  16773. /**
  16774. * Gets or sets a world offset applied to all particles
  16775. */
  16776. worldOffset: Vector3;
  16777. /**
  16778. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  16779. */
  16780. isAnimationSheetEnabled: boolean;
  16781. /**
  16782. * Get hosting scene
  16783. * @returns the scene
  16784. */
  16785. getScene(): Scene;
  16786. /**
  16787. * You can use gravity if you want to give an orientation to your particles.
  16788. */
  16789. gravity: Vector3;
  16790. protected _colorGradients: Nullable<Array<ColorGradient>>;
  16791. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  16792. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  16793. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  16794. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  16795. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  16796. protected _dragGradients: Nullable<Array<FactorGradient>>;
  16797. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  16798. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  16799. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  16800. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  16801. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  16802. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  16803. /**
  16804. * Defines the delay in milliseconds before starting the system (0 by default)
  16805. */
  16806. startDelay: number;
  16807. /**
  16808. * Gets the current list of drag gradients.
  16809. * You must use addDragGradient and removeDragGradient to udpate this list
  16810. * @returns the list of drag gradients
  16811. */
  16812. getDragGradients(): Nullable<Array<FactorGradient>>;
  16813. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  16814. limitVelocityDamping: number;
  16815. /**
  16816. * Gets the current list of limit velocity gradients.
  16817. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  16818. * @returns the list of limit velocity gradients
  16819. */
  16820. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  16821. /**
  16822. * Gets the current list of color gradients.
  16823. * You must use addColorGradient and removeColorGradient to udpate this list
  16824. * @returns the list of color gradients
  16825. */
  16826. getColorGradients(): Nullable<Array<ColorGradient>>;
  16827. /**
  16828. * Gets the current list of size gradients.
  16829. * You must use addSizeGradient and removeSizeGradient to udpate this list
  16830. * @returns the list of size gradients
  16831. */
  16832. getSizeGradients(): Nullable<Array<FactorGradient>>;
  16833. /**
  16834. * Gets the current list of color remap gradients.
  16835. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  16836. * @returns the list of color remap gradients
  16837. */
  16838. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  16839. /**
  16840. * Gets the current list of alpha remap gradients.
  16841. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  16842. * @returns the list of alpha remap gradients
  16843. */
  16844. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  16845. /**
  16846. * Gets the current list of life time gradients.
  16847. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  16848. * @returns the list of life time gradients
  16849. */
  16850. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  16851. /**
  16852. * Gets the current list of angular speed gradients.
  16853. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  16854. * @returns the list of angular speed gradients
  16855. */
  16856. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  16857. /**
  16858. * Gets the current list of velocity gradients.
  16859. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  16860. * @returns the list of velocity gradients
  16861. */
  16862. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  16863. /**
  16864. * Gets the current list of start size gradients.
  16865. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  16866. * @returns the list of start size gradients
  16867. */
  16868. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  16869. /**
  16870. * Gets the current list of emit rate gradients.
  16871. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  16872. * @returns the list of emit rate gradients
  16873. */
  16874. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  16875. /**
  16876. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16877. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16878. */
  16879. direction1: Vector3;
  16880. /**
  16881. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  16882. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16883. */
  16884. direction2: Vector3;
  16885. /**
  16886. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  16887. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16888. */
  16889. minEmitBox: Vector3;
  16890. /**
  16891. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  16892. * This only works when particleEmitterTyps is a BoxParticleEmitter
  16893. */
  16894. maxEmitBox: Vector3;
  16895. /**
  16896. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16897. */
  16898. color1: Color4;
  16899. /**
  16900. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  16901. */
  16902. color2: Color4;
  16903. /**
  16904. * Color the particle will have at the end of its lifetime
  16905. */
  16906. colorDead: Color4;
  16907. /**
  16908. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  16909. */
  16910. textureMask: Color4;
  16911. /**
  16912. * The particle emitter type defines the emitter used by the particle system.
  16913. * It can be for example box, sphere, or cone...
  16914. */
  16915. particleEmitterType: IParticleEmitterType;
  16916. /** @hidden */
  16917. _isSubEmitter: boolean;
  16918. /**
  16919. * Gets or sets the billboard mode to use when isBillboardBased = true.
  16920. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  16921. */
  16922. billboardMode: number;
  16923. protected _isBillboardBased: boolean;
  16924. /**
  16925. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  16926. */
  16927. isBillboardBased: boolean;
  16928. /**
  16929. * The scene the particle system belongs to.
  16930. */
  16931. protected _scene: Scene;
  16932. /**
  16933. * Local cache of defines for image processing.
  16934. */
  16935. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  16936. /**
  16937. * Default configuration related to image processing available in the standard Material.
  16938. */
  16939. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  16940. /**
  16941. * Gets the image processing configuration used either in this material.
  16942. */
  16943. /**
  16944. * Sets the Default image processing configuration used either in the this material.
  16945. *
  16946. * If sets to null, the scene one is in use.
  16947. */
  16948. imageProcessingConfiguration: ImageProcessingConfiguration;
  16949. /**
  16950. * Attaches a new image processing configuration to the Standard Material.
  16951. * @param configuration
  16952. */
  16953. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  16954. /** @hidden */
  16955. protected _reset(): void;
  16956. /** @hidden */
  16957. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  16958. /**
  16959. * Instantiates a particle system.
  16960. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  16961. * @param name The name of the particle system
  16962. */
  16963. constructor(name: string);
  16964. /**
  16965. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  16966. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  16967. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  16968. * @returns the emitter
  16969. */
  16970. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  16971. /**
  16972. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  16973. * @param radius The radius of the hemisphere to emit from
  16974. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16975. * @returns the emitter
  16976. */
  16977. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  16978. /**
  16979. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  16980. * @param radius The radius of the sphere to emit from
  16981. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  16982. * @returns the emitter
  16983. */
  16984. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  16985. /**
  16986. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  16987. * @param radius The radius of the sphere to emit from
  16988. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  16989. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  16990. * @returns the emitter
  16991. */
  16992. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  16993. /**
  16994. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  16995. * @param radius The radius of the emission cylinder
  16996. * @param height The height of the emission cylinder
  16997. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  16998. * @param directionRandomizer How much to randomize the particle direction [0-1]
  16999. * @returns the emitter
  17000. */
  17001. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17002. /**
  17003. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17004. * @param radius The radius of the cylinder to emit from
  17005. * @param height The height of the emission cylinder
  17006. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17007. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17008. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17009. * @returns the emitter
  17010. */
  17011. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17012. /**
  17013. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17014. * @param radius The radius of the cone to emit from
  17015. * @param angle The base angle of the cone
  17016. * @returns the emitter
  17017. */
  17018. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17019. /**
  17020. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17021. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17022. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17023. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17024. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17025. * @returns the emitter
  17026. */
  17027. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17028. }
  17029. }
  17030. declare module "babylonjs/Particles/subEmitter" {
  17031. import { Scene } from "babylonjs/scene";
  17032. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17033. /**
  17034. * Type of sub emitter
  17035. */
  17036. export enum SubEmitterType {
  17037. /**
  17038. * Attached to the particle over it's lifetime
  17039. */
  17040. ATTACHED = 0,
  17041. /**
  17042. * Created when the particle dies
  17043. */
  17044. END = 1
  17045. }
  17046. /**
  17047. * Sub emitter class used to emit particles from an existing particle
  17048. */
  17049. export class SubEmitter {
  17050. /**
  17051. * the particle system to be used by the sub emitter
  17052. */
  17053. particleSystem: ParticleSystem;
  17054. /**
  17055. * Type of the submitter (Default: END)
  17056. */
  17057. type: SubEmitterType;
  17058. /**
  17059. * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
  17060. * Note: This only is supported when using an emitter of type Mesh
  17061. */
  17062. inheritDirection: boolean;
  17063. /**
  17064. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17065. */
  17066. inheritedVelocityAmount: number;
  17067. /**
  17068. * Creates a sub emitter
  17069. * @param particleSystem the particle system to be used by the sub emitter
  17070. */
  17071. constructor(
  17072. /**
  17073. * the particle system to be used by the sub emitter
  17074. */
  17075. particleSystem: ParticleSystem);
  17076. /**
  17077. * Clones the sub emitter
  17078. * @returns the cloned sub emitter
  17079. */
  17080. clone(): SubEmitter;
  17081. /**
  17082. * Serialize current object to a JSON object
  17083. * @returns the serialized object
  17084. */
  17085. serialize(): any;
  17086. /** @hidden */
  17087. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17088. /**
  17089. * Creates a new SubEmitter from a serialized JSON version
  17090. * @param serializationObject defines the JSON object to read from
  17091. * @param scene defines the hosting scene
  17092. * @param rootUrl defines the rootUrl for data loading
  17093. * @returns a new SubEmitter
  17094. */
  17095. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17096. /** Release associated resources */
  17097. dispose(): void;
  17098. }
  17099. }
  17100. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17101. /** @hidden */
  17102. export var clipPlaneFragmentDeclaration: {
  17103. name: string;
  17104. shader: string;
  17105. };
  17106. }
  17107. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17108. /** @hidden */
  17109. export var imageProcessingDeclaration: {
  17110. name: string;
  17111. shader: string;
  17112. };
  17113. }
  17114. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17115. /** @hidden */
  17116. export var imageProcessingFunctions: {
  17117. name: string;
  17118. shader: string;
  17119. };
  17120. }
  17121. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17122. /** @hidden */
  17123. export var clipPlaneFragment: {
  17124. name: string;
  17125. shader: string;
  17126. };
  17127. }
  17128. declare module "babylonjs/Shaders/particles.fragment" {
  17129. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17130. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17131. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17132. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17133. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17134. /** @hidden */
  17135. export var particlesPixelShader: {
  17136. name: string;
  17137. shader: string;
  17138. };
  17139. }
  17140. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17141. /** @hidden */
  17142. export var clipPlaneVertexDeclaration: {
  17143. name: string;
  17144. shader: string;
  17145. };
  17146. }
  17147. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17148. /** @hidden */
  17149. export var clipPlaneVertex: {
  17150. name: string;
  17151. shader: string;
  17152. };
  17153. }
  17154. declare module "babylonjs/Shaders/particles.vertex" {
  17155. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17156. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17157. /** @hidden */
  17158. export var particlesVertexShader: {
  17159. name: string;
  17160. shader: string;
  17161. };
  17162. }
  17163. declare module "babylonjs/Particles/particleSystem" {
  17164. import { Nullable } from "babylonjs/types";
  17165. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17166. import { Observable } from "babylonjs/Misc/observable";
  17167. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17168. import { Effect } from "babylonjs/Materials/effect";
  17169. import { Scene, IDisposable } from "babylonjs/scene";
  17170. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17171. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17172. import { Particle } from "babylonjs/Particles/particle";
  17173. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17174. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17175. import "babylonjs/Shaders/particles.fragment";
  17176. import "babylonjs/Shaders/particles.vertex";
  17177. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17178. /**
  17179. * This represents a particle system in Babylon.
  17180. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17181. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17182. * @example https://doc.babylonjs.com/babylon101/particles
  17183. */
  17184. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17185. /**
  17186. * Billboard mode will only apply to Y axis
  17187. */
  17188. static readonly BILLBOARDMODE_Y: number;
  17189. /**
  17190. * Billboard mode will apply to all axes
  17191. */
  17192. static readonly BILLBOARDMODE_ALL: number;
  17193. /**
  17194. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17195. */
  17196. static readonly BILLBOARDMODE_STRETCHED: number;
  17197. /**
  17198. * This function can be defined to provide custom update for active particles.
  17199. * This function will be called instead of regular update (age, position, color, etc.).
  17200. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17201. */
  17202. updateFunction: (particles: Particle[]) => void;
  17203. private _emitterWorldMatrix;
  17204. /**
  17205. * This function can be defined to specify initial direction for every new particle.
  17206. * It by default use the emitterType defined function
  17207. */
  17208. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17209. /**
  17210. * This function can be defined to specify initial position for every new particle.
  17211. * It by default use the emitterType defined function
  17212. */
  17213. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17214. /**
  17215. * @hidden
  17216. */
  17217. _inheritedVelocityOffset: Vector3;
  17218. /**
  17219. * An event triggered when the system is disposed
  17220. */
  17221. onDisposeObservable: Observable<ParticleSystem>;
  17222. private _onDisposeObserver;
  17223. /**
  17224. * Sets a callback that will be triggered when the system is disposed
  17225. */
  17226. onDispose: () => void;
  17227. private _particles;
  17228. private _epsilon;
  17229. private _capacity;
  17230. private _stockParticles;
  17231. private _newPartsExcess;
  17232. private _vertexData;
  17233. private _vertexBuffer;
  17234. private _vertexBuffers;
  17235. private _spriteBuffer;
  17236. private _indexBuffer;
  17237. private _effect;
  17238. private _customEffect;
  17239. private _cachedDefines;
  17240. private _scaledColorStep;
  17241. private _colorDiff;
  17242. private _scaledDirection;
  17243. private _scaledGravity;
  17244. private _currentRenderId;
  17245. private _alive;
  17246. private _useInstancing;
  17247. private _started;
  17248. private _stopped;
  17249. private _actualFrame;
  17250. private _scaledUpdateSpeed;
  17251. private _vertexBufferSize;
  17252. /** @hidden */
  17253. _currentEmitRateGradient: Nullable<FactorGradient>;
  17254. /** @hidden */
  17255. _currentEmitRate1: number;
  17256. /** @hidden */
  17257. _currentEmitRate2: number;
  17258. /** @hidden */
  17259. _currentStartSizeGradient: Nullable<FactorGradient>;
  17260. /** @hidden */
  17261. _currentStartSize1: number;
  17262. /** @hidden */
  17263. _currentStartSize2: number;
  17264. private readonly _rawTextureWidth;
  17265. private _rampGradientsTexture;
  17266. private _useRampGradients;
  17267. /** Gets or sets a boolean indicating that ramp gradients must be used
  17268. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17269. */
  17270. useRampGradients: boolean;
  17271. /**
  17272. * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.
  17273. * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])
  17274. */
  17275. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17276. private _subEmitters;
  17277. /**
  17278. * @hidden
  17279. * If the particle systems emitter should be disposed when the particle system is disposed
  17280. */
  17281. _disposeEmitterOnDispose: boolean;
  17282. /**
  17283. * The current active Sub-systems, this property is used by the root particle system only.
  17284. */
  17285. activeSubSystems: Array<ParticleSystem>;
  17286. private _rootParticleSystem;
  17287. /**
  17288. * Gets the current list of active particles
  17289. */
  17290. readonly particles: Particle[];
  17291. /**
  17292. * Returns the string "ParticleSystem"
  17293. * @returns a string containing the class name
  17294. */
  17295. getClassName(): string;
  17296. /**
  17297. * Instantiates a particle system.
  17298. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  17299. * @param name The name of the particle system
  17300. * @param capacity The max number of particles alive at the same time
  17301. * @param scene The scene the particle system belongs to
  17302. * @param customEffect a custom effect used to change the way particles are rendered by default
  17303. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17304. * @param epsilon Offset used to render the particles
  17305. */
  17306. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17307. private _addFactorGradient;
  17308. private _removeFactorGradient;
  17309. /**
  17310. * Adds a new life time gradient
  17311. * @param gradient defines the gradient to use (between 0 and 1)
  17312. * @param factor defines the life time factor to affect to the specified gradient
  17313. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17314. * @returns the current particle system
  17315. */
  17316. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17317. /**
  17318. * Remove a specific life time gradient
  17319. * @param gradient defines the gradient to remove
  17320. * @returns the current particle system
  17321. */
  17322. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17323. /**
  17324. * Adds a new size gradient
  17325. * @param gradient defines the gradient to use (between 0 and 1)
  17326. * @param factor defines the size factor to affect to the specified gradient
  17327. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17328. * @returns the current particle system
  17329. */
  17330. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17331. /**
  17332. * Remove a specific size gradient
  17333. * @param gradient defines the gradient to remove
  17334. * @returns the current particle system
  17335. */
  17336. removeSizeGradient(gradient: number): IParticleSystem;
  17337. /**
  17338. * Adds a new color remap gradient
  17339. * @param gradient defines the gradient to use (between 0 and 1)
  17340. * @param min defines the color remap minimal range
  17341. * @param max defines the color remap maximal range
  17342. * @returns the current particle system
  17343. */
  17344. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17345. /**
  17346. * Remove a specific color remap gradient
  17347. * @param gradient defines the gradient to remove
  17348. * @returns the current particle system
  17349. */
  17350. removeColorRemapGradient(gradient: number): IParticleSystem;
  17351. /**
  17352. * Adds a new alpha remap gradient
  17353. * @param gradient defines the gradient to use (between 0 and 1)
  17354. * @param min defines the alpha remap minimal range
  17355. * @param max defines the alpha remap maximal range
  17356. * @returns the current particle system
  17357. */
  17358. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17359. /**
  17360. * Remove a specific alpha remap gradient
  17361. * @param gradient defines the gradient to remove
  17362. * @returns the current particle system
  17363. */
  17364. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17365. /**
  17366. * Adds a new angular speed gradient
  17367. * @param gradient defines the gradient to use (between 0 and 1)
  17368. * @param factor defines the angular speed to affect to the specified gradient
  17369. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17370. * @returns the current particle system
  17371. */
  17372. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17373. /**
  17374. * Remove a specific angular speed gradient
  17375. * @param gradient defines the gradient to remove
  17376. * @returns the current particle system
  17377. */
  17378. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17379. /**
  17380. * Adds a new velocity gradient
  17381. * @param gradient defines the gradient to use (between 0 and 1)
  17382. * @param factor defines the velocity to affect to the specified gradient
  17383. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17384. * @returns the current particle system
  17385. */
  17386. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17387. /**
  17388. * Remove a specific velocity gradient
  17389. * @param gradient defines the gradient to remove
  17390. * @returns the current particle system
  17391. */
  17392. removeVelocityGradient(gradient: number): IParticleSystem;
  17393. /**
  17394. * Adds a new limit velocity gradient
  17395. * @param gradient defines the gradient to use (between 0 and 1)
  17396. * @param factor defines the limit velocity value to affect to the specified gradient
  17397. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17398. * @returns the current particle system
  17399. */
  17400. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17401. /**
  17402. * Remove a specific limit velocity gradient
  17403. * @param gradient defines the gradient to remove
  17404. * @returns the current particle system
  17405. */
  17406. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17407. /**
  17408. * Adds a new drag gradient
  17409. * @param gradient defines the gradient to use (between 0 and 1)
  17410. * @param factor defines the drag value to affect to the specified gradient
  17411. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17412. * @returns the current particle system
  17413. */
  17414. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17415. /**
  17416. * Remove a specific drag gradient
  17417. * @param gradient defines the gradient to remove
  17418. * @returns the current particle system
  17419. */
  17420. removeDragGradient(gradient: number): IParticleSystem;
  17421. /**
  17422. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17423. * @param gradient defines the gradient to use (between 0 and 1)
  17424. * @param factor defines the emit rate value to affect to the specified gradient
  17425. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17426. * @returns the current particle system
  17427. */
  17428. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17429. /**
  17430. * Remove a specific emit rate gradient
  17431. * @param gradient defines the gradient to remove
  17432. * @returns the current particle system
  17433. */
  17434. removeEmitRateGradient(gradient: number): IParticleSystem;
  17435. /**
  17436. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17437. * @param gradient defines the gradient to use (between 0 and 1)
  17438. * @param factor defines the start size value to affect to the specified gradient
  17439. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17440. * @returns the current particle system
  17441. */
  17442. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17443. /**
  17444. * Remove a specific start size gradient
  17445. * @param gradient defines the gradient to remove
  17446. * @returns the current particle system
  17447. */
  17448. removeStartSizeGradient(gradient: number): IParticleSystem;
  17449. private _createRampGradientTexture;
  17450. /**
  17451. * Gets the current list of ramp gradients.
  17452. * You must use addRampGradient and removeRampGradient to udpate this list
  17453. * @returns the list of ramp gradients
  17454. */
  17455. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17456. /**
  17457. * Adds a new ramp gradient used to remap particle colors
  17458. * @param gradient defines the gradient to use (between 0 and 1)
  17459. * @param color defines the color to affect to the specified gradient
  17460. * @returns the current particle system
  17461. */
  17462. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17463. /**
  17464. * Remove a specific ramp gradient
  17465. * @param gradient defines the gradient to remove
  17466. * @returns the current particle system
  17467. */
  17468. removeRampGradient(gradient: number): ParticleSystem;
  17469. /**
  17470. * Adds a new color gradient
  17471. * @param gradient defines the gradient to use (between 0 and 1)
  17472. * @param color1 defines the color to affect to the specified gradient
  17473. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17474. * @returns this particle system
  17475. */
  17476. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17477. /**
  17478. * Remove a specific color gradient
  17479. * @param gradient defines the gradient to remove
  17480. * @returns this particle system
  17481. */
  17482. removeColorGradient(gradient: number): IParticleSystem;
  17483. private _fetchR;
  17484. protected _reset(): void;
  17485. private _resetEffect;
  17486. private _createVertexBuffers;
  17487. private _createIndexBuffer;
  17488. /**
  17489. * Gets the maximum number of particles active at the same time.
  17490. * @returns The max number of active particles.
  17491. */
  17492. getCapacity(): number;
  17493. /**
  17494. * Gets whether there are still active particles in the system.
  17495. * @returns True if it is alive, otherwise false.
  17496. */
  17497. isAlive(): boolean;
  17498. /**
  17499. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17500. * @returns True if it has been started, otherwise false.
  17501. */
  17502. isStarted(): boolean;
  17503. private _prepareSubEmitterInternalArray;
  17504. /**
  17505. * Starts the particle system and begins to emit
  17506. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17507. */
  17508. start(delay?: number): void;
  17509. /**
  17510. * Stops the particle system.
  17511. * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.
  17512. */
  17513. stop(stopSubEmitters?: boolean): void;
  17514. /**
  17515. * Remove all active particles
  17516. */
  17517. reset(): void;
  17518. /**
  17519. * @hidden (for internal use only)
  17520. */
  17521. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17522. /**
  17523. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17524. * Its lifetime will start back at 0.
  17525. */
  17526. recycleParticle: (particle: Particle) => void;
  17527. private _stopSubEmitters;
  17528. private _createParticle;
  17529. private _removeFromRoot;
  17530. private _emitFromParticle;
  17531. private _update;
  17532. /** @hidden */
  17533. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17534. /** @hidden */
  17535. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17536. /** @hidden */
  17537. private _getEffect;
  17538. /**
  17539. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17540. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17541. */
  17542. animate(preWarmOnly?: boolean): void;
  17543. private _appendParticleVertices;
  17544. /**
  17545. * Rebuilds the particle system.
  17546. */
  17547. rebuild(): void;
  17548. /**
  17549. * Is this system ready to be used/rendered
  17550. * @return true if the system is ready
  17551. */
  17552. isReady(): boolean;
  17553. private _render;
  17554. /**
  17555. * Renders the particle system in its current state.
  17556. * @returns the current number of particles
  17557. */
  17558. render(): number;
  17559. /**
  17560. * Disposes the particle system and free the associated resources
  17561. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17562. */
  17563. dispose(disposeTexture?: boolean): void;
  17564. /**
  17565. * Clones the particle system.
  17566. * @param name The name of the cloned object
  17567. * @param newEmitter The new emitter to use
  17568. * @returns the cloned particle system
  17569. */
  17570. clone(name: string, newEmitter: any): ParticleSystem;
  17571. /**
  17572. * Serializes the particle system to a JSON object.
  17573. * @returns the JSON object
  17574. */
  17575. serialize(): any;
  17576. /** @hidden */
  17577. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17578. /** @hidden */
  17579. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17580. /**
  17581. * Parses a JSON object to create a particle system.
  17582. * @param parsedParticleSystem The JSON object to parse
  17583. * @param scene The scene to create the particle system in
  17584. * @param rootUrl The root url to use to load external dependencies like texture
  17585. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17586. * @returns the Parsed particle system
  17587. */
  17588. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17589. }
  17590. }
  17591. declare module "babylonjs/Particles/particle" {
  17592. import { Nullable } from "babylonjs/types";
  17593. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17594. import { Color4 } from "babylonjs/Maths/math.color";
  17595. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17596. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17597. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17598. /**
  17599. * A particle represents one of the element emitted by a particle system.
  17600. * This is mainly define by its coordinates, direction, velocity and age.
  17601. */
  17602. export class Particle {
  17603. /**
  17604. * The particle system the particle belongs to.
  17605. */
  17606. particleSystem: ParticleSystem;
  17607. private static _Count;
  17608. /**
  17609. * Unique ID of the particle
  17610. */
  17611. id: number;
  17612. /**
  17613. * The world position of the particle in the scene.
  17614. */
  17615. position: Vector3;
  17616. /**
  17617. * The world direction of the particle in the scene.
  17618. */
  17619. direction: Vector3;
  17620. /**
  17621. * The color of the particle.
  17622. */
  17623. color: Color4;
  17624. /**
  17625. * The color change of the particle per step.
  17626. */
  17627. colorStep: Color4;
  17628. /**
  17629. * Defines how long will the life of the particle be.
  17630. */
  17631. lifeTime: number;
  17632. /**
  17633. * The current age of the particle.
  17634. */
  17635. age: number;
  17636. /**
  17637. * The current size of the particle.
  17638. */
  17639. size: number;
  17640. /**
  17641. * The current scale of the particle.
  17642. */
  17643. scale: Vector2;
  17644. /**
  17645. * The current angle of the particle.
  17646. */
  17647. angle: number;
  17648. /**
  17649. * Defines how fast is the angle changing.
  17650. */
  17651. angularSpeed: number;
  17652. /**
  17653. * Defines the cell index used by the particle to be rendered from a sprite.
  17654. */
  17655. cellIndex: number;
  17656. /**
  17657. * The information required to support color remapping
  17658. */
  17659. remapData: Vector4;
  17660. /** @hidden */
  17661. _randomCellOffset?: number;
  17662. /** @hidden */
  17663. _initialDirection: Nullable<Vector3>;
  17664. /** @hidden */
  17665. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  17666. /** @hidden */
  17667. _initialStartSpriteCellID: number;
  17668. /** @hidden */
  17669. _initialEndSpriteCellID: number;
  17670. /** @hidden */
  17671. _currentColorGradient: Nullable<ColorGradient>;
  17672. /** @hidden */
  17673. _currentColor1: Color4;
  17674. /** @hidden */
  17675. _currentColor2: Color4;
  17676. /** @hidden */
  17677. _currentSizeGradient: Nullable<FactorGradient>;
  17678. /** @hidden */
  17679. _currentSize1: number;
  17680. /** @hidden */
  17681. _currentSize2: number;
  17682. /** @hidden */
  17683. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  17684. /** @hidden */
  17685. _currentAngularSpeed1: number;
  17686. /** @hidden */
  17687. _currentAngularSpeed2: number;
  17688. /** @hidden */
  17689. _currentVelocityGradient: Nullable<FactorGradient>;
  17690. /** @hidden */
  17691. _currentVelocity1: number;
  17692. /** @hidden */
  17693. _currentVelocity2: number;
  17694. /** @hidden */
  17695. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  17696. /** @hidden */
  17697. _currentLimitVelocity1: number;
  17698. /** @hidden */
  17699. _currentLimitVelocity2: number;
  17700. /** @hidden */
  17701. _currentDragGradient: Nullable<FactorGradient>;
  17702. /** @hidden */
  17703. _currentDrag1: number;
  17704. /** @hidden */
  17705. _currentDrag2: number;
  17706. /** @hidden */
  17707. _randomNoiseCoordinates1: Vector3;
  17708. /** @hidden */
  17709. _randomNoiseCoordinates2: Vector3;
  17710. /**
  17711. * Creates a new instance Particle
  17712. * @param particleSystem the particle system the particle belongs to
  17713. */
  17714. constructor(
  17715. /**
  17716. * The particle system the particle belongs to.
  17717. */
  17718. particleSystem: ParticleSystem);
  17719. private updateCellInfoFromSystem;
  17720. /**
  17721. * Defines how the sprite cell index is updated for the particle
  17722. */
  17723. updateCellIndex(): void;
  17724. /** @hidden */
  17725. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  17726. /** @hidden */
  17727. _inheritParticleInfoToSubEmitters(): void;
  17728. /** @hidden */
  17729. _reset(): void;
  17730. /**
  17731. * Copy the properties of particle to another one.
  17732. * @param other the particle to copy the information to.
  17733. */
  17734. copyTo(other: Particle): void;
  17735. }
  17736. }
  17737. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  17738. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17739. import { Effect } from "babylonjs/Materials/effect";
  17740. import { Particle } from "babylonjs/Particles/particle";
  17741. /**
  17742. * Particle emitter represents a volume emitting particles.
  17743. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  17744. */
  17745. export interface IParticleEmitterType {
  17746. /**
  17747. * Called by the particle System when the direction is computed for the created particle.
  17748. * @param worldMatrix is the world matrix of the particle system
  17749. * @param directionToUpdate is the direction vector to update with the result
  17750. * @param particle is the particle we are computed the direction for
  17751. */
  17752. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17753. /**
  17754. * Called by the particle System when the position is computed for the created particle.
  17755. * @param worldMatrix is the world matrix of the particle system
  17756. * @param positionToUpdate is the position vector to update with the result
  17757. * @param particle is the particle we are computed the position for
  17758. */
  17759. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17760. /**
  17761. * Clones the current emitter and returns a copy of it
  17762. * @returns the new emitter
  17763. */
  17764. clone(): IParticleEmitterType;
  17765. /**
  17766. * Called by the GPUParticleSystem to setup the update shader
  17767. * @param effect defines the update shader
  17768. */
  17769. applyToShader(effect: Effect): void;
  17770. /**
  17771. * Returns a string to use to update the GPU particles update shader
  17772. * @returns the effect defines string
  17773. */
  17774. getEffectDefines(): string;
  17775. /**
  17776. * Returns a string representing the class name
  17777. * @returns a string containing the class name
  17778. */
  17779. getClassName(): string;
  17780. /**
  17781. * Serializes the particle system to a JSON object.
  17782. * @returns the JSON object
  17783. */
  17784. serialize(): any;
  17785. /**
  17786. * Parse properties from a JSON object
  17787. * @param serializationObject defines the JSON object
  17788. */
  17789. parse(serializationObject: any): void;
  17790. }
  17791. }
  17792. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  17793. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17794. import { Effect } from "babylonjs/Materials/effect";
  17795. import { Particle } from "babylonjs/Particles/particle";
  17796. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17797. /**
  17798. * Particle emitter emitting particles from the inside of a box.
  17799. * It emits the particles randomly between 2 given directions.
  17800. */
  17801. export class BoxParticleEmitter implements IParticleEmitterType {
  17802. /**
  17803. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17804. */
  17805. direction1: Vector3;
  17806. /**
  17807. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17808. */
  17809. direction2: Vector3;
  17810. /**
  17811. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  17812. */
  17813. minEmitBox: Vector3;
  17814. /**
  17815. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  17816. */
  17817. maxEmitBox: Vector3;
  17818. /**
  17819. * Creates a new instance BoxParticleEmitter
  17820. */
  17821. constructor();
  17822. /**
  17823. * Called by the particle System when the direction is computed for the created particle.
  17824. * @param worldMatrix is the world matrix of the particle system
  17825. * @param directionToUpdate is the direction vector to update with the result
  17826. * @param particle is the particle we are computed the direction for
  17827. */
  17828. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17829. /**
  17830. * Called by the particle System when the position is computed for the created particle.
  17831. * @param worldMatrix is the world matrix of the particle system
  17832. * @param positionToUpdate is the position vector to update with the result
  17833. * @param particle is the particle we are computed the position for
  17834. */
  17835. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17836. /**
  17837. * Clones the current emitter and returns a copy of it
  17838. * @returns the new emitter
  17839. */
  17840. clone(): BoxParticleEmitter;
  17841. /**
  17842. * Called by the GPUParticleSystem to setup the update shader
  17843. * @param effect defines the update shader
  17844. */
  17845. applyToShader(effect: Effect): void;
  17846. /**
  17847. * Returns a string to use to update the GPU particles update shader
  17848. * @returns a string containng the defines string
  17849. */
  17850. getEffectDefines(): string;
  17851. /**
  17852. * Returns the string "BoxParticleEmitter"
  17853. * @returns a string containing the class name
  17854. */
  17855. getClassName(): string;
  17856. /**
  17857. * Serializes the particle system to a JSON object.
  17858. * @returns the JSON object
  17859. */
  17860. serialize(): any;
  17861. /**
  17862. * Parse properties from a JSON object
  17863. * @param serializationObject defines the JSON object
  17864. */
  17865. parse(serializationObject: any): void;
  17866. }
  17867. }
  17868. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  17869. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17870. import { Effect } from "babylonjs/Materials/effect";
  17871. import { Particle } from "babylonjs/Particles/particle";
  17872. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17873. /**
  17874. * Particle emitter emitting particles from the inside of a cone.
  17875. * It emits the particles alongside the cone volume from the base to the particle.
  17876. * The emission direction might be randomized.
  17877. */
  17878. export class ConeParticleEmitter implements IParticleEmitterType {
  17879. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17880. directionRandomizer: number;
  17881. private _radius;
  17882. private _angle;
  17883. private _height;
  17884. /**
  17885. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  17886. */
  17887. radiusRange: number;
  17888. /**
  17889. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  17890. */
  17891. heightRange: number;
  17892. /**
  17893. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  17894. */
  17895. emitFromSpawnPointOnly: boolean;
  17896. /**
  17897. * Gets or sets the radius of the emission cone
  17898. */
  17899. radius: number;
  17900. /**
  17901. * Gets or sets the angle of the emission cone
  17902. */
  17903. angle: number;
  17904. private _buildHeight;
  17905. /**
  17906. * Creates a new instance ConeParticleEmitter
  17907. * @param radius the radius of the emission cone (1 by default)
  17908. * @param angle the cone base angle (PI by default)
  17909. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  17910. */
  17911. constructor(radius?: number, angle?: number,
  17912. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  17913. directionRandomizer?: number);
  17914. /**
  17915. * Called by the particle System when the direction is computed for the created particle.
  17916. * @param worldMatrix is the world matrix of the particle system
  17917. * @param directionToUpdate is the direction vector to update with the result
  17918. * @param particle is the particle we are computed the direction for
  17919. */
  17920. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  17921. /**
  17922. * Called by the particle System when the position is computed for the created particle.
  17923. * @param worldMatrix is the world matrix of the particle system
  17924. * @param positionToUpdate is the position vector to update with the result
  17925. * @param particle is the particle we are computed the position for
  17926. */
  17927. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  17928. /**
  17929. * Clones the current emitter and returns a copy of it
  17930. * @returns the new emitter
  17931. */
  17932. clone(): ConeParticleEmitter;
  17933. /**
  17934. * Called by the GPUParticleSystem to setup the update shader
  17935. * @param effect defines the update shader
  17936. */
  17937. applyToShader(effect: Effect): void;
  17938. /**
  17939. * Returns a string to use to update the GPU particles update shader
  17940. * @returns a string containng the defines string
  17941. */
  17942. getEffectDefines(): string;
  17943. /**
  17944. * Returns the string "ConeParticleEmitter"
  17945. * @returns a string containing the class name
  17946. */
  17947. getClassName(): string;
  17948. /**
  17949. * Serializes the particle system to a JSON object.
  17950. * @returns the JSON object
  17951. */
  17952. serialize(): any;
  17953. /**
  17954. * Parse properties from a JSON object
  17955. * @param serializationObject defines the JSON object
  17956. */
  17957. parse(serializationObject: any): void;
  17958. }
  17959. }
  17960. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  17961. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17962. import { Effect } from "babylonjs/Materials/effect";
  17963. import { Particle } from "babylonjs/Particles/particle";
  17964. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  17965. /**
  17966. * Particle emitter emitting particles from the inside of a cylinder.
  17967. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  17968. */
  17969. export class CylinderParticleEmitter implements IParticleEmitterType {
  17970. /**
  17971. * The radius of the emission cylinder.
  17972. */
  17973. radius: number;
  17974. /**
  17975. * The height of the emission cylinder.
  17976. */
  17977. height: number;
  17978. /**
  17979. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  17980. */
  17981. radiusRange: number;
  17982. /**
  17983. * How much to randomize the particle direction [0-1].
  17984. */
  17985. directionRandomizer: number;
  17986. /**
  17987. * Creates a new instance CylinderParticleEmitter
  17988. * @param radius the radius of the emission cylinder (1 by default)
  17989. * @param height the height of the emission cylinder (1 by default)
  17990. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17991. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  17992. */
  17993. constructor(
  17994. /**
  17995. * The radius of the emission cylinder.
  17996. */
  17997. radius?: number,
  17998. /**
  17999. * The height of the emission cylinder.
  18000. */
  18001. height?: number,
  18002. /**
  18003. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18004. */
  18005. radiusRange?: number,
  18006. /**
  18007. * How much to randomize the particle direction [0-1].
  18008. */
  18009. directionRandomizer?: number);
  18010. /**
  18011. * Called by the particle System when the direction is computed for the created particle.
  18012. * @param worldMatrix is the world matrix of the particle system
  18013. * @param directionToUpdate is the direction vector to update with the result
  18014. * @param particle is the particle we are computed the direction for
  18015. */
  18016. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18017. /**
  18018. * Called by the particle System when the position is computed for the created particle.
  18019. * @param worldMatrix is the world matrix of the particle system
  18020. * @param positionToUpdate is the position vector to update with the result
  18021. * @param particle is the particle we are computed the position for
  18022. */
  18023. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18024. /**
  18025. * Clones the current emitter and returns a copy of it
  18026. * @returns the new emitter
  18027. */
  18028. clone(): CylinderParticleEmitter;
  18029. /**
  18030. * Called by the GPUParticleSystem to setup the update shader
  18031. * @param effect defines the update shader
  18032. */
  18033. applyToShader(effect: Effect): void;
  18034. /**
  18035. * Returns a string to use to update the GPU particles update shader
  18036. * @returns a string containng the defines string
  18037. */
  18038. getEffectDefines(): string;
  18039. /**
  18040. * Returns the string "CylinderParticleEmitter"
  18041. * @returns a string containing the class name
  18042. */
  18043. getClassName(): string;
  18044. /**
  18045. * Serializes the particle system to a JSON object.
  18046. * @returns the JSON object
  18047. */
  18048. serialize(): any;
  18049. /**
  18050. * Parse properties from a JSON object
  18051. * @param serializationObject defines the JSON object
  18052. */
  18053. parse(serializationObject: any): void;
  18054. }
  18055. /**
  18056. * Particle emitter emitting particles from the inside of a cylinder.
  18057. * It emits the particles randomly between two vectors.
  18058. */
  18059. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18060. /**
  18061. * The min limit of the emission direction.
  18062. */
  18063. direction1: Vector3;
  18064. /**
  18065. * The max limit of the emission direction.
  18066. */
  18067. direction2: Vector3;
  18068. /**
  18069. * Creates a new instance CylinderDirectedParticleEmitter
  18070. * @param radius the radius of the emission cylinder (1 by default)
  18071. * @param height the height of the emission cylinder (1 by default)
  18072. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18073. * @param direction1 the min limit of the emission direction (up vector by default)
  18074. * @param direction2 the max limit of the emission direction (up vector by default)
  18075. */
  18076. constructor(radius?: number, height?: number, radiusRange?: number,
  18077. /**
  18078. * The min limit of the emission direction.
  18079. */
  18080. direction1?: Vector3,
  18081. /**
  18082. * The max limit of the emission direction.
  18083. */
  18084. direction2?: Vector3);
  18085. /**
  18086. * Called by the particle System when the direction is computed for the created particle.
  18087. * @param worldMatrix is the world matrix of the particle system
  18088. * @param directionToUpdate is the direction vector to update with the result
  18089. * @param particle is the particle we are computed the direction for
  18090. */
  18091. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18092. /**
  18093. * Clones the current emitter and returns a copy of it
  18094. * @returns the new emitter
  18095. */
  18096. clone(): CylinderDirectedParticleEmitter;
  18097. /**
  18098. * Called by the GPUParticleSystem to setup the update shader
  18099. * @param effect defines the update shader
  18100. */
  18101. applyToShader(effect: Effect): void;
  18102. /**
  18103. * Returns a string to use to update the GPU particles update shader
  18104. * @returns a string containng the defines string
  18105. */
  18106. getEffectDefines(): string;
  18107. /**
  18108. * Returns the string "CylinderDirectedParticleEmitter"
  18109. * @returns a string containing the class name
  18110. */
  18111. getClassName(): string;
  18112. /**
  18113. * Serializes the particle system to a JSON object.
  18114. * @returns the JSON object
  18115. */
  18116. serialize(): any;
  18117. /**
  18118. * Parse properties from a JSON object
  18119. * @param serializationObject defines the JSON object
  18120. */
  18121. parse(serializationObject: any): void;
  18122. }
  18123. }
  18124. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18125. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18126. import { Effect } from "babylonjs/Materials/effect";
  18127. import { Particle } from "babylonjs/Particles/particle";
  18128. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18129. /**
  18130. * Particle emitter emitting particles from the inside of a hemisphere.
  18131. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18132. */
  18133. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18134. /**
  18135. * The radius of the emission hemisphere.
  18136. */
  18137. radius: number;
  18138. /**
  18139. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18140. */
  18141. radiusRange: number;
  18142. /**
  18143. * How much to randomize the particle direction [0-1].
  18144. */
  18145. directionRandomizer: number;
  18146. /**
  18147. * Creates a new instance HemisphericParticleEmitter
  18148. * @param radius the radius of the emission hemisphere (1 by default)
  18149. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18150. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18151. */
  18152. constructor(
  18153. /**
  18154. * The radius of the emission hemisphere.
  18155. */
  18156. radius?: number,
  18157. /**
  18158. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18159. */
  18160. radiusRange?: number,
  18161. /**
  18162. * How much to randomize the particle direction [0-1].
  18163. */
  18164. directionRandomizer?: number);
  18165. /**
  18166. * Called by the particle System when the direction is computed for the created particle.
  18167. * @param worldMatrix is the world matrix of the particle system
  18168. * @param directionToUpdate is the direction vector to update with the result
  18169. * @param particle is the particle we are computed the direction for
  18170. */
  18171. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18172. /**
  18173. * Called by the particle System when the position is computed for the created particle.
  18174. * @param worldMatrix is the world matrix of the particle system
  18175. * @param positionToUpdate is the position vector to update with the result
  18176. * @param particle is the particle we are computed the position for
  18177. */
  18178. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18179. /**
  18180. * Clones the current emitter and returns a copy of it
  18181. * @returns the new emitter
  18182. */
  18183. clone(): HemisphericParticleEmitter;
  18184. /**
  18185. * Called by the GPUParticleSystem to setup the update shader
  18186. * @param effect defines the update shader
  18187. */
  18188. applyToShader(effect: Effect): void;
  18189. /**
  18190. * Returns a string to use to update the GPU particles update shader
  18191. * @returns a string containng the defines string
  18192. */
  18193. getEffectDefines(): string;
  18194. /**
  18195. * Returns the string "HemisphericParticleEmitter"
  18196. * @returns a string containing the class name
  18197. */
  18198. getClassName(): string;
  18199. /**
  18200. * Serializes the particle system to a JSON object.
  18201. * @returns the JSON object
  18202. */
  18203. serialize(): any;
  18204. /**
  18205. * Parse properties from a JSON object
  18206. * @param serializationObject defines the JSON object
  18207. */
  18208. parse(serializationObject: any): void;
  18209. }
  18210. }
  18211. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18212. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18213. import { Effect } from "babylonjs/Materials/effect";
  18214. import { Particle } from "babylonjs/Particles/particle";
  18215. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18216. /**
  18217. * Particle emitter emitting particles from a point.
  18218. * It emits the particles randomly between 2 given directions.
  18219. */
  18220. export class PointParticleEmitter implements IParticleEmitterType {
  18221. /**
  18222. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18223. */
  18224. direction1: Vector3;
  18225. /**
  18226. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18227. */
  18228. direction2: Vector3;
  18229. /**
  18230. * Creates a new instance PointParticleEmitter
  18231. */
  18232. constructor();
  18233. /**
  18234. * Called by the particle System when the direction is computed for the created particle.
  18235. * @param worldMatrix is the world matrix of the particle system
  18236. * @param directionToUpdate is the direction vector to update with the result
  18237. * @param particle is the particle we are computed the direction for
  18238. */
  18239. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18240. /**
  18241. * Called by the particle System when the position is computed for the created particle.
  18242. * @param worldMatrix is the world matrix of the particle system
  18243. * @param positionToUpdate is the position vector to update with the result
  18244. * @param particle is the particle we are computed the position for
  18245. */
  18246. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18247. /**
  18248. * Clones the current emitter and returns a copy of it
  18249. * @returns the new emitter
  18250. */
  18251. clone(): PointParticleEmitter;
  18252. /**
  18253. * Called by the GPUParticleSystem to setup the update shader
  18254. * @param effect defines the update shader
  18255. */
  18256. applyToShader(effect: Effect): void;
  18257. /**
  18258. * Returns a string to use to update the GPU particles update shader
  18259. * @returns a string containng the defines string
  18260. */
  18261. getEffectDefines(): string;
  18262. /**
  18263. * Returns the string "PointParticleEmitter"
  18264. * @returns a string containing the class name
  18265. */
  18266. getClassName(): string;
  18267. /**
  18268. * Serializes the particle system to a JSON object.
  18269. * @returns the JSON object
  18270. */
  18271. serialize(): any;
  18272. /**
  18273. * Parse properties from a JSON object
  18274. * @param serializationObject defines the JSON object
  18275. */
  18276. parse(serializationObject: any): void;
  18277. }
  18278. }
  18279. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18280. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18281. import { Effect } from "babylonjs/Materials/effect";
  18282. import { Particle } from "babylonjs/Particles/particle";
  18283. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18284. /**
  18285. * Particle emitter emitting particles from the inside of a sphere.
  18286. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18287. */
  18288. export class SphereParticleEmitter implements IParticleEmitterType {
  18289. /**
  18290. * The radius of the emission sphere.
  18291. */
  18292. radius: number;
  18293. /**
  18294. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18295. */
  18296. radiusRange: number;
  18297. /**
  18298. * How much to randomize the particle direction [0-1].
  18299. */
  18300. directionRandomizer: number;
  18301. /**
  18302. * Creates a new instance SphereParticleEmitter
  18303. * @param radius the radius of the emission sphere (1 by default)
  18304. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18305. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18306. */
  18307. constructor(
  18308. /**
  18309. * The radius of the emission sphere.
  18310. */
  18311. radius?: number,
  18312. /**
  18313. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18314. */
  18315. radiusRange?: number,
  18316. /**
  18317. * How much to randomize the particle direction [0-1].
  18318. */
  18319. directionRandomizer?: number);
  18320. /**
  18321. * Called by the particle System when the direction is computed for the created particle.
  18322. * @param worldMatrix is the world matrix of the particle system
  18323. * @param directionToUpdate is the direction vector to update with the result
  18324. * @param particle is the particle we are computed the direction for
  18325. */
  18326. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18327. /**
  18328. * Called by the particle System when the position is computed for the created particle.
  18329. * @param worldMatrix is the world matrix of the particle system
  18330. * @param positionToUpdate is the position vector to update with the result
  18331. * @param particle is the particle we are computed the position for
  18332. */
  18333. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18334. /**
  18335. * Clones the current emitter and returns a copy of it
  18336. * @returns the new emitter
  18337. */
  18338. clone(): SphereParticleEmitter;
  18339. /**
  18340. * Called by the GPUParticleSystem to setup the update shader
  18341. * @param effect defines the update shader
  18342. */
  18343. applyToShader(effect: Effect): void;
  18344. /**
  18345. * Returns a string to use to update the GPU particles update shader
  18346. * @returns a string containng the defines string
  18347. */
  18348. getEffectDefines(): string;
  18349. /**
  18350. * Returns the string "SphereParticleEmitter"
  18351. * @returns a string containing the class name
  18352. */
  18353. getClassName(): string;
  18354. /**
  18355. * Serializes the particle system to a JSON object.
  18356. * @returns the JSON object
  18357. */
  18358. serialize(): any;
  18359. /**
  18360. * Parse properties from a JSON object
  18361. * @param serializationObject defines the JSON object
  18362. */
  18363. parse(serializationObject: any): void;
  18364. }
  18365. /**
  18366. * Particle emitter emitting particles from the inside of a sphere.
  18367. * It emits the particles randomly between two vectors.
  18368. */
  18369. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18370. /**
  18371. * The min limit of the emission direction.
  18372. */
  18373. direction1: Vector3;
  18374. /**
  18375. * The max limit of the emission direction.
  18376. */
  18377. direction2: Vector3;
  18378. /**
  18379. * Creates a new instance SphereDirectedParticleEmitter
  18380. * @param radius the radius of the emission sphere (1 by default)
  18381. * @param direction1 the min limit of the emission direction (up vector by default)
  18382. * @param direction2 the max limit of the emission direction (up vector by default)
  18383. */
  18384. constructor(radius?: number,
  18385. /**
  18386. * The min limit of the emission direction.
  18387. */
  18388. direction1?: Vector3,
  18389. /**
  18390. * The max limit of the emission direction.
  18391. */
  18392. direction2?: Vector3);
  18393. /**
  18394. * Called by the particle System when the direction is computed for the created particle.
  18395. * @param worldMatrix is the world matrix of the particle system
  18396. * @param directionToUpdate is the direction vector to update with the result
  18397. * @param particle is the particle we are computed the direction for
  18398. */
  18399. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18400. /**
  18401. * Clones the current emitter and returns a copy of it
  18402. * @returns the new emitter
  18403. */
  18404. clone(): SphereDirectedParticleEmitter;
  18405. /**
  18406. * Called by the GPUParticleSystem to setup the update shader
  18407. * @param effect defines the update shader
  18408. */
  18409. applyToShader(effect: Effect): void;
  18410. /**
  18411. * Returns a string to use to update the GPU particles update shader
  18412. * @returns a string containng the defines string
  18413. */
  18414. getEffectDefines(): string;
  18415. /**
  18416. * Returns the string "SphereDirectedParticleEmitter"
  18417. * @returns a string containing the class name
  18418. */
  18419. getClassName(): string;
  18420. /**
  18421. * Serializes the particle system to a JSON object.
  18422. * @returns the JSON object
  18423. */
  18424. serialize(): any;
  18425. /**
  18426. * Parse properties from a JSON object
  18427. * @param serializationObject defines the JSON object
  18428. */
  18429. parse(serializationObject: any): void;
  18430. }
  18431. }
  18432. declare module "babylonjs/Particles/EmitterTypes/index" {
  18433. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18434. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18435. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18436. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18437. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18438. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18439. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18440. }
  18441. declare module "babylonjs/Particles/IParticleSystem" {
  18442. import { Nullable } from "babylonjs/types";
  18443. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18444. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18445. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18446. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18447. import { Texture } from "babylonjs/Materials/Textures/texture";
  18448. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18449. import { Scene } from "babylonjs/scene";
  18450. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18451. import { Animation } from "babylonjs/Animations/animation";
  18452. /**
  18453. * Interface representing a particle system in Babylon.js.
  18454. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18455. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18456. */
  18457. export interface IParticleSystem {
  18458. /**
  18459. * List of animations used by the particle system.
  18460. */
  18461. animations: Animation[];
  18462. /**
  18463. * The id of the Particle system.
  18464. */
  18465. id: string;
  18466. /**
  18467. * The name of the Particle system.
  18468. */
  18469. name: string;
  18470. /**
  18471. * The emitter represents the Mesh or position we are attaching the particle system to.
  18472. */
  18473. emitter: Nullable<AbstractMesh | Vector3>;
  18474. /**
  18475. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18476. */
  18477. isBillboardBased: boolean;
  18478. /**
  18479. * The rendering group used by the Particle system to chose when to render.
  18480. */
  18481. renderingGroupId: number;
  18482. /**
  18483. * The layer mask we are rendering the particles through.
  18484. */
  18485. layerMask: number;
  18486. /**
  18487. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18488. */
  18489. updateSpeed: number;
  18490. /**
  18491. * The amount of time the particle system is running (depends of the overall update speed).
  18492. */
  18493. targetStopDuration: number;
  18494. /**
  18495. * The texture used to render each particle. (this can be a spritesheet)
  18496. */
  18497. particleTexture: Nullable<Texture>;
  18498. /**
  18499. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18500. */
  18501. blendMode: number;
  18502. /**
  18503. * Minimum life time of emitting particles.
  18504. */
  18505. minLifeTime: number;
  18506. /**
  18507. * Maximum life time of emitting particles.
  18508. */
  18509. maxLifeTime: number;
  18510. /**
  18511. * Minimum Size of emitting particles.
  18512. */
  18513. minSize: number;
  18514. /**
  18515. * Maximum Size of emitting particles.
  18516. */
  18517. maxSize: number;
  18518. /**
  18519. * Minimum scale of emitting particles on X axis.
  18520. */
  18521. minScaleX: number;
  18522. /**
  18523. * Maximum scale of emitting particles on X axis.
  18524. */
  18525. maxScaleX: number;
  18526. /**
  18527. * Minimum scale of emitting particles on Y axis.
  18528. */
  18529. minScaleY: number;
  18530. /**
  18531. * Maximum scale of emitting particles on Y axis.
  18532. */
  18533. maxScaleY: number;
  18534. /**
  18535. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18536. */
  18537. color1: Color4;
  18538. /**
  18539. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18540. */
  18541. color2: Color4;
  18542. /**
  18543. * Color the particle will have at the end of its lifetime.
  18544. */
  18545. colorDead: Color4;
  18546. /**
  18547. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18548. */
  18549. emitRate: number;
  18550. /**
  18551. * You can use gravity if you want to give an orientation to your particles.
  18552. */
  18553. gravity: Vector3;
  18554. /**
  18555. * Minimum power of emitting particles.
  18556. */
  18557. minEmitPower: number;
  18558. /**
  18559. * Maximum power of emitting particles.
  18560. */
  18561. maxEmitPower: number;
  18562. /**
  18563. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18564. */
  18565. minAngularSpeed: number;
  18566. /**
  18567. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18568. */
  18569. maxAngularSpeed: number;
  18570. /**
  18571. * Gets or sets the minimal initial rotation in radians.
  18572. */
  18573. minInitialRotation: number;
  18574. /**
  18575. * Gets or sets the maximal initial rotation in radians.
  18576. */
  18577. maxInitialRotation: number;
  18578. /**
  18579. * The particle emitter type defines the emitter used by the particle system.
  18580. * It can be for example box, sphere, or cone...
  18581. */
  18582. particleEmitterType: Nullable<IParticleEmitterType>;
  18583. /**
  18584. * Defines the delay in milliseconds before starting the system (0 by default)
  18585. */
  18586. startDelay: number;
  18587. /**
  18588. * Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0
  18589. */
  18590. preWarmCycles: number;
  18591. /**
  18592. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18593. */
  18594. preWarmStepOffset: number;
  18595. /**
  18596. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  18597. */
  18598. spriteCellChangeSpeed: number;
  18599. /**
  18600. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18601. */
  18602. startSpriteCellID: number;
  18603. /**
  18604. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18605. */
  18606. endSpriteCellID: number;
  18607. /**
  18608. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18609. */
  18610. spriteCellWidth: number;
  18611. /**
  18612. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18613. */
  18614. spriteCellHeight: number;
  18615. /**
  18616. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18617. */
  18618. spriteRandomStartCell: boolean;
  18619. /**
  18620. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18621. */
  18622. isAnimationSheetEnabled: boolean;
  18623. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18624. translationPivot: Vector2;
  18625. /**
  18626. * Gets or sets a texture used to add random noise to particle positions
  18627. */
  18628. noiseTexture: Nullable<BaseTexture>;
  18629. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  18630. noiseStrength: Vector3;
  18631. /**
  18632. * Gets or sets the billboard mode to use when isBillboardBased = true.
  18633. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  18634. */
  18635. billboardMode: number;
  18636. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  18637. limitVelocityDamping: number;
  18638. /**
  18639. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  18640. */
  18641. beginAnimationOnStart: boolean;
  18642. /**
  18643. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  18644. */
  18645. beginAnimationFrom: number;
  18646. /**
  18647. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  18648. */
  18649. beginAnimationTo: number;
  18650. /**
  18651. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  18652. */
  18653. beginAnimationLoop: boolean;
  18654. /**
  18655. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  18656. */
  18657. disposeOnStop: boolean;
  18658. /**
  18659. * Gets the maximum number of particles active at the same time.
  18660. * @returns The max number of active particles.
  18661. */
  18662. getCapacity(): number;
  18663. /**
  18664. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18665. * @returns True if it has been started, otherwise false.
  18666. */
  18667. isStarted(): boolean;
  18668. /**
  18669. * Animates the particle system for this frame.
  18670. */
  18671. animate(): void;
  18672. /**
  18673. * Renders the particle system in its current state.
  18674. * @returns the current number of particles
  18675. */
  18676. render(): number;
  18677. /**
  18678. * Dispose the particle system and frees its associated resources.
  18679. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18680. */
  18681. dispose(disposeTexture?: boolean): void;
  18682. /**
  18683. * Clones the particle system.
  18684. * @param name The name of the cloned object
  18685. * @param newEmitter The new emitter to use
  18686. * @returns the cloned particle system
  18687. */
  18688. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  18689. /**
  18690. * Serializes the particle system to a JSON object.
  18691. * @returns the JSON object
  18692. */
  18693. serialize(): any;
  18694. /**
  18695. * Rebuild the particle system
  18696. */
  18697. rebuild(): void;
  18698. /**
  18699. * Starts the particle system and begins to emit
  18700. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  18701. */
  18702. start(delay?: number): void;
  18703. /**
  18704. * Stops the particle system.
  18705. */
  18706. stop(): void;
  18707. /**
  18708. * Remove all active particles
  18709. */
  18710. reset(): void;
  18711. /**
  18712. * Is this system ready to be used/rendered
  18713. * @return true if the system is ready
  18714. */
  18715. isReady(): boolean;
  18716. /**
  18717. * Adds a new color gradient
  18718. * @param gradient defines the gradient to use (between 0 and 1)
  18719. * @param color1 defines the color to affect to the specified gradient
  18720. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  18721. * @returns the current particle system
  18722. */
  18723. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  18724. /**
  18725. * Remove a specific color gradient
  18726. * @param gradient defines the gradient to remove
  18727. * @returns the current particle system
  18728. */
  18729. removeColorGradient(gradient: number): IParticleSystem;
  18730. /**
  18731. * Adds a new size gradient
  18732. * @param gradient defines the gradient to use (between 0 and 1)
  18733. * @param factor defines the size factor to affect to the specified gradient
  18734. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18735. * @returns the current particle system
  18736. */
  18737. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18738. /**
  18739. * Remove a specific size gradient
  18740. * @param gradient defines the gradient to remove
  18741. * @returns the current particle system
  18742. */
  18743. removeSizeGradient(gradient: number): IParticleSystem;
  18744. /**
  18745. * Gets the current list of color gradients.
  18746. * You must use addColorGradient and removeColorGradient to udpate this list
  18747. * @returns the list of color gradients
  18748. */
  18749. getColorGradients(): Nullable<Array<ColorGradient>>;
  18750. /**
  18751. * Gets the current list of size gradients.
  18752. * You must use addSizeGradient and removeSizeGradient to udpate this list
  18753. * @returns the list of size gradients
  18754. */
  18755. getSizeGradients(): Nullable<Array<FactorGradient>>;
  18756. /**
  18757. * Gets the current list of angular speed gradients.
  18758. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  18759. * @returns the list of angular speed gradients
  18760. */
  18761. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  18762. /**
  18763. * Adds a new angular speed gradient
  18764. * @param gradient defines the gradient to use (between 0 and 1)
  18765. * @param factor defines the angular speed to affect to the specified gradient
  18766. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18767. * @returns the current particle system
  18768. */
  18769. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18770. /**
  18771. * Remove a specific angular speed gradient
  18772. * @param gradient defines the gradient to remove
  18773. * @returns the current particle system
  18774. */
  18775. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  18776. /**
  18777. * Gets the current list of velocity gradients.
  18778. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  18779. * @returns the list of velocity gradients
  18780. */
  18781. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  18782. /**
  18783. * Adds a new velocity gradient
  18784. * @param gradient defines the gradient to use (between 0 and 1)
  18785. * @param factor defines the velocity to affect to the specified gradient
  18786. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18787. * @returns the current particle system
  18788. */
  18789. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18790. /**
  18791. * Remove a specific velocity gradient
  18792. * @param gradient defines the gradient to remove
  18793. * @returns the current particle system
  18794. */
  18795. removeVelocityGradient(gradient: number): IParticleSystem;
  18796. /**
  18797. * Gets the current list of limit velocity gradients.
  18798. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  18799. * @returns the list of limit velocity gradients
  18800. */
  18801. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  18802. /**
  18803. * Adds a new limit velocity gradient
  18804. * @param gradient defines the gradient to use (between 0 and 1)
  18805. * @param factor defines the limit velocity to affect to the specified gradient
  18806. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18807. * @returns the current particle system
  18808. */
  18809. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18810. /**
  18811. * Remove a specific limit velocity gradient
  18812. * @param gradient defines the gradient to remove
  18813. * @returns the current particle system
  18814. */
  18815. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  18816. /**
  18817. * Adds a new drag gradient
  18818. * @param gradient defines the gradient to use (between 0 and 1)
  18819. * @param factor defines the drag to affect to the specified gradient
  18820. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18821. * @returns the current particle system
  18822. */
  18823. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18824. /**
  18825. * Remove a specific drag gradient
  18826. * @param gradient defines the gradient to remove
  18827. * @returns the current particle system
  18828. */
  18829. removeDragGradient(gradient: number): IParticleSystem;
  18830. /**
  18831. * Gets the current list of drag gradients.
  18832. * You must use addDragGradient and removeDragGradient to udpate this list
  18833. * @returns the list of drag gradients
  18834. */
  18835. getDragGradients(): Nullable<Array<FactorGradient>>;
  18836. /**
  18837. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  18838. * @param gradient defines the gradient to use (between 0 and 1)
  18839. * @param factor defines the emit rate to affect to the specified gradient
  18840. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18841. * @returns the current particle system
  18842. */
  18843. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18844. /**
  18845. * Remove a specific emit rate gradient
  18846. * @param gradient defines the gradient to remove
  18847. * @returns the current particle system
  18848. */
  18849. removeEmitRateGradient(gradient: number): IParticleSystem;
  18850. /**
  18851. * Gets the current list of emit rate gradients.
  18852. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  18853. * @returns the list of emit rate gradients
  18854. */
  18855. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  18856. /**
  18857. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  18858. * @param gradient defines the gradient to use (between 0 and 1)
  18859. * @param factor defines the start size to affect to the specified gradient
  18860. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18861. * @returns the current particle system
  18862. */
  18863. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18864. /**
  18865. * Remove a specific start size gradient
  18866. * @param gradient defines the gradient to remove
  18867. * @returns the current particle system
  18868. */
  18869. removeStartSizeGradient(gradient: number): IParticleSystem;
  18870. /**
  18871. * Gets the current list of start size gradients.
  18872. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  18873. * @returns the list of start size gradients
  18874. */
  18875. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  18876. /**
  18877. * Adds a new life time gradient
  18878. * @param gradient defines the gradient to use (between 0 and 1)
  18879. * @param factor defines the life time factor to affect to the specified gradient
  18880. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18881. * @returns the current particle system
  18882. */
  18883. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18884. /**
  18885. * Remove a specific life time gradient
  18886. * @param gradient defines the gradient to remove
  18887. * @returns the current particle system
  18888. */
  18889. removeLifeTimeGradient(gradient: number): IParticleSystem;
  18890. /**
  18891. * Gets the current list of life time gradients.
  18892. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  18893. * @returns the list of life time gradients
  18894. */
  18895. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  18896. /**
  18897. * Gets the current list of color gradients.
  18898. * You must use addColorGradient and removeColorGradient to udpate this list
  18899. * @returns the list of color gradients
  18900. */
  18901. getColorGradients(): Nullable<Array<ColorGradient>>;
  18902. /**
  18903. * Adds a new ramp gradient used to remap particle colors
  18904. * @param gradient defines the gradient to use (between 0 and 1)
  18905. * @param color defines the color to affect to the specified gradient
  18906. * @returns the current particle system
  18907. */
  18908. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  18909. /**
  18910. * Gets the current list of ramp gradients.
  18911. * You must use addRampGradient and removeRampGradient to udpate this list
  18912. * @returns the list of ramp gradients
  18913. */
  18914. getRampGradients(): Nullable<Array<Color3Gradient>>;
  18915. /** Gets or sets a boolean indicating that ramp gradients must be used
  18916. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  18917. */
  18918. useRampGradients: boolean;
  18919. /**
  18920. * Adds a new color remap gradient
  18921. * @param gradient defines the gradient to use (between 0 and 1)
  18922. * @param min defines the color remap minimal range
  18923. * @param max defines the color remap maximal range
  18924. * @returns the current particle system
  18925. */
  18926. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18927. /**
  18928. * Gets the current list of color remap gradients.
  18929. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  18930. * @returns the list of color remap gradients
  18931. */
  18932. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  18933. /**
  18934. * Adds a new alpha remap gradient
  18935. * @param gradient defines the gradient to use (between 0 and 1)
  18936. * @param min defines the alpha remap minimal range
  18937. * @param max defines the alpha remap maximal range
  18938. * @returns the current particle system
  18939. */
  18940. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18941. /**
  18942. * Gets the current list of alpha remap gradients.
  18943. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  18944. * @returns the list of alpha remap gradients
  18945. */
  18946. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  18947. /**
  18948. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  18949. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  18950. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  18951. * @returns the emitter
  18952. */
  18953. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  18954. /**
  18955. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  18956. * @param radius The radius of the hemisphere to emit from
  18957. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18958. * @returns the emitter
  18959. */
  18960. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  18961. /**
  18962. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  18963. * @param radius The radius of the sphere to emit from
  18964. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  18965. * @returns the emitter
  18966. */
  18967. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  18968. /**
  18969. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  18970. * @param radius The radius of the sphere to emit from
  18971. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  18972. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  18973. * @returns the emitter
  18974. */
  18975. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18976. /**
  18977. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  18978. * @param radius The radius of the emission cylinder
  18979. * @param height The height of the emission cylinder
  18980. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  18981. * @param directionRandomizer How much to randomize the particle direction [0-1]
  18982. * @returns the emitter
  18983. */
  18984. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  18985. /**
  18986. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  18987. * @param radius The radius of the cylinder to emit from
  18988. * @param height The height of the emission cylinder
  18989. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18990. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  18991. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  18992. * @returns the emitter
  18993. */
  18994. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  18995. /**
  18996. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  18997. * @param radius The radius of the cone to emit from
  18998. * @param angle The base angle of the cone
  18999. * @returns the emitter
  19000. */
  19001. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19002. /**
  19003. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19004. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19005. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19006. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19007. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19008. * @returns the emitter
  19009. */
  19010. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19011. /**
  19012. * Get hosting scene
  19013. * @returns the scene
  19014. */
  19015. getScene(): Scene;
  19016. }
  19017. }
  19018. declare module "babylonjs/Meshes/instancedMesh" {
  19019. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19020. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19021. import { Camera } from "babylonjs/Cameras/camera";
  19022. import { Node } from "babylonjs/node";
  19023. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19024. import { Mesh } from "babylonjs/Meshes/mesh";
  19025. import { Material } from "babylonjs/Materials/material";
  19026. import { Skeleton } from "babylonjs/Bones/skeleton";
  19027. import { Light } from "babylonjs/Lights/light";
  19028. /**
  19029. * Creates an instance based on a source mesh.
  19030. */
  19031. export class InstancedMesh extends AbstractMesh {
  19032. private _sourceMesh;
  19033. private _currentLOD;
  19034. /** @hidden */
  19035. _indexInSourceMeshInstanceArray: number;
  19036. constructor(name: string, source: Mesh);
  19037. /**
  19038. * Returns the string "InstancedMesh".
  19039. */
  19040. getClassName(): string;
  19041. /** Gets the list of lights affecting that mesh */
  19042. readonly lightSources: Light[];
  19043. _resyncLightSources(): void;
  19044. _resyncLighSource(light: Light): void;
  19045. _removeLightSource(light: Light): void;
  19046. /**
  19047. * If the source mesh receives shadows
  19048. */
  19049. readonly receiveShadows: boolean;
  19050. /**
  19051. * The material of the source mesh
  19052. */
  19053. readonly material: Nullable<Material>;
  19054. /**
  19055. * Visibility of the source mesh
  19056. */
  19057. readonly visibility: number;
  19058. /**
  19059. * Skeleton of the source mesh
  19060. */
  19061. readonly skeleton: Nullable<Skeleton>;
  19062. /**
  19063. * Rendering ground id of the source mesh
  19064. */
  19065. renderingGroupId: number;
  19066. /**
  19067. * Returns the total number of vertices (integer).
  19068. */
  19069. getTotalVertices(): number;
  19070. /**
  19071. * Returns a positive integer : the total number of indices in this mesh geometry.
  19072. * @returns the numner of indices or zero if the mesh has no geometry.
  19073. */
  19074. getTotalIndices(): number;
  19075. /**
  19076. * The source mesh of the instance
  19077. */
  19078. readonly sourceMesh: Mesh;
  19079. /**
  19080. * Is this node ready to be used/rendered
  19081. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19082. * @return {boolean} is it ready
  19083. */
  19084. isReady(completeCheck?: boolean): boolean;
  19085. /**
  19086. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19087. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19088. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  19089. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19090. */
  19091. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19092. /**
  19093. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19094. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19095. * The `data` are either a numeric array either a Float32Array.
  19096. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19097. * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).
  19098. * Note that a new underlying VertexBuffer object is created each call.
  19099. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19100. *
  19101. * Possible `kind` values :
  19102. * - VertexBuffer.PositionKind
  19103. * - VertexBuffer.UVKind
  19104. * - VertexBuffer.UV2Kind
  19105. * - VertexBuffer.UV3Kind
  19106. * - VertexBuffer.UV4Kind
  19107. * - VertexBuffer.UV5Kind
  19108. * - VertexBuffer.UV6Kind
  19109. * - VertexBuffer.ColorKind
  19110. * - VertexBuffer.MatricesIndicesKind
  19111. * - VertexBuffer.MatricesIndicesExtraKind
  19112. * - VertexBuffer.MatricesWeightsKind
  19113. * - VertexBuffer.MatricesWeightsExtraKind
  19114. *
  19115. * Returns the Mesh.
  19116. */
  19117. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  19118. /**
  19119. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19120. * If the mesh has no geometry, it is simply returned as it is.
  19121. * The `data` are either a numeric array either a Float32Array.
  19122. * No new underlying VertexBuffer object is created.
  19123. * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19124. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19125. *
  19126. * Possible `kind` values :
  19127. * - VertexBuffer.PositionKind
  19128. * - VertexBuffer.UVKind
  19129. * - VertexBuffer.UV2Kind
  19130. * - VertexBuffer.UV3Kind
  19131. * - VertexBuffer.UV4Kind
  19132. * - VertexBuffer.UV5Kind
  19133. * - VertexBuffer.UV6Kind
  19134. * - VertexBuffer.ColorKind
  19135. * - VertexBuffer.MatricesIndicesKind
  19136. * - VertexBuffer.MatricesIndicesExtraKind
  19137. * - VertexBuffer.MatricesWeightsKind
  19138. * - VertexBuffer.MatricesWeightsExtraKind
  19139. *
  19140. * Returns the Mesh.
  19141. */
  19142. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19143. /**
  19144. * Sets the mesh indices.
  19145. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19146. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19147. * This method creates a new index buffer each call.
  19148. * Returns the Mesh.
  19149. */
  19150. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19151. /**
  19152. * Boolean : True if the mesh owns the requested kind of data.
  19153. */
  19154. isVerticesDataPresent(kind: string): boolean;
  19155. /**
  19156. * Returns an array of indices (IndicesArray).
  19157. */
  19158. getIndices(): Nullable<IndicesArray>;
  19159. readonly _positions: Nullable<Vector3[]>;
  19160. /**
  19161. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19162. * This means the mesh underlying bounding box and sphere are recomputed.
  19163. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19164. * @returns the current mesh
  19165. */
  19166. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19167. /** @hidden */
  19168. _preActivate(): InstancedMesh;
  19169. /** @hidden */
  19170. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19171. /** @hidden */
  19172. _postActivate(): void;
  19173. getWorldMatrix(): Matrix;
  19174. readonly isAnInstance: boolean;
  19175. /**
  19176. * Returns the current associated LOD AbstractMesh.
  19177. */
  19178. getLOD(camera: Camera): AbstractMesh;
  19179. /** @hidden */
  19180. _syncSubMeshes(): InstancedMesh;
  19181. /** @hidden */
  19182. _generatePointsArray(): boolean;
  19183. /**
  19184. * Creates a new InstancedMesh from the current mesh.
  19185. * - name (string) : the cloned mesh name
  19186. * - newParent (optional Node) : the optional Node to parent the clone to.
  19187. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19188. *
  19189. * Returns the clone.
  19190. */
  19191. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): InstancedMesh;
  19192. /**
  19193. * Disposes the InstancedMesh.
  19194. * Returns nothing.
  19195. */
  19196. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19197. }
  19198. }
  19199. declare module "babylonjs/Materials/shaderMaterial" {
  19200. import { Scene } from "babylonjs/scene";
  19201. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19202. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19203. import { Mesh } from "babylonjs/Meshes/mesh";
  19204. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19205. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19206. import { Texture } from "babylonjs/Materials/Textures/texture";
  19207. import { Material } from "babylonjs/Materials/material";
  19208. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19209. /**
  19210. * Defines the options associated with the creation of a shader material.
  19211. */
  19212. export interface IShaderMaterialOptions {
  19213. /**
  19214. * Does the material work in alpha blend mode
  19215. */
  19216. needAlphaBlending: boolean;
  19217. /**
  19218. * Does the material work in alpha test mode
  19219. */
  19220. needAlphaTesting: boolean;
  19221. /**
  19222. * The list of attribute names used in the shader
  19223. */
  19224. attributes: string[];
  19225. /**
  19226. * The list of unifrom names used in the shader
  19227. */
  19228. uniforms: string[];
  19229. /**
  19230. * The list of UBO names used in the shader
  19231. */
  19232. uniformBuffers: string[];
  19233. /**
  19234. * The list of sampler names used in the shader
  19235. */
  19236. samplers: string[];
  19237. /**
  19238. * The list of defines used in the shader
  19239. */
  19240. defines: string[];
  19241. }
  19242. /**
  19243. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  19244. *
  19245. * This returned material effects how the mesh will look based on the code in the shaders.
  19246. *
  19247. * @see http://doc.babylonjs.com/how_to/shader_material
  19248. */
  19249. export class ShaderMaterial extends Material {
  19250. private _shaderPath;
  19251. private _options;
  19252. private _textures;
  19253. private _textureArrays;
  19254. private _floats;
  19255. private _ints;
  19256. private _floatsArrays;
  19257. private _colors3;
  19258. private _colors3Arrays;
  19259. private _colors4;
  19260. private _colors4Arrays;
  19261. private _vectors2;
  19262. private _vectors3;
  19263. private _vectors4;
  19264. private _matrices;
  19265. private _matrices3x3;
  19266. private _matrices2x2;
  19267. private _vectors2Arrays;
  19268. private _vectors3Arrays;
  19269. private _vectors4Arrays;
  19270. private _cachedWorldViewMatrix;
  19271. private _cachedWorldViewProjectionMatrix;
  19272. private _renderId;
  19273. /**
  19274. * Instantiate a new shader material.
  19275. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  19276. * This returned material effects how the mesh will look based on the code in the shaders.
  19277. * @see http://doc.babylonjs.com/how_to/shader_material
  19278. * @param name Define the name of the material in the scene
  19279. * @param scene Define the scene the material belongs to
  19280. * @param shaderPath Defines the route to the shader code in one of three ways:
  19281. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19282. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  19283. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19284. * @param options Define the options used to create the shader
  19285. */
  19286. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19287. /**
  19288. * Gets the options used to compile the shader.
  19289. * They can be modified to trigger a new compilation
  19290. */
  19291. readonly options: IShaderMaterialOptions;
  19292. /**
  19293. * Gets the current class name of the material e.g. "ShaderMaterial"
  19294. * Mainly use in serialization.
  19295. * @returns the class name
  19296. */
  19297. getClassName(): string;
  19298. /**
  19299. * Specifies if the material will require alpha blending
  19300. * @returns a boolean specifying if alpha blending is needed
  19301. */
  19302. needAlphaBlending(): boolean;
  19303. /**
  19304. * Specifies if this material should be rendered in alpha test mode
  19305. * @returns a boolean specifying if an alpha test is needed.
  19306. */
  19307. needAlphaTesting(): boolean;
  19308. private _checkUniform;
  19309. /**
  19310. * Set a texture in the shader.
  19311. * @param name Define the name of the uniform samplers as defined in the shader
  19312. * @param texture Define the texture to bind to this sampler
  19313. * @return the material itself allowing "fluent" like uniform updates
  19314. */
  19315. setTexture(name: string, texture: Texture): ShaderMaterial;
  19316. /**
  19317. * Set a texture array in the shader.
  19318. * @param name Define the name of the uniform sampler array as defined in the shader
  19319. * @param textures Define the list of textures to bind to this sampler
  19320. * @return the material itself allowing "fluent" like uniform updates
  19321. */
  19322. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19323. /**
  19324. * Set a float in the shader.
  19325. * @param name Define the name of the uniform as defined in the shader
  19326. * @param value Define the value to give to the uniform
  19327. * @return the material itself allowing "fluent" like uniform updates
  19328. */
  19329. setFloat(name: string, value: number): ShaderMaterial;
  19330. /**
  19331. * Set a int in the shader.
  19332. * @param name Define the name of the uniform as defined in the shader
  19333. * @param value Define the value to give to the uniform
  19334. * @return the material itself allowing "fluent" like uniform updates
  19335. */
  19336. setInt(name: string, value: number): ShaderMaterial;
  19337. /**
  19338. * Set an array of floats in the shader.
  19339. * @param name Define the name of the uniform as defined in the shader
  19340. * @param value Define the value to give to the uniform
  19341. * @return the material itself allowing "fluent" like uniform updates
  19342. */
  19343. setFloats(name: string, value: number[]): ShaderMaterial;
  19344. /**
  19345. * Set a vec3 in the shader from a Color3.
  19346. * @param name Define the name of the uniform as defined in the shader
  19347. * @param value Define the value to give to the uniform
  19348. * @return the material itself allowing "fluent" like uniform updates
  19349. */
  19350. setColor3(name: string, value: Color3): ShaderMaterial;
  19351. /**
  19352. * Set a vec3 array in the shader from a Color3 array.
  19353. * @param name Define the name of the uniform as defined in the shader
  19354. * @param value Define the value to give to the uniform
  19355. * @return the material itself allowing "fluent" like uniform updates
  19356. */
  19357. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19358. /**
  19359. * Set a vec4 in the shader from a Color4.
  19360. * @param name Define the name of the uniform as defined in the shader
  19361. * @param value Define the value to give to the uniform
  19362. * @return the material itself allowing "fluent" like uniform updates
  19363. */
  19364. setColor4(name: string, value: Color4): ShaderMaterial;
  19365. /**
  19366. * Set a vec4 array in the shader from a Color4 array.
  19367. * @param name Define the name of the uniform as defined in the shader
  19368. * @param value Define the value to give to the uniform
  19369. * @return the material itself allowing "fluent" like uniform updates
  19370. */
  19371. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19372. /**
  19373. * Set a vec2 in the shader from a Vector2.
  19374. * @param name Define the name of the uniform as defined in the shader
  19375. * @param value Define the value to give to the uniform
  19376. * @return the material itself allowing "fluent" like uniform updates
  19377. */
  19378. setVector2(name: string, value: Vector2): ShaderMaterial;
  19379. /**
  19380. * Set a vec3 in the shader from a Vector3.
  19381. * @param name Define the name of the uniform as defined in the shader
  19382. * @param value Define the value to give to the uniform
  19383. * @return the material itself allowing "fluent" like uniform updates
  19384. */
  19385. setVector3(name: string, value: Vector3): ShaderMaterial;
  19386. /**
  19387. * Set a vec4 in the shader from a Vector4.
  19388. * @param name Define the name of the uniform as defined in the shader
  19389. * @param value Define the value to give to the uniform
  19390. * @return the material itself allowing "fluent" like uniform updates
  19391. */
  19392. setVector4(name: string, value: Vector4): ShaderMaterial;
  19393. /**
  19394. * Set a mat4 in the shader from a Matrix.
  19395. * @param name Define the name of the uniform as defined in the shader
  19396. * @param value Define the value to give to the uniform
  19397. * @return the material itself allowing "fluent" like uniform updates
  19398. */
  19399. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19400. /**
  19401. * Set a mat3 in the shader from a Float32Array.
  19402. * @param name Define the name of the uniform as defined in the shader
  19403. * @param value Define the value to give to the uniform
  19404. * @return the material itself allowing "fluent" like uniform updates
  19405. */
  19406. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19407. /**
  19408. * Set a mat2 in the shader from a Float32Array.
  19409. * @param name Define the name of the uniform as defined in the shader
  19410. * @param value Define the value to give to the uniform
  19411. * @return the material itself allowing "fluent" like uniform updates
  19412. */
  19413. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19414. /**
  19415. * Set a vec2 array in the shader from a number array.
  19416. * @param name Define the name of the uniform as defined in the shader
  19417. * @param value Define the value to give to the uniform
  19418. * @return the material itself allowing "fluent" like uniform updates
  19419. */
  19420. setArray2(name: string, value: number[]): ShaderMaterial;
  19421. /**
  19422. * Set a vec3 array in the shader from a number array.
  19423. * @param name Define the name of the uniform as defined in the shader
  19424. * @param value Define the value to give to the uniform
  19425. * @return the material itself allowing "fluent" like uniform updates
  19426. */
  19427. setArray3(name: string, value: number[]): ShaderMaterial;
  19428. /**
  19429. * Set a vec4 array in the shader from a number array.
  19430. * @param name Define the name of the uniform as defined in the shader
  19431. * @param value Define the value to give to the uniform
  19432. * @return the material itself allowing "fluent" like uniform updates
  19433. */
  19434. setArray4(name: string, value: number[]): ShaderMaterial;
  19435. private _checkCache;
  19436. /**
  19437. * Specifies that the submesh is ready to be used
  19438. * @param mesh defines the mesh to check
  19439. * @param subMesh defines which submesh to check
  19440. * @param useInstances specifies that instances should be used
  19441. * @returns a boolean indicating that the submesh is ready or not
  19442. */
  19443. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19444. /**
  19445. * Checks if the material is ready to render the requested mesh
  19446. * @param mesh Define the mesh to render
  19447. * @param useInstances Define whether or not the material is used with instances
  19448. * @returns true if ready, otherwise false
  19449. */
  19450. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19451. /**
  19452. * Binds the world matrix to the material
  19453. * @param world defines the world transformation matrix
  19454. */
  19455. bindOnlyWorldMatrix(world: Matrix): void;
  19456. /**
  19457. * Binds the material to the mesh
  19458. * @param world defines the world transformation matrix
  19459. * @param mesh defines the mesh to bind the material to
  19460. */
  19461. bind(world: Matrix, mesh?: Mesh): void;
  19462. /**
  19463. * Gets the active textures from the material
  19464. * @returns an array of textures
  19465. */
  19466. getActiveTextures(): BaseTexture[];
  19467. /**
  19468. * Specifies if the material uses a texture
  19469. * @param texture defines the texture to check against the material
  19470. * @returns a boolean specifying if the material uses the texture
  19471. */
  19472. hasTexture(texture: BaseTexture): boolean;
  19473. /**
  19474. * Makes a duplicate of the material, and gives it a new name
  19475. * @param name defines the new name for the duplicated material
  19476. * @returns the cloned material
  19477. */
  19478. clone(name: string): ShaderMaterial;
  19479. /**
  19480. * Disposes the material
  19481. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19482. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19483. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19484. */
  19485. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19486. /**
  19487. * Serializes this material in a JSON representation
  19488. * @returns the serialized material object
  19489. */
  19490. serialize(): any;
  19491. /**
  19492. * Creates a shader material from parsed shader material data
  19493. * @param source defines the JSON represnetation of the material
  19494. * @param scene defines the hosting scene
  19495. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19496. * @returns a new material
  19497. */
  19498. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19499. }
  19500. }
  19501. declare module "babylonjs/Shaders/color.fragment" {
  19502. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19503. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19504. /** @hidden */
  19505. export var colorPixelShader: {
  19506. name: string;
  19507. shader: string;
  19508. };
  19509. }
  19510. declare module "babylonjs/Shaders/color.vertex" {
  19511. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19512. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19513. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19514. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19515. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19516. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19517. /** @hidden */
  19518. export var colorVertexShader: {
  19519. name: string;
  19520. shader: string;
  19521. };
  19522. }
  19523. declare module "babylonjs/Meshes/linesMesh" {
  19524. import { Nullable } from "babylonjs/types";
  19525. import { Scene } from "babylonjs/scene";
  19526. import { Color3 } from "babylonjs/Maths/math.color";
  19527. import { Node } from "babylonjs/node";
  19528. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19529. import { Mesh } from "babylonjs/Meshes/mesh";
  19530. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19531. import { Effect } from "babylonjs/Materials/effect";
  19532. import { Material } from "babylonjs/Materials/material";
  19533. import "babylonjs/Shaders/color.fragment";
  19534. import "babylonjs/Shaders/color.vertex";
  19535. /**
  19536. * Line mesh
  19537. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19538. */
  19539. export class LinesMesh extends Mesh {
  19540. /**
  19541. * If vertex color should be applied to the mesh
  19542. */
  19543. readonly useVertexColor?: boolean | undefined;
  19544. /**
  19545. * If vertex alpha should be applied to the mesh
  19546. */
  19547. readonly useVertexAlpha?: boolean | undefined;
  19548. /**
  19549. * Color of the line (Default: White)
  19550. */
  19551. color: Color3;
  19552. /**
  19553. * Alpha of the line (Default: 1)
  19554. */
  19555. alpha: number;
  19556. /**
  19557. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19558. * This margin is expressed in world space coordinates, so its value may vary.
  19559. * Default value is 0.1
  19560. */
  19561. intersectionThreshold: number;
  19562. private _colorShader;
  19563. private color4;
  19564. /**
  19565. * Creates a new LinesMesh
  19566. * @param name defines the name
  19567. * @param scene defines the hosting scene
  19568. * @param parent defines the parent mesh if any
  19569. * @param source defines the optional source LinesMesh used to clone data from
  19570. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19571. * When false, achieved by calling a clone(), also passing False.
  19572. * This will make creation of children, recursive.
  19573. * @param useVertexColor defines if this LinesMesh supports vertex color
  19574. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  19575. */
  19576. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: LinesMesh, doNotCloneChildren?: boolean,
  19577. /**
  19578. * If vertex color should be applied to the mesh
  19579. */
  19580. useVertexColor?: boolean | undefined,
  19581. /**
  19582. * If vertex alpha should be applied to the mesh
  19583. */
  19584. useVertexAlpha?: boolean | undefined);
  19585. private _addClipPlaneDefine;
  19586. private _removeClipPlaneDefine;
  19587. isReady(): boolean;
  19588. /**
  19589. * Returns the string "LineMesh"
  19590. */
  19591. getClassName(): string;
  19592. /**
  19593. * @hidden
  19594. */
  19595. /**
  19596. * @hidden
  19597. */
  19598. material: Material;
  19599. /**
  19600. * @hidden
  19601. */
  19602. readonly checkCollisions: boolean;
  19603. /** @hidden */
  19604. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh;
  19605. /** @hidden */
  19606. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh;
  19607. /**
  19608. * Disposes of the line mesh
  19609. * @param doNotRecurse If children should be disposed
  19610. */
  19611. dispose(doNotRecurse?: boolean): void;
  19612. /**
  19613. * Returns a new LineMesh object cloned from the current one.
  19614. */
  19615. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
  19616. /**
  19617. * Creates a new InstancedLinesMesh object from the mesh model.
  19618. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  19619. * @param name defines the name of the new instance
  19620. * @returns a new InstancedLinesMesh
  19621. */
  19622. createInstance(name: string): InstancedLinesMesh;
  19623. }
  19624. /**
  19625. * Creates an instance based on a source LinesMesh
  19626. */
  19627. export class InstancedLinesMesh extends InstancedMesh {
  19628. /**
  19629. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19630. * This margin is expressed in world space coordinates, so its value may vary.
  19631. * Initilized with the intersectionThreshold value of the source LinesMesh
  19632. */
  19633. intersectionThreshold: number;
  19634. constructor(name: string, source: LinesMesh);
  19635. /**
  19636. * Returns the string "InstancedLinesMesh".
  19637. */
  19638. getClassName(): string;
  19639. }
  19640. }
  19641. declare module "babylonjs/Shaders/line.fragment" {
  19642. /** @hidden */
  19643. export var linePixelShader: {
  19644. name: string;
  19645. shader: string;
  19646. };
  19647. }
  19648. declare module "babylonjs/Shaders/line.vertex" {
  19649. /** @hidden */
  19650. export var lineVertexShader: {
  19651. name: string;
  19652. shader: string;
  19653. };
  19654. }
  19655. declare module "babylonjs/Rendering/edgesRenderer" {
  19656. import { Nullable } from "babylonjs/types";
  19657. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19658. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19659. import { Vector3 } from "babylonjs/Maths/math.vector";
  19660. import { IDisposable } from "babylonjs/scene";
  19661. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  19662. import "babylonjs/Shaders/line.fragment";
  19663. import "babylonjs/Shaders/line.vertex";
  19664. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  19665. module "babylonjs/Meshes/abstractMesh" {
  19666. interface AbstractMesh {
  19667. /**
  19668. * Gets the edgesRenderer associated with the mesh
  19669. */
  19670. edgesRenderer: Nullable<EdgesRenderer>;
  19671. }
  19672. }
  19673. module "babylonjs/Meshes/linesMesh" {
  19674. interface LinesMesh {
  19675. /**
  19676. * Enables the edge rendering mode on the mesh.
  19677. * This mode makes the mesh edges visible
  19678. * @param epsilon defines the maximal distance between two angles to detect a face
  19679. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19680. * @returns the currentAbstractMesh
  19681. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19682. */
  19683. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  19684. }
  19685. }
  19686. module "babylonjs/Meshes/linesMesh" {
  19687. interface InstancedLinesMesh {
  19688. /**
  19689. * Enables the edge rendering mode on the mesh.
  19690. * This mode makes the mesh edges visible
  19691. * @param epsilon defines the maximal distance between two angles to detect a face
  19692. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  19693. * @returns the current InstancedLinesMesh
  19694. * @see https://www.babylonjs-playground.com/#19O9TU#0
  19695. */
  19696. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  19697. }
  19698. }
  19699. /**
  19700. * Defines the minimum contract an Edges renderer should follow.
  19701. */
  19702. export interface IEdgesRenderer extends IDisposable {
  19703. /**
  19704. * Gets or sets a boolean indicating if the edgesRenderer is active
  19705. */
  19706. isEnabled: boolean;
  19707. /**
  19708. * Renders the edges of the attached mesh,
  19709. */
  19710. render(): void;
  19711. /**
  19712. * Checks wether or not the edges renderer is ready to render.
  19713. * @return true if ready, otherwise false.
  19714. */
  19715. isReady(): boolean;
  19716. }
  19717. /**
  19718. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  19719. */
  19720. export class EdgesRenderer implements IEdgesRenderer {
  19721. /**
  19722. * Define the size of the edges with an orthographic camera
  19723. */
  19724. edgesWidthScalerForOrthographic: number;
  19725. /**
  19726. * Define the size of the edges with a perspective camera
  19727. */
  19728. edgesWidthScalerForPerspective: number;
  19729. protected _source: AbstractMesh;
  19730. protected _linesPositions: number[];
  19731. protected _linesNormals: number[];
  19732. protected _linesIndices: number[];
  19733. protected _epsilon: number;
  19734. protected _indicesCount: number;
  19735. protected _lineShader: ShaderMaterial;
  19736. protected _ib: DataBuffer;
  19737. protected _buffers: {
  19738. [key: string]: Nullable<VertexBuffer>;
  19739. };
  19740. protected _checkVerticesInsteadOfIndices: boolean;
  19741. private _meshRebuildObserver;
  19742. private _meshDisposeObserver;
  19743. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  19744. isEnabled: boolean;
  19745. /**
  19746. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  19747. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  19748. * @param source Mesh used to create edges
  19749. * @param epsilon sum of angles in adjacency to check for edge
  19750. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  19751. * @param generateEdgesLines - should generate Lines or only prepare resources.
  19752. */
  19753. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  19754. protected _prepareRessources(): void;
  19755. /** @hidden */
  19756. _rebuild(): void;
  19757. /**
  19758. * Releases the required resources for the edges renderer
  19759. */
  19760. dispose(): void;
  19761. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  19762. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  19763. /**
  19764. * Checks if the pair of p0 and p1 is en edge
  19765. * @param faceIndex
  19766. * @param edge
  19767. * @param faceNormals
  19768. * @param p0
  19769. * @param p1
  19770. * @private
  19771. */
  19772. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  19773. /**
  19774. * push line into the position, normal and index buffer
  19775. * @protected
  19776. */
  19777. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  19778. /**
  19779. * Generates lines edges from adjacencjes
  19780. * @private
  19781. */
  19782. _generateEdgesLines(): void;
  19783. /**
  19784. * Checks wether or not the edges renderer is ready to render.
  19785. * @return true if ready, otherwise false.
  19786. */
  19787. isReady(): boolean;
  19788. /**
  19789. * Renders the edges of the attached mesh,
  19790. */
  19791. render(): void;
  19792. }
  19793. /**
  19794. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  19795. */
  19796. export class LineEdgesRenderer extends EdgesRenderer {
  19797. /**
  19798. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  19799. * @param source LineMesh used to generate edges
  19800. * @param epsilon not important (specified angle for edge detection)
  19801. * @param checkVerticesInsteadOfIndices not important for LineMesh
  19802. */
  19803. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  19804. /**
  19805. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  19806. */
  19807. _generateEdgesLines(): void;
  19808. }
  19809. }
  19810. declare module "babylonjs/Rendering/renderingGroup" {
  19811. import { SmartArray } from "babylonjs/Misc/smartArray";
  19812. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19813. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19814. import { Nullable } from "babylonjs/types";
  19815. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19816. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  19817. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19818. import { Material } from "babylonjs/Materials/material";
  19819. import { Scene } from "babylonjs/scene";
  19820. /**
  19821. * This represents the object necessary to create a rendering group.
  19822. * This is exclusively used and created by the rendering manager.
  19823. * To modify the behavior, you use the available helpers in your scene or meshes.
  19824. * @hidden
  19825. */
  19826. export class RenderingGroup {
  19827. index: number;
  19828. private static _zeroVector;
  19829. private _scene;
  19830. private _opaqueSubMeshes;
  19831. private _transparentSubMeshes;
  19832. private _alphaTestSubMeshes;
  19833. private _depthOnlySubMeshes;
  19834. private _particleSystems;
  19835. private _spriteManagers;
  19836. private _opaqueSortCompareFn;
  19837. private _alphaTestSortCompareFn;
  19838. private _transparentSortCompareFn;
  19839. private _renderOpaque;
  19840. private _renderAlphaTest;
  19841. private _renderTransparent;
  19842. /** @hidden */
  19843. _edgesRenderers: SmartArray<IEdgesRenderer>;
  19844. onBeforeTransparentRendering: () => void;
  19845. /**
  19846. * Set the opaque sort comparison function.
  19847. * If null the sub meshes will be render in the order they were created
  19848. */
  19849. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19850. /**
  19851. * Set the alpha test sort comparison function.
  19852. * If null the sub meshes will be render in the order they were created
  19853. */
  19854. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19855. /**
  19856. * Set the transparent sort comparison function.
  19857. * If null the sub meshes will be render in the order they were created
  19858. */
  19859. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  19860. /**
  19861. * Creates a new rendering group.
  19862. * @param index The rendering group index
  19863. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  19864. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  19865. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  19866. */
  19867. constructor(index: number, scene: Scene, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>);
  19868. /**
  19869. * Render all the sub meshes contained in the group.
  19870. * @param customRenderFunction Used to override the default render behaviour of the group.
  19871. * @returns true if rendered some submeshes.
  19872. */
  19873. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  19874. /**
  19875. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  19876. * @param subMeshes The submeshes to render
  19877. */
  19878. private renderOpaqueSorted;
  19879. /**
  19880. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  19881. * @param subMeshes The submeshes to render
  19882. */
  19883. private renderAlphaTestSorted;
  19884. /**
  19885. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  19886. * @param subMeshes The submeshes to render
  19887. */
  19888. private renderTransparentSorted;
  19889. /**
  19890. * Renders the submeshes in a specified order.
  19891. * @param subMeshes The submeshes to sort before render
  19892. * @param sortCompareFn The comparison function use to sort
  19893. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  19894. * @param transparent Specifies to activate blending if true
  19895. */
  19896. private static renderSorted;
  19897. /**
  19898. * Renders the submeshes in the order they were dispatched (no sort applied).
  19899. * @param subMeshes The submeshes to render
  19900. */
  19901. private static renderUnsorted;
  19902. /**
  19903. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19904. * are rendered back to front if in the same alpha index.
  19905. *
  19906. * @param a The first submesh
  19907. * @param b The second submesh
  19908. * @returns The result of the comparison
  19909. */
  19910. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  19911. /**
  19912. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19913. * are rendered back to front.
  19914. *
  19915. * @param a The first submesh
  19916. * @param b The second submesh
  19917. * @returns The result of the comparison
  19918. */
  19919. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  19920. /**
  19921. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  19922. * are rendered front to back (prevent overdraw).
  19923. *
  19924. * @param a The first submesh
  19925. * @param b The second submesh
  19926. * @returns The result of the comparison
  19927. */
  19928. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  19929. /**
  19930. * Resets the different lists of submeshes to prepare a new frame.
  19931. */
  19932. prepare(): void;
  19933. dispose(): void;
  19934. /**
  19935. * Inserts the submesh in its correct queue depending on its material.
  19936. * @param subMesh The submesh to dispatch
  19937. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  19938. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  19939. */
  19940. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  19941. dispatchSprites(spriteManager: ISpriteManager): void;
  19942. dispatchParticles(particleSystem: IParticleSystem): void;
  19943. private _renderParticles;
  19944. private _renderSprites;
  19945. }
  19946. }
  19947. declare module "babylonjs/Rendering/renderingManager" {
  19948. import { Nullable } from "babylonjs/types";
  19949. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19950. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19951. import { SmartArray } from "babylonjs/Misc/smartArray";
  19952. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  19953. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  19954. import { Material } from "babylonjs/Materials/material";
  19955. import { Scene } from "babylonjs/scene";
  19956. import { Camera } from "babylonjs/Cameras/camera";
  19957. /**
  19958. * Interface describing the different options available in the rendering manager
  19959. * regarding Auto Clear between groups.
  19960. */
  19961. export interface IRenderingManagerAutoClearSetup {
  19962. /**
  19963. * Defines whether or not autoclear is enable.
  19964. */
  19965. autoClear: boolean;
  19966. /**
  19967. * Defines whether or not to autoclear the depth buffer.
  19968. */
  19969. depth: boolean;
  19970. /**
  19971. * Defines whether or not to autoclear the stencil buffer.
  19972. */
  19973. stencil: boolean;
  19974. }
  19975. /**
  19976. * This class is used by the onRenderingGroupObservable
  19977. */
  19978. export class RenderingGroupInfo {
  19979. /**
  19980. * The Scene that being rendered
  19981. */
  19982. scene: Scene;
  19983. /**
  19984. * The camera currently used for the rendering pass
  19985. */
  19986. camera: Nullable<Camera>;
  19987. /**
  19988. * The ID of the renderingGroup being processed
  19989. */
  19990. renderingGroupId: number;
  19991. }
  19992. /**
  19993. * This is the manager responsible of all the rendering for meshes sprites and particles.
  19994. * It is enable to manage the different groups as well as the different necessary sort functions.
  19995. * This should not be used directly aside of the few static configurations
  19996. */
  19997. export class RenderingManager {
  19998. /**
  19999. * The max id used for rendering groups (not included)
  20000. */
  20001. static MAX_RENDERINGGROUPS: number;
  20002. /**
  20003. * The min id used for rendering groups (included)
  20004. */
  20005. static MIN_RENDERINGGROUPS: number;
  20006. /**
  20007. * Used to globally prevent autoclearing scenes.
  20008. */
  20009. static AUTOCLEAR: boolean;
  20010. /**
  20011. * @hidden
  20012. */
  20013. _useSceneAutoClearSetup: boolean;
  20014. private _scene;
  20015. private _renderingGroups;
  20016. private _depthStencilBufferAlreadyCleaned;
  20017. private _autoClearDepthStencil;
  20018. private _customOpaqueSortCompareFn;
  20019. private _customAlphaTestSortCompareFn;
  20020. private _customTransparentSortCompareFn;
  20021. private _renderingGroupInfo;
  20022. /**
  20023. * Instantiates a new rendering group for a particular scene
  20024. * @param scene Defines the scene the groups belongs to
  20025. */
  20026. constructor(scene: Scene);
  20027. private _clearDepthStencilBuffer;
  20028. /**
  20029. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20030. * @hidden
  20031. */
  20032. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20033. /**
  20034. * Resets the different information of the group to prepare a new frame
  20035. * @hidden
  20036. */
  20037. reset(): void;
  20038. /**
  20039. * Dispose and release the group and its associated resources.
  20040. * @hidden
  20041. */
  20042. dispose(): void;
  20043. /**
  20044. * Clear the info related to rendering groups preventing retention points during dispose.
  20045. */
  20046. freeRenderingGroups(): void;
  20047. private _prepareRenderingGroup;
  20048. /**
  20049. * Add a sprite manager to the rendering manager in order to render it this frame.
  20050. * @param spriteManager Define the sprite manager to render
  20051. */
  20052. dispatchSprites(spriteManager: ISpriteManager): void;
  20053. /**
  20054. * Add a particle system to the rendering manager in order to render it this frame.
  20055. * @param particleSystem Define the particle system to render
  20056. */
  20057. dispatchParticles(particleSystem: IParticleSystem): void;
  20058. /**
  20059. * Add a submesh to the manager in order to render it this frame
  20060. * @param subMesh The submesh to dispatch
  20061. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20062. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20063. */
  20064. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20065. /**
  20066. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20067. * This allowed control for front to back rendering or reversly depending of the special needs.
  20068. *
  20069. * @param renderingGroupId The rendering group id corresponding to its index
  20070. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20071. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20072. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20073. */
  20074. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  20075. /**
  20076. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20077. *
  20078. * @param renderingGroupId The rendering group id corresponding to its index
  20079. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20080. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20081. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20082. */
  20083. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20084. /**
  20085. * Gets the current auto clear configuration for one rendering group of the rendering
  20086. * manager.
  20087. * @param index the rendering group index to get the information for
  20088. * @returns The auto clear setup for the requested rendering group
  20089. */
  20090. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20091. }
  20092. }
  20093. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20094. import { Observable } from "babylonjs/Misc/observable";
  20095. import { SmartArray } from "babylonjs/Misc/smartArray";
  20096. import { Nullable } from "babylonjs/types";
  20097. import { Camera } from "babylonjs/Cameras/camera";
  20098. import { Scene } from "babylonjs/scene";
  20099. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20100. import { Color4 } from "babylonjs/Maths/math.color";
  20101. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20102. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20103. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20104. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20105. import { Texture } from "babylonjs/Materials/Textures/texture";
  20106. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20107. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20108. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20109. import { Engine } from "babylonjs/Engines/engine";
  20110. /**
  20111. * This Helps creating a texture that will be created from a camera in your scene.
  20112. * It is basically a dynamic texture that could be used to create special effects for instance.
  20113. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20114. */
  20115. export class RenderTargetTexture extends Texture {
  20116. isCube: boolean;
  20117. /**
  20118. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20119. */
  20120. static readonly REFRESHRATE_RENDER_ONCE: number;
  20121. /**
  20122. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20123. */
  20124. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20125. /**
  20126. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20127. * the central point of your effect and can save a lot of performances.
  20128. */
  20129. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20130. /**
  20131. * Use this predicate to dynamically define the list of mesh you want to render.
  20132. * If set, the renderList property will be overwritten.
  20133. */
  20134. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20135. private _renderList;
  20136. /**
  20137. * Use this list to define the list of mesh you want to render.
  20138. */
  20139. renderList: Nullable<Array<AbstractMesh>>;
  20140. private _hookArray;
  20141. /**
  20142. * Define if particles should be rendered in your texture.
  20143. */
  20144. renderParticles: boolean;
  20145. /**
  20146. * Define if sprites should be rendered in your texture.
  20147. */
  20148. renderSprites: boolean;
  20149. /**
  20150. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20151. */
  20152. coordinatesMode: number;
  20153. /**
  20154. * Define the camera used to render the texture.
  20155. */
  20156. activeCamera: Nullable<Camera>;
  20157. /**
  20158. * Override the render function of the texture with your own one.
  20159. */
  20160. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20161. /**
  20162. * Define if camera post processes should be use while rendering the texture.
  20163. */
  20164. useCameraPostProcesses: boolean;
  20165. /**
  20166. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20167. */
  20168. ignoreCameraViewport: boolean;
  20169. private _postProcessManager;
  20170. private _postProcesses;
  20171. private _resizeObserver;
  20172. /**
  20173. * An event triggered when the texture is unbind.
  20174. */
  20175. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20176. /**
  20177. * An event triggered when the texture is unbind.
  20178. */
  20179. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20180. private _onAfterUnbindObserver;
  20181. /**
  20182. * Set a after unbind callback in the texture.
  20183. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20184. */
  20185. onAfterUnbind: () => void;
  20186. /**
  20187. * An event triggered before rendering the texture
  20188. */
  20189. onBeforeRenderObservable: Observable<number>;
  20190. private _onBeforeRenderObserver;
  20191. /**
  20192. * Set a before render callback in the texture.
  20193. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20194. */
  20195. onBeforeRender: (faceIndex: number) => void;
  20196. /**
  20197. * An event triggered after rendering the texture
  20198. */
  20199. onAfterRenderObservable: Observable<number>;
  20200. private _onAfterRenderObserver;
  20201. /**
  20202. * Set a after render callback in the texture.
  20203. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20204. */
  20205. onAfterRender: (faceIndex: number) => void;
  20206. /**
  20207. * An event triggered after the texture clear
  20208. */
  20209. onClearObservable: Observable<Engine>;
  20210. private _onClearObserver;
  20211. /**
  20212. * Set a clear callback in the texture.
  20213. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20214. */
  20215. onClear: (Engine: Engine) => void;
  20216. /**
  20217. * An event triggered when the texture is resized.
  20218. */
  20219. onResizeObservable: Observable<RenderTargetTexture>;
  20220. /**
  20221. * Define the clear color of the Render Target if it should be different from the scene.
  20222. */
  20223. clearColor: Color4;
  20224. protected _size: number | {
  20225. width: number;
  20226. height: number;
  20227. };
  20228. protected _initialSizeParameter: number | {
  20229. width: number;
  20230. height: number;
  20231. } | {
  20232. ratio: number;
  20233. };
  20234. protected _sizeRatio: Nullable<number>;
  20235. /** @hidden */
  20236. _generateMipMaps: boolean;
  20237. protected _renderingManager: RenderingManager;
  20238. /** @hidden */
  20239. _waitingRenderList: string[];
  20240. protected _doNotChangeAspectRatio: boolean;
  20241. protected _currentRefreshId: number;
  20242. protected _refreshRate: number;
  20243. protected _textureMatrix: Matrix;
  20244. protected _samples: number;
  20245. protected _renderTargetOptions: RenderTargetCreationOptions;
  20246. /**
  20247. * Gets render target creation options that were used.
  20248. */
  20249. readonly renderTargetOptions: RenderTargetCreationOptions;
  20250. protected _engine: Engine;
  20251. protected _onRatioRescale(): void;
  20252. /**
  20253. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20254. * It must define where the camera used to render the texture is set
  20255. */
  20256. boundingBoxPosition: Vector3;
  20257. private _boundingBoxSize;
  20258. /**
  20259. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20260. * When defined, the cubemap will switch to local mode
  20261. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20262. * @example https://www.babylonjs-playground.com/#RNASML
  20263. */
  20264. boundingBoxSize: Vector3;
  20265. /**
  20266. * In case the RTT has been created with a depth texture, get the associated
  20267. * depth texture.
  20268. * Otherwise, return null.
  20269. */
  20270. depthStencilTexture: Nullable<InternalTexture>;
  20271. /**
  20272. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20273. * or used a shadow, depth texture...
  20274. * @param name The friendly name of the texture
  20275. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  20276. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20277. * @param generateMipMaps True if mip maps need to be generated after render.
  20278. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20279. * @param type The type of the buffer in the RTT (int, half float, float...)
  20280. * @param isCube True if a cube texture needs to be created
  20281. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20282. * @param generateDepthBuffer True to generate a depth buffer
  20283. * @param generateStencilBuffer True to generate a stencil buffer
  20284. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20285. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20286. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20287. */
  20288. constructor(name: string, size: number | {
  20289. width: number;
  20290. height: number;
  20291. } | {
  20292. ratio: number;
  20293. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20294. /**
  20295. * Creates a depth stencil texture.
  20296. * This is only available in WebGL 2 or with the depth texture extension available.
  20297. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20298. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20299. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20300. */
  20301. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20302. private _processSizeParameter;
  20303. /**
  20304. * Define the number of samples to use in case of MSAA.
  20305. * It defaults to one meaning no MSAA has been enabled.
  20306. */
  20307. samples: number;
  20308. /**
  20309. * Resets the refresh counter of the texture and start bak from scratch.
  20310. * Could be useful to regenerate the texture if it is setup to render only once.
  20311. */
  20312. resetRefreshCounter(): void;
  20313. /**
  20314. * Define the refresh rate of the texture or the rendering frequency.
  20315. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20316. */
  20317. refreshRate: number;
  20318. /**
  20319. * Adds a post process to the render target rendering passes.
  20320. * @param postProcess define the post process to add
  20321. */
  20322. addPostProcess(postProcess: PostProcess): void;
  20323. /**
  20324. * Clear all the post processes attached to the render target
  20325. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20326. */
  20327. clearPostProcesses(dispose?: boolean): void;
  20328. /**
  20329. * Remove one of the post process from the list of attached post processes to the texture
  20330. * @param postProcess define the post process to remove from the list
  20331. */
  20332. removePostProcess(postProcess: PostProcess): void;
  20333. /** @hidden */
  20334. _shouldRender(): boolean;
  20335. /**
  20336. * Gets the actual render size of the texture.
  20337. * @returns the width of the render size
  20338. */
  20339. getRenderSize(): number;
  20340. /**
  20341. * Gets the actual render width of the texture.
  20342. * @returns the width of the render size
  20343. */
  20344. getRenderWidth(): number;
  20345. /**
  20346. * Gets the actual render height of the texture.
  20347. * @returns the height of the render size
  20348. */
  20349. getRenderHeight(): number;
  20350. /**
  20351. * Get if the texture can be rescaled or not.
  20352. */
  20353. readonly canRescale: boolean;
  20354. /**
  20355. * Resize the texture using a ratio.
  20356. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20357. */
  20358. scale(ratio: number): void;
  20359. /**
  20360. * Get the texture reflection matrix used to rotate/transform the reflection.
  20361. * @returns the reflection matrix
  20362. */
  20363. getReflectionTextureMatrix(): Matrix;
  20364. /**
  20365. * Resize the texture to a new desired size.
  20366. * Be carrefull as it will recreate all the data in the new texture.
  20367. * @param size Define the new size. It can be:
  20368. * - a number for squared texture,
  20369. * - an object containing { width: number, height: number }
  20370. * - or an object containing a ratio { ratio: number }
  20371. */
  20372. resize(size: number | {
  20373. width: number;
  20374. height: number;
  20375. } | {
  20376. ratio: number;
  20377. }): void;
  20378. /**
  20379. * Renders all the objects from the render list into the texture.
  20380. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20381. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20382. */
  20383. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20384. private _bestReflectionRenderTargetDimension;
  20385. /**
  20386. * @hidden
  20387. * @param faceIndex face index to bind to if this is a cubetexture
  20388. */
  20389. _bindFrameBuffer(faceIndex?: number): void;
  20390. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20391. private renderToTarget;
  20392. /**
  20393. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20394. * This allowed control for front to back rendering or reversly depending of the special needs.
  20395. *
  20396. * @param renderingGroupId The rendering group id corresponding to its index
  20397. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20398. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20399. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20400. */
  20401. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  20402. /**
  20403. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20404. *
  20405. * @param renderingGroupId The rendering group id corresponding to its index
  20406. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20407. */
  20408. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20409. /**
  20410. * Clones the texture.
  20411. * @returns the cloned texture
  20412. */
  20413. clone(): RenderTargetTexture;
  20414. /**
  20415. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20416. * @returns The JSON representation of the texture
  20417. */
  20418. serialize(): any;
  20419. /**
  20420. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20421. */
  20422. disposeFramebufferObjects(): void;
  20423. /**
  20424. * Dispose the texture and release its associated resources.
  20425. */
  20426. dispose(): void;
  20427. /** @hidden */
  20428. _rebuild(): void;
  20429. /**
  20430. * Clear the info related to rendering groups preventing retention point in material dispose.
  20431. */
  20432. freeRenderingGroups(): void;
  20433. /**
  20434. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20435. * @returns the view count
  20436. */
  20437. getViewCount(): number;
  20438. }
  20439. }
  20440. declare module "babylonjs/Materials/material" {
  20441. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20442. import { SmartArray } from "babylonjs/Misc/smartArray";
  20443. import { Observable } from "babylonjs/Misc/observable";
  20444. import { Nullable } from "babylonjs/types";
  20445. import { Scene } from "babylonjs/scene";
  20446. import { Matrix } from "babylonjs/Maths/math.vector";
  20447. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20448. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20449. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20450. import { Effect } from "babylonjs/Materials/effect";
  20451. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20452. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20453. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20454. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20455. import { Mesh } from "babylonjs/Meshes/mesh";
  20456. import { Animation } from "babylonjs/Animations/animation";
  20457. /**
  20458. * Base class for the main features of a material in Babylon.js
  20459. */
  20460. export class Material implements IAnimatable {
  20461. /**
  20462. * Returns the triangle fill mode
  20463. */
  20464. static readonly TriangleFillMode: number;
  20465. /**
  20466. * Returns the wireframe mode
  20467. */
  20468. static readonly WireFrameFillMode: number;
  20469. /**
  20470. * Returns the point fill mode
  20471. */
  20472. static readonly PointFillMode: number;
  20473. /**
  20474. * Returns the point list draw mode
  20475. */
  20476. static readonly PointListDrawMode: number;
  20477. /**
  20478. * Returns the line list draw mode
  20479. */
  20480. static readonly LineListDrawMode: number;
  20481. /**
  20482. * Returns the line loop draw mode
  20483. */
  20484. static readonly LineLoopDrawMode: number;
  20485. /**
  20486. * Returns the line strip draw mode
  20487. */
  20488. static readonly LineStripDrawMode: number;
  20489. /**
  20490. * Returns the triangle strip draw mode
  20491. */
  20492. static readonly TriangleStripDrawMode: number;
  20493. /**
  20494. * Returns the triangle fan draw mode
  20495. */
  20496. static readonly TriangleFanDrawMode: number;
  20497. /**
  20498. * Stores the clock-wise side orientation
  20499. */
  20500. static readonly ClockWiseSideOrientation: number;
  20501. /**
  20502. * Stores the counter clock-wise side orientation
  20503. */
  20504. static readonly CounterClockWiseSideOrientation: number;
  20505. /**
  20506. * The dirty texture flag value
  20507. */
  20508. static readonly TextureDirtyFlag: number;
  20509. /**
  20510. * The dirty light flag value
  20511. */
  20512. static readonly LightDirtyFlag: number;
  20513. /**
  20514. * The dirty fresnel flag value
  20515. */
  20516. static readonly FresnelDirtyFlag: number;
  20517. /**
  20518. * The dirty attribute flag value
  20519. */
  20520. static readonly AttributesDirtyFlag: number;
  20521. /**
  20522. * The dirty misc flag value
  20523. */
  20524. static readonly MiscDirtyFlag: number;
  20525. /**
  20526. * The all dirty flag value
  20527. */
  20528. static readonly AllDirtyFlag: number;
  20529. /**
  20530. * The ID of the material
  20531. */
  20532. id: string;
  20533. /**
  20534. * Gets or sets the unique id of the material
  20535. */
  20536. uniqueId: number;
  20537. /**
  20538. * The name of the material
  20539. */
  20540. name: string;
  20541. /**
  20542. * Gets or sets user defined metadata
  20543. */
  20544. metadata: any;
  20545. /**
  20546. * For internal use only. Please do not use.
  20547. */
  20548. reservedDataStore: any;
  20549. /**
  20550. * Specifies if the ready state should be checked on each call
  20551. */
  20552. checkReadyOnEveryCall: boolean;
  20553. /**
  20554. * Specifies if the ready state should be checked once
  20555. */
  20556. checkReadyOnlyOnce: boolean;
  20557. /**
  20558. * The state of the material
  20559. */
  20560. state: string;
  20561. /**
  20562. * The alpha value of the material
  20563. */
  20564. protected _alpha: number;
  20565. /**
  20566. * List of inspectable custom properties (used by the Inspector)
  20567. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  20568. */
  20569. inspectableCustomProperties: IInspectable[];
  20570. /**
  20571. * Sets the alpha value of the material
  20572. */
  20573. /**
  20574. * Gets the alpha value of the material
  20575. */
  20576. alpha: number;
  20577. /**
  20578. * Specifies if back face culling is enabled
  20579. */
  20580. protected _backFaceCulling: boolean;
  20581. /**
  20582. * Sets the back-face culling state
  20583. */
  20584. /**
  20585. * Gets the back-face culling state
  20586. */
  20587. backFaceCulling: boolean;
  20588. /**
  20589. * Stores the value for side orientation
  20590. */
  20591. sideOrientation: number;
  20592. /**
  20593. * Callback triggered when the material is compiled
  20594. */
  20595. onCompiled: Nullable<(effect: Effect) => void>;
  20596. /**
  20597. * Callback triggered when an error occurs
  20598. */
  20599. onError: Nullable<(effect: Effect, errors: string) => void>;
  20600. /**
  20601. * Callback triggered to get the render target textures
  20602. */
  20603. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  20604. /**
  20605. * Gets a boolean indicating that current material needs to register RTT
  20606. */
  20607. readonly hasRenderTargetTextures: boolean;
  20608. /**
  20609. * Specifies if the material should be serialized
  20610. */
  20611. doNotSerialize: boolean;
  20612. /**
  20613. * @hidden
  20614. */
  20615. _storeEffectOnSubMeshes: boolean;
  20616. /**
  20617. * Stores the animations for the material
  20618. */
  20619. animations: Nullable<Array<Animation>>;
  20620. /**
  20621. * An event triggered when the material is disposed
  20622. */
  20623. onDisposeObservable: Observable<Material>;
  20624. /**
  20625. * An observer which watches for dispose events
  20626. */
  20627. private _onDisposeObserver;
  20628. private _onUnBindObservable;
  20629. /**
  20630. * Called during a dispose event
  20631. */
  20632. onDispose: () => void;
  20633. private _onBindObservable;
  20634. /**
  20635. * An event triggered when the material is bound
  20636. */
  20637. readonly onBindObservable: Observable<AbstractMesh>;
  20638. /**
  20639. * An observer which watches for bind events
  20640. */
  20641. private _onBindObserver;
  20642. /**
  20643. * Called during a bind event
  20644. */
  20645. onBind: (Mesh: AbstractMesh) => void;
  20646. /**
  20647. * An event triggered when the material is unbound
  20648. */
  20649. readonly onUnBindObservable: Observable<Material>;
  20650. /**
  20651. * Stores the value of the alpha mode
  20652. */
  20653. private _alphaMode;
  20654. /**
  20655. * Sets the value of the alpha mode.
  20656. *
  20657. * | Value | Type | Description |
  20658. * | --- | --- | --- |
  20659. * | 0 | ALPHA_DISABLE | |
  20660. * | 1 | ALPHA_ADD | |
  20661. * | 2 | ALPHA_COMBINE | |
  20662. * | 3 | ALPHA_SUBTRACT | |
  20663. * | 4 | ALPHA_MULTIPLY | |
  20664. * | 5 | ALPHA_MAXIMIZED | |
  20665. * | 6 | ALPHA_ONEONE | |
  20666. * | 7 | ALPHA_PREMULTIPLIED | |
  20667. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  20668. * | 9 | ALPHA_INTERPOLATE | |
  20669. * | 10 | ALPHA_SCREENMODE | |
  20670. *
  20671. */
  20672. /**
  20673. * Gets the value of the alpha mode
  20674. */
  20675. alphaMode: number;
  20676. /**
  20677. * Stores the state of the need depth pre-pass value
  20678. */
  20679. private _needDepthPrePass;
  20680. /**
  20681. * Sets the need depth pre-pass value
  20682. */
  20683. /**
  20684. * Gets the depth pre-pass value
  20685. */
  20686. needDepthPrePass: boolean;
  20687. /**
  20688. * Specifies if depth writing should be disabled
  20689. */
  20690. disableDepthWrite: boolean;
  20691. /**
  20692. * Specifies if depth writing should be forced
  20693. */
  20694. forceDepthWrite: boolean;
  20695. /**
  20696. * Specifies if there should be a separate pass for culling
  20697. */
  20698. separateCullingPass: boolean;
  20699. /**
  20700. * Stores the state specifing if fog should be enabled
  20701. */
  20702. private _fogEnabled;
  20703. /**
  20704. * Sets the state for enabling fog
  20705. */
  20706. /**
  20707. * Gets the value of the fog enabled state
  20708. */
  20709. fogEnabled: boolean;
  20710. /**
  20711. * Stores the size of points
  20712. */
  20713. pointSize: number;
  20714. /**
  20715. * Stores the z offset value
  20716. */
  20717. zOffset: number;
  20718. /**
  20719. * Gets a value specifying if wireframe mode is enabled
  20720. */
  20721. /**
  20722. * Sets the state of wireframe mode
  20723. */
  20724. wireframe: boolean;
  20725. /**
  20726. * Gets the value specifying if point clouds are enabled
  20727. */
  20728. /**
  20729. * Sets the state of point cloud mode
  20730. */
  20731. pointsCloud: boolean;
  20732. /**
  20733. * Gets the material fill mode
  20734. */
  20735. /**
  20736. * Sets the material fill mode
  20737. */
  20738. fillMode: number;
  20739. /**
  20740. * @hidden
  20741. * Stores the effects for the material
  20742. */
  20743. _effect: Nullable<Effect>;
  20744. /**
  20745. * @hidden
  20746. * Specifies if the material was previously ready
  20747. */
  20748. _wasPreviouslyReady: boolean;
  20749. /**
  20750. * Specifies if uniform buffers should be used
  20751. */
  20752. private _useUBO;
  20753. /**
  20754. * Stores a reference to the scene
  20755. */
  20756. private _scene;
  20757. /**
  20758. * Stores the fill mode state
  20759. */
  20760. private _fillMode;
  20761. /**
  20762. * Specifies if the depth write state should be cached
  20763. */
  20764. private _cachedDepthWriteState;
  20765. /**
  20766. * Stores the uniform buffer
  20767. */
  20768. protected _uniformBuffer: UniformBuffer;
  20769. /** @hidden */
  20770. _indexInSceneMaterialArray: number;
  20771. /** @hidden */
  20772. meshMap: Nullable<{
  20773. [id: string]: AbstractMesh | undefined;
  20774. }>;
  20775. /**
  20776. * Creates a material instance
  20777. * @param name defines the name of the material
  20778. * @param scene defines the scene to reference
  20779. * @param doNotAdd specifies if the material should be added to the scene
  20780. */
  20781. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  20782. /**
  20783. * Returns a string representation of the current material
  20784. * @param fullDetails defines a boolean indicating which levels of logging is desired
  20785. * @returns a string with material information
  20786. */
  20787. toString(fullDetails?: boolean): string;
  20788. /**
  20789. * Gets the class name of the material
  20790. * @returns a string with the class name of the material
  20791. */
  20792. getClassName(): string;
  20793. /**
  20794. * Specifies if updates for the material been locked
  20795. */
  20796. readonly isFrozen: boolean;
  20797. /**
  20798. * Locks updates for the material
  20799. */
  20800. freeze(): void;
  20801. /**
  20802. * Unlocks updates for the material
  20803. */
  20804. unfreeze(): void;
  20805. /**
  20806. * Specifies if the material is ready to be used
  20807. * @param mesh defines the mesh to check
  20808. * @param useInstances specifies if instances should be used
  20809. * @returns a boolean indicating if the material is ready to be used
  20810. */
  20811. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  20812. /**
  20813. * Specifies that the submesh is ready to be used
  20814. * @param mesh defines the mesh to check
  20815. * @param subMesh defines which submesh to check
  20816. * @param useInstances specifies that instances should be used
  20817. * @returns a boolean indicating that the submesh is ready or not
  20818. */
  20819. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  20820. /**
  20821. * Returns the material effect
  20822. * @returns the effect associated with the material
  20823. */
  20824. getEffect(): Nullable<Effect>;
  20825. /**
  20826. * Returns the current scene
  20827. * @returns a Scene
  20828. */
  20829. getScene(): Scene;
  20830. /**
  20831. * Specifies if the material will require alpha blending
  20832. * @returns a boolean specifying if alpha blending is needed
  20833. */
  20834. needAlphaBlending(): boolean;
  20835. /**
  20836. * Specifies if the mesh will require alpha blending
  20837. * @param mesh defines the mesh to check
  20838. * @returns a boolean specifying if alpha blending is needed for the mesh
  20839. */
  20840. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  20841. /**
  20842. * Specifies if this material should be rendered in alpha test mode
  20843. * @returns a boolean specifying if an alpha test is needed.
  20844. */
  20845. needAlphaTesting(): boolean;
  20846. /**
  20847. * Gets the texture used for the alpha test
  20848. * @returns the texture to use for alpha testing
  20849. */
  20850. getAlphaTestTexture(): Nullable<BaseTexture>;
  20851. /**
  20852. * Marks the material to indicate that it needs to be re-calculated
  20853. */
  20854. markDirty(): void;
  20855. /** @hidden */
  20856. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  20857. /**
  20858. * Binds the material to the mesh
  20859. * @param world defines the world transformation matrix
  20860. * @param mesh defines the mesh to bind the material to
  20861. */
  20862. bind(world: Matrix, mesh?: Mesh): void;
  20863. /**
  20864. * Binds the submesh to the material
  20865. * @param world defines the world transformation matrix
  20866. * @param mesh defines the mesh containing the submesh
  20867. * @param subMesh defines the submesh to bind the material to
  20868. */
  20869. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  20870. /**
  20871. * Binds the world matrix to the material
  20872. * @param world defines the world transformation matrix
  20873. */
  20874. bindOnlyWorldMatrix(world: Matrix): void;
  20875. /**
  20876. * Binds the scene's uniform buffer to the effect.
  20877. * @param effect defines the effect to bind to the scene uniform buffer
  20878. * @param sceneUbo defines the uniform buffer storing scene data
  20879. */
  20880. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  20881. /**
  20882. * Binds the view matrix to the effect
  20883. * @param effect defines the effect to bind the view matrix to
  20884. */
  20885. bindView(effect: Effect): void;
  20886. /**
  20887. * Binds the view projection matrix to the effect
  20888. * @param effect defines the effect to bind the view projection matrix to
  20889. */
  20890. bindViewProjection(effect: Effect): void;
  20891. /**
  20892. * Specifies if material alpha testing should be turned on for the mesh
  20893. * @param mesh defines the mesh to check
  20894. */
  20895. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  20896. /**
  20897. * Processes to execute after binding the material to a mesh
  20898. * @param mesh defines the rendered mesh
  20899. */
  20900. protected _afterBind(mesh?: Mesh): void;
  20901. /**
  20902. * Unbinds the material from the mesh
  20903. */
  20904. unbind(): void;
  20905. /**
  20906. * Gets the active textures from the material
  20907. * @returns an array of textures
  20908. */
  20909. getActiveTextures(): BaseTexture[];
  20910. /**
  20911. * Specifies if the material uses a texture
  20912. * @param texture defines the texture to check against the material
  20913. * @returns a boolean specifying if the material uses the texture
  20914. */
  20915. hasTexture(texture: BaseTexture): boolean;
  20916. /**
  20917. * Makes a duplicate of the material, and gives it a new name
  20918. * @param name defines the new name for the duplicated material
  20919. * @returns the cloned material
  20920. */
  20921. clone(name: string): Nullable<Material>;
  20922. /**
  20923. * Gets the meshes bound to the material
  20924. * @returns an array of meshes bound to the material
  20925. */
  20926. getBindedMeshes(): AbstractMesh[];
  20927. /**
  20928. * Force shader compilation
  20929. * @param mesh defines the mesh associated with this material
  20930. * @param onCompiled defines a function to execute once the material is compiled
  20931. * @param options defines the options to configure the compilation
  20932. */
  20933. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  20934. clipPlane: boolean;
  20935. }>): void;
  20936. /**
  20937. * Force shader compilation
  20938. * @param mesh defines the mesh that will use this material
  20939. * @param options defines additional options for compiling the shaders
  20940. * @returns a promise that resolves when the compilation completes
  20941. */
  20942. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  20943. clipPlane: boolean;
  20944. }>): Promise<void>;
  20945. private static readonly _AllDirtyCallBack;
  20946. private static readonly _ImageProcessingDirtyCallBack;
  20947. private static readonly _TextureDirtyCallBack;
  20948. private static readonly _FresnelDirtyCallBack;
  20949. private static readonly _MiscDirtyCallBack;
  20950. private static readonly _LightsDirtyCallBack;
  20951. private static readonly _AttributeDirtyCallBack;
  20952. private static _FresnelAndMiscDirtyCallBack;
  20953. private static _TextureAndMiscDirtyCallBack;
  20954. private static readonly _DirtyCallbackArray;
  20955. private static readonly _RunDirtyCallBacks;
  20956. /**
  20957. * Marks a define in the material to indicate that it needs to be re-computed
  20958. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  20959. */
  20960. markAsDirty(flag: number): void;
  20961. /**
  20962. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  20963. * @param func defines a function which checks material defines against the submeshes
  20964. */
  20965. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  20966. /**
  20967. * Indicates that we need to re-calculated for all submeshes
  20968. */
  20969. protected _markAllSubMeshesAsAllDirty(): void;
  20970. /**
  20971. * Indicates that image processing needs to be re-calculated for all submeshes
  20972. */
  20973. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  20974. /**
  20975. * Indicates that textures need to be re-calculated for all submeshes
  20976. */
  20977. protected _markAllSubMeshesAsTexturesDirty(): void;
  20978. /**
  20979. * Indicates that fresnel needs to be re-calculated for all submeshes
  20980. */
  20981. protected _markAllSubMeshesAsFresnelDirty(): void;
  20982. /**
  20983. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  20984. */
  20985. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  20986. /**
  20987. * Indicates that lights need to be re-calculated for all submeshes
  20988. */
  20989. protected _markAllSubMeshesAsLightsDirty(): void;
  20990. /**
  20991. * Indicates that attributes need to be re-calculated for all submeshes
  20992. */
  20993. protected _markAllSubMeshesAsAttributesDirty(): void;
  20994. /**
  20995. * Indicates that misc needs to be re-calculated for all submeshes
  20996. */
  20997. protected _markAllSubMeshesAsMiscDirty(): void;
  20998. /**
  20999. * Indicates that textures and misc need to be re-calculated for all submeshes
  21000. */
  21001. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21002. /**
  21003. * Disposes the material
  21004. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21005. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21006. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21007. */
  21008. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21009. /** @hidden */
  21010. private releaseVertexArrayObject;
  21011. /**
  21012. * Serializes this material
  21013. * @returns the serialized material object
  21014. */
  21015. serialize(): any;
  21016. /**
  21017. * Creates a material from parsed material data
  21018. * @param parsedMaterial defines parsed material data
  21019. * @param scene defines the hosting scene
  21020. * @param rootUrl defines the root URL to use to load textures
  21021. * @returns a new material
  21022. */
  21023. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21024. }
  21025. }
  21026. declare module "babylonjs/Materials/multiMaterial" {
  21027. import { Nullable } from "babylonjs/types";
  21028. import { Scene } from "babylonjs/scene";
  21029. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21030. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21031. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21032. import { Material } from "babylonjs/Materials/material";
  21033. /**
  21034. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21035. * separate meshes. This can be use to improve performances.
  21036. * @see http://doc.babylonjs.com/how_to/multi_materials
  21037. */
  21038. export class MultiMaterial extends Material {
  21039. private _subMaterials;
  21040. /**
  21041. * Gets or Sets the list of Materials used within the multi material.
  21042. * They need to be ordered according to the submeshes order in the associated mesh
  21043. */
  21044. subMaterials: Nullable<Material>[];
  21045. /**
  21046. * Function used to align with Node.getChildren()
  21047. * @returns the list of Materials used within the multi material
  21048. */
  21049. getChildren(): Nullable<Material>[];
  21050. /**
  21051. * Instantiates a new Multi Material
  21052. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21053. * separate meshes. This can be use to improve performances.
  21054. * @see http://doc.babylonjs.com/how_to/multi_materials
  21055. * @param name Define the name in the scene
  21056. * @param scene Define the scene the material belongs to
  21057. */
  21058. constructor(name: string, scene: Scene);
  21059. private _hookArray;
  21060. /**
  21061. * Get one of the submaterial by its index in the submaterials array
  21062. * @param index The index to look the sub material at
  21063. * @returns The Material if the index has been defined
  21064. */
  21065. getSubMaterial(index: number): Nullable<Material>;
  21066. /**
  21067. * Get the list of active textures for the whole sub materials list.
  21068. * @returns All the textures that will be used during the rendering
  21069. */
  21070. getActiveTextures(): BaseTexture[];
  21071. /**
  21072. * Gets the current class name of the material e.g. "MultiMaterial"
  21073. * Mainly use in serialization.
  21074. * @returns the class name
  21075. */
  21076. getClassName(): string;
  21077. /**
  21078. * Checks if the material is ready to render the requested sub mesh
  21079. * @param mesh Define the mesh the submesh belongs to
  21080. * @param subMesh Define the sub mesh to look readyness for
  21081. * @param useInstances Define whether or not the material is used with instances
  21082. * @returns true if ready, otherwise false
  21083. */
  21084. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21085. /**
  21086. * Clones the current material and its related sub materials
  21087. * @param name Define the name of the newly cloned material
  21088. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21089. * @returns the cloned material
  21090. */
  21091. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21092. /**
  21093. * Serializes the materials into a JSON representation.
  21094. * @returns the JSON representation
  21095. */
  21096. serialize(): any;
  21097. /**
  21098. * Dispose the material and release its associated resources
  21099. * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
  21100. * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
  21101. * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)
  21102. */
  21103. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21104. /**
  21105. * Creates a MultiMaterial from parsed MultiMaterial data.
  21106. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21107. * @param scene defines the hosting scene
  21108. * @returns a new MultiMaterial
  21109. */
  21110. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21111. }
  21112. }
  21113. declare module "babylonjs/Meshes/subMesh" {
  21114. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21115. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21116. import { Engine } from "babylonjs/Engines/engine";
  21117. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21118. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21119. import { Effect } from "babylonjs/Materials/effect";
  21120. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21121. import { Plane } from "babylonjs/Maths/math.plane";
  21122. import { Collider } from "babylonjs/Collisions/collider";
  21123. import { Material } from "babylonjs/Materials/material";
  21124. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21125. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21126. import { Mesh } from "babylonjs/Meshes/mesh";
  21127. import { Ray } from "babylonjs/Culling/ray";
  21128. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21129. /**
  21130. * Base class for submeshes
  21131. */
  21132. export class BaseSubMesh {
  21133. /** @hidden */
  21134. _materialDefines: Nullable<MaterialDefines>;
  21135. /** @hidden */
  21136. _materialEffect: Nullable<Effect>;
  21137. /**
  21138. * Gets associated effect
  21139. */
  21140. readonly effect: Nullable<Effect>;
  21141. /**
  21142. * Sets associated effect (effect used to render this submesh)
  21143. * @param effect defines the effect to associate with
  21144. * @param defines defines the set of defines used to compile this effect
  21145. */
  21146. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21147. }
  21148. /**
  21149. * Defines a subdivision inside a mesh
  21150. */
  21151. export class SubMesh extends BaseSubMesh implements ICullable {
  21152. /** the material index to use */
  21153. materialIndex: number;
  21154. /** vertex index start */
  21155. verticesStart: number;
  21156. /** vertices count */
  21157. verticesCount: number;
  21158. /** index start */
  21159. indexStart: number;
  21160. /** indices count */
  21161. indexCount: number;
  21162. /** @hidden */
  21163. _linesIndexCount: number;
  21164. private _mesh;
  21165. private _renderingMesh;
  21166. private _boundingInfo;
  21167. private _linesIndexBuffer;
  21168. /** @hidden */
  21169. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21170. /** @hidden */
  21171. _trianglePlanes: Plane[];
  21172. /** @hidden */
  21173. _lastColliderTransformMatrix: Nullable<Matrix>;
  21174. /** @hidden */
  21175. _renderId: number;
  21176. /** @hidden */
  21177. _alphaIndex: number;
  21178. /** @hidden */
  21179. _distanceToCamera: number;
  21180. /** @hidden */
  21181. _id: number;
  21182. private _currentMaterial;
  21183. /**
  21184. * Add a new submesh to a mesh
  21185. * @param materialIndex defines the material index to use
  21186. * @param verticesStart defines vertex index start
  21187. * @param verticesCount defines vertices count
  21188. * @param indexStart defines index start
  21189. * @param indexCount defines indices count
  21190. * @param mesh defines the parent mesh
  21191. * @param renderingMesh defines an optional rendering mesh
  21192. * @param createBoundingBox defines if bounding box should be created for this submesh
  21193. * @returns the new submesh
  21194. */
  21195. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21196. /**
  21197. * Creates a new submesh
  21198. * @param materialIndex defines the material index to use
  21199. * @param verticesStart defines vertex index start
  21200. * @param verticesCount defines vertices count
  21201. * @param indexStart defines index start
  21202. * @param indexCount defines indices count
  21203. * @param mesh defines the parent mesh
  21204. * @param renderingMesh defines an optional rendering mesh
  21205. * @param createBoundingBox defines if bounding box should be created for this submesh
  21206. */
  21207. constructor(
  21208. /** the material index to use */
  21209. materialIndex: number,
  21210. /** vertex index start */
  21211. verticesStart: number,
  21212. /** vertices count */
  21213. verticesCount: number,
  21214. /** index start */
  21215. indexStart: number,
  21216. /** indices count */
  21217. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21218. /**
  21219. * Returns true if this submesh covers the entire parent mesh
  21220. * @ignorenaming
  21221. */
  21222. readonly IsGlobal: boolean;
  21223. /**
  21224. * Returns the submesh BoudingInfo object
  21225. * @returns current bounding info (or mesh's one if the submesh is global)
  21226. */
  21227. getBoundingInfo(): BoundingInfo;
  21228. /**
  21229. * Sets the submesh BoundingInfo
  21230. * @param boundingInfo defines the new bounding info to use
  21231. * @returns the SubMesh
  21232. */
  21233. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21234. /**
  21235. * Returns the mesh of the current submesh
  21236. * @return the parent mesh
  21237. */
  21238. getMesh(): AbstractMesh;
  21239. /**
  21240. * Returns the rendering mesh of the submesh
  21241. * @returns the rendering mesh (could be different from parent mesh)
  21242. */
  21243. getRenderingMesh(): Mesh;
  21244. /**
  21245. * Returns the submesh material
  21246. * @returns null or the current material
  21247. */
  21248. getMaterial(): Nullable<Material>;
  21249. /**
  21250. * Sets a new updated BoundingInfo object to the submesh
  21251. * @param data defines an optional position array to use to determine the bounding info
  21252. * @returns the SubMesh
  21253. */
  21254. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21255. /** @hidden */
  21256. _checkCollision(collider: Collider): boolean;
  21257. /**
  21258. * Updates the submesh BoundingInfo
  21259. * @param world defines the world matrix to use to update the bounding info
  21260. * @returns the submesh
  21261. */
  21262. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21263. /**
  21264. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21265. * @param frustumPlanes defines the frustum planes
  21266. * @returns true if the submesh is intersecting with the frustum
  21267. */
  21268. isInFrustum(frustumPlanes: Plane[]): boolean;
  21269. /**
  21270. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21271. * @param frustumPlanes defines the frustum planes
  21272. * @returns true if the submesh is inside the frustum
  21273. */
  21274. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21275. /**
  21276. * Renders the submesh
  21277. * @param enableAlphaMode defines if alpha needs to be used
  21278. * @returns the submesh
  21279. */
  21280. render(enableAlphaMode: boolean): SubMesh;
  21281. /**
  21282. * @hidden
  21283. */
  21284. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21285. /**
  21286. * Checks if the submesh intersects with a ray
  21287. * @param ray defines the ray to test
  21288. * @returns true is the passed ray intersects the submesh bounding box
  21289. */
  21290. canIntersects(ray: Ray): boolean;
  21291. /**
  21292. * Intersects current submesh with a ray
  21293. * @param ray defines the ray to test
  21294. * @param positions defines mesh's positions array
  21295. * @param indices defines mesh's indices array
  21296. * @param fastCheck defines if only bounding info should be used
  21297. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21298. * @returns intersection info or null if no intersection
  21299. */
  21300. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21301. /** @hidden */
  21302. private _intersectLines;
  21303. /** @hidden */
  21304. private _intersectUnIndexedLines;
  21305. /** @hidden */
  21306. private _intersectTriangles;
  21307. /** @hidden */
  21308. private _intersectUnIndexedTriangles;
  21309. /** @hidden */
  21310. _rebuild(): void;
  21311. /**
  21312. * Creates a new submesh from the passed mesh
  21313. * @param newMesh defines the new hosting mesh
  21314. * @param newRenderingMesh defines an optional rendering mesh
  21315. * @returns the new submesh
  21316. */
  21317. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21318. /**
  21319. * Release associated resources
  21320. */
  21321. dispose(): void;
  21322. /**
  21323. * Gets the class name
  21324. * @returns the string "SubMesh".
  21325. */
  21326. getClassName(): string;
  21327. /**
  21328. * Creates a new submesh from indices data
  21329. * @param materialIndex the index of the main mesh material
  21330. * @param startIndex the index where to start the copy in the mesh indices array
  21331. * @param indexCount the number of indices to copy then from the startIndex
  21332. * @param mesh the main mesh to create the submesh from
  21333. * @param renderingMesh the optional rendering mesh
  21334. * @returns a new submesh
  21335. */
  21336. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21337. }
  21338. }
  21339. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21340. /**
  21341. * Class used to represent data loading progression
  21342. */
  21343. export class SceneLoaderFlags {
  21344. private static _ForceFullSceneLoadingForIncremental;
  21345. private static _ShowLoadingScreen;
  21346. private static _CleanBoneMatrixWeights;
  21347. private static _loggingLevel;
  21348. /**
  21349. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21350. */
  21351. static ForceFullSceneLoadingForIncremental: boolean;
  21352. /**
  21353. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21354. */
  21355. static ShowLoadingScreen: boolean;
  21356. /**
  21357. * Defines the current logging level (while loading the scene)
  21358. * @ignorenaming
  21359. */
  21360. static loggingLevel: number;
  21361. /**
  21362. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21363. */
  21364. static CleanBoneMatrixWeights: boolean;
  21365. }
  21366. }
  21367. declare module "babylonjs/Meshes/geometry" {
  21368. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21369. import { Scene } from "babylonjs/scene";
  21370. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21371. import { Engine } from "babylonjs/Engines/engine";
  21372. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21373. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21374. import { Effect } from "babylonjs/Materials/effect";
  21375. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21376. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21377. import { Mesh } from "babylonjs/Meshes/mesh";
  21378. /**
  21379. * Class used to store geometry data (vertex buffers + index buffer)
  21380. */
  21381. export class Geometry implements IGetSetVerticesData {
  21382. /**
  21383. * Gets or sets the ID of the geometry
  21384. */
  21385. id: string;
  21386. /**
  21387. * Gets or sets the unique ID of the geometry
  21388. */
  21389. uniqueId: number;
  21390. /**
  21391. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21392. */
  21393. delayLoadState: number;
  21394. /**
  21395. * Gets the file containing the data to load when running in delay load state
  21396. */
  21397. delayLoadingFile: Nullable<string>;
  21398. /**
  21399. * Callback called when the geometry is updated
  21400. */
  21401. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21402. private _scene;
  21403. private _engine;
  21404. private _meshes;
  21405. private _totalVertices;
  21406. /** @hidden */
  21407. _indices: IndicesArray;
  21408. /** @hidden */
  21409. _vertexBuffers: {
  21410. [key: string]: VertexBuffer;
  21411. };
  21412. private _isDisposed;
  21413. private _extend;
  21414. private _boundingBias;
  21415. /** @hidden */
  21416. _delayInfo: Array<string>;
  21417. private _indexBuffer;
  21418. private _indexBufferIsUpdatable;
  21419. /** @hidden */
  21420. _boundingInfo: Nullable<BoundingInfo>;
  21421. /** @hidden */
  21422. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21423. /** @hidden */
  21424. _softwareSkinningFrameId: number;
  21425. private _vertexArrayObjects;
  21426. private _updatable;
  21427. /** @hidden */
  21428. _positions: Nullable<Vector3[]>;
  21429. /**
  21430. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  21431. */
  21432. /**
  21433. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  21434. */
  21435. boundingBias: Vector2;
  21436. /**
  21437. * Static function used to attach a new empty geometry to a mesh
  21438. * @param mesh defines the mesh to attach the geometry to
  21439. * @returns the new Geometry
  21440. */
  21441. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21442. /**
  21443. * Creates a new geometry
  21444. * @param id defines the unique ID
  21445. * @param scene defines the hosting scene
  21446. * @param vertexData defines the VertexData used to get geometry data
  21447. * @param updatable defines if geometry must be updatable (false by default)
  21448. * @param mesh defines the mesh that will be associated with the geometry
  21449. */
  21450. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21451. /**
  21452. * Gets the current extend of the geometry
  21453. */
  21454. readonly extend: {
  21455. minimum: Vector3;
  21456. maximum: Vector3;
  21457. };
  21458. /**
  21459. * Gets the hosting scene
  21460. * @returns the hosting Scene
  21461. */
  21462. getScene(): Scene;
  21463. /**
  21464. * Gets the hosting engine
  21465. * @returns the hosting Engine
  21466. */
  21467. getEngine(): Engine;
  21468. /**
  21469. * Defines if the geometry is ready to use
  21470. * @returns true if the geometry is ready to be used
  21471. */
  21472. isReady(): boolean;
  21473. /**
  21474. * Gets a value indicating that the geometry should not be serialized
  21475. */
  21476. readonly doNotSerialize: boolean;
  21477. /** @hidden */
  21478. _rebuild(): void;
  21479. /**
  21480. * Affects all geometry data in one call
  21481. * @param vertexData defines the geometry data
  21482. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21483. */
  21484. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21485. /**
  21486. * Set specific vertex data
  21487. * @param kind defines the data kind (Position, normal, etc...)
  21488. * @param data defines the vertex data to use
  21489. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21490. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21491. */
  21492. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21493. /**
  21494. * Removes a specific vertex data
  21495. * @param kind defines the data kind (Position, normal, etc...)
  21496. */
  21497. removeVerticesData(kind: string): void;
  21498. /**
  21499. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21500. * @param buffer defines the vertex buffer to use
  21501. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21502. */
  21503. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21504. /**
  21505. * Update a specific vertex buffer
  21506. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21507. * It will do nothing if the buffer is not updatable
  21508. * @param kind defines the data kind (Position, normal, etc...)
  21509. * @param data defines the data to use
  21510. * @param offset defines the offset in the target buffer where to store the data
  21511. * @param useBytes set to true if the offset is in bytes
  21512. */
  21513. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21514. /**
  21515. * Update a specific vertex buffer
  21516. * This function will create a new buffer if the current one is not updatable
  21517. * @param kind defines the data kind (Position, normal, etc...)
  21518. * @param data defines the data to use
  21519. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21520. */
  21521. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21522. private _updateBoundingInfo;
  21523. /** @hidden */
  21524. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21525. /**
  21526. * Gets total number of vertices
  21527. * @returns the total number of vertices
  21528. */
  21529. getTotalVertices(): number;
  21530. /**
  21531. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21532. * @param kind defines the data kind (Position, normal, etc...)
  21533. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21534. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21535. * @returns a float array containing vertex data
  21536. */
  21537. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21538. /**
  21539. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21540. * @param kind defines the data kind (Position, normal, etc...)
  21541. * @returns true if the vertex buffer with the specified kind is updatable
  21542. */
  21543. isVertexBufferUpdatable(kind: string): boolean;
  21544. /**
  21545. * Gets a specific vertex buffer
  21546. * @param kind defines the data kind (Position, normal, etc...)
  21547. * @returns a VertexBuffer
  21548. */
  21549. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21550. /**
  21551. * Returns all vertex buffers
  21552. * @return an object holding all vertex buffers indexed by kind
  21553. */
  21554. getVertexBuffers(): Nullable<{
  21555. [key: string]: VertexBuffer;
  21556. }>;
  21557. /**
  21558. * Gets a boolean indicating if specific vertex buffer is present
  21559. * @param kind defines the data kind (Position, normal, etc...)
  21560. * @returns true if data is present
  21561. */
  21562. isVerticesDataPresent(kind: string): boolean;
  21563. /**
  21564. * Gets a list of all attached data kinds (Position, normal, etc...)
  21565. * @returns a list of string containing all kinds
  21566. */
  21567. getVerticesDataKinds(): string[];
  21568. /**
  21569. * Update index buffer
  21570. * @param indices defines the indices to store in the index buffer
  21571. * @param offset defines the offset in the target buffer where to store the data
  21572. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  21573. */
  21574. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  21575. /**
  21576. * Creates a new index buffer
  21577. * @param indices defines the indices to store in the index buffer
  21578. * @param totalVertices defines the total number of vertices (could be null)
  21579. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21580. */
  21581. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  21582. /**
  21583. * Return the total number of indices
  21584. * @returns the total number of indices
  21585. */
  21586. getTotalIndices(): number;
  21587. /**
  21588. * Gets the index buffer array
  21589. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21590. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21591. * @returns the index buffer array
  21592. */
  21593. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21594. /**
  21595. * Gets the index buffer
  21596. * @return the index buffer
  21597. */
  21598. getIndexBuffer(): Nullable<DataBuffer>;
  21599. /** @hidden */
  21600. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  21601. /**
  21602. * Release the associated resources for a specific mesh
  21603. * @param mesh defines the source mesh
  21604. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  21605. */
  21606. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  21607. /**
  21608. * Apply current geometry to a given mesh
  21609. * @param mesh defines the mesh to apply geometry to
  21610. */
  21611. applyToMesh(mesh: Mesh): void;
  21612. private _updateExtend;
  21613. private _applyToMesh;
  21614. private notifyUpdate;
  21615. /**
  21616. * Load the geometry if it was flagged as delay loaded
  21617. * @param scene defines the hosting scene
  21618. * @param onLoaded defines a callback called when the geometry is loaded
  21619. */
  21620. load(scene: Scene, onLoaded?: () => void): void;
  21621. private _queueLoad;
  21622. /**
  21623. * Invert the geometry to move from a right handed system to a left handed one.
  21624. */
  21625. toLeftHanded(): void;
  21626. /** @hidden */
  21627. _resetPointsArrayCache(): void;
  21628. /** @hidden */
  21629. _generatePointsArray(): boolean;
  21630. /**
  21631. * Gets a value indicating if the geometry is disposed
  21632. * @returns true if the geometry was disposed
  21633. */
  21634. isDisposed(): boolean;
  21635. private _disposeVertexArrayObjects;
  21636. /**
  21637. * Free all associated resources
  21638. */
  21639. dispose(): void;
  21640. /**
  21641. * Clone the current geometry into a new geometry
  21642. * @param id defines the unique ID of the new geometry
  21643. * @returns a new geometry object
  21644. */
  21645. copy(id: string): Geometry;
  21646. /**
  21647. * Serialize the current geometry info (and not the vertices data) into a JSON object
  21648. * @return a JSON representation of the current geometry data (without the vertices data)
  21649. */
  21650. serialize(): any;
  21651. private toNumberArray;
  21652. /**
  21653. * Serialize all vertices data into a JSON oject
  21654. * @returns a JSON representation of the current geometry data
  21655. */
  21656. serializeVerticeData(): any;
  21657. /**
  21658. * Extracts a clone of a mesh geometry
  21659. * @param mesh defines the source mesh
  21660. * @param id defines the unique ID of the new geometry object
  21661. * @returns the new geometry object
  21662. */
  21663. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  21664. /**
  21665. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  21666. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  21667. * Be aware Math.random() could cause collisions, but:
  21668. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  21669. * @returns a string containing a new GUID
  21670. */
  21671. static RandomId(): string;
  21672. /** @hidden */
  21673. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  21674. private static _CleanMatricesWeights;
  21675. /**
  21676. * Create a new geometry from persisted data (Using .babylon file format)
  21677. * @param parsedVertexData defines the persisted data
  21678. * @param scene defines the hosting scene
  21679. * @param rootUrl defines the root url to use to load assets (like delayed data)
  21680. * @returns the new geometry object
  21681. */
  21682. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  21683. }
  21684. }
  21685. declare module "babylonjs/Meshes/mesh.vertexData" {
  21686. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  21687. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  21688. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  21689. import { Geometry } from "babylonjs/Meshes/geometry";
  21690. import { Mesh } from "babylonjs/Meshes/mesh";
  21691. /**
  21692. * Define an interface for all classes that will get and set the data on vertices
  21693. */
  21694. export interface IGetSetVerticesData {
  21695. /**
  21696. * Gets a boolean indicating if specific vertex data is present
  21697. * @param kind defines the vertex data kind to use
  21698. * @returns true is data kind is present
  21699. */
  21700. isVerticesDataPresent(kind: string): boolean;
  21701. /**
  21702. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21703. * @param kind defines the data kind (Position, normal, etc...)
  21704. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21705. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21706. * @returns a float array containing vertex data
  21707. */
  21708. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21709. /**
  21710. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  21711. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  21712. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21713. * @returns the indices array or an empty array if the mesh has no geometry
  21714. */
  21715. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  21716. /**
  21717. * Set specific vertex data
  21718. * @param kind defines the data kind (Position, normal, etc...)
  21719. * @param data defines the vertex data to use
  21720. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21721. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21722. */
  21723. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  21724. /**
  21725. * Update a specific associated vertex buffer
  21726. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  21727. * - VertexBuffer.PositionKind
  21728. * - VertexBuffer.UVKind
  21729. * - VertexBuffer.UV2Kind
  21730. * - VertexBuffer.UV3Kind
  21731. * - VertexBuffer.UV4Kind
  21732. * - VertexBuffer.UV5Kind
  21733. * - VertexBuffer.UV6Kind
  21734. * - VertexBuffer.ColorKind
  21735. * - VertexBuffer.MatricesIndicesKind
  21736. * - VertexBuffer.MatricesIndicesExtraKind
  21737. * - VertexBuffer.MatricesWeightsKind
  21738. * - VertexBuffer.MatricesWeightsExtraKind
  21739. * @param data defines the data source
  21740. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  21741. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  21742. */
  21743. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  21744. /**
  21745. * Creates a new index buffer
  21746. * @param indices defines the indices to store in the index buffer
  21747. * @param totalVertices defines the total number of vertices (could be null)
  21748. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  21749. */
  21750. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  21751. }
  21752. /**
  21753. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  21754. */
  21755. export class VertexData {
  21756. /**
  21757. * Mesh side orientation : usually the external or front surface
  21758. */
  21759. static readonly FRONTSIDE: number;
  21760. /**
  21761. * Mesh side orientation : usually the internal or back surface
  21762. */
  21763. static readonly BACKSIDE: number;
  21764. /**
  21765. * Mesh side orientation : both internal and external or front and back surfaces
  21766. */
  21767. static readonly DOUBLESIDE: number;
  21768. /**
  21769. * Mesh side orientation : by default, `FRONTSIDE`
  21770. */
  21771. static readonly DEFAULTSIDE: number;
  21772. /**
  21773. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  21774. */
  21775. positions: Nullable<FloatArray>;
  21776. /**
  21777. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  21778. */
  21779. normals: Nullable<FloatArray>;
  21780. /**
  21781. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  21782. */
  21783. tangents: Nullable<FloatArray>;
  21784. /**
  21785. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21786. */
  21787. uvs: Nullable<FloatArray>;
  21788. /**
  21789. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21790. */
  21791. uvs2: Nullable<FloatArray>;
  21792. /**
  21793. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21794. */
  21795. uvs3: Nullable<FloatArray>;
  21796. /**
  21797. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21798. */
  21799. uvs4: Nullable<FloatArray>;
  21800. /**
  21801. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21802. */
  21803. uvs5: Nullable<FloatArray>;
  21804. /**
  21805. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  21806. */
  21807. uvs6: Nullable<FloatArray>;
  21808. /**
  21809. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  21810. */
  21811. colors: Nullable<FloatArray>;
  21812. /**
  21813. * An array containing the list of indices to the array of matrices produced by bones, each vertex have up to 4 indices (8 if the matricesIndicesExtra is set).
  21814. */
  21815. matricesIndices: Nullable<FloatArray>;
  21816. /**
  21817. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  21818. */
  21819. matricesWeights: Nullable<FloatArray>;
  21820. /**
  21821. * An array extending the number of possible indices
  21822. */
  21823. matricesIndicesExtra: Nullable<FloatArray>;
  21824. /**
  21825. * An array extending the number of possible weights when the number of indices is extended
  21826. */
  21827. matricesWeightsExtra: Nullable<FloatArray>;
  21828. /**
  21829. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  21830. */
  21831. indices: Nullable<IndicesArray>;
  21832. /**
  21833. * Uses the passed data array to set the set the values for the specified kind of data
  21834. * @param data a linear array of floating numbers
  21835. * @param kind the type of data that is being set, eg positions, colors etc
  21836. */
  21837. set(data: FloatArray, kind: string): void;
  21838. /**
  21839. * Associates the vertexData to the passed Mesh.
  21840. * Sets it as updatable or not (default `false`)
  21841. * @param mesh the mesh the vertexData is applied to
  21842. * @param updatable when used and having the value true allows new data to update the vertexData
  21843. * @returns the VertexData
  21844. */
  21845. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  21846. /**
  21847. * Associates the vertexData to the passed Geometry.
  21848. * Sets it as updatable or not (default `false`)
  21849. * @param geometry the geometry the vertexData is applied to
  21850. * @param updatable when used and having the value true allows new data to update the vertexData
  21851. * @returns VertexData
  21852. */
  21853. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  21854. /**
  21855. * Updates the associated mesh
  21856. * @param mesh the mesh to be updated
  21857. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21858. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  21859. * @returns VertexData
  21860. */
  21861. updateMesh(mesh: Mesh): VertexData;
  21862. /**
  21863. * Updates the associated geometry
  21864. * @param geometry the geometry to be updated
  21865. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  21866. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  21867. * @returns VertexData.
  21868. */
  21869. updateGeometry(geometry: Geometry): VertexData;
  21870. private _applyTo;
  21871. private _update;
  21872. /**
  21873. * Transforms each position and each normal of the vertexData according to the passed Matrix
  21874. * @param matrix the transforming matrix
  21875. * @returns the VertexData
  21876. */
  21877. transform(matrix: Matrix): VertexData;
  21878. /**
  21879. * Merges the passed VertexData into the current one
  21880. * @param other the VertexData to be merged into the current one
  21881. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  21882. * @returns the modified VertexData
  21883. */
  21884. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  21885. private _mergeElement;
  21886. private _validate;
  21887. /**
  21888. * Serializes the VertexData
  21889. * @returns a serialized object
  21890. */
  21891. serialize(): any;
  21892. /**
  21893. * Extracts the vertexData from a mesh
  21894. * @param mesh the mesh from which to extract the VertexData
  21895. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  21896. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21897. * @returns the object VertexData associated to the passed mesh
  21898. */
  21899. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21900. /**
  21901. * Extracts the vertexData from the geometry
  21902. * @param geometry the geometry from which to extract the VertexData
  21903. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  21904. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  21905. * @returns the object VertexData associated to the passed mesh
  21906. */
  21907. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  21908. private static _ExtractFrom;
  21909. /**
  21910. * Creates the VertexData for a Ribbon
  21911. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  21912. * * pathArray array of paths, each of which an array of successive Vector3
  21913. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  21914. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  21915. * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length
  21916. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21917. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21918. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21919. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  21920. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  21921. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  21922. * @returns the VertexData of the ribbon
  21923. */
  21924. static CreateRibbon(options: {
  21925. pathArray: Vector3[][];
  21926. closeArray?: boolean;
  21927. closePath?: boolean;
  21928. offset?: number;
  21929. sideOrientation?: number;
  21930. frontUVs?: Vector4;
  21931. backUVs?: Vector4;
  21932. invertUV?: boolean;
  21933. uvs?: Vector2[];
  21934. colors?: Color4[];
  21935. }): VertexData;
  21936. /**
  21937. * Creates the VertexData for a box
  21938. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21939. * * size sets the width, height and depth of the box to the value of size, optional default 1
  21940. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  21941. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  21942. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  21943. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21944. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21945. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21946. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21947. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21948. * @returns the VertexData of the box
  21949. */
  21950. static CreateBox(options: {
  21951. size?: number;
  21952. width?: number;
  21953. height?: number;
  21954. depth?: number;
  21955. faceUV?: Vector4[];
  21956. faceColors?: Color4[];
  21957. sideOrientation?: number;
  21958. frontUVs?: Vector4;
  21959. backUVs?: Vector4;
  21960. }): VertexData;
  21961. /**
  21962. * Creates the VertexData for a tiled box
  21963. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21964. * * faceTiles sets the pattern, tile size and number of tiles for a face
  21965. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  21966. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  21967. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21968. * @returns the VertexData of the box
  21969. */
  21970. static CreateTiledBox(options: {
  21971. pattern?: number;
  21972. width?: number;
  21973. height?: number;
  21974. depth?: number;
  21975. tileSize?: number;
  21976. tileWidth?: number;
  21977. tileHeight?: number;
  21978. alignHorizontal?: number;
  21979. alignVertical?: number;
  21980. faceUV?: Vector4[];
  21981. faceColors?: Color4[];
  21982. sideOrientation?: number;
  21983. }): VertexData;
  21984. /**
  21985. * Creates the VertexData for a tiled plane
  21986. * @param options an object used to set the following optional parameters for the box, required but can be empty
  21987. * * pattern a limited pattern arrangement depending on the number
  21988. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  21989. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  21990. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  21991. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  21992. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  21993. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  21994. * @returns the VertexData of the tiled plane
  21995. */
  21996. static CreateTiledPlane(options: {
  21997. pattern?: number;
  21998. tileSize?: number;
  21999. tileWidth?: number;
  22000. tileHeight?: number;
  22001. size?: number;
  22002. width?: number;
  22003. height?: number;
  22004. alignHorizontal?: number;
  22005. alignVertical?: number;
  22006. sideOrientation?: number;
  22007. frontUVs?: Vector4;
  22008. backUVs?: Vector4;
  22009. }): VertexData;
  22010. /**
  22011. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22012. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22013. * * segments sets the number of horizontal strips optional, default 32
  22014. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22015. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22016. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22017. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22018. * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1
  22019. * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1
  22020. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22021. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22022. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22023. * @returns the VertexData of the ellipsoid
  22024. */
  22025. static CreateSphere(options: {
  22026. segments?: number;
  22027. diameter?: number;
  22028. diameterX?: number;
  22029. diameterY?: number;
  22030. diameterZ?: number;
  22031. arc?: number;
  22032. slice?: number;
  22033. sideOrientation?: number;
  22034. frontUVs?: Vector4;
  22035. backUVs?: Vector4;
  22036. }): VertexData;
  22037. /**
  22038. * Creates the VertexData for a cylinder, cone or prism
  22039. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22040. * * height sets the height (y direction) of the cylinder, optional, default 2
  22041. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22042. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22043. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22044. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22045. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22046. * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
  22047. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22048. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22049. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22050. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22051. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22052. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22053. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22054. * @returns the VertexData of the cylinder, cone or prism
  22055. */
  22056. static CreateCylinder(options: {
  22057. height?: number;
  22058. diameterTop?: number;
  22059. diameterBottom?: number;
  22060. diameter?: number;
  22061. tessellation?: number;
  22062. subdivisions?: number;
  22063. arc?: number;
  22064. faceColors?: Color4[];
  22065. faceUV?: Vector4[];
  22066. hasRings?: boolean;
  22067. enclose?: boolean;
  22068. sideOrientation?: number;
  22069. frontUVs?: Vector4;
  22070. backUVs?: Vector4;
  22071. }): VertexData;
  22072. /**
  22073. * Creates the VertexData for a torus
  22074. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22075. * * diameter the diameter of the torus, optional default 1
  22076. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22077. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22078. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22079. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22080. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22081. * @returns the VertexData of the torus
  22082. */
  22083. static CreateTorus(options: {
  22084. diameter?: number;
  22085. thickness?: number;
  22086. tessellation?: number;
  22087. sideOrientation?: number;
  22088. frontUVs?: Vector4;
  22089. backUVs?: Vector4;
  22090. }): VertexData;
  22091. /**
  22092. * Creates the VertexData of the LineSystem
  22093. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22094. * - lines an array of lines, each line being an array of successive Vector3
  22095. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22096. * @returns the VertexData of the LineSystem
  22097. */
  22098. static CreateLineSystem(options: {
  22099. lines: Vector3[][];
  22100. colors?: Nullable<Color4[][]>;
  22101. }): VertexData;
  22102. /**
  22103. * Create the VertexData for a DashedLines
  22104. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22105. * - points an array successive Vector3
  22106. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22107. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22108. * - dashNb the intended total number of dashes, optional, default 200
  22109. * @returns the VertexData for the DashedLines
  22110. */
  22111. static CreateDashedLines(options: {
  22112. points: Vector3[];
  22113. dashSize?: number;
  22114. gapSize?: number;
  22115. dashNb?: number;
  22116. }): VertexData;
  22117. /**
  22118. * Creates the VertexData for a Ground
  22119. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22120. * - width the width (x direction) of the ground, optional, default 1
  22121. * - height the height (z direction) of the ground, optional, default 1
  22122. * - subdivisions the number of subdivisions per side, optional, default 1
  22123. * @returns the VertexData of the Ground
  22124. */
  22125. static CreateGround(options: {
  22126. width?: number;
  22127. height?: number;
  22128. subdivisions?: number;
  22129. subdivisionsX?: number;
  22130. subdivisionsY?: number;
  22131. }): VertexData;
  22132. /**
  22133. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22134. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22135. * * xmin the ground minimum X coordinate, optional, default -1
  22136. * * zmin the ground minimum Z coordinate, optional, default -1
  22137. * * xmax the ground maximum X coordinate, optional, default 1
  22138. * * zmax the ground maximum Z coordinate, optional, default 1
  22139. * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}
  22140. * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}
  22141. * @returns the VertexData of the TiledGround
  22142. */
  22143. static CreateTiledGround(options: {
  22144. xmin: number;
  22145. zmin: number;
  22146. xmax: number;
  22147. zmax: number;
  22148. subdivisions?: {
  22149. w: number;
  22150. h: number;
  22151. };
  22152. precision?: {
  22153. w: number;
  22154. h: number;
  22155. };
  22156. }): VertexData;
  22157. /**
  22158. * Creates the VertexData of the Ground designed from a heightmap
  22159. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22160. * * width the width (x direction) of the ground
  22161. * * height the height (z direction) of the ground
  22162. * * subdivisions the number of subdivisions per side
  22163. * * minHeight the minimum altitude on the ground, optional, default 0
  22164. * * maxHeight the maximum altitude on the ground, optional default 1
  22165. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22166. * * buffer the array holding the image color data
  22167. * * bufferWidth the width of image
  22168. * * bufferHeight the height of image
  22169. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22170. * @returns the VertexData of the Ground designed from a heightmap
  22171. */
  22172. static CreateGroundFromHeightMap(options: {
  22173. width: number;
  22174. height: number;
  22175. subdivisions: number;
  22176. minHeight: number;
  22177. maxHeight: number;
  22178. colorFilter: Color3;
  22179. buffer: Uint8Array;
  22180. bufferWidth: number;
  22181. bufferHeight: number;
  22182. alphaFilter: number;
  22183. }): VertexData;
  22184. /**
  22185. * Creates the VertexData for a Plane
  22186. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22187. * * size sets the width and height of the plane to the value of size, optional default 1
  22188. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22189. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22190. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22191. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22192. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22193. * @returns the VertexData of the box
  22194. */
  22195. static CreatePlane(options: {
  22196. size?: number;
  22197. width?: number;
  22198. height?: number;
  22199. sideOrientation?: number;
  22200. frontUVs?: Vector4;
  22201. backUVs?: Vector4;
  22202. }): VertexData;
  22203. /**
  22204. * Creates the VertexData of the Disc or regular Polygon
  22205. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22206. * * radius the radius of the disc, optional default 0.5
  22207. * * tessellation the number of polygon sides, optional, default 64
  22208. * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
  22209. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22210. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22211. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22212. * @returns the VertexData of the box
  22213. */
  22214. static CreateDisc(options: {
  22215. radius?: number;
  22216. tessellation?: number;
  22217. arc?: number;
  22218. sideOrientation?: number;
  22219. frontUVs?: Vector4;
  22220. backUVs?: Vector4;
  22221. }): VertexData;
  22222. /**
  22223. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22224. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22225. * @param polygon a mesh built from polygonTriangulation.build()
  22226. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22227. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22228. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22229. * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22230. * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22231. * @returns the VertexData of the Polygon
  22232. */
  22233. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22234. /**
  22235. * Creates the VertexData of the IcoSphere
  22236. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22237. * * radius the radius of the IcoSphere, optional default 1
  22238. * * radiusX allows stretching in the x direction, optional, default radius
  22239. * * radiusY allows stretching in the y direction, optional, default radius
  22240. * * radiusZ allows stretching in the z direction, optional, default radius
  22241. * * flat when true creates a flat shaded mesh, optional, default true
  22242. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22243. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22244. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22245. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22246. * @returns the VertexData of the IcoSphere
  22247. */
  22248. static CreateIcoSphere(options: {
  22249. radius?: number;
  22250. radiusX?: number;
  22251. radiusY?: number;
  22252. radiusZ?: number;
  22253. flat?: boolean;
  22254. subdivisions?: number;
  22255. sideOrientation?: number;
  22256. frontUVs?: Vector4;
  22257. backUVs?: Vector4;
  22258. }): VertexData;
  22259. /**
  22260. * Creates the VertexData for a Polyhedron
  22261. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22262. * * type provided types are:
  22263. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22264. * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  22265. * * size the size of the IcoSphere, optional default 1
  22266. * * sizeX allows stretching in the x direction, optional, default size
  22267. * * sizeY allows stretching in the y direction, optional, default size
  22268. * * sizeZ allows stretching in the z direction, optional, default size
  22269. * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor
  22270. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22271. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22272. * * flat when true creates a flat shaded mesh, optional, default true
  22273. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22274. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22275. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22276. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22277. * @returns the VertexData of the Polyhedron
  22278. */
  22279. static CreatePolyhedron(options: {
  22280. type?: number;
  22281. size?: number;
  22282. sizeX?: number;
  22283. sizeY?: number;
  22284. sizeZ?: number;
  22285. custom?: any;
  22286. faceUV?: Vector4[];
  22287. faceColors?: Color4[];
  22288. flat?: boolean;
  22289. sideOrientation?: number;
  22290. frontUVs?: Vector4;
  22291. backUVs?: Vector4;
  22292. }): VertexData;
  22293. /**
  22294. * Creates the VertexData for a TorusKnot
  22295. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22296. * * radius the radius of the torus knot, optional, default 2
  22297. * * tube the thickness of the tube, optional, default 0.5
  22298. * * radialSegments the number of sides on each tube segments, optional, default 32
  22299. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22300. * * p the number of windings around the z axis, optional, default 2
  22301. * * q the number of windings around the x axis, optional, default 3
  22302. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22303. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  22304. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  22305. * @returns the VertexData of the Torus Knot
  22306. */
  22307. static CreateTorusKnot(options: {
  22308. radius?: number;
  22309. tube?: number;
  22310. radialSegments?: number;
  22311. tubularSegments?: number;
  22312. p?: number;
  22313. q?: number;
  22314. sideOrientation?: number;
  22315. frontUVs?: Vector4;
  22316. backUVs?: Vector4;
  22317. }): VertexData;
  22318. /**
  22319. * Compute normals for given positions and indices
  22320. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22321. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22322. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22323. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22324. * * facetNormals : optional array of facet normals (vector3)
  22325. * * facetPositions : optional array of facet positions (vector3)
  22326. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22327. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22328. * * bInfo : optional bounding info, required for facetPartitioning computation
  22329. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22330. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22331. * * useRightHandedSystem: optional boolean to for right handed system computation
  22332. * * depthSort : optional boolean to enable the facet depth sort computation
  22333. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22334. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22335. */
  22336. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22337. facetNormals?: any;
  22338. facetPositions?: any;
  22339. facetPartitioning?: any;
  22340. ratio?: number;
  22341. bInfo?: any;
  22342. bbSize?: Vector3;
  22343. subDiv?: any;
  22344. useRightHandedSystem?: boolean;
  22345. depthSort?: boolean;
  22346. distanceTo?: Vector3;
  22347. depthSortedFacets?: any;
  22348. }): void;
  22349. /** @hidden */
  22350. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22351. /**
  22352. * Applies VertexData created from the imported parameters to the geometry
  22353. * @param parsedVertexData the parsed data from an imported file
  22354. * @param geometry the geometry to apply the VertexData to
  22355. */
  22356. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22357. }
  22358. }
  22359. declare module "babylonjs/Morph/morphTarget" {
  22360. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22361. import { Observable } from "babylonjs/Misc/observable";
  22362. import { Nullable, FloatArray } from "babylonjs/types";
  22363. import { Scene } from "babylonjs/scene";
  22364. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22365. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22366. /**
  22367. * Defines a target to use with MorphTargetManager
  22368. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22369. */
  22370. export class MorphTarget implements IAnimatable {
  22371. /** defines the name of the target */
  22372. name: string;
  22373. /**
  22374. * Gets or sets the list of animations
  22375. */
  22376. animations: import("babylonjs/Animations/animation").Animation[];
  22377. private _scene;
  22378. private _positions;
  22379. private _normals;
  22380. private _tangents;
  22381. private _uvs;
  22382. private _influence;
  22383. /**
  22384. * Observable raised when the influence changes
  22385. */
  22386. onInfluenceChanged: Observable<boolean>;
  22387. /** @hidden */
  22388. _onDataLayoutChanged: Observable<void>;
  22389. /**
  22390. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22391. */
  22392. influence: number;
  22393. /**
  22394. * Gets or sets the id of the morph Target
  22395. */
  22396. id: string;
  22397. private _animationPropertiesOverride;
  22398. /**
  22399. * Gets or sets the animation properties override
  22400. */
  22401. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22402. /**
  22403. * Creates a new MorphTarget
  22404. * @param name defines the name of the target
  22405. * @param influence defines the influence to use
  22406. * @param scene defines the scene the morphtarget belongs to
  22407. */
  22408. constructor(
  22409. /** defines the name of the target */
  22410. name: string, influence?: number, scene?: Nullable<Scene>);
  22411. /**
  22412. * Gets a boolean defining if the target contains position data
  22413. */
  22414. readonly hasPositions: boolean;
  22415. /**
  22416. * Gets a boolean defining if the target contains normal data
  22417. */
  22418. readonly hasNormals: boolean;
  22419. /**
  22420. * Gets a boolean defining if the target contains tangent data
  22421. */
  22422. readonly hasTangents: boolean;
  22423. /**
  22424. * Gets a boolean defining if the target contains texture coordinates data
  22425. */
  22426. readonly hasUVs: boolean;
  22427. /**
  22428. * Affects position data to this target
  22429. * @param data defines the position data to use
  22430. */
  22431. setPositions(data: Nullable<FloatArray>): void;
  22432. /**
  22433. * Gets the position data stored in this target
  22434. * @returns a FloatArray containing the position data (or null if not present)
  22435. */
  22436. getPositions(): Nullable<FloatArray>;
  22437. /**
  22438. * Affects normal data to this target
  22439. * @param data defines the normal data to use
  22440. */
  22441. setNormals(data: Nullable<FloatArray>): void;
  22442. /**
  22443. * Gets the normal data stored in this target
  22444. * @returns a FloatArray containing the normal data (or null if not present)
  22445. */
  22446. getNormals(): Nullable<FloatArray>;
  22447. /**
  22448. * Affects tangent data to this target
  22449. * @param data defines the tangent data to use
  22450. */
  22451. setTangents(data: Nullable<FloatArray>): void;
  22452. /**
  22453. * Gets the tangent data stored in this target
  22454. * @returns a FloatArray containing the tangent data (or null if not present)
  22455. */
  22456. getTangents(): Nullable<FloatArray>;
  22457. /**
  22458. * Affects texture coordinates data to this target
  22459. * @param data defines the texture coordinates data to use
  22460. */
  22461. setUVs(data: Nullable<FloatArray>): void;
  22462. /**
  22463. * Gets the texture coordinates data stored in this target
  22464. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22465. */
  22466. getUVs(): Nullable<FloatArray>;
  22467. /**
  22468. * Serializes the current target into a Serialization object
  22469. * @returns the serialized object
  22470. */
  22471. serialize(): any;
  22472. /**
  22473. * Returns the string "MorphTarget"
  22474. * @returns "MorphTarget"
  22475. */
  22476. getClassName(): string;
  22477. /**
  22478. * Creates a new target from serialized data
  22479. * @param serializationObject defines the serialized data to use
  22480. * @returns a new MorphTarget
  22481. */
  22482. static Parse(serializationObject: any): MorphTarget;
  22483. /**
  22484. * Creates a MorphTarget from mesh data
  22485. * @param mesh defines the source mesh
  22486. * @param name defines the name to use for the new target
  22487. * @param influence defines the influence to attach to the target
  22488. * @returns a new MorphTarget
  22489. */
  22490. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22491. }
  22492. }
  22493. declare module "babylonjs/Morph/morphTargetManager" {
  22494. import { Nullable } from "babylonjs/types";
  22495. import { Scene } from "babylonjs/scene";
  22496. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22497. /**
  22498. * This class is used to deform meshes using morphing between different targets
  22499. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22500. */
  22501. export class MorphTargetManager {
  22502. private _targets;
  22503. private _targetInfluenceChangedObservers;
  22504. private _targetDataLayoutChangedObservers;
  22505. private _activeTargets;
  22506. private _scene;
  22507. private _influences;
  22508. private _supportsNormals;
  22509. private _supportsTangents;
  22510. private _supportsUVs;
  22511. private _vertexCount;
  22512. private _uniqueId;
  22513. private _tempInfluences;
  22514. /**
  22515. * Gets or sets a boolean indicating if normals must be morphed
  22516. */
  22517. enableNormalMorphing: boolean;
  22518. /**
  22519. * Gets or sets a boolean indicating if tangents must be morphed
  22520. */
  22521. enableTangentMorphing: boolean;
  22522. /**
  22523. * Gets or sets a boolean indicating if UV must be morphed
  22524. */
  22525. enableUVMorphing: boolean;
  22526. /**
  22527. * Creates a new MorphTargetManager
  22528. * @param scene defines the current scene
  22529. */
  22530. constructor(scene?: Nullable<Scene>);
  22531. /**
  22532. * Gets the unique ID of this manager
  22533. */
  22534. readonly uniqueId: number;
  22535. /**
  22536. * Gets the number of vertices handled by this manager
  22537. */
  22538. readonly vertexCount: number;
  22539. /**
  22540. * Gets a boolean indicating if this manager supports morphing of normals
  22541. */
  22542. readonly supportsNormals: boolean;
  22543. /**
  22544. * Gets a boolean indicating if this manager supports morphing of tangents
  22545. */
  22546. readonly supportsTangents: boolean;
  22547. /**
  22548. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22549. */
  22550. readonly supportsUVs: boolean;
  22551. /**
  22552. * Gets the number of targets stored in this manager
  22553. */
  22554. readonly numTargets: number;
  22555. /**
  22556. * Gets the number of influencers (ie. the number of targets with influences > 0)
  22557. */
  22558. readonly numInfluencers: number;
  22559. /**
  22560. * Gets the list of influences (one per target)
  22561. */
  22562. readonly influences: Float32Array;
  22563. /**
  22564. * Gets the active target at specified index. An active target is a target with an influence > 0
  22565. * @param index defines the index to check
  22566. * @returns the requested target
  22567. */
  22568. getActiveTarget(index: number): MorphTarget;
  22569. /**
  22570. * Gets the target at specified index
  22571. * @param index defines the index to check
  22572. * @returns the requested target
  22573. */
  22574. getTarget(index: number): MorphTarget;
  22575. /**
  22576. * Add a new target to this manager
  22577. * @param target defines the target to add
  22578. */
  22579. addTarget(target: MorphTarget): void;
  22580. /**
  22581. * Removes a target from the manager
  22582. * @param target defines the target to remove
  22583. */
  22584. removeTarget(target: MorphTarget): void;
  22585. /**
  22586. * Serializes the current manager into a Serialization object
  22587. * @returns the serialized object
  22588. */
  22589. serialize(): any;
  22590. private _syncActiveTargets;
  22591. /**
  22592. * Syncrhonize the targets with all the meshes using this morph target manager
  22593. */
  22594. synchronize(): void;
  22595. /**
  22596. * Creates a new MorphTargetManager from serialized data
  22597. * @param serializationObject defines the serialized data
  22598. * @param scene defines the hosting scene
  22599. * @returns the new MorphTargetManager
  22600. */
  22601. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  22602. }
  22603. }
  22604. declare module "babylonjs/Meshes/meshLODLevel" {
  22605. import { Mesh } from "babylonjs/Meshes/mesh";
  22606. import { Nullable } from "babylonjs/types";
  22607. /**
  22608. * Class used to represent a specific level of detail of a mesh
  22609. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  22610. */
  22611. export class MeshLODLevel {
  22612. /** Defines the distance where this level should star being displayed */
  22613. distance: number;
  22614. /** Defines the mesh to use to render this level */
  22615. mesh: Nullable<Mesh>;
  22616. /**
  22617. * Creates a new LOD level
  22618. * @param distance defines the distance where this level should star being displayed
  22619. * @param mesh defines the mesh to use to render this level
  22620. */
  22621. constructor(
  22622. /** Defines the distance where this level should star being displayed */
  22623. distance: number,
  22624. /** Defines the mesh to use to render this level */
  22625. mesh: Nullable<Mesh>);
  22626. }
  22627. }
  22628. declare module "babylonjs/Meshes/groundMesh" {
  22629. import { Scene } from "babylonjs/scene";
  22630. import { Vector3 } from "babylonjs/Maths/math.vector";
  22631. import { Mesh } from "babylonjs/Meshes/mesh";
  22632. /**
  22633. * Mesh representing the gorund
  22634. */
  22635. export class GroundMesh extends Mesh {
  22636. /** If octree should be generated */
  22637. generateOctree: boolean;
  22638. private _heightQuads;
  22639. /** @hidden */
  22640. _subdivisionsX: number;
  22641. /** @hidden */
  22642. _subdivisionsY: number;
  22643. /** @hidden */
  22644. _width: number;
  22645. /** @hidden */
  22646. _height: number;
  22647. /** @hidden */
  22648. _minX: number;
  22649. /** @hidden */
  22650. _maxX: number;
  22651. /** @hidden */
  22652. _minZ: number;
  22653. /** @hidden */
  22654. _maxZ: number;
  22655. constructor(name: string, scene: Scene);
  22656. /**
  22657. * "GroundMesh"
  22658. * @returns "GroundMesh"
  22659. */
  22660. getClassName(): string;
  22661. /**
  22662. * The minimum of x and y subdivisions
  22663. */
  22664. readonly subdivisions: number;
  22665. /**
  22666. * X subdivisions
  22667. */
  22668. readonly subdivisionsX: number;
  22669. /**
  22670. * Y subdivisions
  22671. */
  22672. readonly subdivisionsY: number;
  22673. /**
  22674. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  22675. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  22676. * @param chunksCount the number of subdivisions for x and y
  22677. * @param octreeBlocksSize (Default: 32)
  22678. */
  22679. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  22680. /**
  22681. * Returns a height (y) value in the Worl system :
  22682. * the ground altitude at the coordinates (x, z) expressed in the World system.
  22683. * @param x x coordinate
  22684. * @param z z coordinate
  22685. * @returns the ground y position if (x, z) are outside the ground surface.
  22686. */
  22687. getHeightAtCoordinates(x: number, z: number): number;
  22688. /**
  22689. * Returns a normalized vector (Vector3) orthogonal to the ground
  22690. * at the ground coordinates (x, z) expressed in the World system.
  22691. * @param x x coordinate
  22692. * @param z z coordinate
  22693. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  22694. */
  22695. getNormalAtCoordinates(x: number, z: number): Vector3;
  22696. /**
  22697. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  22698. * at the ground coordinates (x, z) expressed in the World system.
  22699. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  22700. * @param x x coordinate
  22701. * @param z z coordinate
  22702. * @param ref vector to store the result
  22703. * @returns the GroundMesh.
  22704. */
  22705. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  22706. /**
  22707. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  22708. * if the ground has been updated.
  22709. * This can be used in the render loop.
  22710. * @returns the GroundMesh.
  22711. */
  22712. updateCoordinateHeights(): GroundMesh;
  22713. private _getFacetAt;
  22714. private _initHeightQuads;
  22715. private _computeHeightQuads;
  22716. /**
  22717. * Serializes this ground mesh
  22718. * @param serializationObject object to write serialization to
  22719. */
  22720. serialize(serializationObject: any): void;
  22721. /**
  22722. * Parses a serialized ground mesh
  22723. * @param parsedMesh the serialized mesh
  22724. * @param scene the scene to create the ground mesh in
  22725. * @returns the created ground mesh
  22726. */
  22727. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  22728. }
  22729. }
  22730. declare module "babylonjs/Physics/physicsJoint" {
  22731. import { Vector3 } from "babylonjs/Maths/math.vector";
  22732. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  22733. /**
  22734. * Interface for Physics-Joint data
  22735. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22736. */
  22737. export interface PhysicsJointData {
  22738. /**
  22739. * The main pivot of the joint
  22740. */
  22741. mainPivot?: Vector3;
  22742. /**
  22743. * The connected pivot of the joint
  22744. */
  22745. connectedPivot?: Vector3;
  22746. /**
  22747. * The main axis of the joint
  22748. */
  22749. mainAxis?: Vector3;
  22750. /**
  22751. * The connected axis of the joint
  22752. */
  22753. connectedAxis?: Vector3;
  22754. /**
  22755. * The collision of the joint
  22756. */
  22757. collision?: boolean;
  22758. /**
  22759. * Native Oimo/Cannon/Energy data
  22760. */
  22761. nativeParams?: any;
  22762. }
  22763. /**
  22764. * This is a holder class for the physics joint created by the physics plugin
  22765. * It holds a set of functions to control the underlying joint
  22766. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22767. */
  22768. export class PhysicsJoint {
  22769. /**
  22770. * The type of the physics joint
  22771. */
  22772. type: number;
  22773. /**
  22774. * The data for the physics joint
  22775. */
  22776. jointData: PhysicsJointData;
  22777. private _physicsJoint;
  22778. protected _physicsPlugin: IPhysicsEnginePlugin;
  22779. /**
  22780. * Initializes the physics joint
  22781. * @param type The type of the physics joint
  22782. * @param jointData The data for the physics joint
  22783. */
  22784. constructor(
  22785. /**
  22786. * The type of the physics joint
  22787. */
  22788. type: number,
  22789. /**
  22790. * The data for the physics joint
  22791. */
  22792. jointData: PhysicsJointData);
  22793. /**
  22794. * Gets the physics joint
  22795. */
  22796. /**
  22797. * Sets the physics joint
  22798. */
  22799. physicsJoint: any;
  22800. /**
  22801. * Sets the physics plugin
  22802. */
  22803. physicsPlugin: IPhysicsEnginePlugin;
  22804. /**
  22805. * Execute a function that is physics-plugin specific.
  22806. * @param {Function} func the function that will be executed.
  22807. * It accepts two parameters: the physics world and the physics joint
  22808. */
  22809. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  22810. /**
  22811. * Distance-Joint type
  22812. */
  22813. static DistanceJoint: number;
  22814. /**
  22815. * Hinge-Joint type
  22816. */
  22817. static HingeJoint: number;
  22818. /**
  22819. * Ball-and-Socket joint type
  22820. */
  22821. static BallAndSocketJoint: number;
  22822. /**
  22823. * Wheel-Joint type
  22824. */
  22825. static WheelJoint: number;
  22826. /**
  22827. * Slider-Joint type
  22828. */
  22829. static SliderJoint: number;
  22830. /**
  22831. * Prismatic-Joint type
  22832. */
  22833. static PrismaticJoint: number;
  22834. /**
  22835. * Universal-Joint type
  22836. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  22837. */
  22838. static UniversalJoint: number;
  22839. /**
  22840. * Hinge-Joint 2 type
  22841. */
  22842. static Hinge2Joint: number;
  22843. /**
  22844. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  22845. */
  22846. static PointToPointJoint: number;
  22847. /**
  22848. * Spring-Joint type
  22849. */
  22850. static SpringJoint: number;
  22851. /**
  22852. * Lock-Joint type
  22853. */
  22854. static LockJoint: number;
  22855. }
  22856. /**
  22857. * A class representing a physics distance joint
  22858. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22859. */
  22860. export class DistanceJoint extends PhysicsJoint {
  22861. /**
  22862. *
  22863. * @param jointData The data for the Distance-Joint
  22864. */
  22865. constructor(jointData: DistanceJointData);
  22866. /**
  22867. * Update the predefined distance.
  22868. * @param maxDistance The maximum preferred distance
  22869. * @param minDistance The minimum preferred distance
  22870. */
  22871. updateDistance(maxDistance: number, minDistance?: number): void;
  22872. }
  22873. /**
  22874. * Represents a Motor-Enabled Joint
  22875. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22876. */
  22877. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  22878. /**
  22879. * Initializes the Motor-Enabled Joint
  22880. * @param type The type of the joint
  22881. * @param jointData The physica joint data for the joint
  22882. */
  22883. constructor(type: number, jointData: PhysicsJointData);
  22884. /**
  22885. * Set the motor values.
  22886. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22887. * @param force the force to apply
  22888. * @param maxForce max force for this motor.
  22889. */
  22890. setMotor(force?: number, maxForce?: number): void;
  22891. /**
  22892. * Set the motor's limits.
  22893. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22894. * @param upperLimit The upper limit of the motor
  22895. * @param lowerLimit The lower limit of the motor
  22896. */
  22897. setLimit(upperLimit: number, lowerLimit?: number): void;
  22898. }
  22899. /**
  22900. * This class represents a single physics Hinge-Joint
  22901. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22902. */
  22903. export class HingeJoint extends MotorEnabledJoint {
  22904. /**
  22905. * Initializes the Hinge-Joint
  22906. * @param jointData The joint data for the Hinge-Joint
  22907. */
  22908. constructor(jointData: PhysicsJointData);
  22909. /**
  22910. * Set the motor values.
  22911. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22912. * @param {number} force the force to apply
  22913. * @param {number} maxForce max force for this motor.
  22914. */
  22915. setMotor(force?: number, maxForce?: number): void;
  22916. /**
  22917. * Set the motor's limits.
  22918. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22919. * @param upperLimit The upper limit of the motor
  22920. * @param lowerLimit The lower limit of the motor
  22921. */
  22922. setLimit(upperLimit: number, lowerLimit?: number): void;
  22923. }
  22924. /**
  22925. * This class represents a dual hinge physics joint (same as wheel joint)
  22926. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22927. */
  22928. export class Hinge2Joint extends MotorEnabledJoint {
  22929. /**
  22930. * Initializes the Hinge2-Joint
  22931. * @param jointData The joint data for the Hinge2-Joint
  22932. */
  22933. constructor(jointData: PhysicsJointData);
  22934. /**
  22935. * Set the motor values.
  22936. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22937. * @param {number} targetSpeed the speed the motor is to reach
  22938. * @param {number} maxForce max force for this motor.
  22939. * @param {motorIndex} the motor's index, 0 or 1.
  22940. */
  22941. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  22942. /**
  22943. * Set the motor limits.
  22944. * Attention, this function is plugin specific. Engines won't react 100% the same.
  22945. * @param {number} upperLimit the upper limit
  22946. * @param {number} lowerLimit lower limit
  22947. * @param {motorIndex} the motor's index, 0 or 1.
  22948. */
  22949. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22950. }
  22951. /**
  22952. * Interface for a motor enabled joint
  22953. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22954. */
  22955. export interface IMotorEnabledJoint {
  22956. /**
  22957. * Physics joint
  22958. */
  22959. physicsJoint: any;
  22960. /**
  22961. * Sets the motor of the motor-enabled joint
  22962. * @param force The force of the motor
  22963. * @param maxForce The maximum force of the motor
  22964. * @param motorIndex The index of the motor
  22965. */
  22966. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  22967. /**
  22968. * Sets the limit of the motor
  22969. * @param upperLimit The upper limit of the motor
  22970. * @param lowerLimit The lower limit of the motor
  22971. * @param motorIndex The index of the motor
  22972. */
  22973. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  22974. }
  22975. /**
  22976. * Joint data for a Distance-Joint
  22977. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22978. */
  22979. export interface DistanceJointData extends PhysicsJointData {
  22980. /**
  22981. * Max distance the 2 joint objects can be apart
  22982. */
  22983. maxDistance: number;
  22984. }
  22985. /**
  22986. * Joint data from a spring joint
  22987. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  22988. */
  22989. export interface SpringJointData extends PhysicsJointData {
  22990. /**
  22991. * Length of the spring
  22992. */
  22993. length: number;
  22994. /**
  22995. * Stiffness of the spring
  22996. */
  22997. stiffness: number;
  22998. /**
  22999. * Damping of the spring
  23000. */
  23001. damping: number;
  23002. /** this callback will be called when applying the force to the impostors. */
  23003. forceApplicationCallback: () => void;
  23004. }
  23005. }
  23006. declare module "babylonjs/Physics/physicsRaycastResult" {
  23007. import { Vector3 } from "babylonjs/Maths/math.vector";
  23008. /**
  23009. * Holds the data for the raycast result
  23010. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23011. */
  23012. export class PhysicsRaycastResult {
  23013. private _hasHit;
  23014. private _hitDistance;
  23015. private _hitNormalWorld;
  23016. private _hitPointWorld;
  23017. private _rayFromWorld;
  23018. private _rayToWorld;
  23019. /**
  23020. * Gets if there was a hit
  23021. */
  23022. readonly hasHit: boolean;
  23023. /**
  23024. * Gets the distance from the hit
  23025. */
  23026. readonly hitDistance: number;
  23027. /**
  23028. * Gets the hit normal/direction in the world
  23029. */
  23030. readonly hitNormalWorld: Vector3;
  23031. /**
  23032. * Gets the hit point in the world
  23033. */
  23034. readonly hitPointWorld: Vector3;
  23035. /**
  23036. * Gets the ray "start point" of the ray in the world
  23037. */
  23038. readonly rayFromWorld: Vector3;
  23039. /**
  23040. * Gets the ray "end point" of the ray in the world
  23041. */
  23042. readonly rayToWorld: Vector3;
  23043. /**
  23044. * Sets the hit data (normal & point in world space)
  23045. * @param hitNormalWorld defines the normal in world space
  23046. * @param hitPointWorld defines the point in world space
  23047. */
  23048. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23049. /**
  23050. * Sets the distance from the start point to the hit point
  23051. * @param distance
  23052. */
  23053. setHitDistance(distance: number): void;
  23054. /**
  23055. * Calculates the distance manually
  23056. */
  23057. calculateHitDistance(): void;
  23058. /**
  23059. * Resets all the values to default
  23060. * @param from The from point on world space
  23061. * @param to The to point on world space
  23062. */
  23063. reset(from?: Vector3, to?: Vector3): void;
  23064. }
  23065. /**
  23066. * Interface for the size containing width and height
  23067. */
  23068. interface IXYZ {
  23069. /**
  23070. * X
  23071. */
  23072. x: number;
  23073. /**
  23074. * Y
  23075. */
  23076. y: number;
  23077. /**
  23078. * Z
  23079. */
  23080. z: number;
  23081. }
  23082. }
  23083. declare module "babylonjs/Physics/IPhysicsEngine" {
  23084. import { Nullable } from "babylonjs/types";
  23085. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23086. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23087. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23088. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23089. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23090. /**
  23091. * Interface used to describe a physics joint
  23092. */
  23093. export interface PhysicsImpostorJoint {
  23094. /** Defines the main impostor to which the joint is linked */
  23095. mainImpostor: PhysicsImpostor;
  23096. /** Defines the impostor that is connected to the main impostor using this joint */
  23097. connectedImpostor: PhysicsImpostor;
  23098. /** Defines the joint itself */
  23099. joint: PhysicsJoint;
  23100. }
  23101. /** @hidden */
  23102. export interface IPhysicsEnginePlugin {
  23103. world: any;
  23104. name: string;
  23105. setGravity(gravity: Vector3): void;
  23106. setTimeStep(timeStep: number): void;
  23107. getTimeStep(): number;
  23108. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23109. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23110. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23111. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23112. removePhysicsBody(impostor: PhysicsImpostor): void;
  23113. generateJoint(joint: PhysicsImpostorJoint): void;
  23114. removeJoint(joint: PhysicsImpostorJoint): void;
  23115. isSupported(): boolean;
  23116. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23117. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23118. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23119. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23120. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23121. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23122. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23123. getBodyMass(impostor: PhysicsImpostor): number;
  23124. getBodyFriction(impostor: PhysicsImpostor): number;
  23125. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23126. getBodyRestitution(impostor: PhysicsImpostor): number;
  23127. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23128. getBodyPressure?(impostor: PhysicsImpostor): number;
  23129. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23130. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23131. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23132. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23133. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23134. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23135. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23136. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23137. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23138. sleepBody(impostor: PhysicsImpostor): void;
  23139. wakeUpBody(impostor: PhysicsImpostor): void;
  23140. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23141. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23142. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23143. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23144. getRadius(impostor: PhysicsImpostor): number;
  23145. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23146. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23147. dispose(): void;
  23148. }
  23149. /**
  23150. * Interface used to define a physics engine
  23151. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23152. */
  23153. export interface IPhysicsEngine {
  23154. /**
  23155. * Gets the gravity vector used by the simulation
  23156. */
  23157. gravity: Vector3;
  23158. /**
  23159. * Sets the gravity vector used by the simulation
  23160. * @param gravity defines the gravity vector to use
  23161. */
  23162. setGravity(gravity: Vector3): void;
  23163. /**
  23164. * Set the time step of the physics engine.
  23165. * Default is 1/60.
  23166. * To slow it down, enter 1/600 for example.
  23167. * To speed it up, 1/30
  23168. * @param newTimeStep the new timestep to apply to this world.
  23169. */
  23170. setTimeStep(newTimeStep: number): void;
  23171. /**
  23172. * Get the time step of the physics engine.
  23173. * @returns the current time step
  23174. */
  23175. getTimeStep(): number;
  23176. /**
  23177. * Release all resources
  23178. */
  23179. dispose(): void;
  23180. /**
  23181. * Gets the name of the current physics plugin
  23182. * @returns the name of the plugin
  23183. */
  23184. getPhysicsPluginName(): string;
  23185. /**
  23186. * Adding a new impostor for the impostor tracking.
  23187. * This will be done by the impostor itself.
  23188. * @param impostor the impostor to add
  23189. */
  23190. addImpostor(impostor: PhysicsImpostor): void;
  23191. /**
  23192. * Remove an impostor from the engine.
  23193. * This impostor and its mesh will not longer be updated by the physics engine.
  23194. * @param impostor the impostor to remove
  23195. */
  23196. removeImpostor(impostor: PhysicsImpostor): void;
  23197. /**
  23198. * Add a joint to the physics engine
  23199. * @param mainImpostor defines the main impostor to which the joint is added.
  23200. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23201. * @param joint defines the joint that will connect both impostors.
  23202. */
  23203. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23204. /**
  23205. * Removes a joint from the simulation
  23206. * @param mainImpostor defines the impostor used with the joint
  23207. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23208. * @param joint defines the joint to remove
  23209. */
  23210. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23211. /**
  23212. * Gets the current plugin used to run the simulation
  23213. * @returns current plugin
  23214. */
  23215. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23216. /**
  23217. * Gets the list of physic impostors
  23218. * @returns an array of PhysicsImpostor
  23219. */
  23220. getImpostors(): Array<PhysicsImpostor>;
  23221. /**
  23222. * Gets the impostor for a physics enabled object
  23223. * @param object defines the object impersonated by the impostor
  23224. * @returns the PhysicsImpostor or null if not found
  23225. */
  23226. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23227. /**
  23228. * Gets the impostor for a physics body object
  23229. * @param body defines physics body used by the impostor
  23230. * @returns the PhysicsImpostor or null if not found
  23231. */
  23232. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23233. /**
  23234. * Does a raycast in the physics world
  23235. * @param from when should the ray start?
  23236. * @param to when should the ray end?
  23237. * @returns PhysicsRaycastResult
  23238. */
  23239. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23240. /**
  23241. * Called by the scene. No need to call it.
  23242. * @param delta defines the timespam between frames
  23243. */
  23244. _step(delta: number): void;
  23245. }
  23246. }
  23247. declare module "babylonjs/Physics/physicsImpostor" {
  23248. import { Nullable, IndicesArray } from "babylonjs/types";
  23249. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23250. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23251. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23252. import { Scene } from "babylonjs/scene";
  23253. import { Bone } from "babylonjs/Bones/bone";
  23254. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23255. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23256. import { Space } from "babylonjs/Maths/math.axis";
  23257. /**
  23258. * The interface for the physics imposter parameters
  23259. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23260. */
  23261. export interface PhysicsImpostorParameters {
  23262. /**
  23263. * The mass of the physics imposter
  23264. */
  23265. mass: number;
  23266. /**
  23267. * The friction of the physics imposter
  23268. */
  23269. friction?: number;
  23270. /**
  23271. * The coefficient of restitution of the physics imposter
  23272. */
  23273. restitution?: number;
  23274. /**
  23275. * The native options of the physics imposter
  23276. */
  23277. nativeOptions?: any;
  23278. /**
  23279. * Specifies if the parent should be ignored
  23280. */
  23281. ignoreParent?: boolean;
  23282. /**
  23283. * Specifies if bi-directional transformations should be disabled
  23284. */
  23285. disableBidirectionalTransformation?: boolean;
  23286. /**
  23287. * The pressure inside the physics imposter, soft object only
  23288. */
  23289. pressure?: number;
  23290. /**
  23291. * The stiffness the physics imposter, soft object only
  23292. */
  23293. stiffness?: number;
  23294. /**
  23295. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23296. */
  23297. velocityIterations?: number;
  23298. /**
  23299. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23300. */
  23301. positionIterations?: number;
  23302. /**
  23303. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23304. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23305. * Add to fix multiple points
  23306. */
  23307. fixedPoints?: number;
  23308. /**
  23309. * The collision margin around a soft object
  23310. */
  23311. margin?: number;
  23312. /**
  23313. * The collision margin around a soft object
  23314. */
  23315. damping?: number;
  23316. /**
  23317. * The path for a rope based on an extrusion
  23318. */
  23319. path?: any;
  23320. /**
  23321. * The shape of an extrusion used for a rope based on an extrusion
  23322. */
  23323. shape?: any;
  23324. }
  23325. /**
  23326. * Interface for a physics-enabled object
  23327. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23328. */
  23329. export interface IPhysicsEnabledObject {
  23330. /**
  23331. * The position of the physics-enabled object
  23332. */
  23333. position: Vector3;
  23334. /**
  23335. * The rotation of the physics-enabled object
  23336. */
  23337. rotationQuaternion: Nullable<Quaternion>;
  23338. /**
  23339. * The scale of the physics-enabled object
  23340. */
  23341. scaling: Vector3;
  23342. /**
  23343. * The rotation of the physics-enabled object
  23344. */
  23345. rotation?: Vector3;
  23346. /**
  23347. * The parent of the physics-enabled object
  23348. */
  23349. parent?: any;
  23350. /**
  23351. * The bounding info of the physics-enabled object
  23352. * @returns The bounding info of the physics-enabled object
  23353. */
  23354. getBoundingInfo(): BoundingInfo;
  23355. /**
  23356. * Computes the world matrix
  23357. * @param force Specifies if the world matrix should be computed by force
  23358. * @returns A world matrix
  23359. */
  23360. computeWorldMatrix(force: boolean): Matrix;
  23361. /**
  23362. * Gets the world matrix
  23363. * @returns A world matrix
  23364. */
  23365. getWorldMatrix?(): Matrix;
  23366. /**
  23367. * Gets the child meshes
  23368. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23369. * @returns An array of abstract meshes
  23370. */
  23371. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23372. /**
  23373. * Gets the vertex data
  23374. * @param kind The type of vertex data
  23375. * @returns A nullable array of numbers, or a float32 array
  23376. */
  23377. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23378. /**
  23379. * Gets the indices from the mesh
  23380. * @returns A nullable array of index arrays
  23381. */
  23382. getIndices?(): Nullable<IndicesArray>;
  23383. /**
  23384. * Gets the scene from the mesh
  23385. * @returns the indices array or null
  23386. */
  23387. getScene?(): Scene;
  23388. /**
  23389. * Gets the absolute position from the mesh
  23390. * @returns the absolute position
  23391. */
  23392. getAbsolutePosition(): Vector3;
  23393. /**
  23394. * Gets the absolute pivot point from the mesh
  23395. * @returns the absolute pivot point
  23396. */
  23397. getAbsolutePivotPoint(): Vector3;
  23398. /**
  23399. * Rotates the mesh
  23400. * @param axis The axis of rotation
  23401. * @param amount The amount of rotation
  23402. * @param space The space of the rotation
  23403. * @returns The rotation transform node
  23404. */
  23405. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23406. /**
  23407. * Translates the mesh
  23408. * @param axis The axis of translation
  23409. * @param distance The distance of translation
  23410. * @param space The space of the translation
  23411. * @returns The transform node
  23412. */
  23413. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23414. /**
  23415. * Sets the absolute position of the mesh
  23416. * @param absolutePosition The absolute position of the mesh
  23417. * @returns The transform node
  23418. */
  23419. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23420. /**
  23421. * Gets the class name of the mesh
  23422. * @returns The class name
  23423. */
  23424. getClassName(): string;
  23425. }
  23426. /**
  23427. * Represents a physics imposter
  23428. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23429. */
  23430. export class PhysicsImpostor {
  23431. /**
  23432. * The physics-enabled object used as the physics imposter
  23433. */
  23434. object: IPhysicsEnabledObject;
  23435. /**
  23436. * The type of the physics imposter
  23437. */
  23438. type: number;
  23439. private _options;
  23440. private _scene?;
  23441. /**
  23442. * The default object size of the imposter
  23443. */
  23444. static DEFAULT_OBJECT_SIZE: Vector3;
  23445. /**
  23446. * The identity quaternion of the imposter
  23447. */
  23448. static IDENTITY_QUATERNION: Quaternion;
  23449. /** @hidden */
  23450. _pluginData: any;
  23451. private _physicsEngine;
  23452. private _physicsBody;
  23453. private _bodyUpdateRequired;
  23454. private _onBeforePhysicsStepCallbacks;
  23455. private _onAfterPhysicsStepCallbacks;
  23456. /** @hidden */
  23457. _onPhysicsCollideCallbacks: Array<{
  23458. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23459. otherImpostors: Array<PhysicsImpostor>;
  23460. }>;
  23461. private _deltaPosition;
  23462. private _deltaRotation;
  23463. private _deltaRotationConjugated;
  23464. /** @hidden */
  23465. _isFromLine: boolean;
  23466. private _parent;
  23467. private _isDisposed;
  23468. private static _tmpVecs;
  23469. private static _tmpQuat;
  23470. /**
  23471. * Specifies if the physics imposter is disposed
  23472. */
  23473. readonly isDisposed: boolean;
  23474. /**
  23475. * Gets the mass of the physics imposter
  23476. */
  23477. mass: number;
  23478. /**
  23479. * Gets the coefficient of friction
  23480. */
  23481. /**
  23482. * Sets the coefficient of friction
  23483. */
  23484. friction: number;
  23485. /**
  23486. * Gets the coefficient of restitution
  23487. */
  23488. /**
  23489. * Sets the coefficient of restitution
  23490. */
  23491. restitution: number;
  23492. /**
  23493. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23494. */
  23495. /**
  23496. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23497. */
  23498. pressure: number;
  23499. /**
  23500. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23501. */
  23502. /**
  23503. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23504. */
  23505. stiffness: number;
  23506. /**
  23507. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23508. */
  23509. /**
  23510. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23511. */
  23512. velocityIterations: number;
  23513. /**
  23514. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23515. */
  23516. /**
  23517. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23518. */
  23519. positionIterations: number;
  23520. /**
  23521. * The unique id of the physics imposter
  23522. * set by the physics engine when adding this impostor to the array
  23523. */
  23524. uniqueId: number;
  23525. /**
  23526. * @hidden
  23527. */
  23528. soft: boolean;
  23529. /**
  23530. * @hidden
  23531. */
  23532. segments: number;
  23533. private _joints;
  23534. /**
  23535. * Initializes the physics imposter
  23536. * @param object The physics-enabled object used as the physics imposter
  23537. * @param type The type of the physics imposter
  23538. * @param _options The options for the physics imposter
  23539. * @param _scene The Babylon scene
  23540. */
  23541. constructor(
  23542. /**
  23543. * The physics-enabled object used as the physics imposter
  23544. */
  23545. object: IPhysicsEnabledObject,
  23546. /**
  23547. * The type of the physics imposter
  23548. */
  23549. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  23550. /**
  23551. * This function will completly initialize this impostor.
  23552. * It will create a new body - but only if this mesh has no parent.
  23553. * If it has, this impostor will not be used other than to define the impostor
  23554. * of the child mesh.
  23555. * @hidden
  23556. */
  23557. _init(): void;
  23558. private _getPhysicsParent;
  23559. /**
  23560. * Should a new body be generated.
  23561. * @returns boolean specifying if body initialization is required
  23562. */
  23563. isBodyInitRequired(): boolean;
  23564. /**
  23565. * Sets the updated scaling
  23566. * @param updated Specifies if the scaling is updated
  23567. */
  23568. setScalingUpdated(): void;
  23569. /**
  23570. * Force a regeneration of this or the parent's impostor's body.
  23571. * Use under cautious - This will remove all joints already implemented.
  23572. */
  23573. forceUpdate(): void;
  23574. /**
  23575. * Gets the body that holds this impostor. Either its own, or its parent.
  23576. */
  23577. /**
  23578. * Set the physics body. Used mainly by the physics engine/plugin
  23579. */
  23580. physicsBody: any;
  23581. /**
  23582. * Get the parent of the physics imposter
  23583. * @returns Physics imposter or null
  23584. */
  23585. /**
  23586. * Sets the parent of the physics imposter
  23587. */
  23588. parent: Nullable<PhysicsImpostor>;
  23589. /**
  23590. * Resets the update flags
  23591. */
  23592. resetUpdateFlags(): void;
  23593. /**
  23594. * Gets the object extend size
  23595. * @returns the object extend size
  23596. */
  23597. getObjectExtendSize(): Vector3;
  23598. /**
  23599. * Gets the object center
  23600. * @returns The object center
  23601. */
  23602. getObjectCenter(): Vector3;
  23603. /**
  23604. * Get a specific parametes from the options parameter
  23605. * @param paramName The object parameter name
  23606. * @returns The object parameter
  23607. */
  23608. getParam(paramName: string): any;
  23609. /**
  23610. * Sets a specific parameter in the options given to the physics plugin
  23611. * @param paramName The parameter name
  23612. * @param value The value of the parameter
  23613. */
  23614. setParam(paramName: string, value: number): void;
  23615. /**
  23616. * Specifically change the body's mass option. Won't recreate the physics body object
  23617. * @param mass The mass of the physics imposter
  23618. */
  23619. setMass(mass: number): void;
  23620. /**
  23621. * Gets the linear velocity
  23622. * @returns linear velocity or null
  23623. */
  23624. getLinearVelocity(): Nullable<Vector3>;
  23625. /**
  23626. * Sets the linear velocity
  23627. * @param velocity linear velocity or null
  23628. */
  23629. setLinearVelocity(velocity: Nullable<Vector3>): void;
  23630. /**
  23631. * Gets the angular velocity
  23632. * @returns angular velocity or null
  23633. */
  23634. getAngularVelocity(): Nullable<Vector3>;
  23635. /**
  23636. * Sets the angular velocity
  23637. * @param velocity The velocity or null
  23638. */
  23639. setAngularVelocity(velocity: Nullable<Vector3>): void;
  23640. /**
  23641. * Execute a function with the physics plugin native code
  23642. * Provide a function the will have two variables - the world object and the physics body object
  23643. * @param func The function to execute with the physics plugin native code
  23644. */
  23645. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  23646. /**
  23647. * Register a function that will be executed before the physics world is stepping forward
  23648. * @param func The function to execute before the physics world is stepped forward
  23649. */
  23650. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23651. /**
  23652. * Unregister a function that will be executed before the physics world is stepping forward
  23653. * @param func The function to execute before the physics world is stepped forward
  23654. */
  23655. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23656. /**
  23657. * Register a function that will be executed after the physics step
  23658. * @param func The function to execute after physics step
  23659. */
  23660. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23661. /**
  23662. * Unregisters a function that will be executed after the physics step
  23663. * @param func The function to execute after physics step
  23664. */
  23665. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  23666. /**
  23667. * register a function that will be executed when this impostor collides against a different body
  23668. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  23669. * @param func Callback that is executed on collision
  23670. */
  23671. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  23672. /**
  23673. * Unregisters the physics imposter on contact
  23674. * @param collideAgainst The physics object to collide against
  23675. * @param func Callback to execute on collision
  23676. */
  23677. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  23678. private _tmpQuat;
  23679. private _tmpQuat2;
  23680. /**
  23681. * Get the parent rotation
  23682. * @returns The parent rotation
  23683. */
  23684. getParentsRotation(): Quaternion;
  23685. /**
  23686. * this function is executed by the physics engine.
  23687. */
  23688. beforeStep: () => void;
  23689. /**
  23690. * this function is executed by the physics engine
  23691. */
  23692. afterStep: () => void;
  23693. /**
  23694. * Legacy collision detection event support
  23695. */
  23696. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  23697. /**
  23698. * event and body object due to cannon's event-based architecture.
  23699. */
  23700. onCollide: (e: {
  23701. body: any;
  23702. }) => void;
  23703. /**
  23704. * Apply a force
  23705. * @param force The force to apply
  23706. * @param contactPoint The contact point for the force
  23707. * @returns The physics imposter
  23708. */
  23709. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23710. /**
  23711. * Apply an impulse
  23712. * @param force The impulse force
  23713. * @param contactPoint The contact point for the impulse force
  23714. * @returns The physics imposter
  23715. */
  23716. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  23717. /**
  23718. * A help function to create a joint
  23719. * @param otherImpostor A physics imposter used to create a joint
  23720. * @param jointType The type of joint
  23721. * @param jointData The data for the joint
  23722. * @returns The physics imposter
  23723. */
  23724. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  23725. /**
  23726. * Add a joint to this impostor with a different impostor
  23727. * @param otherImpostor A physics imposter used to add a joint
  23728. * @param joint The joint to add
  23729. * @returns The physics imposter
  23730. */
  23731. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  23732. /**
  23733. * Add an anchor to a cloth impostor
  23734. * @param otherImpostor rigid impostor to anchor to
  23735. * @param width ratio across width from 0 to 1
  23736. * @param height ratio up height from 0 to 1
  23737. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  23738. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  23739. * @returns impostor the soft imposter
  23740. */
  23741. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23742. /**
  23743. * Add a hook to a rope impostor
  23744. * @param otherImpostor rigid impostor to anchor to
  23745. * @param length ratio across rope from 0 to 1
  23746. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  23747. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  23748. * @returns impostor the rope imposter
  23749. */
  23750. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  23751. /**
  23752. * Will keep this body still, in a sleep mode.
  23753. * @returns the physics imposter
  23754. */
  23755. sleep(): PhysicsImpostor;
  23756. /**
  23757. * Wake the body up.
  23758. * @returns The physics imposter
  23759. */
  23760. wakeUp(): PhysicsImpostor;
  23761. /**
  23762. * Clones the physics imposter
  23763. * @param newObject The physics imposter clones to this physics-enabled object
  23764. * @returns A nullable physics imposter
  23765. */
  23766. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23767. /**
  23768. * Disposes the physics imposter
  23769. */
  23770. dispose(): void;
  23771. /**
  23772. * Sets the delta position
  23773. * @param position The delta position amount
  23774. */
  23775. setDeltaPosition(position: Vector3): void;
  23776. /**
  23777. * Sets the delta rotation
  23778. * @param rotation The delta rotation amount
  23779. */
  23780. setDeltaRotation(rotation: Quaternion): void;
  23781. /**
  23782. * Gets the box size of the physics imposter and stores the result in the input parameter
  23783. * @param result Stores the box size
  23784. * @returns The physics imposter
  23785. */
  23786. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  23787. /**
  23788. * Gets the radius of the physics imposter
  23789. * @returns Radius of the physics imposter
  23790. */
  23791. getRadius(): number;
  23792. /**
  23793. * Sync a bone with this impostor
  23794. * @param bone The bone to sync to the impostor.
  23795. * @param boneMesh The mesh that the bone is influencing.
  23796. * @param jointPivot The pivot of the joint / bone in local space.
  23797. * @param distToJoint Optional distance from the impostor to the joint.
  23798. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23799. */
  23800. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  23801. /**
  23802. * Sync impostor to a bone
  23803. * @param bone The bone that the impostor will be synced to.
  23804. * @param boneMesh The mesh that the bone is influencing.
  23805. * @param jointPivot The pivot of the joint / bone in local space.
  23806. * @param distToJoint Optional distance from the impostor to the joint.
  23807. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  23808. * @param boneAxis Optional vector3 axis the bone is aligned with
  23809. */
  23810. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  23811. /**
  23812. * No-Imposter type
  23813. */
  23814. static NoImpostor: number;
  23815. /**
  23816. * Sphere-Imposter type
  23817. */
  23818. static SphereImpostor: number;
  23819. /**
  23820. * Box-Imposter type
  23821. */
  23822. static BoxImpostor: number;
  23823. /**
  23824. * Plane-Imposter type
  23825. */
  23826. static PlaneImpostor: number;
  23827. /**
  23828. * Mesh-imposter type
  23829. */
  23830. static MeshImpostor: number;
  23831. /**
  23832. * Capsule-Impostor type (Ammo.js plugin only)
  23833. */
  23834. static CapsuleImpostor: number;
  23835. /**
  23836. * Cylinder-Imposter type
  23837. */
  23838. static CylinderImpostor: number;
  23839. /**
  23840. * Particle-Imposter type
  23841. */
  23842. static ParticleImpostor: number;
  23843. /**
  23844. * Heightmap-Imposter type
  23845. */
  23846. static HeightmapImpostor: number;
  23847. /**
  23848. * ConvexHull-Impostor type (Ammo.js plugin only)
  23849. */
  23850. static ConvexHullImpostor: number;
  23851. /**
  23852. * Rope-Imposter type
  23853. */
  23854. static RopeImpostor: number;
  23855. /**
  23856. * Cloth-Imposter type
  23857. */
  23858. static ClothImpostor: number;
  23859. /**
  23860. * Softbody-Imposter type
  23861. */
  23862. static SoftbodyImpostor: number;
  23863. }
  23864. }
  23865. declare module "babylonjs/Meshes/mesh" {
  23866. import { Observable } from "babylonjs/Misc/observable";
  23867. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  23868. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  23869. import { Camera } from "babylonjs/Cameras/camera";
  23870. import { Scene } from "babylonjs/scene";
  23871. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  23872. import { Color4 } from "babylonjs/Maths/math.color";
  23873. import { Engine } from "babylonjs/Engines/engine";
  23874. import { Node } from "babylonjs/node";
  23875. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  23876. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  23877. import { Buffer } from "babylonjs/Meshes/buffer";
  23878. import { Geometry } from "babylonjs/Meshes/geometry";
  23879. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23880. import { SubMesh } from "babylonjs/Meshes/subMesh";
  23881. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  23882. import { Effect } from "babylonjs/Materials/effect";
  23883. import { Material } from "babylonjs/Materials/material";
  23884. import { Skeleton } from "babylonjs/Bones/skeleton";
  23885. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  23886. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  23887. import { Path3D } from "babylonjs/Maths/math.path";
  23888. import { Plane } from "babylonjs/Maths/math.plane";
  23889. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  23890. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  23891. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  23892. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23893. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  23894. /**
  23895. * @hidden
  23896. **/
  23897. export class _CreationDataStorage {
  23898. closePath?: boolean;
  23899. closeArray?: boolean;
  23900. idx: number[];
  23901. dashSize: number;
  23902. gapSize: number;
  23903. path3D: Path3D;
  23904. pathArray: Vector3[][];
  23905. arc: number;
  23906. radius: number;
  23907. cap: number;
  23908. tessellation: number;
  23909. }
  23910. /**
  23911. * @hidden
  23912. **/
  23913. class _InstanceDataStorage {
  23914. visibleInstances: any;
  23915. batchCache: _InstancesBatch;
  23916. instancesBufferSize: number;
  23917. instancesBuffer: Nullable<Buffer>;
  23918. instancesData: Float32Array;
  23919. overridenInstanceCount: number;
  23920. isFrozen: boolean;
  23921. previousBatch: Nullable<_InstancesBatch>;
  23922. hardwareInstancedRendering: boolean;
  23923. sideOrientation: number;
  23924. }
  23925. /**
  23926. * @hidden
  23927. **/
  23928. export class _InstancesBatch {
  23929. mustReturn: boolean;
  23930. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  23931. renderSelf: boolean[];
  23932. hardwareInstancedRendering: boolean[];
  23933. }
  23934. /**
  23935. * Class used to represent renderable models
  23936. */
  23937. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  23938. /**
  23939. * Mesh side orientation : usually the external or front surface
  23940. */
  23941. static readonly FRONTSIDE: number;
  23942. /**
  23943. * Mesh side orientation : usually the internal or back surface
  23944. */
  23945. static readonly BACKSIDE: number;
  23946. /**
  23947. * Mesh side orientation : both internal and external or front and back surfaces
  23948. */
  23949. static readonly DOUBLESIDE: number;
  23950. /**
  23951. * Mesh side orientation : by default, `FRONTSIDE`
  23952. */
  23953. static readonly DEFAULTSIDE: number;
  23954. /**
  23955. * Mesh cap setting : no cap
  23956. */
  23957. static readonly NO_CAP: number;
  23958. /**
  23959. * Mesh cap setting : one cap at the beginning of the mesh
  23960. */
  23961. static readonly CAP_START: number;
  23962. /**
  23963. * Mesh cap setting : one cap at the end of the mesh
  23964. */
  23965. static readonly CAP_END: number;
  23966. /**
  23967. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  23968. */
  23969. static readonly CAP_ALL: number;
  23970. /**
  23971. * Mesh pattern setting : no flip or rotate
  23972. */
  23973. static readonly NO_FLIP: number;
  23974. /**
  23975. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  23976. */
  23977. static readonly FLIP_TILE: number;
  23978. /**
  23979. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  23980. */
  23981. static readonly ROTATE_TILE: number;
  23982. /**
  23983. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  23984. */
  23985. static readonly FLIP_ROW: number;
  23986. /**
  23987. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  23988. */
  23989. static readonly ROTATE_ROW: number;
  23990. /**
  23991. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  23992. */
  23993. static readonly FLIP_N_ROTATE_TILE: number;
  23994. /**
  23995. * Mesh pattern setting : rotate pattern and rotate
  23996. */
  23997. static readonly FLIP_N_ROTATE_ROW: number;
  23998. /**
  23999. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24000. */
  24001. static readonly CENTER: number;
  24002. /**
  24003. * Mesh tile positioning : part tiles on left
  24004. */
  24005. static readonly LEFT: number;
  24006. /**
  24007. * Mesh tile positioning : part tiles on right
  24008. */
  24009. static readonly RIGHT: number;
  24010. /**
  24011. * Mesh tile positioning : part tiles on top
  24012. */
  24013. static readonly TOP: number;
  24014. /**
  24015. * Mesh tile positioning : part tiles on bottom
  24016. */
  24017. static readonly BOTTOM: number;
  24018. /**
  24019. * Gets the default side orientation.
  24020. * @param orientation the orientation to value to attempt to get
  24021. * @returns the default orientation
  24022. * @hidden
  24023. */
  24024. static _GetDefaultSideOrientation(orientation?: number): number;
  24025. private _internalMeshDataInfo;
  24026. /**
  24027. * An event triggered before rendering the mesh
  24028. */
  24029. readonly onBeforeRenderObservable: Observable<Mesh>;
  24030. /**
  24031. * An event triggered before binding the mesh
  24032. */
  24033. readonly onBeforeBindObservable: Observable<Mesh>;
  24034. /**
  24035. * An event triggered after rendering the mesh
  24036. */
  24037. readonly onAfterRenderObservable: Observable<Mesh>;
  24038. /**
  24039. * An event triggered before drawing the mesh
  24040. */
  24041. readonly onBeforeDrawObservable: Observable<Mesh>;
  24042. private _onBeforeDrawObserver;
  24043. /**
  24044. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24045. */
  24046. onBeforeDraw: () => void;
  24047. readonly hasInstances: boolean;
  24048. /**
  24049. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24050. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24051. */
  24052. delayLoadState: number;
  24053. /**
  24054. * Gets the list of instances created from this mesh
  24055. * it is not supposed to be modified manually.
  24056. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24057. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24058. */
  24059. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24060. /**
  24061. * Gets the file containing delay loading data for this mesh
  24062. */
  24063. delayLoadingFile: string;
  24064. /** @hidden */
  24065. _binaryInfo: any;
  24066. /**
  24067. * User defined function used to change how LOD level selection is done
  24068. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24069. */
  24070. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24071. /**
  24072. * Gets or sets the morph target manager
  24073. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24074. */
  24075. morphTargetManager: Nullable<MorphTargetManager>;
  24076. /** @hidden */
  24077. _creationDataStorage: Nullable<_CreationDataStorage>;
  24078. /** @hidden */
  24079. _geometry: Nullable<Geometry>;
  24080. /** @hidden */
  24081. _delayInfo: Array<string>;
  24082. /** @hidden */
  24083. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24084. /** @hidden */
  24085. _instanceDataStorage: _InstanceDataStorage;
  24086. private _effectiveMaterial;
  24087. /** @hidden */
  24088. _shouldGenerateFlatShading: boolean;
  24089. /** @hidden */
  24090. _originalBuilderSideOrientation: number;
  24091. /**
  24092. * Use this property to change the original side orientation defined at construction time
  24093. */
  24094. overrideMaterialSideOrientation: Nullable<number>;
  24095. /**
  24096. * Gets the source mesh (the one used to clone this one from)
  24097. */
  24098. readonly source: Nullable<Mesh>;
  24099. /**
  24100. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24101. */
  24102. isUnIndexed: boolean;
  24103. /**
  24104. * @constructor
  24105. * @param name The value used by scene.getMeshByName() to do a lookup.
  24106. * @param scene The scene to add this mesh to.
  24107. * @param parent The parent of this mesh, if it has one
  24108. * @param source An optional Mesh from which geometry is shared, cloned.
  24109. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24110. * When false, achieved by calling a clone(), also passing False.
  24111. * This will make creation of children, recursive.
  24112. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24113. */
  24114. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24115. /**
  24116. * Gets the class name
  24117. * @returns the string "Mesh".
  24118. */
  24119. getClassName(): string;
  24120. /** @hidden */
  24121. readonly _isMesh: boolean;
  24122. /**
  24123. * Returns a description of this mesh
  24124. * @param fullDetails define if full details about this mesh must be used
  24125. * @returns a descriptive string representing this mesh
  24126. */
  24127. toString(fullDetails?: boolean): string;
  24128. /** @hidden */
  24129. _unBindEffect(): void;
  24130. /**
  24131. * Gets a boolean indicating if this mesh has LOD
  24132. */
  24133. readonly hasLODLevels: boolean;
  24134. /**
  24135. * Gets the list of MeshLODLevel associated with the current mesh
  24136. * @returns an array of MeshLODLevel
  24137. */
  24138. getLODLevels(): MeshLODLevel[];
  24139. private _sortLODLevels;
  24140. /**
  24141. * Add a mesh as LOD level triggered at the given distance.
  24142. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24143. * @param distance The distance from the center of the object to show this level
  24144. * @param mesh The mesh to be added as LOD level (can be null)
  24145. * @return This mesh (for chaining)
  24146. */
  24147. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24148. /**
  24149. * Returns the LOD level mesh at the passed distance or null if not found.
  24150. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24151. * @param distance The distance from the center of the object to show this level
  24152. * @returns a Mesh or `null`
  24153. */
  24154. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24155. /**
  24156. * Remove a mesh from the LOD array
  24157. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24158. * @param mesh defines the mesh to be removed
  24159. * @return This mesh (for chaining)
  24160. */
  24161. removeLODLevel(mesh: Mesh): Mesh;
  24162. /**
  24163. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24164. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24165. * @param camera defines the camera to use to compute distance
  24166. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24167. * @return This mesh (for chaining)
  24168. */
  24169. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24170. /**
  24171. * Gets the mesh internal Geometry object
  24172. */
  24173. readonly geometry: Nullable<Geometry>;
  24174. /**
  24175. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24176. * @returns the total number of vertices
  24177. */
  24178. getTotalVertices(): number;
  24179. /**
  24180. * Returns the content of an associated vertex buffer
  24181. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24182. * - VertexBuffer.PositionKind
  24183. * - VertexBuffer.UVKind
  24184. * - VertexBuffer.UV2Kind
  24185. * - VertexBuffer.UV3Kind
  24186. * - VertexBuffer.UV4Kind
  24187. * - VertexBuffer.UV5Kind
  24188. * - VertexBuffer.UV6Kind
  24189. * - VertexBuffer.ColorKind
  24190. * - VertexBuffer.MatricesIndicesKind
  24191. * - VertexBuffer.MatricesIndicesExtraKind
  24192. * - VertexBuffer.MatricesWeightsKind
  24193. * - VertexBuffer.MatricesWeightsExtraKind
  24194. * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
  24195. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24196. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24197. */
  24198. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24199. /**
  24200. * Returns the mesh VertexBuffer object from the requested `kind`
  24201. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24202. * - VertexBuffer.PositionKind
  24203. * - VertexBuffer.NormalKind
  24204. * - VertexBuffer.UVKind
  24205. * - VertexBuffer.UV2Kind
  24206. * - VertexBuffer.UV3Kind
  24207. * - VertexBuffer.UV4Kind
  24208. * - VertexBuffer.UV5Kind
  24209. * - VertexBuffer.UV6Kind
  24210. * - VertexBuffer.ColorKind
  24211. * - VertexBuffer.MatricesIndicesKind
  24212. * - VertexBuffer.MatricesIndicesExtraKind
  24213. * - VertexBuffer.MatricesWeightsKind
  24214. * - VertexBuffer.MatricesWeightsExtraKind
  24215. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24216. */
  24217. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24218. /**
  24219. * Tests if a specific vertex buffer is associated with this mesh
  24220. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24221. * - VertexBuffer.PositionKind
  24222. * - VertexBuffer.NormalKind
  24223. * - VertexBuffer.UVKind
  24224. * - VertexBuffer.UV2Kind
  24225. * - VertexBuffer.UV3Kind
  24226. * - VertexBuffer.UV4Kind
  24227. * - VertexBuffer.UV5Kind
  24228. * - VertexBuffer.UV6Kind
  24229. * - VertexBuffer.ColorKind
  24230. * - VertexBuffer.MatricesIndicesKind
  24231. * - VertexBuffer.MatricesIndicesExtraKind
  24232. * - VertexBuffer.MatricesWeightsKind
  24233. * - VertexBuffer.MatricesWeightsExtraKind
  24234. * @returns a boolean
  24235. */
  24236. isVerticesDataPresent(kind: string): boolean;
  24237. /**
  24238. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24239. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24240. * - VertexBuffer.PositionKind
  24241. * - VertexBuffer.UVKind
  24242. * - VertexBuffer.UV2Kind
  24243. * - VertexBuffer.UV3Kind
  24244. * - VertexBuffer.UV4Kind
  24245. * - VertexBuffer.UV5Kind
  24246. * - VertexBuffer.UV6Kind
  24247. * - VertexBuffer.ColorKind
  24248. * - VertexBuffer.MatricesIndicesKind
  24249. * - VertexBuffer.MatricesIndicesExtraKind
  24250. * - VertexBuffer.MatricesWeightsKind
  24251. * - VertexBuffer.MatricesWeightsExtraKind
  24252. * @returns a boolean
  24253. */
  24254. isVertexBufferUpdatable(kind: string): boolean;
  24255. /**
  24256. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24257. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24258. * - VertexBuffer.PositionKind
  24259. * - VertexBuffer.NormalKind
  24260. * - VertexBuffer.UVKind
  24261. * - VertexBuffer.UV2Kind
  24262. * - VertexBuffer.UV3Kind
  24263. * - VertexBuffer.UV4Kind
  24264. * - VertexBuffer.UV5Kind
  24265. * - VertexBuffer.UV6Kind
  24266. * - VertexBuffer.ColorKind
  24267. * - VertexBuffer.MatricesIndicesKind
  24268. * - VertexBuffer.MatricesIndicesExtraKind
  24269. * - VertexBuffer.MatricesWeightsKind
  24270. * - VertexBuffer.MatricesWeightsExtraKind
  24271. * @returns an array of strings
  24272. */
  24273. getVerticesDataKinds(): string[];
  24274. /**
  24275. * Returns a positive integer : the total number of indices in this mesh geometry.
  24276. * @returns the numner of indices or zero if the mesh has no geometry.
  24277. */
  24278. getTotalIndices(): number;
  24279. /**
  24280. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24281. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  24282. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24283. * @returns the indices array or an empty array if the mesh has no geometry
  24284. */
  24285. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24286. readonly isBlocked: boolean;
  24287. /**
  24288. * Determine if the current mesh is ready to be rendered
  24289. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24290. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24291. * @returns true if all associated assets are ready (material, textures, shaders)
  24292. */
  24293. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24294. /**
  24295. * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
  24296. */
  24297. readonly areNormalsFrozen: boolean;
  24298. /**
  24299. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
  24300. * @returns the current mesh
  24301. */
  24302. freezeNormals(): Mesh;
  24303. /**
  24304. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
  24305. * @returns the current mesh
  24306. */
  24307. unfreezeNormals(): Mesh;
  24308. /**
  24309. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24310. */
  24311. overridenInstanceCount: number;
  24312. /** @hidden */
  24313. _preActivate(): Mesh;
  24314. /** @hidden */
  24315. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24316. /** @hidden */
  24317. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24318. /**
  24319. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24320. * This means the mesh underlying bounding box and sphere are recomputed.
  24321. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24322. * @returns the current mesh
  24323. */
  24324. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24325. /** @hidden */
  24326. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24327. /**
  24328. * This function will subdivide the mesh into multiple submeshes
  24329. * @param count defines the expected number of submeshes
  24330. */
  24331. subdivide(count: number): void;
  24332. /**
  24333. * Copy a FloatArray into a specific associated vertex buffer
  24334. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24335. * - VertexBuffer.PositionKind
  24336. * - VertexBuffer.UVKind
  24337. * - VertexBuffer.UV2Kind
  24338. * - VertexBuffer.UV3Kind
  24339. * - VertexBuffer.UV4Kind
  24340. * - VertexBuffer.UV5Kind
  24341. * - VertexBuffer.UV6Kind
  24342. * - VertexBuffer.ColorKind
  24343. * - VertexBuffer.MatricesIndicesKind
  24344. * - VertexBuffer.MatricesIndicesExtraKind
  24345. * - VertexBuffer.MatricesWeightsKind
  24346. * - VertexBuffer.MatricesWeightsExtraKind
  24347. * @param data defines the data source
  24348. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24349. * @param stride defines the data stride size (can be null)
  24350. * @returns the current mesh
  24351. */
  24352. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  24353. /**
  24354. * Flags an associated vertex buffer as updatable
  24355. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24356. * - VertexBuffer.PositionKind
  24357. * - VertexBuffer.UVKind
  24358. * - VertexBuffer.UV2Kind
  24359. * - VertexBuffer.UV3Kind
  24360. * - VertexBuffer.UV4Kind
  24361. * - VertexBuffer.UV5Kind
  24362. * - VertexBuffer.UV6Kind
  24363. * - VertexBuffer.ColorKind
  24364. * - VertexBuffer.MatricesIndicesKind
  24365. * - VertexBuffer.MatricesIndicesExtraKind
  24366. * - VertexBuffer.MatricesWeightsKind
  24367. * - VertexBuffer.MatricesWeightsExtraKind
  24368. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24369. */
  24370. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24371. /**
  24372. * Sets the mesh global Vertex Buffer
  24373. * @param buffer defines the buffer to use
  24374. * @returns the current mesh
  24375. */
  24376. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24377. /**
  24378. * Update a specific associated vertex buffer
  24379. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24380. * - VertexBuffer.PositionKind
  24381. * - VertexBuffer.UVKind
  24382. * - VertexBuffer.UV2Kind
  24383. * - VertexBuffer.UV3Kind
  24384. * - VertexBuffer.UV4Kind
  24385. * - VertexBuffer.UV5Kind
  24386. * - VertexBuffer.UV6Kind
  24387. * - VertexBuffer.ColorKind
  24388. * - VertexBuffer.MatricesIndicesKind
  24389. * - VertexBuffer.MatricesIndicesExtraKind
  24390. * - VertexBuffer.MatricesWeightsKind
  24391. * - VertexBuffer.MatricesWeightsExtraKind
  24392. * @param data defines the data source
  24393. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24394. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  24395. * @returns the current mesh
  24396. */
  24397. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  24398. /**
  24399. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24400. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24401. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24402. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24403. * @returns the current mesh
  24404. */
  24405. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24406. /**
  24407. * Creates a un-shared specific occurence of the geometry for the mesh.
  24408. * @returns the current mesh
  24409. */
  24410. makeGeometryUnique(): Mesh;
  24411. /**
  24412. * Set the index buffer of this mesh
  24413. * @param indices defines the source data
  24414. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24415. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24416. * @returns the current mesh
  24417. */
  24418. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): Mesh;
  24419. /**
  24420. * Update the current index buffer
  24421. * @param indices defines the source data
  24422. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24423. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  24424. * @returns the current mesh
  24425. */
  24426. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): Mesh;
  24427. /**
  24428. * Invert the geometry to move from a right handed system to a left handed one.
  24429. * @returns the current mesh
  24430. */
  24431. toLeftHanded(): Mesh;
  24432. /** @hidden */
  24433. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24434. /** @hidden */
  24435. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24436. /**
  24437. * Registers for this mesh a javascript function called just before the rendering process
  24438. * @param func defines the function to call before rendering this mesh
  24439. * @returns the current mesh
  24440. */
  24441. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24442. /**
  24443. * Disposes a previously registered javascript function called before the rendering
  24444. * @param func defines the function to remove
  24445. * @returns the current mesh
  24446. */
  24447. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24448. /**
  24449. * Registers for this mesh a javascript function called just after the rendering is complete
  24450. * @param func defines the function to call after rendering this mesh
  24451. * @returns the current mesh
  24452. */
  24453. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24454. /**
  24455. * Disposes a previously registered javascript function called after the rendering.
  24456. * @param func defines the function to remove
  24457. * @returns the current mesh
  24458. */
  24459. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24460. /** @hidden */
  24461. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24462. /** @hidden */
  24463. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24464. /** @hidden */
  24465. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24466. /** @hidden */
  24467. _rebuild(): void;
  24468. /** @hidden */
  24469. _freeze(): void;
  24470. /** @hidden */
  24471. _unFreeze(): void;
  24472. /**
  24473. * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
  24474. * @param subMesh defines the subMesh to render
  24475. * @param enableAlphaMode defines if alpha mode can be changed
  24476. * @returns the current mesh
  24477. */
  24478. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  24479. private _onBeforeDraw;
  24480. /**
  24481. * Renormalize the mesh and patch it up if there are no weights
  24482. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24483. * However in the case of zero weights then we set just a single influence to 1.
  24484. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24485. */
  24486. cleanMatrixWeights(): void;
  24487. private normalizeSkinFourWeights;
  24488. private normalizeSkinWeightsAndExtra;
  24489. /**
  24490. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24491. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24492. * the user know there was an issue with importing the mesh
  24493. * @returns a validation object with skinned, valid and report string
  24494. */
  24495. validateSkinning(): {
  24496. skinned: boolean;
  24497. valid: boolean;
  24498. report: string;
  24499. };
  24500. /** @hidden */
  24501. _checkDelayState(): Mesh;
  24502. private _queueLoad;
  24503. /**
  24504. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24505. * A mesh is in the frustum if its bounding box intersects the frustum
  24506. * @param frustumPlanes defines the frustum to test
  24507. * @returns true if the mesh is in the frustum planes
  24508. */
  24509. isInFrustum(frustumPlanes: Plane[]): boolean;
  24510. /**
  24511. * Sets the mesh material by the material or multiMaterial `id` property
  24512. * @param id is a string identifying the material or the multiMaterial
  24513. * @returns the current mesh
  24514. */
  24515. setMaterialByID(id: string): Mesh;
  24516. /**
  24517. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24518. * @returns an array of IAnimatable
  24519. */
  24520. getAnimatables(): IAnimatable[];
  24521. /**
  24522. * Modifies the mesh geometry according to the passed transformation matrix.
  24523. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  24524. * The mesh normals are modified using the same transformation.
  24525. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24526. * @param transform defines the transform matrix to use
  24527. * @see http://doc.babylonjs.com/resources/baking_transformations
  24528. * @returns the current mesh
  24529. */
  24530. bakeTransformIntoVertices(transform: Matrix): Mesh;
  24531. /**
  24532. * Modifies the mesh geometry according to its own current World Matrix.
  24533. * The mesh World Matrix is then reset.
  24534. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  24535. * Note that, under the hood, this method sets a new VertexBuffer each call.
  24536. * @see http://doc.babylonjs.com/resources/baking_transformations
  24537. * @returns the current mesh
  24538. */
  24539. bakeCurrentTransformIntoVertices(): Mesh;
  24540. /** @hidden */
  24541. readonly _positions: Nullable<Vector3[]>;
  24542. /** @hidden */
  24543. _resetPointsArrayCache(): Mesh;
  24544. /** @hidden */
  24545. _generatePointsArray(): boolean;
  24546. /**
  24547. * Returns a new Mesh object generated from the current mesh properties.
  24548. * This method must not get confused with createInstance()
  24549. * @param name is a string, the name given to the new mesh
  24550. * @param newParent can be any Node object (default `null`)
  24551. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  24552. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  24553. * @returns a new mesh
  24554. */
  24555. clone(name?: string, newParent?: Node, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  24556. /**
  24557. * Releases resources associated with this mesh.
  24558. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24559. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24560. */
  24561. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  24562. /**
  24563. * Modifies the mesh geometry according to a displacement map.
  24564. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  24565. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24566. * @param url is a string, the URL from the image file is to be downloaded.
  24567. * @param minHeight is the lower limit of the displacement.
  24568. * @param maxHeight is the upper limit of the displacement.
  24569. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  24570. * @param uvOffset is an optional vector2 used to offset UV.
  24571. * @param uvScale is an optional vector2 used to scale UV.
  24572. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  24573. * @returns the Mesh.
  24574. */
  24575. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24576. /**
  24577. * Modifies the mesh geometry according to a displacementMap buffer.
  24578. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  24579. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  24580. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  24581. * @param heightMapWidth is the width of the buffer image.
  24582. * @param heightMapHeight is the height of the buffer image.
  24583. * @param minHeight is the lower limit of the displacement.
  24584. * @param maxHeight is the upper limit of the displacement.
  24585. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  24586. * @param uvOffset is an optional vector2 used to offset UV.
  24587. * @param uvScale is an optional vector2 used to scale UV.
  24588. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  24589. * @returns the Mesh.
  24590. */
  24591. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  24592. /**
  24593. * Modify the mesh to get a flat shading rendering.
  24594. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  24595. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  24596. * @returns current mesh
  24597. */
  24598. convertToFlatShadedMesh(): Mesh;
  24599. /**
  24600. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  24601. * In other words, more vertices, no more indices and a single bigger VBO.
  24602. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  24603. * @returns current mesh
  24604. */
  24605. convertToUnIndexedMesh(): Mesh;
  24606. /**
  24607. * Inverses facet orientations.
  24608. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24609. * @param flipNormals will also inverts the normals
  24610. * @returns current mesh
  24611. */
  24612. flipFaces(flipNormals?: boolean): Mesh;
  24613. /**
  24614. * Increase the number of facets and hence vertices in a mesh
  24615. * Vertex normals are interpolated from existing vertex normals
  24616. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24617. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  24618. */
  24619. increaseVertices(numberPerEdge: number): void;
  24620. /**
  24621. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  24622. * This will undo any application of covertToFlatShadedMesh
  24623. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  24624. */
  24625. forceSharedVertices(): void;
  24626. /** @hidden */
  24627. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  24628. /** @hidden */
  24629. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  24630. /**
  24631. * Creates a new InstancedMesh object from the mesh model.
  24632. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24633. * @param name defines the name of the new instance
  24634. * @returns a new InstancedMesh
  24635. */
  24636. createInstance(name: string): InstancedMesh;
  24637. /**
  24638. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  24639. * After this call, all the mesh instances have the same submeshes than the current mesh.
  24640. * @returns the current mesh
  24641. */
  24642. synchronizeInstances(): Mesh;
  24643. /**
  24644. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  24645. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  24646. * This should be used together with the simplification to avoid disappearing triangles.
  24647. * @param successCallback an optional success callback to be called after the optimization finished.
  24648. * @returns the current mesh
  24649. */
  24650. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  24651. /**
  24652. * Serialize current mesh
  24653. * @param serializationObject defines the object which will receive the serialization data
  24654. */
  24655. serialize(serializationObject: any): void;
  24656. /** @hidden */
  24657. _syncGeometryWithMorphTargetManager(): void;
  24658. /** @hidden */
  24659. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  24660. /**
  24661. * Returns a new Mesh object parsed from the source provided.
  24662. * @param parsedMesh is the source
  24663. * @param scene defines the hosting scene
  24664. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  24665. * @returns a new Mesh
  24666. */
  24667. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  24668. /**
  24669. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  24670. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24671. * @param name defines the name of the mesh to create
  24672. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  24673. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  24674. * @param closePath creates a seam between the first and the last points of each path of the path array
  24675. * @param offset is taken in account only if the `pathArray` is containing a single path
  24676. * @param scene defines the hosting scene
  24677. * @param updatable defines if the mesh must be flagged as updatable
  24678. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24679. * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
  24680. * @returns a new Mesh
  24681. */
  24682. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24683. /**
  24684. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  24685. * @param name defines the name of the mesh to create
  24686. * @param radius sets the radius size (float) of the polygon (default 0.5)
  24687. * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  24688. * @param scene defines the hosting scene
  24689. * @param updatable defines if the mesh must be flagged as updatable
  24690. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24691. * @returns a new Mesh
  24692. */
  24693. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24694. /**
  24695. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  24696. * @param name defines the name of the mesh to create
  24697. * @param size sets the size (float) of each box side (default 1)
  24698. * @param scene defines the hosting scene
  24699. * @param updatable defines if the mesh must be flagged as updatable
  24700. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24701. * @returns a new Mesh
  24702. */
  24703. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  24704. /**
  24705. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  24706. * @param name defines the name of the mesh to create
  24707. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24708. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24709. * @param scene defines the hosting scene
  24710. * @param updatable defines if the mesh must be flagged as updatable
  24711. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24712. * @returns a new Mesh
  24713. */
  24714. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24715. /**
  24716. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  24717. * @param name defines the name of the mesh to create
  24718. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  24719. * @param diameter sets the diameter size (float) of the sphere (default 1)
  24720. * @param scene defines the hosting scene
  24721. * @returns a new Mesh
  24722. */
  24723. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  24724. /**
  24725. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  24726. * @param name defines the name of the mesh to create
  24727. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  24728. * @param diameterTop set the top cap diameter (floats, default 1)
  24729. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  24730. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  24731. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  24732. * @param scene defines the hosting scene
  24733. * @param updatable defines if the mesh must be flagged as updatable
  24734. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24735. * @returns a new Mesh
  24736. */
  24737. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  24738. /**
  24739. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  24740. * @param name defines the name of the mesh to create
  24741. * @param diameter sets the diameter size (float) of the torus (default 1)
  24742. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  24743. * @param tessellation sets the number of torus sides (postive integer, default 16)
  24744. * @param scene defines the hosting scene
  24745. * @param updatable defines if the mesh must be flagged as updatable
  24746. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24747. * @returns a new Mesh
  24748. */
  24749. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24750. /**
  24751. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  24752. * @param name defines the name of the mesh to create
  24753. * @param radius sets the global radius size (float) of the torus knot (default 2)
  24754. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  24755. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  24756. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  24757. * @param p the number of windings on X axis (positive integers, default 2)
  24758. * @param q the number of windings on Y axis (positive integers, default 3)
  24759. * @param scene defines the hosting scene
  24760. * @param updatable defines if the mesh must be flagged as updatable
  24761. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24762. * @returns a new Mesh
  24763. */
  24764. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24765. /**
  24766. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  24767. * @param name defines the name of the mesh to create
  24768. * @param points is an array successive Vector3
  24769. * @param scene defines the hosting scene
  24770. * @param updatable defines if the mesh must be flagged as updatable
  24771. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
  24772. * @returns a new Mesh
  24773. */
  24774. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  24775. /**
  24776. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  24777. * @param name defines the name of the mesh to create
  24778. * @param points is an array successive Vector3
  24779. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  24780. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  24781. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  24782. * @param scene defines the hosting scene
  24783. * @param updatable defines if the mesh must be flagged as updatable
  24784. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
  24785. * @returns a new Mesh
  24786. */
  24787. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  24788. /**
  24789. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  24790. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  24791. * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
  24792. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24793. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  24794. * Remember you can only change the shape positions, not their number when updating a polygon.
  24795. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  24796. * @param name defines the name of the mesh to create
  24797. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  24798. * @param scene defines the hosting scene
  24799. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24800. * @param updatable defines if the mesh must be flagged as updatable
  24801. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24802. * @param earcutInjection can be used to inject your own earcut reference
  24803. * @returns a new Mesh
  24804. */
  24805. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24806. /**
  24807. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  24808. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  24809. * @param name defines the name of the mesh to create
  24810. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  24811. * @param depth defines the height of extrusion
  24812. * @param scene defines the hosting scene
  24813. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  24814. * @param updatable defines if the mesh must be flagged as updatable
  24815. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24816. * @param earcutInjection can be used to inject your own earcut reference
  24817. * @returns a new Mesh
  24818. */
  24819. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  24820. /**
  24821. * Creates an extruded shape mesh.
  24822. * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
  24823. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24824. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24825. * @param name defines the name of the mesh to create
  24826. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  24827. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24828. * @param scale is the value to scale the shape
  24829. * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
  24830. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  24831. * @param scene defines the hosting scene
  24832. * @param updatable defines if the mesh must be flagged as updatable
  24833. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24834. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
  24835. * @returns a new Mesh
  24836. */
  24837. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24838. /**
  24839. * Creates an custom extruded shape mesh.
  24840. * The custom extrusion is a parametric shape.
  24841. * It has no predefined shape. Its final shape will depend on the input parameters.
  24842. * Please consider using the same method from the MeshBuilder class instead
  24843. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  24844. * @param name defines the name of the mesh to create
  24845. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  24846. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  24847. * @param scaleFunction is a custom Javascript function called on each path point
  24848. * @param rotationFunction is a custom Javascript function called on each path point
  24849. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  24850. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  24851. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  24852. * @param scene defines the hosting scene
  24853. * @param updatable defines if the mesh must be flagged as updatable
  24854. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24855. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
  24856. * @returns a new Mesh
  24857. */
  24858. static ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24859. /**
  24860. * Creates lathe mesh.
  24861. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  24862. * Please consider using the same method from the MeshBuilder class instead
  24863. * @param name defines the name of the mesh to create
  24864. * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  24865. * @param radius is the radius value of the lathe
  24866. * @param tessellation is the side number of the lathe.
  24867. * @param scene defines the hosting scene
  24868. * @param updatable defines if the mesh must be flagged as updatable
  24869. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24870. * @returns a new Mesh
  24871. */
  24872. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24873. /**
  24874. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  24875. * @param name defines the name of the mesh to create
  24876. * @param size sets the size (float) of both sides of the plane at once (default 1)
  24877. * @param scene defines the hosting scene
  24878. * @param updatable defines if the mesh must be flagged as updatable
  24879. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24880. * @returns a new Mesh
  24881. */
  24882. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  24883. /**
  24884. * Creates a ground mesh.
  24885. * Please consider using the same method from the MeshBuilder class instead
  24886. * @param name defines the name of the mesh to create
  24887. * @param width set the width of the ground
  24888. * @param height set the height of the ground
  24889. * @param subdivisions sets the number of subdivisions per side
  24890. * @param scene defines the hosting scene
  24891. * @param updatable defines if the mesh must be flagged as updatable
  24892. * @returns a new Mesh
  24893. */
  24894. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  24895. /**
  24896. * Creates a tiled ground mesh.
  24897. * Please consider using the same method from the MeshBuilder class instead
  24898. * @param name defines the name of the mesh to create
  24899. * @param xmin set the ground minimum X coordinate
  24900. * @param zmin set the ground minimum Y coordinate
  24901. * @param xmax set the ground maximum X coordinate
  24902. * @param zmax set the ground maximum Z coordinate
  24903. * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  24904. * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  24905. * @param scene defines the hosting scene
  24906. * @param updatable defines if the mesh must be flagged as updatable
  24907. * @returns a new Mesh
  24908. */
  24909. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  24910. w: number;
  24911. h: number;
  24912. }, precision: {
  24913. w: number;
  24914. h: number;
  24915. }, scene: Scene, updatable?: boolean): Mesh;
  24916. /**
  24917. * Creates a ground mesh from a height map.
  24918. * Please consider using the same method from the MeshBuilder class instead
  24919. * @see http://doc.babylonjs.com/babylon101/height_map
  24920. * @param name defines the name of the mesh to create
  24921. * @param url sets the URL of the height map image resource
  24922. * @param width set the ground width size
  24923. * @param height set the ground height size
  24924. * @param subdivisions sets the number of subdivision per side
  24925. * @param minHeight is the minimum altitude on the ground
  24926. * @param maxHeight is the maximum altitude on the ground
  24927. * @param scene defines the hosting scene
  24928. * @param updatable defines if the mesh must be flagged as updatable
  24929. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  24930. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  24931. * @returns a new Mesh
  24932. */
  24933. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void, alphaFilter?: number): GroundMesh;
  24934. /**
  24935. * Creates a tube mesh.
  24936. * The tube is a parametric shape.
  24937. * It has no predefined shape. Its final shape will depend on the input parameters.
  24938. * Please consider using the same method from the MeshBuilder class instead
  24939. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  24940. * @param name defines the name of the mesh to create
  24941. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  24942. * @param radius sets the tube radius size
  24943. * @param tessellation is the number of sides on the tubular surface
  24944. * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
  24945. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  24946. * @param scene defines the hosting scene
  24947. * @param updatable defines if the mesh must be flagged as updatable
  24948. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  24949. * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
  24950. * @returns a new Mesh
  24951. */
  24952. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  24953. (i: number, distance: number): number;
  24954. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  24955. /**
  24956. * Creates a polyhedron mesh.
  24957. * Please consider using the same method from the MeshBuilder class instead.
  24958. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  24959. * * The parameter `size` (positive float, default 1) sets the polygon size
  24960. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  24961. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  24962. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  24963. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  24964. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  24965. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  24966. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24967. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  24968. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24969. * @param name defines the name of the mesh to create
  24970. * @param options defines the options used to create the mesh
  24971. * @param scene defines the hosting scene
  24972. * @returns a new Mesh
  24973. */
  24974. static CreatePolyhedron(name: string, options: {
  24975. type?: number;
  24976. size?: number;
  24977. sizeX?: number;
  24978. sizeY?: number;
  24979. sizeZ?: number;
  24980. custom?: any;
  24981. faceUV?: Vector4[];
  24982. faceColors?: Color4[];
  24983. updatable?: boolean;
  24984. sideOrientation?: number;
  24985. }, scene: Scene): Mesh;
  24986. /**
  24987. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  24988. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  24989. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
  24990. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  24991. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  24992. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  24993. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  24994. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  24995. * @param name defines the name of the mesh
  24996. * @param options defines the options used to create the mesh
  24997. * @param scene defines the hosting scene
  24998. * @returns a new Mesh
  24999. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25000. */
  25001. static CreateIcoSphere(name: string, options: {
  25002. radius?: number;
  25003. flat?: boolean;
  25004. subdivisions?: number;
  25005. sideOrientation?: number;
  25006. updatable?: boolean;
  25007. }, scene: Scene): Mesh;
  25008. /**
  25009. * Creates a decal mesh.
  25010. * Please consider using the same method from the MeshBuilder class instead.
  25011. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25012. * @param name defines the name of the mesh
  25013. * @param sourceMesh defines the mesh receiving the decal
  25014. * @param position sets the position of the decal in world coordinates
  25015. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25016. * @param size sets the decal scaling
  25017. * @param angle sets the angle to rotate the decal
  25018. * @returns a new Mesh
  25019. */
  25020. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25021. /**
  25022. * Prepare internal position array for software CPU skinning
  25023. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25024. */
  25025. setPositionsForCPUSkinning(): Float32Array;
  25026. /**
  25027. * Prepare internal normal array for software CPU skinning
  25028. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25029. */
  25030. setNormalsForCPUSkinning(): Float32Array;
  25031. /**
  25032. * Updates the vertex buffer by applying transformation from the bones
  25033. * @param skeleton defines the skeleton to apply to current mesh
  25034. * @returns the current mesh
  25035. */
  25036. applySkeleton(skeleton: Skeleton): Mesh;
  25037. /**
  25038. * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
  25039. * @param meshes defines the list of meshes to scan
  25040. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25041. */
  25042. static MinMax(meshes: AbstractMesh[]): {
  25043. min: Vector3;
  25044. max: Vector3;
  25045. };
  25046. /**
  25047. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25048. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25049. * @returns a vector3
  25050. */
  25051. static Center(meshesOrMinMaxVector: {
  25052. min: Vector3;
  25053. max: Vector3;
  25054. } | AbstractMesh[]): Vector3;
  25055. /**
  25056. * Merge the array of meshes into a single mesh for performance reasons.
  25057. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25058. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25059. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25060. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25061. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25062. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25063. * @returns a new mesh
  25064. */
  25065. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25066. /** @hidden */
  25067. addInstance(instance: InstancedMesh): void;
  25068. /** @hidden */
  25069. removeInstance(instance: InstancedMesh): void;
  25070. }
  25071. }
  25072. declare module "babylonjs/Cameras/camera" {
  25073. import { SmartArray } from "babylonjs/Misc/smartArray";
  25074. import { Observable } from "babylonjs/Misc/observable";
  25075. import { Nullable } from "babylonjs/types";
  25076. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25077. import { Scene } from "babylonjs/scene";
  25078. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  25079. import { Node } from "babylonjs/node";
  25080. import { Mesh } from "babylonjs/Meshes/mesh";
  25081. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25082. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25083. import { Viewport } from "babylonjs/Maths/math.viewport";
  25084. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25085. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25086. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25087. import { Ray } from "babylonjs/Culling/ray";
  25088. /**
  25089. * This is the base class of all the camera used in the application.
  25090. * @see http://doc.babylonjs.com/features/cameras
  25091. */
  25092. export class Camera extends Node {
  25093. /** @hidden */
  25094. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25095. /**
  25096. * This is the default projection mode used by the cameras.
  25097. * It helps recreating a feeling of perspective and better appreciate depth.
  25098. * This is the best way to simulate real life cameras.
  25099. */
  25100. static readonly PERSPECTIVE_CAMERA: number;
  25101. /**
  25102. * This helps creating camera with an orthographic mode.
  25103. * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
  25104. */
  25105. static readonly ORTHOGRAPHIC_CAMERA: number;
  25106. /**
  25107. * This is the default FOV mode for perspective cameras.
  25108. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25109. */
  25110. static readonly FOVMODE_VERTICAL_FIXED: number;
  25111. /**
  25112. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25113. */
  25114. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25115. /**
  25116. * This specifies ther is no need for a camera rig.
  25117. * Basically only one eye is rendered corresponding to the camera.
  25118. */
  25119. static readonly RIG_MODE_NONE: number;
  25120. /**
  25121. * Simulates a camera Rig with one blue eye and one red eye.
  25122. * This can be use with 3d blue and red glasses.
  25123. */
  25124. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25125. /**
  25126. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25127. */
  25128. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25129. /**
  25130. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25131. */
  25132. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25133. /**
  25134. * Defines that both eyes of the camera will be rendered over under each other.
  25135. */
  25136. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25137. /**
  25138. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25139. */
  25140. static readonly RIG_MODE_VR: number;
  25141. /**
  25142. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25143. */
  25144. static readonly RIG_MODE_WEBVR: number;
  25145. /**
  25146. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25147. */
  25148. static readonly RIG_MODE_CUSTOM: number;
  25149. /**
  25150. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25151. */
  25152. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25153. /**
  25154. * Define the input manager associated with the camera.
  25155. */
  25156. inputs: CameraInputsManager<Camera>;
  25157. /** @hidden */
  25158. _position: Vector3;
  25159. /**
  25160. * Define the current local position of the camera in the scene
  25161. */
  25162. position: Vector3;
  25163. /**
  25164. * The vector the camera should consider as up.
  25165. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25166. */
  25167. upVector: Vector3;
  25168. /**
  25169. * Define the current limit on the left side for an orthographic camera
  25170. * In scene unit
  25171. */
  25172. orthoLeft: Nullable<number>;
  25173. /**
  25174. * Define the current limit on the right side for an orthographic camera
  25175. * In scene unit
  25176. */
  25177. orthoRight: Nullable<number>;
  25178. /**
  25179. * Define the current limit on the bottom side for an orthographic camera
  25180. * In scene unit
  25181. */
  25182. orthoBottom: Nullable<number>;
  25183. /**
  25184. * Define the current limit on the top side for an orthographic camera
  25185. * In scene unit
  25186. */
  25187. orthoTop: Nullable<number>;
  25188. /**
  25189. * Field Of View is set in Radians. (default is 0.8)
  25190. */
  25191. fov: number;
  25192. /**
  25193. * Define the minimum distance the camera can see from.
  25194. * This is important to note that the depth buffer are not infinite and the closer it starts
  25195. * the more your scene might encounter depth fighting issue.
  25196. */
  25197. minZ: number;
  25198. /**
  25199. * Define the maximum distance the camera can see to.
  25200. * This is important to note that the depth buffer are not infinite and the further it end
  25201. * the more your scene might encounter depth fighting issue.
  25202. */
  25203. maxZ: number;
  25204. /**
  25205. * Define the default inertia of the camera.
  25206. * This helps giving a smooth feeling to the camera movement.
  25207. */
  25208. inertia: number;
  25209. /**
  25210. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25211. */
  25212. mode: number;
  25213. /**
  25214. * Define wether the camera is intermediate.
  25215. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25216. */
  25217. isIntermediate: boolean;
  25218. /**
  25219. * Define the viewport of the camera.
  25220. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25221. */
  25222. viewport: Viewport;
  25223. /**
  25224. * Restricts the camera to viewing objects with the same layerMask.
  25225. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25226. */
  25227. layerMask: number;
  25228. /**
  25229. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25230. */
  25231. fovMode: number;
  25232. /**
  25233. * Rig mode of the camera.
  25234. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25235. * This is normally controlled byt the camera themselves as internal use.
  25236. */
  25237. cameraRigMode: number;
  25238. /**
  25239. * Defines the distance between both "eyes" in case of a RIG
  25240. */
  25241. interaxialDistance: number;
  25242. /**
  25243. * Defines if stereoscopic rendering is done side by side or over under.
  25244. */
  25245. isStereoscopicSideBySide: boolean;
  25246. /**
  25247. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  25248. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25249. * else in the scene. (Eg. security camera)
  25250. *
  25251. * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)
  25252. */
  25253. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25254. /**
  25255. * When set, the camera will render to this render target instead of the default canvas
  25256. *
  25257. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25258. */
  25259. outputRenderTarget: Nullable<RenderTargetTexture>;
  25260. /**
  25261. * Observable triggered when the camera view matrix has changed.
  25262. */
  25263. onViewMatrixChangedObservable: Observable<Camera>;
  25264. /**
  25265. * Observable triggered when the camera Projection matrix has changed.
  25266. */
  25267. onProjectionMatrixChangedObservable: Observable<Camera>;
  25268. /**
  25269. * Observable triggered when the inputs have been processed.
  25270. */
  25271. onAfterCheckInputsObservable: Observable<Camera>;
  25272. /**
  25273. * Observable triggered when reset has been called and applied to the camera.
  25274. */
  25275. onRestoreStateObservable: Observable<Camera>;
  25276. /** @hidden */
  25277. _cameraRigParams: any;
  25278. /** @hidden */
  25279. _rigCameras: Camera[];
  25280. /** @hidden */
  25281. _rigPostProcess: Nullable<PostProcess>;
  25282. protected _webvrViewMatrix: Matrix;
  25283. /** @hidden */
  25284. _skipRendering: boolean;
  25285. /** @hidden */
  25286. _projectionMatrix: Matrix;
  25287. /** @hidden */
  25288. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25289. /** @hidden */
  25290. _activeMeshes: SmartArray<AbstractMesh>;
  25291. protected _globalPosition: Vector3;
  25292. /** @hidden */
  25293. _computedViewMatrix: Matrix;
  25294. private _doNotComputeProjectionMatrix;
  25295. private _transformMatrix;
  25296. private _frustumPlanes;
  25297. private _refreshFrustumPlanes;
  25298. private _storedFov;
  25299. private _stateStored;
  25300. /**
  25301. * Instantiates a new camera object.
  25302. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25303. * @see http://doc.babylonjs.com/features/cameras
  25304. * @param name Defines the name of the camera in the scene
  25305. * @param position Defines the position of the camera
  25306. * @param scene Defines the scene the camera belongs too
  25307. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25308. */
  25309. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25310. /**
  25311. * Store current camera state (fov, position, etc..)
  25312. * @returns the camera
  25313. */
  25314. storeState(): Camera;
  25315. /**
  25316. * Restores the camera state values if it has been stored. You must call storeState() first
  25317. */
  25318. protected _restoreStateValues(): boolean;
  25319. /**
  25320. * Restored camera state. You must call storeState() first.
  25321. * @returns true if restored and false otherwise
  25322. */
  25323. restoreState(): boolean;
  25324. /**
  25325. * Gets the class name of the camera.
  25326. * @returns the class name
  25327. */
  25328. getClassName(): string;
  25329. /** @hidden */
  25330. readonly _isCamera: boolean;
  25331. /**
  25332. * Gets a string representation of the camera useful for debug purpose.
  25333. * @param fullDetails Defines that a more verboe level of logging is required
  25334. * @returns the string representation
  25335. */
  25336. toString(fullDetails?: boolean): string;
  25337. /**
  25338. * Gets the current world space position of the camera.
  25339. */
  25340. readonly globalPosition: Vector3;
  25341. /**
  25342. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25343. * @returns the active meshe list
  25344. */
  25345. getActiveMeshes(): SmartArray<AbstractMesh>;
  25346. /**
  25347. * Check wether a mesh is part of the current active mesh list of the camera
  25348. * @param mesh Defines the mesh to check
  25349. * @returns true if active, false otherwise
  25350. */
  25351. isActiveMesh(mesh: Mesh): boolean;
  25352. /**
  25353. * Is this camera ready to be used/rendered
  25354. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25355. * @return true if the camera is ready
  25356. */
  25357. isReady(completeCheck?: boolean): boolean;
  25358. /** @hidden */
  25359. _initCache(): void;
  25360. /** @hidden */
  25361. _updateCache(ignoreParentClass?: boolean): void;
  25362. /** @hidden */
  25363. _isSynchronized(): boolean;
  25364. /** @hidden */
  25365. _isSynchronizedViewMatrix(): boolean;
  25366. /** @hidden */
  25367. _isSynchronizedProjectionMatrix(): boolean;
  25368. /**
  25369. * Attach the input controls to a specific dom element to get the input from.
  25370. * @param element Defines the element the controls should be listened from
  25371. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25372. */
  25373. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25374. /**
  25375. * Detach the current controls from the specified dom element.
  25376. * @param element Defines the element to stop listening the inputs from
  25377. */
  25378. detachControl(element: HTMLElement): void;
  25379. /**
  25380. * Update the camera state according to the different inputs gathered during the frame.
  25381. */
  25382. update(): void;
  25383. /** @hidden */
  25384. _checkInputs(): void;
  25385. /** @hidden */
  25386. readonly rigCameras: Camera[];
  25387. /**
  25388. * Gets the post process used by the rig cameras
  25389. */
  25390. readonly rigPostProcess: Nullable<PostProcess>;
  25391. /**
  25392. * Internal, gets the first post proces.
  25393. * @returns the first post process to be run on this camera.
  25394. */
  25395. _getFirstPostProcess(): Nullable<PostProcess>;
  25396. private _cascadePostProcessesToRigCams;
  25397. /**
  25398. * Attach a post process to the camera.
  25399. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25400. * @param postProcess The post process to attach to the camera
  25401. * @param insertAt The position of the post process in case several of them are in use in the scene
  25402. * @returns the position the post process has been inserted at
  25403. */
  25404. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25405. /**
  25406. * Detach a post process to the camera.
  25407. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25408. * @param postProcess The post process to detach from the camera
  25409. */
  25410. detachPostProcess(postProcess: PostProcess): void;
  25411. /**
  25412. * Gets the current world matrix of the camera
  25413. */
  25414. getWorldMatrix(): Matrix;
  25415. /** @hidden */
  25416. _getViewMatrix(): Matrix;
  25417. /**
  25418. * Gets the current view matrix of the camera.
  25419. * @param force forces the camera to recompute the matrix without looking at the cached state
  25420. * @returns the view matrix
  25421. */
  25422. getViewMatrix(force?: boolean): Matrix;
  25423. /**
  25424. * Freeze the projection matrix.
  25425. * It will prevent the cache check of the camera projection compute and can speed up perf
  25426. * if no parameter of the camera are meant to change
  25427. * @param projection Defines manually a projection if necessary
  25428. */
  25429. freezeProjectionMatrix(projection?: Matrix): void;
  25430. /**
  25431. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25432. */
  25433. unfreezeProjectionMatrix(): void;
  25434. /**
  25435. * Gets the current projection matrix of the camera.
  25436. * @param force forces the camera to recompute the matrix without looking at the cached state
  25437. * @returns the projection matrix
  25438. */
  25439. getProjectionMatrix(force?: boolean): Matrix;
  25440. /**
  25441. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25442. * @returns a Matrix
  25443. */
  25444. getTransformationMatrix(): Matrix;
  25445. private _updateFrustumPlanes;
  25446. /**
  25447. * Checks if a cullable object (mesh...) is in the camera frustum
  25448. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25449. * @param target The object to check
  25450. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25451. * @returns true if the object is in frustum otherwise false
  25452. */
  25453. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25454. /**
  25455. * Checks if a cullable object (mesh...) is in the camera frustum
  25456. * Unlike isInFrustum this cheks the full bounding box
  25457. * @param target The object to check
  25458. * @returns true if the object is in frustum otherwise false
  25459. */
  25460. isCompletelyInFrustum(target: ICullable): boolean;
  25461. /**
  25462. * Gets a ray in the forward direction from the camera.
  25463. * @param length Defines the length of the ray to create
  25464. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25465. * @param origin Defines the start point of the ray which defaults to the camera position
  25466. * @returns the forward ray
  25467. */
  25468. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25469. /**
  25470. * Releases resources associated with this node.
  25471. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25472. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25473. */
  25474. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25475. /** @hidden */
  25476. _isLeftCamera: boolean;
  25477. /**
  25478. * Gets the left camera of a rig setup in case of Rigged Camera
  25479. */
  25480. readonly isLeftCamera: boolean;
  25481. /** @hidden */
  25482. _isRightCamera: boolean;
  25483. /**
  25484. * Gets the right camera of a rig setup in case of Rigged Camera
  25485. */
  25486. readonly isRightCamera: boolean;
  25487. /**
  25488. * Gets the left camera of a rig setup in case of Rigged Camera
  25489. */
  25490. readonly leftCamera: Nullable<FreeCamera>;
  25491. /**
  25492. * Gets the right camera of a rig setup in case of Rigged Camera
  25493. */
  25494. readonly rightCamera: Nullable<FreeCamera>;
  25495. /**
  25496. * Gets the left camera target of a rig setup in case of Rigged Camera
  25497. * @returns the target position
  25498. */
  25499. getLeftTarget(): Nullable<Vector3>;
  25500. /**
  25501. * Gets the right camera target of a rig setup in case of Rigged Camera
  25502. * @returns the target position
  25503. */
  25504. getRightTarget(): Nullable<Vector3>;
  25505. /**
  25506. * @hidden
  25507. */
  25508. setCameraRigMode(mode: number, rigParams: any): void;
  25509. /** @hidden */
  25510. static _setStereoscopicRigMode(camera: Camera): void;
  25511. /** @hidden */
  25512. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25513. /** @hidden */
  25514. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25515. /** @hidden */
  25516. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25517. /** @hidden */
  25518. _getVRProjectionMatrix(): Matrix;
  25519. protected _updateCameraRotationMatrix(): void;
  25520. protected _updateWebVRCameraRotationMatrix(): void;
  25521. /**
  25522. * This function MUST be overwritten by the different WebVR cameras available.
  25523. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25524. * @hidden
  25525. */
  25526. _getWebVRProjectionMatrix(): Matrix;
  25527. /**
  25528. * This function MUST be overwritten by the different WebVR cameras available.
  25529. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  25530. * @hidden
  25531. */
  25532. _getWebVRViewMatrix(): Matrix;
  25533. /** @hidden */
  25534. setCameraRigParameter(name: string, value: any): void;
  25535. /**
  25536. * needs to be overridden by children so sub has required properties to be copied
  25537. * @hidden
  25538. */
  25539. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  25540. /**
  25541. * May need to be overridden by children
  25542. * @hidden
  25543. */
  25544. _updateRigCameras(): void;
  25545. /** @hidden */
  25546. _setupInputs(): void;
  25547. /**
  25548. * Serialiaze the camera setup to a json represention
  25549. * @returns the JSON representation
  25550. */
  25551. serialize(): any;
  25552. /**
  25553. * Clones the current camera.
  25554. * @param name The cloned camera name
  25555. * @returns the cloned camera
  25556. */
  25557. clone(name: string): Camera;
  25558. /**
  25559. * Gets the direction of the camera relative to a given local axis.
  25560. * @param localAxis Defines the reference axis to provide a relative direction.
  25561. * @return the direction
  25562. */
  25563. getDirection(localAxis: Vector3): Vector3;
  25564. /**
  25565. * Gets the direction of the camera relative to a given local axis into a passed vector.
  25566. * @param localAxis Defines the reference axis to provide a relative direction.
  25567. * @param result Defines the vector to store the result in
  25568. */
  25569. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  25570. /**
  25571. * Gets a camera constructor for a given camera type
  25572. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  25573. * @param name The name of the camera the result will be able to instantiate
  25574. * @param scene The scene the result will construct the camera in
  25575. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  25576. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  25577. * @returns a factory method to construc the camera
  25578. */
  25579. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  25580. /**
  25581. * Compute the world matrix of the camera.
  25582. * @returns the camera workd matrix
  25583. */
  25584. computeWorldMatrix(): Matrix;
  25585. /**
  25586. * Parse a JSON and creates the camera from the parsed information
  25587. * @param parsedCamera The JSON to parse
  25588. * @param scene The scene to instantiate the camera in
  25589. * @returns the newly constructed camera
  25590. */
  25591. static Parse(parsedCamera: any, scene: Scene): Camera;
  25592. }
  25593. }
  25594. declare module "babylonjs/Meshes/Builders/discBuilder" {
  25595. import { Nullable } from "babylonjs/types";
  25596. import { Scene } from "babylonjs/scene";
  25597. import { Vector4 } from "babylonjs/Maths/math.vector";
  25598. import { Mesh } from "babylonjs/Meshes/mesh";
  25599. /**
  25600. * Class containing static functions to help procedurally build meshes
  25601. */
  25602. export class DiscBuilder {
  25603. /**
  25604. * Creates a plane polygonal mesh. By default, this is a disc
  25605. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  25606. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  25607. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  25608. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  25609. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  25610. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25611. * @param name defines the name of the mesh
  25612. * @param options defines the options used to create the mesh
  25613. * @param scene defines the hosting scene
  25614. * @returns the plane polygonal mesh
  25615. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  25616. */
  25617. static CreateDisc(name: string, options: {
  25618. radius?: number;
  25619. tessellation?: number;
  25620. arc?: number;
  25621. updatable?: boolean;
  25622. sideOrientation?: number;
  25623. frontUVs?: Vector4;
  25624. backUVs?: Vector4;
  25625. }, scene?: Nullable<Scene>): Mesh;
  25626. }
  25627. }
  25628. declare module "babylonjs/Particles/solidParticleSystem" {
  25629. import { Vector3 } from "babylonjs/Maths/math.vector";
  25630. import { Mesh } from "babylonjs/Meshes/mesh";
  25631. import { Scene, IDisposable } from "babylonjs/scene";
  25632. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  25633. /**
  25634. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  25635. *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  25636. * The SPS is also a particle system. It provides some methods to manage the particles.
  25637. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  25638. *
  25639. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  25640. */
  25641. export class SolidParticleSystem implements IDisposable {
  25642. /**
  25643. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  25644. * Example : var p = SPS.particles[i];
  25645. */
  25646. particles: SolidParticle[];
  25647. /**
  25648. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  25649. */
  25650. nbParticles: number;
  25651. /**
  25652. * If the particles must ever face the camera (default false). Useful for planar particles.
  25653. */
  25654. billboard: boolean;
  25655. /**
  25656. * Recompute normals when adding a shape
  25657. */
  25658. recomputeNormals: boolean;
  25659. /**
  25660. * This a counter ofr your own usage. It's not set by any SPS functions.
  25661. */
  25662. counter: number;
  25663. /**
  25664. * The SPS name. This name is also given to the underlying mesh.
  25665. */
  25666. name: string;
  25667. /**
  25668. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  25669. */
  25670. mesh: Mesh;
  25671. /**
  25672. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  25673. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  25674. */
  25675. vars: any;
  25676. /**
  25677. * This array is populated when the SPS is set as 'pickable'.
  25678. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  25679. * Each element of this array is an object `{idx: int, faceId: int}`.
  25680. * `idx` is the picked particle index in the `SPS.particles` array
  25681. * `faceId` is the picked face index counted within this particle.
  25682. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  25683. */
  25684. pickedParticles: {
  25685. idx: number;
  25686. faceId: number;
  25687. }[];
  25688. /**
  25689. * This array is populated when `enableDepthSort` is set to true.
  25690. * Each element of this array is an instance of the class DepthSortedParticle.
  25691. */
  25692. depthSortedParticles: DepthSortedParticle[];
  25693. /**
  25694. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  25695. * @hidden
  25696. */
  25697. _bSphereOnly: boolean;
  25698. /**
  25699. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  25700. * @hidden
  25701. */
  25702. _bSphereRadiusFactor: number;
  25703. private _scene;
  25704. private _positions;
  25705. private _indices;
  25706. private _normals;
  25707. private _colors;
  25708. private _uvs;
  25709. private _indices32;
  25710. private _positions32;
  25711. private _normals32;
  25712. private _fixedNormal32;
  25713. private _colors32;
  25714. private _uvs32;
  25715. private _index;
  25716. private _updatable;
  25717. private _pickable;
  25718. private _isVisibilityBoxLocked;
  25719. private _alwaysVisible;
  25720. private _depthSort;
  25721. private _shapeCounter;
  25722. private _copy;
  25723. private _color;
  25724. private _computeParticleColor;
  25725. private _computeParticleTexture;
  25726. private _computeParticleRotation;
  25727. private _computeParticleVertex;
  25728. private _computeBoundingBox;
  25729. private _depthSortParticles;
  25730. private _camera;
  25731. private _mustUnrotateFixedNormals;
  25732. private _particlesIntersect;
  25733. private _needs32Bits;
  25734. /**
  25735. * Creates a SPS (Solid Particle System) object.
  25736. * @param name (String) is the SPS name, this will be the underlying mesh name.
  25737. * @param scene (Scene) is the scene in which the SPS is added.
  25738. * @param options defines the options of the sps e.g.
  25739. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  25740. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  25741. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  25742. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  25743. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  25744. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  25745. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  25746. */
  25747. constructor(name: string, scene: Scene, options?: {
  25748. updatable?: boolean;
  25749. isPickable?: boolean;
  25750. enableDepthSort?: boolean;
  25751. particleIntersection?: boolean;
  25752. boundingSphereOnly?: boolean;
  25753. bSphereRadiusFactor?: number;
  25754. });
  25755. /**
  25756. * Builds the SPS underlying mesh. Returns a standard Mesh.
  25757. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  25758. * @returns the created mesh
  25759. */
  25760. buildMesh(): Mesh;
  25761. /**
  25762. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  25763. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  25764. * Thus the particles generated from `digest()` have their property `position` set yet.
  25765. * @param mesh ( Mesh ) is the mesh to be digested
  25766. * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
  25767. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  25768. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  25769. * @returns the current SPS
  25770. */
  25771. digest(mesh: Mesh, options?: {
  25772. facetNb?: number;
  25773. number?: number;
  25774. delta?: number;
  25775. }): SolidParticleSystem;
  25776. private _unrotateFixedNormals;
  25777. private _resetCopy;
  25778. private _meshBuilder;
  25779. private _posToShape;
  25780. private _uvsToShapeUV;
  25781. private _addParticle;
  25782. /**
  25783. * Adds some particles to the SPS from the model shape. Returns the shape id.
  25784. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  25785. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  25786. * @param nb (positive integer) the number of particles to be created from this model
  25787. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  25788. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  25789. * @returns the number of shapes in the system
  25790. */
  25791. addShape(mesh: Mesh, nb: number, options?: {
  25792. positionFunction?: any;
  25793. vertexFunction?: any;
  25794. }): number;
  25795. private _rebuildParticle;
  25796. /**
  25797. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  25798. * @returns the SPS.
  25799. */
  25800. rebuildMesh(): SolidParticleSystem;
  25801. /**
  25802. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  25803. * This method calls `updateParticle()` for each particle of the SPS.
  25804. * For an animated SPS, it is usually called within the render loop.
  25805. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  25806. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  25807. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  25808. * @returns the SPS.
  25809. */
  25810. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  25811. /**
  25812. * Disposes the SPS.
  25813. */
  25814. dispose(): void;
  25815. /**
  25816. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  25817. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25818. * @returns the SPS.
  25819. */
  25820. refreshVisibleSize(): SolidParticleSystem;
  25821. /**
  25822. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  25823. * @param size the size (float) of the visibility box
  25824. * note : this doesn't lock the SPS mesh bounding box.
  25825. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25826. */
  25827. setVisibilityBox(size: number): void;
  25828. /**
  25829. * Gets whether the SPS as always visible or not
  25830. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25831. */
  25832. /**
  25833. * Sets the SPS as always visible or not
  25834. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25835. */
  25836. isAlwaysVisible: boolean;
  25837. /**
  25838. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25839. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25840. */
  25841. /**
  25842. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  25843. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  25844. */
  25845. isVisibilityBoxLocked: boolean;
  25846. /**
  25847. * Tells to `setParticles()` to compute the particle rotations or not.
  25848. * Default value : true. The SPS is faster when it's set to false.
  25849. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25850. */
  25851. /**
  25852. * Gets if `setParticles()` computes the particle rotations or not.
  25853. * Default value : true. The SPS is faster when it's set to false.
  25854. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  25855. */
  25856. computeParticleRotation: boolean;
  25857. /**
  25858. * Tells to `setParticles()` to compute the particle colors or not.
  25859. * Default value : true. The SPS is faster when it's set to false.
  25860. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25861. */
  25862. /**
  25863. * Gets if `setParticles()` computes the particle colors or not.
  25864. * Default value : true. The SPS is faster when it's set to false.
  25865. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  25866. */
  25867. computeParticleColor: boolean;
  25868. /**
  25869. * Gets if `setParticles()` computes the particle textures or not.
  25870. * Default value : true. The SPS is faster when it's set to false.
  25871. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  25872. */
  25873. computeParticleTexture: boolean;
  25874. /**
  25875. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  25876. * Default value : false. The SPS is faster when it's set to false.
  25877. * Note : the particle custom vertex positions aren't stored values.
  25878. */
  25879. /**
  25880. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  25881. * Default value : false. The SPS is faster when it's set to false.
  25882. * Note : the particle custom vertex positions aren't stored values.
  25883. */
  25884. computeParticleVertex: boolean;
  25885. /**
  25886. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  25887. */
  25888. /**
  25889. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  25890. */
  25891. computeBoundingBox: boolean;
  25892. /**
  25893. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  25894. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25895. * Default : `true`
  25896. */
  25897. /**
  25898. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  25899. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  25900. * Default : `true`
  25901. */
  25902. depthSortParticles: boolean;
  25903. /**
  25904. * This function does nothing. It may be overwritten to set all the particle first values.
  25905. * The SPS doesn't call this function, you may have to call it by your own.
  25906. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25907. */
  25908. initParticles(): void;
  25909. /**
  25910. * This function does nothing. It may be overwritten to recycle a particle.
  25911. * The SPS doesn't call this function, you may have to call it by your own.
  25912. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25913. * @param particle The particle to recycle
  25914. * @returns the recycled particle
  25915. */
  25916. recycleParticle(particle: SolidParticle): SolidParticle;
  25917. /**
  25918. * Updates a particle : this function should be overwritten by the user.
  25919. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  25920. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  25921. * @example : just set a particle position or velocity and recycle conditions
  25922. * @param particle The particle to update
  25923. * @returns the updated particle
  25924. */
  25925. updateParticle(particle: SolidParticle): SolidParticle;
  25926. /**
  25927. * Updates a vertex of a particle : it can be overwritten by the user.
  25928. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  25929. * @param particle the current particle
  25930. * @param vertex the current index of the current particle
  25931. * @param pt the index of the current vertex in the particle shape
  25932. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  25933. * @example : just set a vertex particle position
  25934. * @returns the updated vertex
  25935. */
  25936. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  25937. /**
  25938. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  25939. * This does nothing and may be overwritten by the user.
  25940. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25941. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25942. * @param update the boolean update value actually passed to setParticles()
  25943. */
  25944. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25945. /**
  25946. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  25947. * This will be passed three parameters.
  25948. * This does nothing and may be overwritten by the user.
  25949. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25950. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  25951. * @param update the boolean update value actually passed to setParticles()
  25952. */
  25953. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  25954. }
  25955. }
  25956. declare module "babylonjs/Particles/solidParticle" {
  25957. import { Nullable } from "babylonjs/types";
  25958. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  25959. import { Color4 } from "babylonjs/Maths/math.color";
  25960. import { Mesh } from "babylonjs/Meshes/mesh";
  25961. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  25962. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  25963. import { Plane } from "babylonjs/Maths/math.plane";
  25964. /**
  25965. * Represents one particle of a solid particle system.
  25966. */
  25967. export class SolidParticle {
  25968. /**
  25969. * particle global index
  25970. */
  25971. idx: number;
  25972. /**
  25973. * The color of the particle
  25974. */
  25975. color: Nullable<Color4>;
  25976. /**
  25977. * The world space position of the particle.
  25978. */
  25979. position: Vector3;
  25980. /**
  25981. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  25982. */
  25983. rotation: Vector3;
  25984. /**
  25985. * The world space rotation quaternion of the particle.
  25986. */
  25987. rotationQuaternion: Nullable<Quaternion>;
  25988. /**
  25989. * The scaling of the particle.
  25990. */
  25991. scaling: Vector3;
  25992. /**
  25993. * The uvs of the particle.
  25994. */
  25995. uvs: Vector4;
  25996. /**
  25997. * The current speed of the particle.
  25998. */
  25999. velocity: Vector3;
  26000. /**
  26001. * The pivot point in the particle local space.
  26002. */
  26003. pivot: Vector3;
  26004. /**
  26005. * Must the particle be translated from its pivot point in its local space ?
  26006. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26007. * Default : false
  26008. */
  26009. translateFromPivot: boolean;
  26010. /**
  26011. * Is the particle active or not ?
  26012. */
  26013. alive: boolean;
  26014. /**
  26015. * Is the particle visible or not ?
  26016. */
  26017. isVisible: boolean;
  26018. /**
  26019. * Index of this particle in the global "positions" array (Internal use)
  26020. * @hidden
  26021. */
  26022. _pos: number;
  26023. /**
  26024. * @hidden Index of this particle in the global "indices" array (Internal use)
  26025. */
  26026. _ind: number;
  26027. /**
  26028. * @hidden ModelShape of this particle (Internal use)
  26029. */
  26030. _model: ModelShape;
  26031. /**
  26032. * ModelShape id of this particle
  26033. */
  26034. shapeId: number;
  26035. /**
  26036. * Index of the particle in its shape id (Internal use)
  26037. */
  26038. idxInShape: number;
  26039. /**
  26040. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26041. */
  26042. _modelBoundingInfo: BoundingInfo;
  26043. /**
  26044. * @hidden Particle BoundingInfo object (Internal use)
  26045. */
  26046. _boundingInfo: BoundingInfo;
  26047. /**
  26048. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26049. */
  26050. _sps: SolidParticleSystem;
  26051. /**
  26052. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26053. */
  26054. _stillInvisible: boolean;
  26055. /**
  26056. * @hidden Last computed particle rotation matrix
  26057. */
  26058. _rotationMatrix: number[];
  26059. /**
  26060. * Parent particle Id, if any.
  26061. * Default null.
  26062. */
  26063. parentId: Nullable<number>;
  26064. /**
  26065. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26066. * The possible values are :
  26067. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26068. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26069. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26070. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26071. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26072. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26073. * */
  26074. cullingStrategy: number;
  26075. /**
  26076. * @hidden Internal global position in the SPS.
  26077. */
  26078. _globalPosition: Vector3;
  26079. /**
  26080. * Creates a Solid Particle object.
  26081. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26082. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  26083. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26084. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26085. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26086. * @param shapeId (integer) is the model shape identifier in the SPS.
  26087. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26088. * @param sps defines the sps it is associated to
  26089. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26090. */
  26091. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26092. /**
  26093. * Legacy support, changed scale to scaling
  26094. */
  26095. /**
  26096. * Legacy support, changed scale to scaling
  26097. */
  26098. scale: Vector3;
  26099. /**
  26100. * Legacy support, changed quaternion to rotationQuaternion
  26101. */
  26102. /**
  26103. * Legacy support, changed quaternion to rotationQuaternion
  26104. */
  26105. quaternion: Nullable<Quaternion>;
  26106. /**
  26107. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26108. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26109. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26110. * @returns true if it intersects
  26111. */
  26112. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26113. /**
  26114. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26115. * A particle is in the frustum if its bounding box intersects the frustum
  26116. * @param frustumPlanes defines the frustum to test
  26117. * @returns true if the particle is in the frustum planes
  26118. */
  26119. isInFrustum(frustumPlanes: Plane[]): boolean;
  26120. /**
  26121. * get the rotation matrix of the particle
  26122. * @hidden
  26123. */
  26124. getRotationMatrix(m: Matrix): void;
  26125. }
  26126. /**
  26127. * Represents the shape of the model used by one particle of a solid particle system.
  26128. * SPS internal tool, don't use it manually.
  26129. */
  26130. export class ModelShape {
  26131. /**
  26132. * The shape id
  26133. * @hidden
  26134. */
  26135. shapeID: number;
  26136. /**
  26137. * flat array of model positions (internal use)
  26138. * @hidden
  26139. */
  26140. _shape: Vector3[];
  26141. /**
  26142. * flat array of model UVs (internal use)
  26143. * @hidden
  26144. */
  26145. _shapeUV: number[];
  26146. /**
  26147. * length of the shape in the model indices array (internal use)
  26148. * @hidden
  26149. */
  26150. _indicesLength: number;
  26151. /**
  26152. * Custom position function (internal use)
  26153. * @hidden
  26154. */
  26155. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26156. /**
  26157. * Custom vertex function (internal use)
  26158. * @hidden
  26159. */
  26160. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26161. /**
  26162. * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
  26163. * SPS internal tool, don't use it manually.
  26164. * @hidden
  26165. */
  26166. constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  26167. }
  26168. /**
  26169. * Represents a Depth Sorted Particle in the solid particle system.
  26170. */
  26171. export class DepthSortedParticle {
  26172. /**
  26173. * Index of the particle in the "indices" array
  26174. */
  26175. ind: number;
  26176. /**
  26177. * Length of the particle shape in the "indices" array
  26178. */
  26179. indicesLength: number;
  26180. /**
  26181. * Squared distance from the particle to the camera
  26182. */
  26183. sqDistance: number;
  26184. }
  26185. }
  26186. declare module "babylonjs/Collisions/meshCollisionData" {
  26187. import { Collider } from "babylonjs/Collisions/collider";
  26188. import { Vector3 } from "babylonjs/Maths/math.vector";
  26189. import { Nullable } from "babylonjs/types";
  26190. import { Observer } from "babylonjs/Misc/observable";
  26191. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26192. /**
  26193. * @hidden
  26194. */
  26195. export class _MeshCollisionData {
  26196. _checkCollisions: boolean;
  26197. _collisionMask: number;
  26198. _collisionGroup: number;
  26199. _collider: Nullable<Collider>;
  26200. _oldPositionForCollisions: Vector3;
  26201. _diffPositionForCollisions: Vector3;
  26202. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26203. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26204. }
  26205. }
  26206. declare module "babylonjs/Meshes/abstractMesh" {
  26207. import { Observable } from "babylonjs/Misc/observable";
  26208. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26209. import { Camera } from "babylonjs/Cameras/camera";
  26210. import { Scene, IDisposable } from "babylonjs/scene";
  26211. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26212. import { Node } from "babylonjs/node";
  26213. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26214. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26215. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26216. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26217. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26218. import { Material } from "babylonjs/Materials/material";
  26219. import { Light } from "babylonjs/Lights/light";
  26220. import { Skeleton } from "babylonjs/Bones/skeleton";
  26221. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26222. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26223. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26224. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26225. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26226. import { Plane } from "babylonjs/Maths/math.plane";
  26227. import { Ray } from "babylonjs/Culling/ray";
  26228. import { Collider } from "babylonjs/Collisions/collider";
  26229. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26230. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26231. /** @hidden */
  26232. class _FacetDataStorage {
  26233. facetPositions: Vector3[];
  26234. facetNormals: Vector3[];
  26235. facetPartitioning: number[][];
  26236. facetNb: number;
  26237. partitioningSubdivisions: number;
  26238. partitioningBBoxRatio: number;
  26239. facetDataEnabled: boolean;
  26240. facetParameters: any;
  26241. bbSize: Vector3;
  26242. subDiv: {
  26243. max: number;
  26244. X: number;
  26245. Y: number;
  26246. Z: number;
  26247. };
  26248. facetDepthSort: boolean;
  26249. facetDepthSortEnabled: boolean;
  26250. depthSortedIndices: IndicesArray;
  26251. depthSortedFacets: {
  26252. ind: number;
  26253. sqDistance: number;
  26254. }[];
  26255. facetDepthSortFunction: (f1: {
  26256. ind: number;
  26257. sqDistance: number;
  26258. }, f2: {
  26259. ind: number;
  26260. sqDistance: number;
  26261. }) => number;
  26262. facetDepthSortFrom: Vector3;
  26263. facetDepthSortOrigin: Vector3;
  26264. invertedMatrix: Matrix;
  26265. }
  26266. /**
  26267. * @hidden
  26268. **/
  26269. class _InternalAbstractMeshDataInfo {
  26270. _hasVertexAlpha: boolean;
  26271. _useVertexColors: boolean;
  26272. _numBoneInfluencers: number;
  26273. _applyFog: boolean;
  26274. _receiveShadows: boolean;
  26275. _facetData: _FacetDataStorage;
  26276. _visibility: number;
  26277. _skeleton: Nullable<Skeleton>;
  26278. _layerMask: number;
  26279. _computeBonesUsingShaders: boolean;
  26280. _isActive: boolean;
  26281. _onlyForInstances: boolean;
  26282. _isActiveIntermediate: boolean;
  26283. _onlyForInstancesIntermediate: boolean;
  26284. }
  26285. /**
  26286. * Class used to store all common mesh properties
  26287. */
  26288. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26289. /** No occlusion */
  26290. static OCCLUSION_TYPE_NONE: number;
  26291. /** Occlusion set to optimisitic */
  26292. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26293. /** Occlusion set to strict */
  26294. static OCCLUSION_TYPE_STRICT: number;
  26295. /** Use an accurante occlusion algorithm */
  26296. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26297. /** Use a conservative occlusion algorithm */
  26298. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26299. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26300. * Test order :
  26301. * Is the bounding sphere outside the frustum ?
  26302. * If not, are the bounding box vertices outside the frustum ?
  26303. * It not, then the cullable object is in the frustum.
  26304. */
  26305. static readonly CULLINGSTRATEGY_STANDARD: number;
  26306. /** Culling strategy : Bounding Sphere Only.
  26307. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26308. * It's also less accurate than the standard because some not visible objects can still be selected.
  26309. * Test : is the bounding sphere outside the frustum ?
  26310. * If not, then the cullable object is in the frustum.
  26311. */
  26312. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26313. /** Culling strategy : Optimistic Inclusion.
  26314. * This in an inclusion test first, then the standard exclusion test.
  26315. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26316. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  26317. * Anyway, it's as accurate as the standard strategy.
  26318. * Test :
  26319. * Is the cullable object bounding sphere center in the frustum ?
  26320. * If not, apply the default culling strategy.
  26321. */
  26322. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26323. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26324. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26325. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26326. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  26327. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26328. * Test :
  26329. * Is the cullable object bounding sphere center in the frustum ?
  26330. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26331. */
  26332. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26333. /**
  26334. * No billboard
  26335. */
  26336. static readonly BILLBOARDMODE_NONE: number;
  26337. /** Billboard on X axis */
  26338. static readonly BILLBOARDMODE_X: number;
  26339. /** Billboard on Y axis */
  26340. static readonly BILLBOARDMODE_Y: number;
  26341. /** Billboard on Z axis */
  26342. static readonly BILLBOARDMODE_Z: number;
  26343. /** Billboard on all axes */
  26344. static readonly BILLBOARDMODE_ALL: number;
  26345. /** Billboard on using position instead of orientation */
  26346. static readonly BILLBOARDMODE_USE_POSITION: number;
  26347. /** @hidden */
  26348. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26349. /**
  26350. * The culling strategy to use to check whether the mesh must be rendered or not.
  26351. * This value can be changed at any time and will be used on the next render mesh selection.
  26352. * The possible values are :
  26353. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26354. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26355. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26356. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26357. * Please read each static variable documentation to get details about the culling process.
  26358. * */
  26359. cullingStrategy: number;
  26360. /**
  26361. * Gets the number of facets in the mesh
  26362. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26363. */
  26364. readonly facetNb: number;
  26365. /**
  26366. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  26367. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26368. */
  26369. partitioningSubdivisions: number;
  26370. /**
  26371. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  26372. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  26373. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  26374. */
  26375. partitioningBBoxRatio: number;
  26376. /**
  26377. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  26378. * Works only for updatable meshes.
  26379. * Doesn't work with multi-materials
  26380. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26381. */
  26382. mustDepthSortFacets: boolean;
  26383. /**
  26384. * The location (Vector3) where the facet depth sort must be computed from.
  26385. * By default, the active camera position.
  26386. * Used only when facet depth sort is enabled
  26387. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  26388. */
  26389. facetDepthSortFrom: Vector3;
  26390. /**
  26391. * gets a boolean indicating if facetData is enabled
  26392. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  26393. */
  26394. readonly isFacetDataEnabled: boolean;
  26395. /** @hidden */
  26396. _updateNonUniformScalingState(value: boolean): boolean;
  26397. /**
  26398. * An event triggered when this mesh collides with another one
  26399. */
  26400. onCollideObservable: Observable<AbstractMesh>;
  26401. /** Set a function to call when this mesh collides with another one */
  26402. onCollide: () => void;
  26403. /**
  26404. * An event triggered when the collision's position changes
  26405. */
  26406. onCollisionPositionChangeObservable: Observable<Vector3>;
  26407. /** Set a function to call when the collision's position changes */
  26408. onCollisionPositionChange: () => void;
  26409. /**
  26410. * An event triggered when material is changed
  26411. */
  26412. onMaterialChangedObservable: Observable<AbstractMesh>;
  26413. /**
  26414. * Gets or sets the orientation for POV movement & rotation
  26415. */
  26416. definedFacingForward: boolean;
  26417. /** @hidden */
  26418. _occlusionQuery: Nullable<WebGLQuery>;
  26419. /** @hidden */
  26420. _renderingGroup: Nullable<RenderingGroup>;
  26421. /**
  26422. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26423. */
  26424. /**
  26425. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  26426. */
  26427. visibility: number;
  26428. /** Gets or sets the alpha index used to sort transparent meshes
  26429. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  26430. */
  26431. alphaIndex: number;
  26432. /**
  26433. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  26434. */
  26435. isVisible: boolean;
  26436. /**
  26437. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  26438. */
  26439. isPickable: boolean;
  26440. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  26441. showSubMeshesBoundingBox: boolean;
  26442. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  26443. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  26444. */
  26445. isBlocker: boolean;
  26446. /**
  26447. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  26448. */
  26449. enablePointerMoveEvents: boolean;
  26450. /**
  26451. * Specifies the rendering group id for this mesh (0 by default)
  26452. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  26453. */
  26454. renderingGroupId: number;
  26455. private _material;
  26456. /** Gets or sets current material */
  26457. material: Nullable<Material>;
  26458. /**
  26459. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  26460. * @see http://doc.babylonjs.com/babylon101/shadows
  26461. */
  26462. receiveShadows: boolean;
  26463. /** Defines color to use when rendering outline */
  26464. outlineColor: Color3;
  26465. /** Define width to use when rendering outline */
  26466. outlineWidth: number;
  26467. /** Defines color to use when rendering overlay */
  26468. overlayColor: Color3;
  26469. /** Defines alpha to use when rendering overlay */
  26470. overlayAlpha: number;
  26471. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  26472. hasVertexAlpha: boolean;
  26473. /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
  26474. useVertexColors: boolean;
  26475. /**
  26476. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  26477. */
  26478. computeBonesUsingShaders: boolean;
  26479. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  26480. numBoneInfluencers: number;
  26481. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  26482. applyFog: boolean;
  26483. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  26484. useOctreeForRenderingSelection: boolean;
  26485. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  26486. useOctreeForPicking: boolean;
  26487. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  26488. useOctreeForCollisions: boolean;
  26489. /**
  26490. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  26491. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  26492. */
  26493. layerMask: number;
  26494. /**
  26495. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  26496. */
  26497. alwaysSelectAsActiveMesh: boolean;
  26498. /**
  26499. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  26500. */
  26501. doNotSyncBoundingInfo: boolean;
  26502. /**
  26503. * Gets or sets the current action manager
  26504. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  26505. */
  26506. actionManager: Nullable<AbstractActionManager>;
  26507. private _meshCollisionData;
  26508. /**
  26509. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  26510. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26511. */
  26512. ellipsoid: Vector3;
  26513. /**
  26514. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  26515. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26516. */
  26517. ellipsoidOffset: Vector3;
  26518. /**
  26519. * Gets or sets a collision mask used to mask collisions (default is -1).
  26520. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26521. */
  26522. collisionMask: number;
  26523. /**
  26524. * Gets or sets the current collision group mask (-1 by default).
  26525. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  26526. */
  26527. collisionGroup: number;
  26528. /**
  26529. * Defines edge width used when edgesRenderer is enabled
  26530. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26531. */
  26532. edgesWidth: number;
  26533. /**
  26534. * Defines edge color used when edgesRenderer is enabled
  26535. * @see https://www.babylonjs-playground.com/#10OJSG#13
  26536. */
  26537. edgesColor: Color4;
  26538. /** @hidden */
  26539. _edgesRenderer: Nullable<IEdgesRenderer>;
  26540. /** @hidden */
  26541. _masterMesh: Nullable<AbstractMesh>;
  26542. /** @hidden */
  26543. _boundingInfo: Nullable<BoundingInfo>;
  26544. /** @hidden */
  26545. _renderId: number;
  26546. /**
  26547. * Gets or sets the list of subMeshes
  26548. * @see http://doc.babylonjs.com/how_to/multi_materials
  26549. */
  26550. subMeshes: SubMesh[];
  26551. /** @hidden */
  26552. _intersectionsInProgress: AbstractMesh[];
  26553. /** @hidden */
  26554. _unIndexed: boolean;
  26555. /** @hidden */
  26556. _lightSources: Light[];
  26557. /** Gets the list of lights affecting that mesh */
  26558. readonly lightSources: Light[];
  26559. /** @hidden */
  26560. readonly _positions: Nullable<Vector3[]>;
  26561. /** @hidden */
  26562. _waitingData: {
  26563. lods: Nullable<any>;
  26564. actions: Nullable<any>;
  26565. freezeWorldMatrix: Nullable<boolean>;
  26566. };
  26567. /** @hidden */
  26568. _bonesTransformMatrices: Nullable<Float32Array>;
  26569. /** @hidden */
  26570. _transformMatrixTexture: Nullable<RawTexture>;
  26571. /**
  26572. * Gets or sets a skeleton to apply skining transformations
  26573. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  26574. */
  26575. skeleton: Nullable<Skeleton>;
  26576. /**
  26577. * An event triggered when the mesh is rebuilt.
  26578. */
  26579. onRebuildObservable: Observable<AbstractMesh>;
  26580. /**
  26581. * Creates a new AbstractMesh
  26582. * @param name defines the name of the mesh
  26583. * @param scene defines the hosting scene
  26584. */
  26585. constructor(name: string, scene?: Nullable<Scene>);
  26586. /**
  26587. * Returns the string "AbstractMesh"
  26588. * @returns "AbstractMesh"
  26589. */
  26590. getClassName(): string;
  26591. /**
  26592. * Gets a string representation of the current mesh
  26593. * @param fullDetails defines a boolean indicating if full details must be included
  26594. * @returns a string representation of the current mesh
  26595. */
  26596. toString(fullDetails?: boolean): string;
  26597. /**
  26598. * @hidden
  26599. */
  26600. protected _getEffectiveParent(): Nullable<Node>;
  26601. /** @hidden */
  26602. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  26603. /** @hidden */
  26604. _rebuild(): void;
  26605. /** @hidden */
  26606. _resyncLightSources(): void;
  26607. /** @hidden */
  26608. _resyncLighSource(light: Light): void;
  26609. /** @hidden */
  26610. _unBindEffect(): void;
  26611. /** @hidden */
  26612. _removeLightSource(light: Light): void;
  26613. private _markSubMeshesAsDirty;
  26614. /** @hidden */
  26615. _markSubMeshesAsLightDirty(): void;
  26616. /** @hidden */
  26617. _markSubMeshesAsAttributesDirty(): void;
  26618. /** @hidden */
  26619. _markSubMeshesAsMiscDirty(): void;
  26620. /**
  26621. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  26622. */
  26623. scaling: Vector3;
  26624. /**
  26625. * Returns true if the mesh is blocked. Implemented by child classes
  26626. */
  26627. readonly isBlocked: boolean;
  26628. /**
  26629. * Returns the mesh itself by default. Implemented by child classes
  26630. * @param camera defines the camera to use to pick the right LOD level
  26631. * @returns the currentAbstractMesh
  26632. */
  26633. getLOD(camera: Camera): Nullable<AbstractMesh>;
  26634. /**
  26635. * Returns 0 by default. Implemented by child classes
  26636. * @returns an integer
  26637. */
  26638. getTotalVertices(): number;
  26639. /**
  26640. * Returns a positive integer : the total number of indices in this mesh geometry.
  26641. * @returns the numner of indices or zero if the mesh has no geometry.
  26642. */
  26643. getTotalIndices(): number;
  26644. /**
  26645. * Returns null by default. Implemented by child classes
  26646. * @returns null
  26647. */
  26648. getIndices(): Nullable<IndicesArray>;
  26649. /**
  26650. * Returns the array of the requested vertex data kind. Implemented by child classes
  26651. * @param kind defines the vertex data kind to use
  26652. * @returns null
  26653. */
  26654. getVerticesData(kind: string): Nullable<FloatArray>;
  26655. /**
  26656. * Sets the vertex data of the mesh geometry for the requested `kind`.
  26657. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  26658. * Note that a new underlying VertexBuffer object is created each call.
  26659. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  26660. * @param kind defines vertex data kind:
  26661. * * VertexBuffer.PositionKind
  26662. * * VertexBuffer.UVKind
  26663. * * VertexBuffer.UV2Kind
  26664. * * VertexBuffer.UV3Kind
  26665. * * VertexBuffer.UV4Kind
  26666. * * VertexBuffer.UV5Kind
  26667. * * VertexBuffer.UV6Kind
  26668. * * VertexBuffer.ColorKind
  26669. * * VertexBuffer.MatricesIndicesKind
  26670. * * VertexBuffer.MatricesIndicesExtraKind
  26671. * * VertexBuffer.MatricesWeightsKind
  26672. * * VertexBuffer.MatricesWeightsExtraKind
  26673. * @param data defines the data source
  26674. * @param updatable defines if the data must be flagged as updatable (or static)
  26675. * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
  26676. * @returns the current mesh
  26677. */
  26678. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  26679. /**
  26680. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  26681. * If the mesh has no geometry, it is simply returned as it is.
  26682. * @param kind defines vertex data kind:
  26683. * * VertexBuffer.PositionKind
  26684. * * VertexBuffer.UVKind
  26685. * * VertexBuffer.UV2Kind
  26686. * * VertexBuffer.UV3Kind
  26687. * * VertexBuffer.UV4Kind
  26688. * * VertexBuffer.UV5Kind
  26689. * * VertexBuffer.UV6Kind
  26690. * * VertexBuffer.ColorKind
  26691. * * VertexBuffer.MatricesIndicesKind
  26692. * * VertexBuffer.MatricesIndicesExtraKind
  26693. * * VertexBuffer.MatricesWeightsKind
  26694. * * VertexBuffer.MatricesWeightsExtraKind
  26695. * @param data defines the data source
  26696. * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
  26697. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  26698. * @returns the current mesh
  26699. */
  26700. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  26701. /**
  26702. * Sets the mesh indices,
  26703. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  26704. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  26705. * @param totalVertices Defines the total number of vertices
  26706. * @returns the current mesh
  26707. */
  26708. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  26709. /**
  26710. * Gets a boolean indicating if specific vertex data is present
  26711. * @param kind defines the vertex data kind to use
  26712. * @returns true is data kind is present
  26713. */
  26714. isVerticesDataPresent(kind: string): boolean;
  26715. /**
  26716. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  26717. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  26718. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  26719. * @returns a BoundingInfo
  26720. */
  26721. getBoundingInfo(): BoundingInfo;
  26722. /**
  26723. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  26724. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  26725. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  26726. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  26727. * @returns the current mesh
  26728. */
  26729. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  26730. /**
  26731. * Overwrite the current bounding info
  26732. * @param boundingInfo defines the new bounding info
  26733. * @returns the current mesh
  26734. */
  26735. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  26736. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  26737. readonly useBones: boolean;
  26738. /** @hidden */
  26739. _preActivate(): void;
  26740. /** @hidden */
  26741. _preActivateForIntermediateRendering(renderId: number): void;
  26742. /** @hidden */
  26743. _activate(renderId: number, intermediateRendering: boolean): boolean;
  26744. /** @hidden */
  26745. _postActivate(): void;
  26746. /** @hidden */
  26747. _freeze(): void;
  26748. /** @hidden */
  26749. _unFreeze(): void;
  26750. /**
  26751. * Gets the current world matrix
  26752. * @returns a Matrix
  26753. */
  26754. getWorldMatrix(): Matrix;
  26755. /** @hidden */
  26756. _getWorldMatrixDeterminant(): number;
  26757. /**
  26758. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  26759. */
  26760. readonly isAnInstance: boolean;
  26761. /**
  26762. * Gets a boolean indicating if this mesh has instances
  26763. */
  26764. readonly hasInstances: boolean;
  26765. /**
  26766. * Perform relative position change from the point of view of behind the front of the mesh.
  26767. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26768. * Supports definition of mesh facing forward or backward
  26769. * @param amountRight defines the distance on the right axis
  26770. * @param amountUp defines the distance on the up axis
  26771. * @param amountForward defines the distance on the forward axis
  26772. * @returns the current mesh
  26773. */
  26774. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  26775. /**
  26776. * Calculate relative position change from the point of view of behind the front of the mesh.
  26777. * This is performed taking into account the meshes current rotation, so you do not have to care.
  26778. * Supports definition of mesh facing forward or backward
  26779. * @param amountRight defines the distance on the right axis
  26780. * @param amountUp defines the distance on the up axis
  26781. * @param amountForward defines the distance on the forward axis
  26782. * @returns the new displacement vector
  26783. */
  26784. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  26785. /**
  26786. * Perform relative rotation change from the point of view of behind the front of the mesh.
  26787. * Supports definition of mesh facing forward or backward
  26788. * @param flipBack defines the flip
  26789. * @param twirlClockwise defines the twirl
  26790. * @param tiltRight defines the tilt
  26791. * @returns the current mesh
  26792. */
  26793. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  26794. /**
  26795. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  26796. * Supports definition of mesh facing forward or backward.
  26797. * @param flipBack defines the flip
  26798. * @param twirlClockwise defines the twirl
  26799. * @param tiltRight defines the tilt
  26800. * @returns the new rotation vector
  26801. */
  26802. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  26803. /**
  26804. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  26805. * This means the mesh underlying bounding box and sphere are recomputed.
  26806. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  26807. * @returns the current mesh
  26808. */
  26809. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  26810. /** @hidden */
  26811. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  26812. /** @hidden */
  26813. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  26814. /** @hidden */
  26815. _updateBoundingInfo(): AbstractMesh;
  26816. /** @hidden */
  26817. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  26818. /** @hidden */
  26819. protected _afterComputeWorldMatrix(): void;
  26820. /** @hidden */
  26821. readonly _effectiveMesh: AbstractMesh;
  26822. /**
  26823. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  26824. * A mesh is in the frustum if its bounding box intersects the frustum
  26825. * @param frustumPlanes defines the frustum to test
  26826. * @returns true if the mesh is in the frustum planes
  26827. */
  26828. isInFrustum(frustumPlanes: Plane[]): boolean;
  26829. /**
  26830. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  26831. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  26832. * @param frustumPlanes defines the frustum to test
  26833. * @returns true if the mesh is completely in the frustum planes
  26834. */
  26835. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  26836. /**
  26837. * True if the mesh intersects another mesh or a SolidParticle object
  26838. * @param mesh defines a target mesh or SolidParticle to test
  26839. * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
  26840. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  26841. * @returns true if there is an intersection
  26842. */
  26843. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  26844. /**
  26845. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  26846. * @param point defines the point to test
  26847. * @returns true if there is an intersection
  26848. */
  26849. intersectsPoint(point: Vector3): boolean;
  26850. /**
  26851. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  26852. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26853. */
  26854. checkCollisions: boolean;
  26855. /**
  26856. * Gets Collider object used to compute collisions (not physics)
  26857. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26858. */
  26859. readonly collider: Nullable<Collider>;
  26860. /**
  26861. * Move the mesh using collision engine
  26862. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26863. * @param displacement defines the requested displacement vector
  26864. * @returns the current mesh
  26865. */
  26866. moveWithCollisions(displacement: Vector3): AbstractMesh;
  26867. private _onCollisionPositionChange;
  26868. /** @hidden */
  26869. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  26870. /** @hidden */
  26871. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  26872. /** @hidden */
  26873. _checkCollision(collider: Collider): AbstractMesh;
  26874. /** @hidden */
  26875. _generatePointsArray(): boolean;
  26876. /**
  26877. * Checks if the passed Ray intersects with the mesh
  26878. * @param ray defines the ray to use
  26879. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  26880. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  26881. * @returns the picking info
  26882. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  26883. */
  26884. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  26885. /**
  26886. * Clones the current mesh
  26887. * @param name defines the mesh name
  26888. * @param newParent defines the new mesh parent
  26889. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  26890. * @returns the new mesh
  26891. */
  26892. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  26893. /**
  26894. * Disposes all the submeshes of the current meshnp
  26895. * @returns the current mesh
  26896. */
  26897. releaseSubMeshes(): AbstractMesh;
  26898. /**
  26899. * Releases resources associated with this abstract mesh.
  26900. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26901. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26902. */
  26903. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26904. /**
  26905. * Adds the passed mesh as a child to the current mesh
  26906. * @param mesh defines the child mesh
  26907. * @returns the current mesh
  26908. */
  26909. addChild(mesh: AbstractMesh): AbstractMesh;
  26910. /**
  26911. * Removes the passed mesh from the current mesh children list
  26912. * @param mesh defines the child mesh
  26913. * @returns the current mesh
  26914. */
  26915. removeChild(mesh: AbstractMesh): AbstractMesh;
  26916. /** @hidden */
  26917. private _initFacetData;
  26918. /**
  26919. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  26920. * This method can be called within the render loop.
  26921. * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
  26922. * @returns the current mesh
  26923. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26924. */
  26925. updateFacetData(): AbstractMesh;
  26926. /**
  26927. * Returns the facetLocalNormals array.
  26928. * The normals are expressed in the mesh local spac
  26929. * @returns an array of Vector3
  26930. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26931. */
  26932. getFacetLocalNormals(): Vector3[];
  26933. /**
  26934. * Returns the facetLocalPositions array.
  26935. * The facet positions are expressed in the mesh local space
  26936. * @returns an array of Vector3
  26937. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26938. */
  26939. getFacetLocalPositions(): Vector3[];
  26940. /**
  26941. * Returns the facetLocalPartioning array
  26942. * @returns an array of array of numbers
  26943. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26944. */
  26945. getFacetLocalPartitioning(): number[][];
  26946. /**
  26947. * Returns the i-th facet position in the world system.
  26948. * This method allocates a new Vector3 per call
  26949. * @param i defines the facet index
  26950. * @returns a new Vector3
  26951. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26952. */
  26953. getFacetPosition(i: number): Vector3;
  26954. /**
  26955. * Sets the reference Vector3 with the i-th facet position in the world system
  26956. * @param i defines the facet index
  26957. * @param ref defines the target vector
  26958. * @returns the current mesh
  26959. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26960. */
  26961. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  26962. /**
  26963. * Returns the i-th facet normal in the world system.
  26964. * This method allocates a new Vector3 per call
  26965. * @param i defines the facet index
  26966. * @returns a new Vector3
  26967. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26968. */
  26969. getFacetNormal(i: number): Vector3;
  26970. /**
  26971. * Sets the reference Vector3 with the i-th facet normal in the world system
  26972. * @param i defines the facet index
  26973. * @param ref defines the target vector
  26974. * @returns the current mesh
  26975. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26976. */
  26977. getFacetNormalToRef(i: number, ref: Vector3): this;
  26978. /**
  26979. * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
  26980. * @param x defines x coordinate
  26981. * @param y defines y coordinate
  26982. * @param z defines z coordinate
  26983. * @returns the array of facet indexes
  26984. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26985. */
  26986. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  26987. /**
  26988. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  26989. * @param projected sets as the (x,y,z) world projection on the facet
  26990. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  26991. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  26992. * @param x defines x coordinate
  26993. * @param y defines y coordinate
  26994. * @param z defines z coordinate
  26995. * @returns the face index if found (or null instead)
  26996. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  26997. */
  26998. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  26999. /**
  27000. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27001. * @param projected sets as the (x,y,z) local projection on the facet
  27002. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  27003. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  27004. * @param x defines x coordinate
  27005. * @param y defines y coordinate
  27006. * @param z defines z coordinate
  27007. * @returns the face index if found (or null instead)
  27008. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27009. */
  27010. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27011. /**
  27012. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27013. * @returns the parameters
  27014. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27015. */
  27016. getFacetDataParameters(): any;
  27017. /**
  27018. * Disables the feature FacetData and frees the related memory
  27019. * @returns the current mesh
  27020. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27021. */
  27022. disableFacetData(): AbstractMesh;
  27023. /**
  27024. * Updates the AbstractMesh indices array
  27025. * @param indices defines the data source
  27026. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27027. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  27028. * @returns the current mesh
  27029. */
  27030. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27031. /**
  27032. * Creates new normals data for the mesh
  27033. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27034. * @returns the current mesh
  27035. */
  27036. createNormals(updatable: boolean): AbstractMesh;
  27037. /**
  27038. * Align the mesh with a normal
  27039. * @param normal defines the normal to use
  27040. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27041. * @returns the current mesh
  27042. */
  27043. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27044. /** @hidden */
  27045. _checkOcclusionQuery(): boolean;
  27046. /**
  27047. * Disables the mesh edge rendering mode
  27048. * @returns the currentAbstractMesh
  27049. */
  27050. disableEdgesRendering(): AbstractMesh;
  27051. /**
  27052. * Enables the edge rendering mode on the mesh.
  27053. * This mode makes the mesh edges visible
  27054. * @param epsilon defines the maximal distance between two angles to detect a face
  27055. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27056. * @returns the currentAbstractMesh
  27057. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27058. */
  27059. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27060. }
  27061. }
  27062. declare module "babylonjs/Actions/actionEvent" {
  27063. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27064. import { Nullable } from "babylonjs/types";
  27065. import { Sprite } from "babylonjs/Sprites/sprite";
  27066. import { Scene } from "babylonjs/scene";
  27067. import { Vector2 } from "babylonjs/Maths/math.vector";
  27068. /**
  27069. * Interface used to define ActionEvent
  27070. */
  27071. export interface IActionEvent {
  27072. /** The mesh or sprite that triggered the action */
  27073. source: any;
  27074. /** The X mouse cursor position at the time of the event */
  27075. pointerX: number;
  27076. /** The Y mouse cursor position at the time of the event */
  27077. pointerY: number;
  27078. /** The mesh that is currently pointed at (can be null) */
  27079. meshUnderPointer: Nullable<AbstractMesh>;
  27080. /** the original (browser) event that triggered the ActionEvent */
  27081. sourceEvent?: any;
  27082. /** additional data for the event */
  27083. additionalData?: any;
  27084. }
  27085. /**
  27086. * ActionEvent is the event being sent when an action is triggered.
  27087. */
  27088. export class ActionEvent implements IActionEvent {
  27089. /** The mesh or sprite that triggered the action */
  27090. source: any;
  27091. /** The X mouse cursor position at the time of the event */
  27092. pointerX: number;
  27093. /** The Y mouse cursor position at the time of the event */
  27094. pointerY: number;
  27095. /** The mesh that is currently pointed at (can be null) */
  27096. meshUnderPointer: Nullable<AbstractMesh>;
  27097. /** the original (browser) event that triggered the ActionEvent */
  27098. sourceEvent?: any;
  27099. /** additional data for the event */
  27100. additionalData?: any;
  27101. /**
  27102. * Creates a new ActionEvent
  27103. * @param source The mesh or sprite that triggered the action
  27104. * @param pointerX The X mouse cursor position at the time of the event
  27105. * @param pointerY The Y mouse cursor position at the time of the event
  27106. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27107. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27108. * @param additionalData additional data for the event
  27109. */
  27110. constructor(
  27111. /** The mesh or sprite that triggered the action */
  27112. source: any,
  27113. /** The X mouse cursor position at the time of the event */
  27114. pointerX: number,
  27115. /** The Y mouse cursor position at the time of the event */
  27116. pointerY: number,
  27117. /** The mesh that is currently pointed at (can be null) */
  27118. meshUnderPointer: Nullable<AbstractMesh>,
  27119. /** the original (browser) event that triggered the ActionEvent */
  27120. sourceEvent?: any,
  27121. /** additional data for the event */
  27122. additionalData?: any);
  27123. /**
  27124. * Helper function to auto-create an ActionEvent from a source mesh.
  27125. * @param source The source mesh that triggered the event
  27126. * @param evt The original (browser) event
  27127. * @param additionalData additional data for the event
  27128. * @returns the new ActionEvent
  27129. */
  27130. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27131. /**
  27132. * Helper function to auto-create an ActionEvent from a source sprite
  27133. * @param source The source sprite that triggered the event
  27134. * @param scene Scene associated with the sprite
  27135. * @param evt The original (browser) event
  27136. * @param additionalData additional data for the event
  27137. * @returns the new ActionEvent
  27138. */
  27139. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27140. /**
  27141. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27142. * @param scene the scene where the event occurred
  27143. * @param evt The original (browser) event
  27144. * @returns the new ActionEvent
  27145. */
  27146. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27147. /**
  27148. * Helper function to auto-create an ActionEvent from a primitive
  27149. * @param prim defines the target primitive
  27150. * @param pointerPos defines the pointer position
  27151. * @param evt The original (browser) event
  27152. * @param additionalData additional data for the event
  27153. * @returns the new ActionEvent
  27154. */
  27155. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27156. }
  27157. }
  27158. declare module "babylonjs/Actions/abstractActionManager" {
  27159. import { IDisposable } from "babylonjs/scene";
  27160. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27161. import { IAction } from "babylonjs/Actions/action";
  27162. import { Nullable } from "babylonjs/types";
  27163. /**
  27164. * Abstract class used to decouple action Manager from scene and meshes.
  27165. * Do not instantiate.
  27166. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27167. */
  27168. export abstract class AbstractActionManager implements IDisposable {
  27169. /** Gets the list of active triggers */
  27170. static Triggers: {
  27171. [key: string]: number;
  27172. };
  27173. /** Gets the cursor to use when hovering items */
  27174. hoverCursor: string;
  27175. /** Gets the list of actions */
  27176. actions: IAction[];
  27177. /**
  27178. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27179. */
  27180. isRecursive: boolean;
  27181. /**
  27182. * Releases all associated resources
  27183. */
  27184. abstract dispose(): void;
  27185. /**
  27186. * Does this action manager has pointer triggers
  27187. */
  27188. abstract readonly hasPointerTriggers: boolean;
  27189. /**
  27190. * Does this action manager has pick triggers
  27191. */
  27192. abstract readonly hasPickTriggers: boolean;
  27193. /**
  27194. * Process a specific trigger
  27195. * @param trigger defines the trigger to process
  27196. * @param evt defines the event details to be processed
  27197. */
  27198. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27199. /**
  27200. * Does this action manager handles actions of any of the given triggers
  27201. * @param triggers defines the triggers to be tested
  27202. * @return a boolean indicating whether one (or more) of the triggers is handled
  27203. */
  27204. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27205. /**
  27206. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27207. * speed.
  27208. * @param triggerA defines the trigger to be tested
  27209. * @param triggerB defines the trigger to be tested
  27210. * @return a boolean indicating whether one (or more) of the triggers is handled
  27211. */
  27212. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27213. /**
  27214. * Does this action manager handles actions of a given trigger
  27215. * @param trigger defines the trigger to be tested
  27216. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27217. * @return whether the trigger is handled
  27218. */
  27219. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27220. /**
  27221. * Serialize this manager to a JSON object
  27222. * @param name defines the property name to store this manager
  27223. * @returns a JSON representation of this manager
  27224. */
  27225. abstract serialize(name: string): any;
  27226. /**
  27227. * Registers an action to this action manager
  27228. * @param action defines the action to be registered
  27229. * @return the action amended (prepared) after registration
  27230. */
  27231. abstract registerAction(action: IAction): Nullable<IAction>;
  27232. /**
  27233. * Unregisters an action to this action manager
  27234. * @param action defines the action to be unregistered
  27235. * @return a boolean indicating whether the action has been unregistered
  27236. */
  27237. abstract unregisterAction(action: IAction): Boolean;
  27238. /**
  27239. * Does exist one action manager with at least one trigger
  27240. **/
  27241. static readonly HasTriggers: boolean;
  27242. /**
  27243. * Does exist one action manager with at least one pick trigger
  27244. **/
  27245. static readonly HasPickTriggers: boolean;
  27246. /**
  27247. * Does exist one action manager that handles actions of a given trigger
  27248. * @param trigger defines the trigger to be tested
  27249. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27250. **/
  27251. static HasSpecificTrigger(trigger: number): boolean;
  27252. }
  27253. }
  27254. declare module "babylonjs/node" {
  27255. import { Scene } from "babylonjs/scene";
  27256. import { Nullable } from "babylonjs/types";
  27257. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27258. import { Engine } from "babylonjs/Engines/engine";
  27259. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27260. import { Observable } from "babylonjs/Misc/observable";
  27261. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27262. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27263. import { Animatable } from "babylonjs/Animations/animatable";
  27264. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27265. import { Animation } from "babylonjs/Animations/animation";
  27266. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27267. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27268. /**
  27269. * Defines how a node can be built from a string name.
  27270. */
  27271. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27272. /**
  27273. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27274. */
  27275. export class Node implements IBehaviorAware<Node> {
  27276. /** @hidden */
  27277. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27278. private static _NodeConstructors;
  27279. /**
  27280. * Add a new node constructor
  27281. * @param type defines the type name of the node to construct
  27282. * @param constructorFunc defines the constructor function
  27283. */
  27284. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27285. /**
  27286. * Returns a node constructor based on type name
  27287. * @param type defines the type name
  27288. * @param name defines the new node name
  27289. * @param scene defines the hosting scene
  27290. * @param options defines optional options to transmit to constructors
  27291. * @returns the new constructor or null
  27292. */
  27293. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27294. /**
  27295. * Gets or sets the name of the node
  27296. */
  27297. name: string;
  27298. /**
  27299. * Gets or sets the id of the node
  27300. */
  27301. id: string;
  27302. /**
  27303. * Gets or sets the unique id of the node
  27304. */
  27305. uniqueId: number;
  27306. /**
  27307. * Gets or sets a string used to store user defined state for the node
  27308. */
  27309. state: string;
  27310. /**
  27311. * Gets or sets an object used to store user defined information for the node
  27312. */
  27313. metadata: any;
  27314. /**
  27315. * For internal use only. Please do not use.
  27316. */
  27317. reservedDataStore: any;
  27318. /**
  27319. * List of inspectable custom properties (used by the Inspector)
  27320. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27321. */
  27322. inspectableCustomProperties: IInspectable[];
  27323. /**
  27324. * Gets or sets a boolean used to define if the node must be serialized
  27325. */
  27326. doNotSerialize: boolean;
  27327. /** @hidden */
  27328. _isDisposed: boolean;
  27329. /**
  27330. * Gets a list of Animations associated with the node
  27331. */
  27332. animations: import("babylonjs/Animations/animation").Animation[];
  27333. protected _ranges: {
  27334. [name: string]: Nullable<AnimationRange>;
  27335. };
  27336. /**
  27337. * Callback raised when the node is ready to be used
  27338. */
  27339. onReady: Nullable<(node: Node) => void>;
  27340. private _isEnabled;
  27341. private _isParentEnabled;
  27342. private _isReady;
  27343. /** @hidden */
  27344. _currentRenderId: number;
  27345. private _parentUpdateId;
  27346. /** @hidden */
  27347. _childUpdateId: number;
  27348. /** @hidden */
  27349. _waitingParentId: Nullable<string>;
  27350. /** @hidden */
  27351. _scene: Scene;
  27352. /** @hidden */
  27353. _cache: any;
  27354. private _parentNode;
  27355. private _children;
  27356. /** @hidden */
  27357. _worldMatrix: Matrix;
  27358. /** @hidden */
  27359. _worldMatrixDeterminant: number;
  27360. /** @hidden */
  27361. _worldMatrixDeterminantIsDirty: boolean;
  27362. /** @hidden */
  27363. private _sceneRootNodesIndex;
  27364. /**
  27365. * Gets a boolean indicating if the node has been disposed
  27366. * @returns true if the node was disposed
  27367. */
  27368. isDisposed(): boolean;
  27369. /**
  27370. * Gets or sets the parent of the node (without keeping the current position in the scene)
  27371. * @see https://doc.babylonjs.com/how_to/parenting
  27372. */
  27373. parent: Nullable<Node>;
  27374. private addToSceneRootNodes;
  27375. private removeFromSceneRootNodes;
  27376. private _animationPropertiesOverride;
  27377. /**
  27378. * Gets or sets the animation properties override
  27379. */
  27380. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  27381. /**
  27382. * Gets a string idenfifying the name of the class
  27383. * @returns "Node" string
  27384. */
  27385. getClassName(): string;
  27386. /** @hidden */
  27387. readonly _isNode: boolean;
  27388. /**
  27389. * An event triggered when the mesh is disposed
  27390. */
  27391. onDisposeObservable: Observable<Node>;
  27392. private _onDisposeObserver;
  27393. /**
  27394. * Sets a callback that will be raised when the node will be disposed
  27395. */
  27396. onDispose: () => void;
  27397. /**
  27398. * Creates a new Node
  27399. * @param name the name and id to be given to this node
  27400. * @param scene the scene this node will be added to
  27401. * @param addToRootNodes the node will be added to scene.rootNodes
  27402. */
  27403. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  27404. /**
  27405. * Gets the scene of the node
  27406. * @returns a scene
  27407. */
  27408. getScene(): Scene;
  27409. /**
  27410. * Gets the engine of the node
  27411. * @returns a Engine
  27412. */
  27413. getEngine(): Engine;
  27414. private _behaviors;
  27415. /**
  27416. * Attach a behavior to the node
  27417. * @see http://doc.babylonjs.com/features/behaviour
  27418. * @param behavior defines the behavior to attach
  27419. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  27420. * @returns the current Node
  27421. */
  27422. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  27423. /**
  27424. * Remove an attached behavior
  27425. * @see http://doc.babylonjs.com/features/behaviour
  27426. * @param behavior defines the behavior to attach
  27427. * @returns the current Node
  27428. */
  27429. removeBehavior(behavior: Behavior<Node>): Node;
  27430. /**
  27431. * Gets the list of attached behaviors
  27432. * @see http://doc.babylonjs.com/features/behaviour
  27433. */
  27434. readonly behaviors: Behavior<Node>[];
  27435. /**
  27436. * Gets an attached behavior by name
  27437. * @param name defines the name of the behavior to look for
  27438. * @see http://doc.babylonjs.com/features/behaviour
  27439. * @returns null if behavior was not found else the requested behavior
  27440. */
  27441. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  27442. /**
  27443. * Returns the latest update of the World matrix
  27444. * @returns a Matrix
  27445. */
  27446. getWorldMatrix(): Matrix;
  27447. /** @hidden */
  27448. _getWorldMatrixDeterminant(): number;
  27449. /**
  27450. * Returns directly the latest state of the mesh World matrix.
  27451. * A Matrix is returned.
  27452. */
  27453. readonly worldMatrixFromCache: Matrix;
  27454. /** @hidden */
  27455. _initCache(): void;
  27456. /** @hidden */
  27457. updateCache(force?: boolean): void;
  27458. /** @hidden */
  27459. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27460. /** @hidden */
  27461. _updateCache(ignoreParentClass?: boolean): void;
  27462. /** @hidden */
  27463. _isSynchronized(): boolean;
  27464. /** @hidden */
  27465. _markSyncedWithParent(): void;
  27466. /** @hidden */
  27467. isSynchronizedWithParent(): boolean;
  27468. /** @hidden */
  27469. isSynchronized(): boolean;
  27470. /**
  27471. * Is this node ready to be used/rendered
  27472. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  27473. * @return true if the node is ready
  27474. */
  27475. isReady(completeCheck?: boolean): boolean;
  27476. /**
  27477. * Is this node enabled?
  27478. * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
  27479. * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
  27480. * @return whether this node (and its parent) is enabled
  27481. */
  27482. isEnabled(checkAncestors?: boolean): boolean;
  27483. /** @hidden */
  27484. protected _syncParentEnabledState(): void;
  27485. /**
  27486. * Set the enabled state of this node
  27487. * @param value defines the new enabled state
  27488. */
  27489. setEnabled(value: boolean): void;
  27490. /**
  27491. * Is this node a descendant of the given node?
  27492. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  27493. * @param ancestor defines the parent node to inspect
  27494. * @returns a boolean indicating if this node is a descendant of the given node
  27495. */
  27496. isDescendantOf(ancestor: Node): boolean;
  27497. /** @hidden */
  27498. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  27499. /**
  27500. * Will return all nodes that have this node as ascendant
  27501. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  27502. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  27503. * @return all children nodes of all types
  27504. */
  27505. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  27506. /**
  27507. * Get all child-meshes of this node
  27508. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
  27509. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  27510. * @returns an array of AbstractMesh
  27511. */
  27512. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  27513. /**
  27514. * Get all direct children of this node
  27515. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  27516. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  27517. * @returns an array of Node
  27518. */
  27519. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  27520. /** @hidden */
  27521. _setReady(state: boolean): void;
  27522. /**
  27523. * Get an animation by name
  27524. * @param name defines the name of the animation to look for
  27525. * @returns null if not found else the requested animation
  27526. */
  27527. getAnimationByName(name: string): Nullable<Animation>;
  27528. /**
  27529. * Creates an animation range for this node
  27530. * @param name defines the name of the range
  27531. * @param from defines the starting key
  27532. * @param to defines the end key
  27533. */
  27534. createAnimationRange(name: string, from: number, to: number): void;
  27535. /**
  27536. * Delete a specific animation range
  27537. * @param name defines the name of the range to delete
  27538. * @param deleteFrames defines if animation frames from the range must be deleted as well
  27539. */
  27540. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  27541. /**
  27542. * Get an animation range by name
  27543. * @param name defines the name of the animation range to look for
  27544. * @returns null if not found else the requested animation range
  27545. */
  27546. getAnimationRange(name: string): Nullable<AnimationRange>;
  27547. /**
  27548. * Gets the list of all animation ranges defined on this node
  27549. * @returns an array
  27550. */
  27551. getAnimationRanges(): Nullable<AnimationRange>[];
  27552. /**
  27553. * Will start the animation sequence
  27554. * @param name defines the range frames for animation sequence
  27555. * @param loop defines if the animation should loop (false by default)
  27556. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  27557. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  27558. * @returns the object created for this animation. If range does not exist, it will return null
  27559. */
  27560. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  27561. /**
  27562. * Serialize animation ranges into a JSON compatible object
  27563. * @returns serialization object
  27564. */
  27565. serializeAnimationRanges(): any;
  27566. /**
  27567. * Computes the world matrix of the node
  27568. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  27569. * @returns the world matrix
  27570. */
  27571. computeWorldMatrix(force?: boolean): Matrix;
  27572. /**
  27573. * Releases resources associated with this node.
  27574. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27575. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27576. */
  27577. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27578. /**
  27579. * Parse animation range data from a serialization object and store them into a given node
  27580. * @param node defines where to store the animation ranges
  27581. * @param parsedNode defines the serialization object to read data from
  27582. * @param scene defines the hosting scene
  27583. */
  27584. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  27585. /**
  27586. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  27587. * @param includeDescendants Include bounding info from descendants as well (true by default)
  27588. * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
  27589. * @returns the new bounding vectors
  27590. */
  27591. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  27592. min: Vector3;
  27593. max: Vector3;
  27594. };
  27595. }
  27596. }
  27597. declare module "babylonjs/Animations/animation" {
  27598. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  27599. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  27600. import { Color3 } from "babylonjs/Maths/math.color";
  27601. import { Nullable } from "babylonjs/types";
  27602. import { Scene } from "babylonjs/scene";
  27603. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  27604. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27605. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  27606. import { Node } from "babylonjs/node";
  27607. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  27608. import { Size } from "babylonjs/Maths/math.size";
  27609. import { Animatable } from "babylonjs/Animations/animatable";
  27610. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  27611. /**
  27612. * @hidden
  27613. */
  27614. export class _IAnimationState {
  27615. key: number;
  27616. repeatCount: number;
  27617. workValue?: any;
  27618. loopMode?: number;
  27619. offsetValue?: any;
  27620. highLimitValue?: any;
  27621. }
  27622. /**
  27623. * Class used to store any kind of animation
  27624. */
  27625. export class Animation {
  27626. /**Name of the animation */
  27627. name: string;
  27628. /**Property to animate */
  27629. targetProperty: string;
  27630. /**The frames per second of the animation */
  27631. framePerSecond: number;
  27632. /**The data type of the animation */
  27633. dataType: number;
  27634. /**The loop mode of the animation */
  27635. loopMode?: number | undefined;
  27636. /**Specifies if blending should be enabled */
  27637. enableBlending?: boolean | undefined;
  27638. /**
  27639. * Use matrix interpolation instead of using direct key value when animating matrices
  27640. */
  27641. static AllowMatricesInterpolation: boolean;
  27642. /**
  27643. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  27644. */
  27645. static AllowMatrixDecomposeForInterpolation: boolean;
  27646. /**
  27647. * Stores the key frames of the animation
  27648. */
  27649. private _keys;
  27650. /**
  27651. * Stores the easing function of the animation
  27652. */
  27653. private _easingFunction;
  27654. /**
  27655. * @hidden Internal use only
  27656. */
  27657. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  27658. /**
  27659. * The set of event that will be linked to this animation
  27660. */
  27661. private _events;
  27662. /**
  27663. * Stores an array of target property paths
  27664. */
  27665. targetPropertyPath: string[];
  27666. /**
  27667. * Stores the blending speed of the animation
  27668. */
  27669. blendingSpeed: number;
  27670. /**
  27671. * Stores the animation ranges for the animation
  27672. */
  27673. private _ranges;
  27674. /**
  27675. * @hidden Internal use
  27676. */
  27677. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  27678. /**
  27679. * Sets up an animation
  27680. * @param property The property to animate
  27681. * @param animationType The animation type to apply
  27682. * @param framePerSecond The frames per second of the animation
  27683. * @param easingFunction The easing function used in the animation
  27684. * @returns The created animation
  27685. */
  27686. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  27687. /**
  27688. * Create and start an animation on a node
  27689. * @param name defines the name of the global animation that will be run on all nodes
  27690. * @param node defines the root node where the animation will take place
  27691. * @param targetProperty defines property to animate
  27692. * @param framePerSecond defines the number of frame per second yo use
  27693. * @param totalFrame defines the number of frames in total
  27694. * @param from defines the initial value
  27695. * @param to defines the final value
  27696. * @param loopMode defines which loop mode you want to use (off by default)
  27697. * @param easingFunction defines the easing function to use (linear by default)
  27698. * @param onAnimationEnd defines the callback to call when animation end
  27699. * @returns the animatable created for this animation
  27700. */
  27701. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27702. /**
  27703. * Create and start an animation on a node and its descendants
  27704. * @param name defines the name of the global animation that will be run on all nodes
  27705. * @param node defines the root node where the animation will take place
  27706. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used
  27707. * @param targetProperty defines property to animate
  27708. * @param framePerSecond defines the number of frame per second to use
  27709. * @param totalFrame defines the number of frames in total
  27710. * @param from defines the initial value
  27711. * @param to defines the final value
  27712. * @param loopMode defines which loop mode you want to use (off by default)
  27713. * @param easingFunction defines the easing function to use (linear by default)
  27714. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27715. * @returns the list of animatables created for all nodes
  27716. * @example https://www.babylonjs-playground.com/#MH0VLI
  27717. */
  27718. static CreateAndStartHierarchyAnimation(name: string, node: Node, directDescendantsOnly: boolean, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable[]>;
  27719. /**
  27720. * Creates a new animation, merges it with the existing animations and starts it
  27721. * @param name Name of the animation
  27722. * @param node Node which contains the scene that begins the animations
  27723. * @param targetProperty Specifies which property to animate
  27724. * @param framePerSecond The frames per second of the animation
  27725. * @param totalFrame The total number of frames
  27726. * @param from The frame at the beginning of the animation
  27727. * @param to The frame at the end of the animation
  27728. * @param loopMode Specifies the loop mode of the animation
  27729. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  27730. * @param onAnimationEnd Callback to run once the animation is complete
  27731. * @returns Nullable animation
  27732. */
  27733. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  27734. /**
  27735. * Transition property of an host to the target Value
  27736. * @param property The property to transition
  27737. * @param targetValue The target Value of the property
  27738. * @param host The object where the property to animate belongs
  27739. * @param scene Scene used to run the animation
  27740. * @param frameRate Framerate (in frame/s) to use
  27741. * @param transition The transition type we want to use
  27742. * @param duration The duration of the animation, in milliseconds
  27743. * @param onAnimationEnd Callback trigger at the end of the animation
  27744. * @returns Nullable animation
  27745. */
  27746. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  27747. /**
  27748. * Return the array of runtime animations currently using this animation
  27749. */
  27750. readonly runtimeAnimations: RuntimeAnimation[];
  27751. /**
  27752. * Specifies if any of the runtime animations are currently running
  27753. */
  27754. readonly hasRunningRuntimeAnimations: boolean;
  27755. /**
  27756. * Initializes the animation
  27757. * @param name Name of the animation
  27758. * @param targetProperty Property to animate
  27759. * @param framePerSecond The frames per second of the animation
  27760. * @param dataType The data type of the animation
  27761. * @param loopMode The loop mode of the animation
  27762. * @param enableBlending Specifies if blending should be enabled
  27763. */
  27764. constructor(
  27765. /**Name of the animation */
  27766. name: string,
  27767. /**Property to animate */
  27768. targetProperty: string,
  27769. /**The frames per second of the animation */
  27770. framePerSecond: number,
  27771. /**The data type of the animation */
  27772. dataType: number,
  27773. /**The loop mode of the animation */
  27774. loopMode?: number | undefined,
  27775. /**Specifies if blending should be enabled */
  27776. enableBlending?: boolean | undefined);
  27777. /**
  27778. * Converts the animation to a string
  27779. * @param fullDetails support for multiple levels of logging within scene loading
  27780. * @returns String form of the animation
  27781. */
  27782. toString(fullDetails?: boolean): string;
  27783. /**
  27784. * Add an event to this animation
  27785. * @param event Event to add
  27786. */
  27787. addEvent(event: AnimationEvent): void;
  27788. /**
  27789. * Remove all events found at the given frame
  27790. * @param frame The frame to remove events from
  27791. */
  27792. removeEvents(frame: number): void;
  27793. /**
  27794. * Retrieves all the events from the animation
  27795. * @returns Events from the animation
  27796. */
  27797. getEvents(): AnimationEvent[];
  27798. /**
  27799. * Creates an animation range
  27800. * @param name Name of the animation range
  27801. * @param from Starting frame of the animation range
  27802. * @param to Ending frame of the animation
  27803. */
  27804. createRange(name: string, from: number, to: number): void;
  27805. /**
  27806. * Deletes an animation range by name
  27807. * @param name Name of the animation range to delete
  27808. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  27809. */
  27810. deleteRange(name: string, deleteFrames?: boolean): void;
  27811. /**
  27812. * Gets the animation range by name, or null if not defined
  27813. * @param name Name of the animation range
  27814. * @returns Nullable animation range
  27815. */
  27816. getRange(name: string): Nullable<AnimationRange>;
  27817. /**
  27818. * Gets the key frames from the animation
  27819. * @returns The key frames of the animation
  27820. */
  27821. getKeys(): Array<IAnimationKey>;
  27822. /**
  27823. * Gets the highest frame rate of the animation
  27824. * @returns Highest frame rate of the animation
  27825. */
  27826. getHighestFrame(): number;
  27827. /**
  27828. * Gets the easing function of the animation
  27829. * @returns Easing function of the animation
  27830. */
  27831. getEasingFunction(): IEasingFunction;
  27832. /**
  27833. * Sets the easing function of the animation
  27834. * @param easingFunction A custom mathematical formula for animation
  27835. */
  27836. setEasingFunction(easingFunction: EasingFunction): void;
  27837. /**
  27838. * Interpolates a scalar linearly
  27839. * @param startValue Start value of the animation curve
  27840. * @param endValue End value of the animation curve
  27841. * @param gradient Scalar amount to interpolate
  27842. * @returns Interpolated scalar value
  27843. */
  27844. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  27845. /**
  27846. * Interpolates a scalar cubically
  27847. * @param startValue Start value of the animation curve
  27848. * @param outTangent End tangent of the animation
  27849. * @param endValue End value of the animation curve
  27850. * @param inTangent Start tangent of the animation curve
  27851. * @param gradient Scalar amount to interpolate
  27852. * @returns Interpolated scalar value
  27853. */
  27854. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  27855. /**
  27856. * Interpolates a quaternion using a spherical linear interpolation
  27857. * @param startValue Start value of the animation curve
  27858. * @param endValue End value of the animation curve
  27859. * @param gradient Scalar amount to interpolate
  27860. * @returns Interpolated quaternion value
  27861. */
  27862. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  27863. /**
  27864. * Interpolates a quaternion cubically
  27865. * @param startValue Start value of the animation curve
  27866. * @param outTangent End tangent of the animation curve
  27867. * @param endValue End value of the animation curve
  27868. * @param inTangent Start tangent of the animation curve
  27869. * @param gradient Scalar amount to interpolate
  27870. * @returns Interpolated quaternion value
  27871. */
  27872. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  27873. /**
  27874. * Interpolates a Vector3 linearl
  27875. * @param startValue Start value of the animation curve
  27876. * @param endValue End value of the animation curve
  27877. * @param gradient Scalar amount to interpolate
  27878. * @returns Interpolated scalar value
  27879. */
  27880. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  27881. /**
  27882. * Interpolates a Vector3 cubically
  27883. * @param startValue Start value of the animation curve
  27884. * @param outTangent End tangent of the animation
  27885. * @param endValue End value of the animation curve
  27886. * @param inTangent Start tangent of the animation curve
  27887. * @param gradient Scalar amount to interpolate
  27888. * @returns InterpolatedVector3 value
  27889. */
  27890. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  27891. /**
  27892. * Interpolates a Vector2 linearly
  27893. * @param startValue Start value of the animation curve
  27894. * @param endValue End value of the animation curve
  27895. * @param gradient Scalar amount to interpolate
  27896. * @returns Interpolated Vector2 value
  27897. */
  27898. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  27899. /**
  27900. * Interpolates a Vector2 cubically
  27901. * @param startValue Start value of the animation curve
  27902. * @param outTangent End tangent of the animation
  27903. * @param endValue End value of the animation curve
  27904. * @param inTangent Start tangent of the animation curve
  27905. * @param gradient Scalar amount to interpolate
  27906. * @returns Interpolated Vector2 value
  27907. */
  27908. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  27909. /**
  27910. * Interpolates a size linearly
  27911. * @param startValue Start value of the animation curve
  27912. * @param endValue End value of the animation curve
  27913. * @param gradient Scalar amount to interpolate
  27914. * @returns Interpolated Size value
  27915. */
  27916. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  27917. /**
  27918. * Interpolates a Color3 linearly
  27919. * @param startValue Start value of the animation curve
  27920. * @param endValue End value of the animation curve
  27921. * @param gradient Scalar amount to interpolate
  27922. * @returns Interpolated Color3 value
  27923. */
  27924. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  27925. /**
  27926. * @hidden Internal use only
  27927. */
  27928. _getKeyValue(value: any): any;
  27929. /**
  27930. * @hidden Internal use only
  27931. */
  27932. _interpolate(currentFrame: number, state: _IAnimationState): any;
  27933. /**
  27934. * Defines the function to use to interpolate matrices
  27935. * @param startValue defines the start matrix
  27936. * @param endValue defines the end matrix
  27937. * @param gradient defines the gradient between both matrices
  27938. * @param result defines an optional target matrix where to store the interpolation
  27939. * @returns the interpolated matrix
  27940. */
  27941. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  27942. /**
  27943. * Makes a copy of the animation
  27944. * @returns Cloned animation
  27945. */
  27946. clone(): Animation;
  27947. /**
  27948. * Sets the key frames of the animation
  27949. * @param values The animation key frames to set
  27950. */
  27951. setKeys(values: Array<IAnimationKey>): void;
  27952. /**
  27953. * Serializes the animation to an object
  27954. * @returns Serialized object
  27955. */
  27956. serialize(): any;
  27957. /**
  27958. * Float animation type
  27959. */
  27960. private static _ANIMATIONTYPE_FLOAT;
  27961. /**
  27962. * Vector3 animation type
  27963. */
  27964. private static _ANIMATIONTYPE_VECTOR3;
  27965. /**
  27966. * Quaternion animation type
  27967. */
  27968. private static _ANIMATIONTYPE_QUATERNION;
  27969. /**
  27970. * Matrix animation type
  27971. */
  27972. private static _ANIMATIONTYPE_MATRIX;
  27973. /**
  27974. * Color3 animation type
  27975. */
  27976. private static _ANIMATIONTYPE_COLOR3;
  27977. /**
  27978. * Vector2 animation type
  27979. */
  27980. private static _ANIMATIONTYPE_VECTOR2;
  27981. /**
  27982. * Size animation type
  27983. */
  27984. private static _ANIMATIONTYPE_SIZE;
  27985. /**
  27986. * Relative Loop Mode
  27987. */
  27988. private static _ANIMATIONLOOPMODE_RELATIVE;
  27989. /**
  27990. * Cycle Loop Mode
  27991. */
  27992. private static _ANIMATIONLOOPMODE_CYCLE;
  27993. /**
  27994. * Constant Loop Mode
  27995. */
  27996. private static _ANIMATIONLOOPMODE_CONSTANT;
  27997. /**
  27998. * Get the float animation type
  27999. */
  28000. static readonly ANIMATIONTYPE_FLOAT: number;
  28001. /**
  28002. * Get the Vector3 animation type
  28003. */
  28004. static readonly ANIMATIONTYPE_VECTOR3: number;
  28005. /**
  28006. * Get the Vector2 animation type
  28007. */
  28008. static readonly ANIMATIONTYPE_VECTOR2: number;
  28009. /**
  28010. * Get the Size animation type
  28011. */
  28012. static readonly ANIMATIONTYPE_SIZE: number;
  28013. /**
  28014. * Get the Quaternion animation type
  28015. */
  28016. static readonly ANIMATIONTYPE_QUATERNION: number;
  28017. /**
  28018. * Get the Matrix animation type
  28019. */
  28020. static readonly ANIMATIONTYPE_MATRIX: number;
  28021. /**
  28022. * Get the Color3 animation type
  28023. */
  28024. static readonly ANIMATIONTYPE_COLOR3: number;
  28025. /**
  28026. * Get the Relative Loop Mode
  28027. */
  28028. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28029. /**
  28030. * Get the Cycle Loop Mode
  28031. */
  28032. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28033. /**
  28034. * Get the Constant Loop Mode
  28035. */
  28036. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28037. /** @hidden */
  28038. static _UniversalLerp(left: any, right: any, amount: number): any;
  28039. /**
  28040. * Parses an animation object and creates an animation
  28041. * @param parsedAnimation Parsed animation object
  28042. * @returns Animation object
  28043. */
  28044. static Parse(parsedAnimation: any): Animation;
  28045. /**
  28046. * Appends the serialized animations from the source animations
  28047. * @param source Source containing the animations
  28048. * @param destination Target to store the animations
  28049. */
  28050. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28051. }
  28052. }
  28053. declare module "babylonjs/Animations/animatable.interface" {
  28054. import { Nullable } from "babylonjs/types";
  28055. import { Animation } from "babylonjs/Animations/animation";
  28056. /**
  28057. * Interface containing an array of animations
  28058. */
  28059. export interface IAnimatable {
  28060. /**
  28061. * Array of animations
  28062. */
  28063. animations: Nullable<Array<Animation>>;
  28064. }
  28065. }
  28066. declare module "babylonjs/Materials/fresnelParameters" {
  28067. import { Color3 } from "babylonjs/Maths/math.color";
  28068. /**
  28069. * This represents all the required information to add a fresnel effect on a material:
  28070. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28071. */
  28072. export class FresnelParameters {
  28073. private _isEnabled;
  28074. /**
  28075. * Define if the fresnel effect is enable or not.
  28076. */
  28077. isEnabled: boolean;
  28078. /**
  28079. * Define the color used on edges (grazing angle)
  28080. */
  28081. leftColor: Color3;
  28082. /**
  28083. * Define the color used on center
  28084. */
  28085. rightColor: Color3;
  28086. /**
  28087. * Define bias applied to computed fresnel term
  28088. */
  28089. bias: number;
  28090. /**
  28091. * Defined the power exponent applied to fresnel term
  28092. */
  28093. power: number;
  28094. /**
  28095. * Clones the current fresnel and its valuues
  28096. * @returns a clone fresnel configuration
  28097. */
  28098. clone(): FresnelParameters;
  28099. /**
  28100. * Serializes the current fresnel parameters to a JSON representation.
  28101. * @return the JSON serialization
  28102. */
  28103. serialize(): any;
  28104. /**
  28105. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28106. * @param parsedFresnelParameters Define the JSON representation
  28107. * @returns the parsed parameters
  28108. */
  28109. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28110. }
  28111. }
  28112. declare module "babylonjs/Misc/decorators" {
  28113. import { Nullable } from "babylonjs/types";
  28114. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28115. import { Scene } from "babylonjs/scene";
  28116. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28117. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28118. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28119. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28120. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28121. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28122. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28123. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28124. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28125. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28126. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28127. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28128. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28129. /**
  28130. * Decorator used to define property that can be serialized as reference to a camera
  28131. * @param sourceName defines the name of the property to decorate
  28132. */
  28133. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28134. /**
  28135. * Class used to help serialization objects
  28136. */
  28137. export class SerializationHelper {
  28138. /** @hidden */
  28139. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28140. /** @hidden */
  28141. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28142. /** @hidden */
  28143. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28144. /** @hidden */
  28145. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28146. /**
  28147. * Appends the serialized animations from the source animations
  28148. * @param source Source containing the animations
  28149. * @param destination Target to store the animations
  28150. */
  28151. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28152. /**
  28153. * Static function used to serialized a specific entity
  28154. * @param entity defines the entity to serialize
  28155. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28156. * @returns a JSON compatible object representing the serialization of the entity
  28157. */
  28158. static Serialize<T>(entity: T, serializationObject?: any): any;
  28159. /**
  28160. * Creates a new entity from a serialization data object
  28161. * @param creationFunction defines a function used to instanciated the new entity
  28162. * @param source defines the source serialization data
  28163. * @param scene defines the hosting scene
  28164. * @param rootUrl defines the root url for resources
  28165. * @returns a new entity
  28166. */
  28167. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28168. /**
  28169. * Clones an object
  28170. * @param creationFunction defines the function used to instanciate the new object
  28171. * @param source defines the source object
  28172. * @returns the cloned object
  28173. */
  28174. static Clone<T>(creationFunction: () => T, source: T): T;
  28175. /**
  28176. * Instanciates a new object based on a source one (some data will be shared between both object)
  28177. * @param creationFunction defines the function used to instanciate the new object
  28178. * @param source defines the source object
  28179. * @returns the new object
  28180. */
  28181. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28182. }
  28183. }
  28184. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  28185. import { Nullable } from "babylonjs/types";
  28186. /**
  28187. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  28188. */
  28189. export interface CubeMapInfo {
  28190. /**
  28191. * The pixel array for the front face.
  28192. * This is stored in format, left to right, up to down format.
  28193. */
  28194. front: Nullable<ArrayBufferView>;
  28195. /**
  28196. * The pixel array for the back face.
  28197. * This is stored in format, left to right, up to down format.
  28198. */
  28199. back: Nullable<ArrayBufferView>;
  28200. /**
  28201. * The pixel array for the left face.
  28202. * This is stored in format, left to right, up to down format.
  28203. */
  28204. left: Nullable<ArrayBufferView>;
  28205. /**
  28206. * The pixel array for the right face.
  28207. * This is stored in format, left to right, up to down format.
  28208. */
  28209. right: Nullable<ArrayBufferView>;
  28210. /**
  28211. * The pixel array for the up face.
  28212. * This is stored in format, left to right, up to down format.
  28213. */
  28214. up: Nullable<ArrayBufferView>;
  28215. /**
  28216. * The pixel array for the down face.
  28217. * This is stored in format, left to right, up to down format.
  28218. */
  28219. down: Nullable<ArrayBufferView>;
  28220. /**
  28221. * The size of the cubemap stored.
  28222. *
  28223. * Each faces will be size * size pixels.
  28224. */
  28225. size: number;
  28226. /**
  28227. * The format of the texture.
  28228. *
  28229. * RGBA, RGB.
  28230. */
  28231. format: number;
  28232. /**
  28233. * The type of the texture data.
  28234. *
  28235. * UNSIGNED_INT, FLOAT.
  28236. */
  28237. type: number;
  28238. /**
  28239. * Specifies whether the texture is in gamma space.
  28240. */
  28241. gammaSpace: boolean;
  28242. }
  28243. /**
  28244. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  28245. */
  28246. export class PanoramaToCubeMapTools {
  28247. private static FACE_FRONT;
  28248. private static FACE_BACK;
  28249. private static FACE_RIGHT;
  28250. private static FACE_LEFT;
  28251. private static FACE_DOWN;
  28252. private static FACE_UP;
  28253. /**
  28254. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  28255. *
  28256. * @param float32Array The source data.
  28257. * @param inputWidth The width of the input panorama.
  28258. * @param inputHeight The height of the input panorama.
  28259. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  28260. * @return The cubemap data
  28261. */
  28262. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  28263. private static CreateCubemapTexture;
  28264. private static CalcProjectionSpherical;
  28265. }
  28266. }
  28267. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  28268. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28269. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28270. import { Nullable } from "babylonjs/types";
  28271. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  28272. /**
  28273. * Helper class dealing with the extraction of spherical polynomial dataArray
  28274. * from a cube map.
  28275. */
  28276. export class CubeMapToSphericalPolynomialTools {
  28277. private static FileFaces;
  28278. /**
  28279. * Converts a texture to the according Spherical Polynomial data.
  28280. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28281. *
  28282. * @param texture The texture to extract the information from.
  28283. * @return The Spherical Polynomial data.
  28284. */
  28285. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  28286. /**
  28287. * Converts a cubemap to the according Spherical Polynomial data.
  28288. * This extracts the first 3 orders only as they are the only one used in the lighting.
  28289. *
  28290. * @param cubeInfo The Cube map to extract the information from.
  28291. * @return The Spherical Polynomial data.
  28292. */
  28293. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  28294. }
  28295. }
  28296. declare module "babylonjs/Misc/guid" {
  28297. /**
  28298. * Class used to manipulate GUIDs
  28299. */
  28300. export class GUID {
  28301. /**
  28302. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28303. * Be aware Math.random() could cause collisions, but:
  28304. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  28305. * @returns a pseudo random id
  28306. */
  28307. static RandomId(): string;
  28308. }
  28309. }
  28310. declare module "babylonjs/Materials/Textures/baseTexture" {
  28311. import { Observable } from "babylonjs/Misc/observable";
  28312. import { Nullable } from "babylonjs/types";
  28313. import { Scene } from "babylonjs/scene";
  28314. import { Matrix } from "babylonjs/Maths/math.vector";
  28315. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28316. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28317. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28318. import { ISize } from "babylonjs/Maths/math.size";
  28319. /**
  28320. * Base class of all the textures in babylon.
  28321. * It groups all the common properties the materials, post process, lights... might need
  28322. * in order to make a correct use of the texture.
  28323. */
  28324. export class BaseTexture implements IAnimatable {
  28325. /**
  28326. * Default anisotropic filtering level for the application.
  28327. * It is set to 4 as a good tradeoff between perf and quality.
  28328. */
  28329. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28330. /**
  28331. * Gets or sets the unique id of the texture
  28332. */
  28333. uniqueId: number;
  28334. /**
  28335. * Define the name of the texture.
  28336. */
  28337. name: string;
  28338. /**
  28339. * Gets or sets an object used to store user defined information.
  28340. */
  28341. metadata: any;
  28342. /**
  28343. * For internal use only. Please do not use.
  28344. */
  28345. reservedDataStore: any;
  28346. private _hasAlpha;
  28347. /**
  28348. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28349. */
  28350. hasAlpha: boolean;
  28351. /**
  28352. * Defines if the alpha value should be determined via the rgb values.
  28353. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28354. */
  28355. getAlphaFromRGB: boolean;
  28356. /**
  28357. * Intensity or strength of the texture.
  28358. * It is commonly used by materials to fine tune the intensity of the texture
  28359. */
  28360. level: number;
  28361. /**
  28362. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28363. * This is part of the texture as textures usually maps to one uv set.
  28364. */
  28365. coordinatesIndex: number;
  28366. private _coordinatesMode;
  28367. /**
  28368. * How a texture is mapped.
  28369. *
  28370. * | Value | Type | Description |
  28371. * | ----- | ----------------------------------- | ----------- |
  28372. * | 0 | EXPLICIT_MODE | |
  28373. * | 1 | SPHERICAL_MODE | |
  28374. * | 2 | PLANAR_MODE | |
  28375. * | 3 | CUBIC_MODE | |
  28376. * | 4 | PROJECTION_MODE | |
  28377. * | 5 | SKYBOX_MODE | |
  28378. * | 6 | INVCUBIC_MODE | |
  28379. * | 7 | EQUIRECTANGULAR_MODE | |
  28380. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28381. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28382. */
  28383. coordinatesMode: number;
  28384. /**
  28385. * | Value | Type | Description |
  28386. * | ----- | ------------------ | ----------- |
  28387. * | 0 | CLAMP_ADDRESSMODE | |
  28388. * | 1 | WRAP_ADDRESSMODE | |
  28389. * | 2 | MIRROR_ADDRESSMODE | |
  28390. */
  28391. wrapU: number;
  28392. /**
  28393. * | Value | Type | Description |
  28394. * | ----- | ------------------ | ----------- |
  28395. * | 0 | CLAMP_ADDRESSMODE | |
  28396. * | 1 | WRAP_ADDRESSMODE | |
  28397. * | 2 | MIRROR_ADDRESSMODE | |
  28398. */
  28399. wrapV: number;
  28400. /**
  28401. * | Value | Type | Description |
  28402. * | ----- | ------------------ | ----------- |
  28403. * | 0 | CLAMP_ADDRESSMODE | |
  28404. * | 1 | WRAP_ADDRESSMODE | |
  28405. * | 2 | MIRROR_ADDRESSMODE | |
  28406. */
  28407. wrapR: number;
  28408. /**
  28409. * With compliant hardware and browser (supporting anisotropic filtering)
  28410. * this defines the level of anisotropic filtering in the texture.
  28411. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28412. */
  28413. anisotropicFilteringLevel: number;
  28414. /**
  28415. * Define if the texture is a cube texture or if false a 2d texture.
  28416. */
  28417. isCube: boolean;
  28418. /**
  28419. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28420. */
  28421. is3D: boolean;
  28422. /**
  28423. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28424. * HDR texture are usually stored in linear space.
  28425. * This only impacts the PBR and Background materials
  28426. */
  28427. gammaSpace: boolean;
  28428. /**
  28429. * Gets whether or not the texture contains RGBD data.
  28430. */
  28431. readonly isRGBD: boolean;
  28432. /**
  28433. * Is Z inverted in the texture (useful in a cube texture).
  28434. */
  28435. invertZ: boolean;
  28436. /**
  28437. * Are mip maps generated for this texture or not.
  28438. */
  28439. readonly noMipmap: boolean;
  28440. /**
  28441. * @hidden
  28442. */
  28443. lodLevelInAlpha: boolean;
  28444. /**
  28445. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28446. */
  28447. lodGenerationOffset: number;
  28448. /**
  28449. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28450. */
  28451. lodGenerationScale: number;
  28452. /**
  28453. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28454. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28455. * average roughness values.
  28456. */
  28457. linearSpecularLOD: boolean;
  28458. /**
  28459. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28460. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28461. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28462. */
  28463. irradianceTexture: Nullable<BaseTexture>;
  28464. /**
  28465. * Define if the texture is a render target.
  28466. */
  28467. isRenderTarget: boolean;
  28468. /**
  28469. * Define the unique id of the texture in the scene.
  28470. */
  28471. readonly uid: string;
  28472. /**
  28473. * Return a string representation of the texture.
  28474. * @returns the texture as a string
  28475. */
  28476. toString(): string;
  28477. /**
  28478. * Get the class name of the texture.
  28479. * @returns "BaseTexture"
  28480. */
  28481. getClassName(): string;
  28482. /**
  28483. * Define the list of animation attached to the texture.
  28484. */
  28485. animations: import("babylonjs/Animations/animation").Animation[];
  28486. /**
  28487. * An event triggered when the texture is disposed.
  28488. */
  28489. onDisposeObservable: Observable<BaseTexture>;
  28490. private _onDisposeObserver;
  28491. /**
  28492. * Callback triggered when the texture has been disposed.
  28493. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28494. */
  28495. onDispose: () => void;
  28496. /**
  28497. * Define the current state of the loading sequence when in delayed load mode.
  28498. */
  28499. delayLoadState: number;
  28500. private _scene;
  28501. /** @hidden */
  28502. _texture: Nullable<InternalTexture>;
  28503. private _uid;
  28504. /**
  28505. * Define if the texture is preventinga material to render or not.
  28506. * If not and the texture is not ready, the engine will use a default black texture instead.
  28507. */
  28508. readonly isBlocking: boolean;
  28509. /**
  28510. * Instantiates a new BaseTexture.
  28511. * Base class of all the textures in babylon.
  28512. * It groups all the common properties the materials, post process, lights... might need
  28513. * in order to make a correct use of the texture.
  28514. * @param scene Define the scene the texture blongs to
  28515. */
  28516. constructor(scene: Nullable<Scene>);
  28517. /**
  28518. * Get the scene the texture belongs to.
  28519. * @returns the scene or null if undefined
  28520. */
  28521. getScene(): Nullable<Scene>;
  28522. /**
  28523. * Get the texture transform matrix used to offset tile the texture for istance.
  28524. * @returns the transformation matrix
  28525. */
  28526. getTextureMatrix(): Matrix;
  28527. /**
  28528. * Get the texture reflection matrix used to rotate/transform the reflection.
  28529. * @returns the reflection matrix
  28530. */
  28531. getReflectionTextureMatrix(): Matrix;
  28532. /**
  28533. * Get the underlying lower level texture from Babylon.
  28534. * @returns the insternal texture
  28535. */
  28536. getInternalTexture(): Nullable<InternalTexture>;
  28537. /**
  28538. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  28539. * @returns true if ready or not blocking
  28540. */
  28541. isReadyOrNotBlocking(): boolean;
  28542. /**
  28543. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  28544. * @returns true if fully ready
  28545. */
  28546. isReady(): boolean;
  28547. private _cachedSize;
  28548. /**
  28549. * Get the size of the texture.
  28550. * @returns the texture size.
  28551. */
  28552. getSize(): ISize;
  28553. /**
  28554. * Get the base size of the texture.
  28555. * It can be different from the size if the texture has been resized for POT for instance
  28556. * @returns the base size
  28557. */
  28558. getBaseSize(): ISize;
  28559. /**
  28560. * Update the sampling mode of the texture.
  28561. * Default is Trilinear mode.
  28562. *
  28563. * | Value | Type | Description |
  28564. * | ----- | ------------------ | ----------- |
  28565. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  28566. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  28567. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  28568. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  28569. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  28570. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  28571. * | 7 | NEAREST_LINEAR | |
  28572. * | 8 | NEAREST_NEAREST | |
  28573. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  28574. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  28575. * | 11 | LINEAR_LINEAR | |
  28576. * | 12 | LINEAR_NEAREST | |
  28577. *
  28578. * > _mag_: magnification filter (close to the viewer)
  28579. * > _min_: minification filter (far from the viewer)
  28580. * > _mip_: filter used between mip map levels
  28581. *@param samplingMode Define the new sampling mode of the texture
  28582. */
  28583. updateSamplingMode(samplingMode: number): void;
  28584. /**
  28585. * Scales the texture if is `canRescale()`
  28586. * @param ratio the resize factor we want to use to rescale
  28587. */
  28588. scale(ratio: number): void;
  28589. /**
  28590. * Get if the texture can rescale.
  28591. */
  28592. readonly canRescale: boolean;
  28593. /** @hidden */
  28594. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  28595. /** @hidden */
  28596. _rebuild(): void;
  28597. /**
  28598. * Triggers the load sequence in delayed load mode.
  28599. */
  28600. delayLoad(): void;
  28601. /**
  28602. * Clones the texture.
  28603. * @returns the cloned texture
  28604. */
  28605. clone(): Nullable<BaseTexture>;
  28606. /**
  28607. * Get the texture underlying type (INT, FLOAT...)
  28608. */
  28609. readonly textureType: number;
  28610. /**
  28611. * Get the texture underlying format (RGB, RGBA...)
  28612. */
  28613. readonly textureFormat: number;
  28614. /**
  28615. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  28616. * This will returns an RGBA array buffer containing either in values (0-255) or
  28617. * float values (0-1) depending of the underlying buffer type.
  28618. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  28619. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  28620. * @param buffer defines a user defined buffer to fill with data (can be null)
  28621. * @returns The Array buffer containing the pixels data.
  28622. */
  28623. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  28624. /**
  28625. * Release and destroy the underlying lower level texture aka internalTexture.
  28626. */
  28627. releaseInternalTexture(): void;
  28628. /**
  28629. * Get the polynomial representation of the texture data.
  28630. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  28631. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  28632. */
  28633. sphericalPolynomial: Nullable<SphericalPolynomial>;
  28634. /** @hidden */
  28635. readonly _lodTextureHigh: Nullable<BaseTexture>;
  28636. /** @hidden */
  28637. readonly _lodTextureMid: Nullable<BaseTexture>;
  28638. /** @hidden */
  28639. readonly _lodTextureLow: Nullable<BaseTexture>;
  28640. /**
  28641. * Dispose the texture and release its associated resources.
  28642. */
  28643. dispose(): void;
  28644. /**
  28645. * Serialize the texture into a JSON representation that can be parsed later on.
  28646. * @returns the JSON representation of the texture
  28647. */
  28648. serialize(): any;
  28649. /**
  28650. * Helper function to be called back once a list of texture contains only ready textures.
  28651. * @param textures Define the list of textures to wait for
  28652. * @param callback Define the callback triggered once the entire list will be ready
  28653. */
  28654. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  28655. }
  28656. }
  28657. declare module "babylonjs/Materials/Textures/internalTexture" {
  28658. import { Observable } from "babylonjs/Misc/observable";
  28659. import { Nullable, int } from "babylonjs/types";
  28660. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  28661. import { Engine } from "babylonjs/Engines/engine";
  28662. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28663. /**
  28664. * Class used to store data associated with WebGL texture data for the engine
  28665. * This class should not be used directly
  28666. */
  28667. export class InternalTexture {
  28668. /** @hidden */
  28669. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  28670. /**
  28671. * The source of the texture data is unknown
  28672. */
  28673. static DATASOURCE_UNKNOWN: number;
  28674. /**
  28675. * Texture data comes from an URL
  28676. */
  28677. static DATASOURCE_URL: number;
  28678. /**
  28679. * Texture data is only used for temporary storage
  28680. */
  28681. static DATASOURCE_TEMP: number;
  28682. /**
  28683. * Texture data comes from raw data (ArrayBuffer)
  28684. */
  28685. static DATASOURCE_RAW: number;
  28686. /**
  28687. * Texture content is dynamic (video or dynamic texture)
  28688. */
  28689. static DATASOURCE_DYNAMIC: number;
  28690. /**
  28691. * Texture content is generated by rendering to it
  28692. */
  28693. static DATASOURCE_RENDERTARGET: number;
  28694. /**
  28695. * Texture content is part of a multi render target process
  28696. */
  28697. static DATASOURCE_MULTIRENDERTARGET: number;
  28698. /**
  28699. * Texture data comes from a cube data file
  28700. */
  28701. static DATASOURCE_CUBE: number;
  28702. /**
  28703. * Texture data comes from a raw cube data
  28704. */
  28705. static DATASOURCE_CUBERAW: number;
  28706. /**
  28707. * Texture data come from a prefiltered cube data file
  28708. */
  28709. static DATASOURCE_CUBEPREFILTERED: number;
  28710. /**
  28711. * Texture content is raw 3D data
  28712. */
  28713. static DATASOURCE_RAW3D: number;
  28714. /**
  28715. * Texture content is a depth texture
  28716. */
  28717. static DATASOURCE_DEPTHTEXTURE: number;
  28718. /**
  28719. * Texture data comes from a raw cube data encoded with RGBD
  28720. */
  28721. static DATASOURCE_CUBERAW_RGBD: number;
  28722. /**
  28723. * Defines if the texture is ready
  28724. */
  28725. isReady: boolean;
  28726. /**
  28727. * Defines if the texture is a cube texture
  28728. */
  28729. isCube: boolean;
  28730. /**
  28731. * Defines if the texture contains 3D data
  28732. */
  28733. is3D: boolean;
  28734. /**
  28735. * Defines if the texture contains multiview data
  28736. */
  28737. isMultiview: boolean;
  28738. /**
  28739. * Gets the URL used to load this texture
  28740. */
  28741. url: string;
  28742. /**
  28743. * Gets the sampling mode of the texture
  28744. */
  28745. samplingMode: number;
  28746. /**
  28747. * Gets a boolean indicating if the texture needs mipmaps generation
  28748. */
  28749. generateMipMaps: boolean;
  28750. /**
  28751. * Gets the number of samples used by the texture (WebGL2+ only)
  28752. */
  28753. samples: number;
  28754. /**
  28755. * Gets the type of the texture (int, float...)
  28756. */
  28757. type: number;
  28758. /**
  28759. * Gets the format of the texture (RGB, RGBA...)
  28760. */
  28761. format: number;
  28762. /**
  28763. * Observable called when the texture is loaded
  28764. */
  28765. onLoadedObservable: Observable<InternalTexture>;
  28766. /**
  28767. * Gets the width of the texture
  28768. */
  28769. width: number;
  28770. /**
  28771. * Gets the height of the texture
  28772. */
  28773. height: number;
  28774. /**
  28775. * Gets the depth of the texture
  28776. */
  28777. depth: number;
  28778. /**
  28779. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  28780. */
  28781. baseWidth: number;
  28782. /**
  28783. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  28784. */
  28785. baseHeight: number;
  28786. /**
  28787. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  28788. */
  28789. baseDepth: number;
  28790. /**
  28791. * Gets a boolean indicating if the texture is inverted on Y axis
  28792. */
  28793. invertY: boolean;
  28794. /** @hidden */
  28795. _invertVScale: boolean;
  28796. /** @hidden */
  28797. _associatedChannel: number;
  28798. /** @hidden */
  28799. _dataSource: number;
  28800. /** @hidden */
  28801. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  28802. /** @hidden */
  28803. _bufferView: Nullable<ArrayBufferView>;
  28804. /** @hidden */
  28805. _bufferViewArray: Nullable<ArrayBufferView[]>;
  28806. /** @hidden */
  28807. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  28808. /** @hidden */
  28809. _size: number;
  28810. /** @hidden */
  28811. _extension: string;
  28812. /** @hidden */
  28813. _files: Nullable<string[]>;
  28814. /** @hidden */
  28815. _workingCanvas: Nullable<HTMLCanvasElement>;
  28816. /** @hidden */
  28817. _workingContext: Nullable<CanvasRenderingContext2D>;
  28818. /** @hidden */
  28819. _framebuffer: Nullable<WebGLFramebuffer>;
  28820. /** @hidden */
  28821. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  28822. /** @hidden */
  28823. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  28824. /** @hidden */
  28825. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  28826. /** @hidden */
  28827. _attachments: Nullable<number[]>;
  28828. /** @hidden */
  28829. _cachedCoordinatesMode: Nullable<number>;
  28830. /** @hidden */
  28831. _cachedWrapU: Nullable<number>;
  28832. /** @hidden */
  28833. _cachedWrapV: Nullable<number>;
  28834. /** @hidden */
  28835. _cachedWrapR: Nullable<number>;
  28836. /** @hidden */
  28837. _cachedAnisotropicFilteringLevel: Nullable<number>;
  28838. /** @hidden */
  28839. _isDisabled: boolean;
  28840. /** @hidden */
  28841. _compression: Nullable<string>;
  28842. /** @hidden */
  28843. _generateStencilBuffer: boolean;
  28844. /** @hidden */
  28845. _generateDepthBuffer: boolean;
  28846. /** @hidden */
  28847. _comparisonFunction: number;
  28848. /** @hidden */
  28849. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  28850. /** @hidden */
  28851. _lodGenerationScale: number;
  28852. /** @hidden */
  28853. _lodGenerationOffset: number;
  28854. /** @hidden */
  28855. _colorTextureArray: Nullable<WebGLTexture>;
  28856. /** @hidden */
  28857. _depthStencilTextureArray: Nullable<WebGLTexture>;
  28858. /** @hidden */
  28859. _lodTextureHigh: Nullable<BaseTexture>;
  28860. /** @hidden */
  28861. _lodTextureMid: Nullable<BaseTexture>;
  28862. /** @hidden */
  28863. _lodTextureLow: Nullable<BaseTexture>;
  28864. /** @hidden */
  28865. _isRGBD: boolean;
  28866. /** @hidden */
  28867. _linearSpecularLOD: boolean;
  28868. /** @hidden */
  28869. _irradianceTexture: Nullable<BaseTexture>;
  28870. /** @hidden */
  28871. _webGLTexture: Nullable<WebGLTexture>;
  28872. /** @hidden */
  28873. _references: number;
  28874. private _engine;
  28875. /**
  28876. * Gets the Engine the texture belongs to.
  28877. * @returns The babylon engine
  28878. */
  28879. getEngine(): Engine;
  28880. /**
  28881. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  28882. */
  28883. readonly dataSource: number;
  28884. /**
  28885. * Creates a new InternalTexture
  28886. * @param engine defines the engine to use
  28887. * @param dataSource defines the type of data that will be used
  28888. * @param delayAllocation if the texture allocation should be delayed (default: false)
  28889. */
  28890. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  28891. /**
  28892. * Increments the number of references (ie. the number of Texture that point to it)
  28893. */
  28894. incrementReferences(): void;
  28895. /**
  28896. * Change the size of the texture (not the size of the content)
  28897. * @param width defines the new width
  28898. * @param height defines the new height
  28899. * @param depth defines the new depth (1 by default)
  28900. */
  28901. updateSize(width: int, height: int, depth?: int): void;
  28902. /** @hidden */
  28903. _rebuild(): void;
  28904. /** @hidden */
  28905. _swapAndDie(target: InternalTexture): void;
  28906. /**
  28907. * Dispose the current allocated resources
  28908. */
  28909. dispose(): void;
  28910. }
  28911. }
  28912. declare module "babylonjs/Materials/effect" {
  28913. import { Observable } from "babylonjs/Misc/observable";
  28914. import { Nullable } from "babylonjs/types";
  28915. import { IDisposable } from "babylonjs/scene";
  28916. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  28917. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  28918. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  28919. import { Engine } from "babylonjs/Engines/engine";
  28920. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28921. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  28922. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  28923. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  28924. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28925. /**
  28926. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  28927. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  28928. */
  28929. export class EffectFallbacks {
  28930. private _defines;
  28931. private _currentRank;
  28932. private _maxRank;
  28933. private _mesh;
  28934. /**
  28935. * Removes the fallback from the bound mesh.
  28936. */
  28937. unBindMesh(): void;
  28938. /**
  28939. * Adds a fallback on the specified property.
  28940. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28941. * @param define The name of the define in the shader
  28942. */
  28943. addFallback(rank: number, define: string): void;
  28944. /**
  28945. * Sets the mesh to use CPU skinning when needing to fallback.
  28946. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  28947. * @param mesh The mesh to use the fallbacks.
  28948. */
  28949. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  28950. /**
  28951. * Checks to see if more fallbacks are still availible.
  28952. */
  28953. readonly isMoreFallbacks: boolean;
  28954. /**
  28955. * Removes the defines that should be removed when falling back.
  28956. * @param currentDefines defines the current define statements for the shader.
  28957. * @param effect defines the current effect we try to compile
  28958. * @returns The resulting defines with defines of the current rank removed.
  28959. */
  28960. reduce(currentDefines: string, effect: Effect): string;
  28961. }
  28962. /**
  28963. * Options to be used when creating an effect.
  28964. */
  28965. export class EffectCreationOptions {
  28966. /**
  28967. * Atrributes that will be used in the shader.
  28968. */
  28969. attributes: string[];
  28970. /**
  28971. * Uniform varible names that will be set in the shader.
  28972. */
  28973. uniformsNames: string[];
  28974. /**
  28975. * Uniform buffer varible names that will be set in the shader.
  28976. */
  28977. uniformBuffersNames: string[];
  28978. /**
  28979. * Sampler texture variable names that will be set in the shader.
  28980. */
  28981. samplers: string[];
  28982. /**
  28983. * Define statements that will be set in the shader.
  28984. */
  28985. defines: any;
  28986. /**
  28987. * Possible fallbacks for this effect to improve performance when needed.
  28988. */
  28989. fallbacks: Nullable<EffectFallbacks>;
  28990. /**
  28991. * Callback that will be called when the shader is compiled.
  28992. */
  28993. onCompiled: Nullable<(effect: Effect) => void>;
  28994. /**
  28995. * Callback that will be called if an error occurs during shader compilation.
  28996. */
  28997. onError: Nullable<(effect: Effect, errors: string) => void>;
  28998. /**
  28999. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29000. */
  29001. indexParameters: any;
  29002. /**
  29003. * Max number of lights that can be used in the shader.
  29004. */
  29005. maxSimultaneousLights: number;
  29006. /**
  29007. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29008. */
  29009. transformFeedbackVaryings: Nullable<string[]>;
  29010. }
  29011. /**
  29012. * Effect containing vertex and fragment shader that can be executed on an object.
  29013. */
  29014. export class Effect implements IDisposable {
  29015. /**
  29016. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29017. */
  29018. static ShadersRepository: string;
  29019. /**
  29020. * Name of the effect.
  29021. */
  29022. name: any;
  29023. /**
  29024. * String container all the define statements that should be set on the shader.
  29025. */
  29026. defines: string;
  29027. /**
  29028. * Callback that will be called when the shader is compiled.
  29029. */
  29030. onCompiled: Nullable<(effect: Effect) => void>;
  29031. /**
  29032. * Callback that will be called if an error occurs during shader compilation.
  29033. */
  29034. onError: Nullable<(effect: Effect, errors: string) => void>;
  29035. /**
  29036. * Callback that will be called when effect is bound.
  29037. */
  29038. onBind: Nullable<(effect: Effect) => void>;
  29039. /**
  29040. * Unique ID of the effect.
  29041. */
  29042. uniqueId: number;
  29043. /**
  29044. * Observable that will be called when the shader is compiled.
  29045. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29046. */
  29047. onCompileObservable: Observable<Effect>;
  29048. /**
  29049. * Observable that will be called if an error occurs during shader compilation.
  29050. */
  29051. onErrorObservable: Observable<Effect>;
  29052. /** @hidden */
  29053. _onBindObservable: Nullable<Observable<Effect>>;
  29054. /**
  29055. * Observable that will be called when effect is bound.
  29056. */
  29057. readonly onBindObservable: Observable<Effect>;
  29058. /** @hidden */
  29059. _bonesComputationForcedToCPU: boolean;
  29060. private static _uniqueIdSeed;
  29061. private _engine;
  29062. private _uniformBuffersNames;
  29063. private _uniformsNames;
  29064. private _samplerList;
  29065. private _samplers;
  29066. private _isReady;
  29067. private _compilationError;
  29068. private _attributesNames;
  29069. private _attributes;
  29070. private _uniforms;
  29071. /**
  29072. * Key for the effect.
  29073. * @hidden
  29074. */
  29075. _key: string;
  29076. private _indexParameters;
  29077. private _fallbacks;
  29078. private _vertexSourceCode;
  29079. private _fragmentSourceCode;
  29080. private _vertexSourceCodeOverride;
  29081. private _fragmentSourceCodeOverride;
  29082. private _transformFeedbackVaryings;
  29083. /**
  29084. * Compiled shader to webGL program.
  29085. * @hidden
  29086. */
  29087. _pipelineContext: Nullable<IPipelineContext>;
  29088. private _valueCache;
  29089. private static _baseCache;
  29090. /**
  29091. * Instantiates an effect.
  29092. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29093. * @param baseName Name of the effect.
  29094. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29095. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29096. * @param samplers List of sampler variables that will be passed to the shader.
  29097. * @param engine Engine to be used to render the effect
  29098. * @param defines Define statements to be added to the shader.
  29099. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29100. * @param onCompiled Callback that will be called when the shader is compiled.
  29101. * @param onError Callback that will be called if an error occurs during shader compilation.
  29102. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29103. */
  29104. constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  29105. private _useFinalCode;
  29106. /**
  29107. * Unique key for this effect
  29108. */
  29109. readonly key: string;
  29110. /**
  29111. * If the effect has been compiled and prepared.
  29112. * @returns if the effect is compiled and prepared.
  29113. */
  29114. isReady(): boolean;
  29115. /**
  29116. * The engine the effect was initialized with.
  29117. * @returns the engine.
  29118. */
  29119. getEngine(): Engine;
  29120. /**
  29121. * The pipeline context for this effect
  29122. * @returns the associated pipeline context
  29123. */
  29124. getPipelineContext(): Nullable<IPipelineContext>;
  29125. /**
  29126. * The set of names of attribute variables for the shader.
  29127. * @returns An array of attribute names.
  29128. */
  29129. getAttributesNames(): string[];
  29130. /**
  29131. * Returns the attribute at the given index.
  29132. * @param index The index of the attribute.
  29133. * @returns The location of the attribute.
  29134. */
  29135. getAttributeLocation(index: number): number;
  29136. /**
  29137. * Returns the attribute based on the name of the variable.
  29138. * @param name of the attribute to look up.
  29139. * @returns the attribute location.
  29140. */
  29141. getAttributeLocationByName(name: string): number;
  29142. /**
  29143. * The number of attributes.
  29144. * @returns the numnber of attributes.
  29145. */
  29146. getAttributesCount(): number;
  29147. /**
  29148. * Gets the index of a uniform variable.
  29149. * @param uniformName of the uniform to look up.
  29150. * @returns the index.
  29151. */
  29152. getUniformIndex(uniformName: string): number;
  29153. /**
  29154. * Returns the attribute based on the name of the variable.
  29155. * @param uniformName of the uniform to look up.
  29156. * @returns the location of the uniform.
  29157. */
  29158. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29159. /**
  29160. * Returns an array of sampler variable names
  29161. * @returns The array of sampler variable neames.
  29162. */
  29163. getSamplers(): string[];
  29164. /**
  29165. * The error from the last compilation.
  29166. * @returns the error string.
  29167. */
  29168. getCompilationError(): string;
  29169. /**
  29170. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29171. * @param func The callback to be used.
  29172. */
  29173. executeWhenCompiled(func: (effect: Effect) => void): void;
  29174. private _checkIsReady;
  29175. /** @hidden */
  29176. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  29177. /** @hidden */
  29178. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  29179. /** @hidden */
  29180. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  29181. /**
  29182. * Recompiles the webGL program
  29183. * @param vertexSourceCode The source code for the vertex shader.
  29184. * @param fragmentSourceCode The source code for the fragment shader.
  29185. * @param onCompiled Callback called when completed.
  29186. * @param onError Callback called on error.
  29187. * @hidden
  29188. */
  29189. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29190. /**
  29191. * Prepares the effect
  29192. * @hidden
  29193. */
  29194. _prepareEffect(): void;
  29195. /**
  29196. * Checks if the effect is supported. (Must be called after compilation)
  29197. */
  29198. readonly isSupported: boolean;
  29199. /**
  29200. * Binds a texture to the engine to be used as output of the shader.
  29201. * @param channel Name of the output variable.
  29202. * @param texture Texture to bind.
  29203. * @hidden
  29204. */
  29205. _bindTexture(channel: string, texture: InternalTexture): void;
  29206. /**
  29207. * Sets a texture on the engine to be used in the shader.
  29208. * @param channel Name of the sampler variable.
  29209. * @param texture Texture to set.
  29210. */
  29211. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29212. /**
  29213. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29214. * @param channel Name of the sampler variable.
  29215. * @param texture Texture to set.
  29216. */
  29217. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29218. /**
  29219. * Sets an array of textures on the engine to be used in the shader.
  29220. * @param channel Name of the variable.
  29221. * @param textures Textures to set.
  29222. */
  29223. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29224. /**
  29225. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  29226. * @param channel Name of the sampler variable.
  29227. * @param postProcess Post process to get the input texture from.
  29228. */
  29229. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29230. /**
  29231. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29232. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  29233. * @param channel Name of the sampler variable.
  29234. * @param postProcess Post process to get the output texture from.
  29235. */
  29236. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29237. /** @hidden */
  29238. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29239. /** @hidden */
  29240. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29241. /** @hidden */
  29242. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29243. /** @hidden */
  29244. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29245. /**
  29246. * Binds a buffer to a uniform.
  29247. * @param buffer Buffer to bind.
  29248. * @param name Name of the uniform variable to bind to.
  29249. */
  29250. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29251. /**
  29252. * Binds block to a uniform.
  29253. * @param blockName Name of the block to bind.
  29254. * @param index Index to bind.
  29255. */
  29256. bindUniformBlock(blockName: string, index: number): void;
  29257. /**
  29258. * Sets an interger value on a uniform variable.
  29259. * @param uniformName Name of the variable.
  29260. * @param value Value to be set.
  29261. * @returns this effect.
  29262. */
  29263. setInt(uniformName: string, value: number): Effect;
  29264. /**
  29265. * Sets an int array on a uniform variable.
  29266. * @param uniformName Name of the variable.
  29267. * @param array array to be set.
  29268. * @returns this effect.
  29269. */
  29270. setIntArray(uniformName: string, array: Int32Array): Effect;
  29271. /**
  29272. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29273. * @param uniformName Name of the variable.
  29274. * @param array array to be set.
  29275. * @returns this effect.
  29276. */
  29277. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29278. /**
  29279. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29280. * @param uniformName Name of the variable.
  29281. * @param array array to be set.
  29282. * @returns this effect.
  29283. */
  29284. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29285. /**
  29286. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29287. * @param uniformName Name of the variable.
  29288. * @param array array to be set.
  29289. * @returns this effect.
  29290. */
  29291. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29292. /**
  29293. * Sets an float array on a uniform variable.
  29294. * @param uniformName Name of the variable.
  29295. * @param array array to be set.
  29296. * @returns this effect.
  29297. */
  29298. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29299. /**
  29300. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29301. * @param uniformName Name of the variable.
  29302. * @param array array to be set.
  29303. * @returns this effect.
  29304. */
  29305. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29306. /**
  29307. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29308. * @param uniformName Name of the variable.
  29309. * @param array array to be set.
  29310. * @returns this effect.
  29311. */
  29312. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29313. /**
  29314. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29315. * @param uniformName Name of the variable.
  29316. * @param array array to be set.
  29317. * @returns this effect.
  29318. */
  29319. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29320. /**
  29321. * Sets an array on a uniform variable.
  29322. * @param uniformName Name of the variable.
  29323. * @param array array to be set.
  29324. * @returns this effect.
  29325. */
  29326. setArray(uniformName: string, array: number[]): Effect;
  29327. /**
  29328. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  29329. * @param uniformName Name of the variable.
  29330. * @param array array to be set.
  29331. * @returns this effect.
  29332. */
  29333. setArray2(uniformName: string, array: number[]): Effect;
  29334. /**
  29335. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  29336. * @param uniformName Name of the variable.
  29337. * @param array array to be set.
  29338. * @returns this effect.
  29339. */
  29340. setArray3(uniformName: string, array: number[]): Effect;
  29341. /**
  29342. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  29343. * @param uniformName Name of the variable.
  29344. * @param array array to be set.
  29345. * @returns this effect.
  29346. */
  29347. setArray4(uniformName: string, array: number[]): Effect;
  29348. /**
  29349. * Sets matrices on a uniform variable.
  29350. * @param uniformName Name of the variable.
  29351. * @param matrices matrices to be set.
  29352. * @returns this effect.
  29353. */
  29354. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29355. /**
  29356. * Sets matrix on a uniform variable.
  29357. * @param uniformName Name of the variable.
  29358. * @param matrix matrix to be set.
  29359. * @returns this effect.
  29360. */
  29361. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29362. /**
  29363. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  29364. * @param uniformName Name of the variable.
  29365. * @param matrix matrix to be set.
  29366. * @returns this effect.
  29367. */
  29368. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29369. /**
  29370. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29371. * @param uniformName Name of the variable.
  29372. * @param matrix matrix to be set.
  29373. * @returns this effect.
  29374. */
  29375. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29376. /**
  29377. * Sets a float on a uniform variable.
  29378. * @param uniformName Name of the variable.
  29379. * @param value value to be set.
  29380. * @returns this effect.
  29381. */
  29382. setFloat(uniformName: string, value: number): Effect;
  29383. /**
  29384. * Sets a boolean on a uniform variable.
  29385. * @param uniformName Name of the variable.
  29386. * @param bool value to be set.
  29387. * @returns this effect.
  29388. */
  29389. setBool(uniformName: string, bool: boolean): Effect;
  29390. /**
  29391. * Sets a Vector2 on a uniform variable.
  29392. * @param uniformName Name of the variable.
  29393. * @param vector2 vector2 to be set.
  29394. * @returns this effect.
  29395. */
  29396. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29397. /**
  29398. * Sets a float2 on a uniform variable.
  29399. * @param uniformName Name of the variable.
  29400. * @param x First float in float2.
  29401. * @param y Second float in float2.
  29402. * @returns this effect.
  29403. */
  29404. setFloat2(uniformName: string, x: number, y: number): Effect;
  29405. /**
  29406. * Sets a Vector3 on a uniform variable.
  29407. * @param uniformName Name of the variable.
  29408. * @param vector3 Value to be set.
  29409. * @returns this effect.
  29410. */
  29411. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29412. /**
  29413. * Sets a float3 on a uniform variable.
  29414. * @param uniformName Name of the variable.
  29415. * @param x First float in float3.
  29416. * @param y Second float in float3.
  29417. * @param z Third float in float3.
  29418. * @returns this effect.
  29419. */
  29420. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29421. /**
  29422. * Sets a Vector4 on a uniform variable.
  29423. * @param uniformName Name of the variable.
  29424. * @param vector4 Value to be set.
  29425. * @returns this effect.
  29426. */
  29427. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29428. /**
  29429. * Sets a float4 on a uniform variable.
  29430. * @param uniformName Name of the variable.
  29431. * @param x First float in float4.
  29432. * @param y Second float in float4.
  29433. * @param z Third float in float4.
  29434. * @param w Fourth float in float4.
  29435. * @returns this effect.
  29436. */
  29437. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29438. /**
  29439. * Sets a Color3 on a uniform variable.
  29440. * @param uniformName Name of the variable.
  29441. * @param color3 Value to be set.
  29442. * @returns this effect.
  29443. */
  29444. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29445. /**
  29446. * Sets a Color4 on a uniform variable.
  29447. * @param uniformName Name of the variable.
  29448. * @param color3 Value to be set.
  29449. * @param alpha Alpha value to be set.
  29450. * @returns this effect.
  29451. */
  29452. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29453. /**
  29454. * Sets a Color4 on a uniform variable
  29455. * @param uniformName defines the name of the variable
  29456. * @param color4 defines the value to be set
  29457. * @returns this effect.
  29458. */
  29459. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29460. /** Release all associated resources */
  29461. dispose(): void;
  29462. /**
  29463. * This function will add a new shader to the shader store
  29464. * @param name the name of the shader
  29465. * @param pixelShader optional pixel shader content
  29466. * @param vertexShader optional vertex shader content
  29467. */
  29468. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29469. /**
  29470. * Store of each shader (The can be looked up using effect.key)
  29471. */
  29472. static ShadersStore: {
  29473. [key: string]: string;
  29474. };
  29475. /**
  29476. * Store of each included file for a shader (The can be looked up using effect.key)
  29477. */
  29478. static IncludesShadersStore: {
  29479. [key: string]: string;
  29480. };
  29481. /**
  29482. * Resets the cache of effects.
  29483. */
  29484. static ResetCache(): void;
  29485. }
  29486. }
  29487. declare module "babylonjs/Materials/uniformBuffer" {
  29488. import { Nullable, FloatArray } from "babylonjs/types";
  29489. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  29490. import { Engine } from "babylonjs/Engines/engine";
  29491. import { Effect } from "babylonjs/Materials/effect";
  29492. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29493. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29494. import { Color3 } from "babylonjs/Maths/math.color";
  29495. /**
  29496. * Uniform buffer objects.
  29497. *
  29498. * Handles blocks of uniform on the GPU.
  29499. *
  29500. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29501. *
  29502. * For more information, please refer to :
  29503. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29504. */
  29505. export class UniformBuffer {
  29506. private _engine;
  29507. private _buffer;
  29508. private _data;
  29509. private _bufferData;
  29510. private _dynamic?;
  29511. private _uniformLocations;
  29512. private _uniformSizes;
  29513. private _uniformLocationPointer;
  29514. private _needSync;
  29515. private _noUBO;
  29516. private _currentEffect;
  29517. private static _MAX_UNIFORM_SIZE;
  29518. private static _tempBuffer;
  29519. /**
  29520. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  29521. * This is dynamic to allow compat with webgl 1 and 2.
  29522. * You will need to pass the name of the uniform as well as the value.
  29523. */
  29524. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  29525. /**
  29526. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  29527. * This is dynamic to allow compat with webgl 1 and 2.
  29528. * You will need to pass the name of the uniform as well as the value.
  29529. */
  29530. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  29531. /**
  29532. * Lambda to Update a single float in a uniform buffer.
  29533. * This is dynamic to allow compat with webgl 1 and 2.
  29534. * You will need to pass the name of the uniform as well as the value.
  29535. */
  29536. updateFloat: (name: string, x: number) => void;
  29537. /**
  29538. * Lambda to Update a vec2 of float in a uniform buffer.
  29539. * This is dynamic to allow compat with webgl 1 and 2.
  29540. * You will need to pass the name of the uniform as well as the value.
  29541. */
  29542. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  29543. /**
  29544. * Lambda to Update a vec3 of float in a uniform buffer.
  29545. * This is dynamic to allow compat with webgl 1 and 2.
  29546. * You will need to pass the name of the uniform as well as the value.
  29547. */
  29548. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  29549. /**
  29550. * Lambda to Update a vec4 of float in a uniform buffer.
  29551. * This is dynamic to allow compat with webgl 1 and 2.
  29552. * You will need to pass the name of the uniform as well as the value.
  29553. */
  29554. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  29555. /**
  29556. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  29557. * This is dynamic to allow compat with webgl 1 and 2.
  29558. * You will need to pass the name of the uniform as well as the value.
  29559. */
  29560. updateMatrix: (name: string, mat: Matrix) => void;
  29561. /**
  29562. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  29563. * This is dynamic to allow compat with webgl 1 and 2.
  29564. * You will need to pass the name of the uniform as well as the value.
  29565. */
  29566. updateVector3: (name: string, vector: Vector3) => void;
  29567. /**
  29568. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  29569. * This is dynamic to allow compat with webgl 1 and 2.
  29570. * You will need to pass the name of the uniform as well as the value.
  29571. */
  29572. updateVector4: (name: string, vector: Vector4) => void;
  29573. /**
  29574. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  29575. * This is dynamic to allow compat with webgl 1 and 2.
  29576. * You will need to pass the name of the uniform as well as the value.
  29577. */
  29578. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  29579. /**
  29580. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  29581. * This is dynamic to allow compat with webgl 1 and 2.
  29582. * You will need to pass the name of the uniform as well as the value.
  29583. */
  29584. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  29585. /**
  29586. * Instantiates a new Uniform buffer objects.
  29587. *
  29588. * Handles blocks of uniform on the GPU.
  29589. *
  29590. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  29591. *
  29592. * For more information, please refer to :
  29593. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  29594. * @param engine Define the engine the buffer is associated with
  29595. * @param data Define the data contained in the buffer
  29596. * @param dynamic Define if the buffer is updatable
  29597. */
  29598. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  29599. /**
  29600. * Indicates if the buffer is using the WebGL2 UBO implementation,
  29601. * or just falling back on setUniformXXX calls.
  29602. */
  29603. readonly useUbo: boolean;
  29604. /**
  29605. * Indicates if the WebGL underlying uniform buffer is in sync
  29606. * with the javascript cache data.
  29607. */
  29608. readonly isSync: boolean;
  29609. /**
  29610. * Indicates if the WebGL underlying uniform buffer is dynamic.
  29611. * Also, a dynamic UniformBuffer will disable cache verification and always
  29612. * update the underlying WebGL uniform buffer to the GPU.
  29613. * @returns if Dynamic, otherwise false
  29614. */
  29615. isDynamic(): boolean;
  29616. /**
  29617. * The data cache on JS side.
  29618. * @returns the underlying data as a float array
  29619. */
  29620. getData(): Float32Array;
  29621. /**
  29622. * The underlying WebGL Uniform buffer.
  29623. * @returns the webgl buffer
  29624. */
  29625. getBuffer(): Nullable<DataBuffer>;
  29626. /**
  29627. * std140 layout specifies how to align data within an UBO structure.
  29628. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  29629. * for specs.
  29630. */
  29631. private _fillAlignment;
  29632. /**
  29633. * Adds an uniform in the buffer.
  29634. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  29635. * for the layout to be correct !
  29636. * @param name Name of the uniform, as used in the uniform block in the shader.
  29637. * @param size Data size, or data directly.
  29638. */
  29639. addUniform(name: string, size: number | number[]): void;
  29640. /**
  29641. * Adds a Matrix 4x4 to the uniform buffer.
  29642. * @param name Name of the uniform, as used in the uniform block in the shader.
  29643. * @param mat A 4x4 matrix.
  29644. */
  29645. addMatrix(name: string, mat: Matrix): void;
  29646. /**
  29647. * Adds a vec2 to the uniform buffer.
  29648. * @param name Name of the uniform, as used in the uniform block in the shader.
  29649. * @param x Define the x component value of the vec2
  29650. * @param y Define the y component value of the vec2
  29651. */
  29652. addFloat2(name: string, x: number, y: number): void;
  29653. /**
  29654. * Adds a vec3 to the uniform buffer.
  29655. * @param name Name of the uniform, as used in the uniform block in the shader.
  29656. * @param x Define the x component value of the vec3
  29657. * @param y Define the y component value of the vec3
  29658. * @param z Define the z component value of the vec3
  29659. */
  29660. addFloat3(name: string, x: number, y: number, z: number): void;
  29661. /**
  29662. * Adds a vec3 to the uniform buffer.
  29663. * @param name Name of the uniform, as used in the uniform block in the shader.
  29664. * @param color Define the vec3 from a Color
  29665. */
  29666. addColor3(name: string, color: Color3): void;
  29667. /**
  29668. * Adds a vec4 to the uniform buffer.
  29669. * @param name Name of the uniform, as used in the uniform block in the shader.
  29670. * @param color Define the rgb components from a Color
  29671. * @param alpha Define the a component of the vec4
  29672. */
  29673. addColor4(name: string, color: Color3, alpha: number): void;
  29674. /**
  29675. * Adds a vec3 to the uniform buffer.
  29676. * @param name Name of the uniform, as used in the uniform block in the shader.
  29677. * @param vector Define the vec3 components from a Vector
  29678. */
  29679. addVector3(name: string, vector: Vector3): void;
  29680. /**
  29681. * Adds a Matrix 3x3 to the uniform buffer.
  29682. * @param name Name of the uniform, as used in the uniform block in the shader.
  29683. */
  29684. addMatrix3x3(name: string): void;
  29685. /**
  29686. * Adds a Matrix 2x2 to the uniform buffer.
  29687. * @param name Name of the uniform, as used in the uniform block in the shader.
  29688. */
  29689. addMatrix2x2(name: string): void;
  29690. /**
  29691. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  29692. */
  29693. create(): void;
  29694. /** @hidden */
  29695. _rebuild(): void;
  29696. /**
  29697. * Updates the WebGL Uniform Buffer on the GPU.
  29698. * If the `dynamic` flag is set to true, no cache comparison is done.
  29699. * Otherwise, the buffer will be updated only if the cache differs.
  29700. */
  29701. update(): void;
  29702. /**
  29703. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  29704. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29705. * @param data Define the flattened data
  29706. * @param size Define the size of the data.
  29707. */
  29708. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  29709. private _valueCache;
  29710. private _cacheMatrix;
  29711. private _updateMatrix3x3ForUniform;
  29712. private _updateMatrix3x3ForEffect;
  29713. private _updateMatrix2x2ForEffect;
  29714. private _updateMatrix2x2ForUniform;
  29715. private _updateFloatForEffect;
  29716. private _updateFloatForUniform;
  29717. private _updateFloat2ForEffect;
  29718. private _updateFloat2ForUniform;
  29719. private _updateFloat3ForEffect;
  29720. private _updateFloat3ForUniform;
  29721. private _updateFloat4ForEffect;
  29722. private _updateFloat4ForUniform;
  29723. private _updateMatrixForEffect;
  29724. private _updateMatrixForUniform;
  29725. private _updateVector3ForEffect;
  29726. private _updateVector3ForUniform;
  29727. private _updateVector4ForEffect;
  29728. private _updateVector4ForUniform;
  29729. private _updateColor3ForEffect;
  29730. private _updateColor3ForUniform;
  29731. private _updateColor4ForEffect;
  29732. private _updateColor4ForUniform;
  29733. /**
  29734. * Sets a sampler uniform on the effect.
  29735. * @param name Define the name of the sampler.
  29736. * @param texture Define the texture to set in the sampler
  29737. */
  29738. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  29739. /**
  29740. * Directly updates the value of the uniform in the cache AND on the GPU.
  29741. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  29742. * @param data Define the flattened data
  29743. */
  29744. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  29745. /**
  29746. * Binds this uniform buffer to an effect.
  29747. * @param effect Define the effect to bind the buffer to
  29748. * @param name Name of the uniform block in the shader.
  29749. */
  29750. bindToEffect(effect: Effect, name: string): void;
  29751. /**
  29752. * Disposes the uniform buffer.
  29753. */
  29754. dispose(): void;
  29755. }
  29756. }
  29757. declare module "babylonjs/Audio/analyser" {
  29758. import { Scene } from "babylonjs/scene";
  29759. /**
  29760. * Class used to work with sound analyzer using fast fourier transform (FFT)
  29761. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29762. */
  29763. export class Analyser {
  29764. /**
  29765. * Gets or sets the smoothing
  29766. * @ignorenaming
  29767. */
  29768. SMOOTHING: number;
  29769. /**
  29770. * Gets or sets the FFT table size
  29771. * @ignorenaming
  29772. */
  29773. FFT_SIZE: number;
  29774. /**
  29775. * Gets or sets the bar graph amplitude
  29776. * @ignorenaming
  29777. */
  29778. BARGRAPHAMPLITUDE: number;
  29779. /**
  29780. * Gets or sets the position of the debug canvas
  29781. * @ignorenaming
  29782. */
  29783. DEBUGCANVASPOS: {
  29784. x: number;
  29785. y: number;
  29786. };
  29787. /**
  29788. * Gets or sets the debug canvas size
  29789. * @ignorenaming
  29790. */
  29791. DEBUGCANVASSIZE: {
  29792. width: number;
  29793. height: number;
  29794. };
  29795. private _byteFreqs;
  29796. private _byteTime;
  29797. private _floatFreqs;
  29798. private _webAudioAnalyser;
  29799. private _debugCanvas;
  29800. private _debugCanvasContext;
  29801. private _scene;
  29802. private _registerFunc;
  29803. private _audioEngine;
  29804. /**
  29805. * Creates a new analyser
  29806. * @param scene defines hosting scene
  29807. */
  29808. constructor(scene: Scene);
  29809. /**
  29810. * Get the number of data values you will have to play with for the visualization
  29811. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  29812. * @returns a number
  29813. */
  29814. getFrequencyBinCount(): number;
  29815. /**
  29816. * Gets the current frequency data as a byte array
  29817. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29818. * @returns a Uint8Array
  29819. */
  29820. getByteFrequencyData(): Uint8Array;
  29821. /**
  29822. * Gets the current waveform as a byte array
  29823. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  29824. * @returns a Uint8Array
  29825. */
  29826. getByteTimeDomainData(): Uint8Array;
  29827. /**
  29828. * Gets the current frequency data as a float array
  29829. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  29830. * @returns a Float32Array
  29831. */
  29832. getFloatFrequencyData(): Float32Array;
  29833. /**
  29834. * Renders the debug canvas
  29835. */
  29836. drawDebugCanvas(): void;
  29837. /**
  29838. * Stops rendering the debug canvas and removes it
  29839. */
  29840. stopDebugCanvas(): void;
  29841. /**
  29842. * Connects two audio nodes
  29843. * @param inputAudioNode defines first node to connect
  29844. * @param outputAudioNode defines second node to connect
  29845. */
  29846. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  29847. /**
  29848. * Releases all associated resources
  29849. */
  29850. dispose(): void;
  29851. }
  29852. }
  29853. declare module "babylonjs/Audio/audioEngine" {
  29854. import { IDisposable } from "babylonjs/scene";
  29855. import { Analyser } from "babylonjs/Audio/analyser";
  29856. import { Nullable } from "babylonjs/types";
  29857. import { Observable } from "babylonjs/Misc/observable";
  29858. /**
  29859. * This represents an audio engine and it is responsible
  29860. * to play, synchronize and analyse sounds throughout the application.
  29861. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29862. */
  29863. export interface IAudioEngine extends IDisposable {
  29864. /**
  29865. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29866. */
  29867. readonly canUseWebAudio: boolean;
  29868. /**
  29869. * Gets the current AudioContext if available.
  29870. */
  29871. readonly audioContext: Nullable<AudioContext>;
  29872. /**
  29873. * The master gain node defines the global audio volume of your audio engine.
  29874. */
  29875. readonly masterGain: GainNode;
  29876. /**
  29877. * Gets whether or not mp3 are supported by your browser.
  29878. */
  29879. readonly isMP3supported: boolean;
  29880. /**
  29881. * Gets whether or not ogg are supported by your browser.
  29882. */
  29883. readonly isOGGsupported: boolean;
  29884. /**
  29885. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29886. * @ignoreNaming
  29887. */
  29888. WarnedWebAudioUnsupported: boolean;
  29889. /**
  29890. * Defines if the audio engine relies on a custom unlocked button.
  29891. * In this case, the embedded button will not be displayed.
  29892. */
  29893. useCustomUnlockedButton: boolean;
  29894. /**
  29895. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  29896. */
  29897. readonly unlocked: boolean;
  29898. /**
  29899. * Event raised when audio has been unlocked on the browser.
  29900. */
  29901. onAudioUnlockedObservable: Observable<AudioEngine>;
  29902. /**
  29903. * Event raised when audio has been locked on the browser.
  29904. */
  29905. onAudioLockedObservable: Observable<AudioEngine>;
  29906. /**
  29907. * Flags the audio engine in Locked state.
  29908. * This happens due to new browser policies preventing audio to autoplay.
  29909. */
  29910. lock(): void;
  29911. /**
  29912. * Unlocks the audio engine once a user action has been done on the dom.
  29913. * This is helpful to resume play once browser policies have been satisfied.
  29914. */
  29915. unlock(): void;
  29916. }
  29917. /**
  29918. * This represents the default audio engine used in babylon.
  29919. * It is responsible to play, synchronize and analyse sounds throughout the application.
  29920. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  29921. */
  29922. export class AudioEngine implements IAudioEngine {
  29923. private _audioContext;
  29924. private _audioContextInitialized;
  29925. private _muteButton;
  29926. private _hostElement;
  29927. /**
  29928. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  29929. */
  29930. canUseWebAudio: boolean;
  29931. /**
  29932. * The master gain node defines the global audio volume of your audio engine.
  29933. */
  29934. masterGain: GainNode;
  29935. /**
  29936. * Defines if Babylon should emit a warning if WebAudio is not supported.
  29937. * @ignoreNaming
  29938. */
  29939. WarnedWebAudioUnsupported: boolean;
  29940. /**
  29941. * Gets whether or not mp3 are supported by your browser.
  29942. */
  29943. isMP3supported: boolean;
  29944. /**
  29945. * Gets whether or not ogg are supported by your browser.
  29946. */
  29947. isOGGsupported: boolean;
  29948. /**
  29949. * Gets whether audio has been unlocked on the device.
  29950. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  29951. * a user interaction has happened.
  29952. */
  29953. unlocked: boolean;
  29954. /**
  29955. * Defines if the audio engine relies on a custom unlocked button.
  29956. * In this case, the embedded button will not be displayed.
  29957. */
  29958. useCustomUnlockedButton: boolean;
  29959. /**
  29960. * Event raised when audio has been unlocked on the browser.
  29961. */
  29962. onAudioUnlockedObservable: Observable<AudioEngine>;
  29963. /**
  29964. * Event raised when audio has been locked on the browser.
  29965. */
  29966. onAudioLockedObservable: Observable<AudioEngine>;
  29967. /**
  29968. * Gets the current AudioContext if available.
  29969. */
  29970. readonly audioContext: Nullable<AudioContext>;
  29971. private _connectedAnalyser;
  29972. /**
  29973. * Instantiates a new audio engine.
  29974. *
  29975. * There should be only one per page as some browsers restrict the number
  29976. * of audio contexts you can create.
  29977. * @param hostElement defines the host element where to display the mute icon if necessary
  29978. */
  29979. constructor(hostElement?: Nullable<HTMLElement>);
  29980. /**
  29981. * Flags the audio engine in Locked state.
  29982. * This happens due to new browser policies preventing audio to autoplay.
  29983. */
  29984. lock(): void;
  29985. /**
  29986. * Unlocks the audio engine once a user action has been done on the dom.
  29987. * This is helpful to resume play once browser policies have been satisfied.
  29988. */
  29989. unlock(): void;
  29990. private _resumeAudioContext;
  29991. private _initializeAudioContext;
  29992. private _tryToRun;
  29993. private _triggerRunningState;
  29994. private _triggerSuspendedState;
  29995. private _displayMuteButton;
  29996. private _moveButtonToTopLeft;
  29997. private _onResize;
  29998. private _hideMuteButton;
  29999. /**
  30000. * Destroy and release the resources associated with the audio ccontext.
  30001. */
  30002. dispose(): void;
  30003. /**
  30004. * Gets the global volume sets on the master gain.
  30005. * @returns the global volume if set or -1 otherwise
  30006. */
  30007. getGlobalVolume(): number;
  30008. /**
  30009. * Sets the global volume of your experience (sets on the master gain).
  30010. * @param newVolume Defines the new global volume of the application
  30011. */
  30012. setGlobalVolume(newVolume: number): void;
  30013. /**
  30014. * Connect the audio engine to an audio analyser allowing some amazing
  30015. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  30016. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  30017. * @param analyser The analyser to connect to the engine
  30018. */
  30019. connectToAnalyser(analyser: Analyser): void;
  30020. }
  30021. }
  30022. declare module "babylonjs/Loading/loadingScreen" {
  30023. /**
  30024. * Interface used to present a loading screen while loading a scene
  30025. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30026. */
  30027. export interface ILoadingScreen {
  30028. /**
  30029. * Function called to display the loading screen
  30030. */
  30031. displayLoadingUI: () => void;
  30032. /**
  30033. * Function called to hide the loading screen
  30034. */
  30035. hideLoadingUI: () => void;
  30036. /**
  30037. * Gets or sets the color to use for the background
  30038. */
  30039. loadingUIBackgroundColor: string;
  30040. /**
  30041. * Gets or sets the text to display while loading
  30042. */
  30043. loadingUIText: string;
  30044. }
  30045. /**
  30046. * Class used for the default loading screen
  30047. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  30048. */
  30049. export class DefaultLoadingScreen implements ILoadingScreen {
  30050. private _renderingCanvas;
  30051. private _loadingText;
  30052. private _loadingDivBackgroundColor;
  30053. private _loadingDiv;
  30054. private _loadingTextDiv;
  30055. /** Gets or sets the logo url to use for the default loading screen */
  30056. static DefaultLogoUrl: string;
  30057. /** Gets or sets the spinner url to use for the default loading screen */
  30058. static DefaultSpinnerUrl: string;
  30059. /**
  30060. * Creates a new default loading screen
  30061. * @param _renderingCanvas defines the canvas used to render the scene
  30062. * @param _loadingText defines the default text to display
  30063. * @param _loadingDivBackgroundColor defines the default background color
  30064. */
  30065. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  30066. /**
  30067. * Function called to display the loading screen
  30068. */
  30069. displayLoadingUI(): void;
  30070. /**
  30071. * Function called to hide the loading screen
  30072. */
  30073. hideLoadingUI(): void;
  30074. /**
  30075. * Gets or sets the text to display while loading
  30076. */
  30077. loadingUIText: string;
  30078. /**
  30079. * Gets or sets the color to use for the background
  30080. */
  30081. loadingUIBackgroundColor: string;
  30082. private _resizeLoadingUI;
  30083. }
  30084. }
  30085. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  30086. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30087. import { Engine } from "babylonjs/Engines/engine";
  30088. import { Nullable } from "babylonjs/types";
  30089. /** @hidden */
  30090. export class WebGLPipelineContext implements IPipelineContext {
  30091. engine: Engine;
  30092. program: Nullable<WebGLProgram>;
  30093. context?: WebGLRenderingContext;
  30094. vertexShader?: WebGLShader;
  30095. fragmentShader?: WebGLShader;
  30096. isParallelCompiled: boolean;
  30097. onCompiled?: () => void;
  30098. transformFeedback?: WebGLTransformFeedback | null;
  30099. readonly isAsync: boolean;
  30100. readonly isReady: boolean;
  30101. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  30102. }
  30103. }
  30104. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  30105. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30106. /** @hidden */
  30107. export class WebGLDataBuffer extends DataBuffer {
  30108. private _buffer;
  30109. constructor(resource: WebGLBuffer);
  30110. readonly underlyingResource: any;
  30111. }
  30112. }
  30113. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  30114. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30115. /** @hidden */
  30116. export class WebGL2ShaderProcessor implements IShaderProcessor {
  30117. attributeProcessor(attribute: string): string;
  30118. varyingProcessor(varying: string, isFragment: boolean): string;
  30119. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  30120. }
  30121. }
  30122. declare module "babylonjs/Misc/perfCounter" {
  30123. /**
  30124. * This class is used to track a performance counter which is number based.
  30125. * The user has access to many properties which give statistics of different nature.
  30126. *
  30127. * The implementer can track two kinds of Performance Counter: time and count.
  30128. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  30129. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  30130. */
  30131. export class PerfCounter {
  30132. /**
  30133. * Gets or sets a global boolean to turn on and off all the counters
  30134. */
  30135. static Enabled: boolean;
  30136. /**
  30137. * Returns the smallest value ever
  30138. */
  30139. readonly min: number;
  30140. /**
  30141. * Returns the biggest value ever
  30142. */
  30143. readonly max: number;
  30144. /**
  30145. * Returns the average value since the performance counter is running
  30146. */
  30147. readonly average: number;
  30148. /**
  30149. * Returns the average value of the last second the counter was monitored
  30150. */
  30151. readonly lastSecAverage: number;
  30152. /**
  30153. * Returns the current value
  30154. */
  30155. readonly current: number;
  30156. /**
  30157. * Gets the accumulated total
  30158. */
  30159. readonly total: number;
  30160. /**
  30161. * Gets the total value count
  30162. */
  30163. readonly count: number;
  30164. /**
  30165. * Creates a new counter
  30166. */
  30167. constructor();
  30168. /**
  30169. * Call this method to start monitoring a new frame.
  30170. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  30171. */
  30172. fetchNewFrame(): void;
  30173. /**
  30174. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  30175. * @param newCount the count value to add to the monitored count
  30176. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  30177. */
  30178. addCount(newCount: number, fetchResult: boolean): void;
  30179. /**
  30180. * Start monitoring this performance counter
  30181. */
  30182. beginMonitoring(): void;
  30183. /**
  30184. * Compute the time lapsed since the previous beginMonitoring() call.
  30185. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  30186. */
  30187. endMonitoring(newFrame?: boolean): void;
  30188. private _fetchResult;
  30189. private _startMonitoringTime;
  30190. private _min;
  30191. private _max;
  30192. private _average;
  30193. private _current;
  30194. private _totalValueCount;
  30195. private _totalAccumulated;
  30196. private _lastSecAverage;
  30197. private _lastSecAccumulated;
  30198. private _lastSecTime;
  30199. private _lastSecValueCount;
  30200. }
  30201. }
  30202. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  30203. /**
  30204. * Interface for any object that can request an animation frame
  30205. */
  30206. export interface ICustomAnimationFrameRequester {
  30207. /**
  30208. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  30209. */
  30210. renderFunction?: Function;
  30211. /**
  30212. * Called to request the next frame to render to
  30213. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  30214. */
  30215. requestAnimationFrame: Function;
  30216. /**
  30217. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  30218. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  30219. */
  30220. requestID?: number;
  30221. }
  30222. }
  30223. declare module "babylonjs/Materials/Textures/videoTexture" {
  30224. import { Observable } from "babylonjs/Misc/observable";
  30225. import { Nullable } from "babylonjs/types";
  30226. import { Scene } from "babylonjs/scene";
  30227. import { Texture } from "babylonjs/Materials/Textures/texture";
  30228. /**
  30229. * Settings for finer control over video usage
  30230. */
  30231. export interface VideoTextureSettings {
  30232. /**
  30233. * Applies `autoplay` to video, if specified
  30234. */
  30235. autoPlay?: boolean;
  30236. /**
  30237. * Applies `loop` to video, if specified
  30238. */
  30239. loop?: boolean;
  30240. /**
  30241. * Automatically updates internal texture from video at every frame in the render loop
  30242. */
  30243. autoUpdateTexture: boolean;
  30244. /**
  30245. * Image src displayed during the video loading or until the user interacts with the video.
  30246. */
  30247. poster?: string;
  30248. }
  30249. /**
  30250. * If you want to display a video in your scene, this is the special texture for that.
  30251. * This special texture works similar to other textures, with the exception of a few parameters.
  30252. * @see https://doc.babylonjs.com/how_to/video_texture
  30253. */
  30254. export class VideoTexture extends Texture {
  30255. /**
  30256. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  30257. */
  30258. readonly autoUpdateTexture: boolean;
  30259. /**
  30260. * The video instance used by the texture internally
  30261. */
  30262. readonly video: HTMLVideoElement;
  30263. private _onUserActionRequestedObservable;
  30264. /**
  30265. * Event triggerd when a dom action is required by the user to play the video.
  30266. * This happens due to recent changes in browser policies preventing video to auto start.
  30267. */
  30268. readonly onUserActionRequestedObservable: Observable<Texture>;
  30269. private _generateMipMaps;
  30270. private _engine;
  30271. private _stillImageCaptured;
  30272. private _displayingPosterTexture;
  30273. private _settings;
  30274. private _createInternalTextureOnEvent;
  30275. /**
  30276. * Creates a video texture.
  30277. * If you want to display a video in your scene, this is the special texture for that.
  30278. * This special texture works similar to other textures, with the exception of a few parameters.
  30279. * @see https://doc.babylonjs.com/how_to/video_texture
  30280. * @param name optional name, will detect from video source, if not defined
  30281. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30282. * @param scene is obviously the current scene.
  30283. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30284. * @param invertY is false by default but can be used to invert video on Y axis
  30285. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30286. * @param settings allows finer control over video usage
  30287. */
  30288. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30289. private _getName;
  30290. private _getVideo;
  30291. private _createInternalTexture;
  30292. private reset;
  30293. /**
  30294. * @hidden Internal method to initiate `update`.
  30295. */
  30296. _rebuild(): void;
  30297. /**
  30298. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30299. */
  30300. update(): void;
  30301. /**
  30302. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30303. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30304. */
  30305. updateTexture(isVisible: boolean): void;
  30306. protected _updateInternalTexture: () => void;
  30307. /**
  30308. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30309. * @param url New url.
  30310. */
  30311. updateURL(url: string): void;
  30312. /**
  30313. * Dispose the texture and release its associated resources.
  30314. */
  30315. dispose(): void;
  30316. /**
  30317. * Creates a video texture straight from a stream.
  30318. * @param scene Define the scene the texture should be created in
  30319. * @param stream Define the stream the texture should be created from
  30320. * @returns The created video texture as a promise
  30321. */
  30322. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30323. /**
  30324. * Creates a video texture straight from your WebCam video feed.
  30325. * @param scene Define the scene the texture should be created in
  30326. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30327. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30328. * @returns The created video texture as a promise
  30329. */
  30330. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30331. minWidth: number;
  30332. maxWidth: number;
  30333. minHeight: number;
  30334. maxHeight: number;
  30335. deviceId: string;
  30336. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30337. /**
  30338. * Creates a video texture straight from your WebCam video feed.
  30339. * @param scene Define the scene the texture should be created in
  30340. * @param onReady Define a callback to triggered once the texture will be ready
  30341. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30342. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30343. */
  30344. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30345. minWidth: number;
  30346. maxWidth: number;
  30347. minHeight: number;
  30348. maxHeight: number;
  30349. deviceId: string;
  30350. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30351. }
  30352. }
  30353. declare module "babylonjs/Engines/engine" {
  30354. import { Observable } from "babylonjs/Misc/observable";
  30355. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  30356. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  30357. import { Scene } from "babylonjs/scene";
  30358. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30359. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30360. import { Effect, EffectCreationOptions, EffectFallbacks } from "babylonjs/Materials/effect";
  30361. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30362. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30363. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30364. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  30365. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30366. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  30367. import { _DepthCullingState, _StencilState, _AlphaState } from "babylonjs/States/index";
  30368. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  30369. import { WebRequest } from "babylonjs/Misc/webRequest";
  30370. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  30371. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30372. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30373. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30374. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  30375. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30376. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  30377. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30378. import { Material } from "babylonjs/Materials/material";
  30379. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  30380. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  30381. /**
  30382. * Defines the interface used by objects containing a viewport (like a camera)
  30383. */
  30384. interface IViewportOwnerLike {
  30385. /**
  30386. * Gets or sets the viewport
  30387. */
  30388. viewport: IViewportLike;
  30389. }
  30390. /**
  30391. * Interface for attribute information associated with buffer instanciation
  30392. */
  30393. export class InstancingAttributeInfo {
  30394. /**
  30395. * Index/offset of the attribute in the vertex shader
  30396. */
  30397. index: number;
  30398. /**
  30399. * size of the attribute, 1, 2, 3 or 4
  30400. */
  30401. attributeSize: number;
  30402. /**
  30403. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  30404. * default is FLOAT
  30405. */
  30406. attribyteType: number;
  30407. /**
  30408. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  30409. */
  30410. normalized: boolean;
  30411. /**
  30412. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  30413. */
  30414. offset: number;
  30415. /**
  30416. * Name of the GLSL attribute, for debugging purpose only
  30417. */
  30418. attributeName: string;
  30419. }
  30420. /**
  30421. * Define options used to create a depth texture
  30422. */
  30423. export class DepthTextureCreationOptions {
  30424. /** Specifies whether or not a stencil should be allocated in the texture */
  30425. generateStencil?: boolean;
  30426. /** Specifies whether or not bilinear filtering is enable on the texture */
  30427. bilinearFiltering?: boolean;
  30428. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  30429. comparisonFunction?: number;
  30430. /** Specifies if the created texture is a cube texture */
  30431. isCube?: boolean;
  30432. }
  30433. /**
  30434. * Class used to describe the capabilities of the engine relatively to the current browser
  30435. */
  30436. export class EngineCapabilities {
  30437. /** Maximum textures units per fragment shader */
  30438. maxTexturesImageUnits: number;
  30439. /** Maximum texture units per vertex shader */
  30440. maxVertexTextureImageUnits: number;
  30441. /** Maximum textures units in the entire pipeline */
  30442. maxCombinedTexturesImageUnits: number;
  30443. /** Maximum texture size */
  30444. maxTextureSize: number;
  30445. /** Maximum cube texture size */
  30446. maxCubemapTextureSize: number;
  30447. /** Maximum render texture size */
  30448. maxRenderTextureSize: number;
  30449. /** Maximum number of vertex attributes */
  30450. maxVertexAttribs: number;
  30451. /** Maximum number of varyings */
  30452. maxVaryingVectors: number;
  30453. /** Maximum number of uniforms per vertex shader */
  30454. maxVertexUniformVectors: number;
  30455. /** Maximum number of uniforms per fragment shader */
  30456. maxFragmentUniformVectors: number;
  30457. /** Defines if standard derivates (dx/dy) are supported */
  30458. standardDerivatives: boolean;
  30459. /** Defines if s3tc texture compression is supported */
  30460. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  30461. /** Defines if pvrtc texture compression is supported */
  30462. pvrtc: any;
  30463. /** Defines if etc1 texture compression is supported */
  30464. etc1: any;
  30465. /** Defines if etc2 texture compression is supported */
  30466. etc2: any;
  30467. /** Defines if astc texture compression is supported */
  30468. astc: any;
  30469. /** Defines if float textures are supported */
  30470. textureFloat: boolean;
  30471. /** Defines if vertex array objects are supported */
  30472. vertexArrayObject: boolean;
  30473. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  30474. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  30475. /** Gets the maximum level of anisotropy supported */
  30476. maxAnisotropy: number;
  30477. /** Defines if instancing is supported */
  30478. instancedArrays: boolean;
  30479. /** Defines if 32 bits indices are supported */
  30480. uintIndices: boolean;
  30481. /** Defines if high precision shaders are supported */
  30482. highPrecisionShaderSupported: boolean;
  30483. /** Defines if depth reading in the fragment shader is supported */
  30484. fragmentDepthSupported: boolean;
  30485. /** Defines if float texture linear filtering is supported*/
  30486. textureFloatLinearFiltering: boolean;
  30487. /** Defines if rendering to float textures is supported */
  30488. textureFloatRender: boolean;
  30489. /** Defines if half float textures are supported*/
  30490. textureHalfFloat: boolean;
  30491. /** Defines if half float texture linear filtering is supported*/
  30492. textureHalfFloatLinearFiltering: boolean;
  30493. /** Defines if rendering to half float textures is supported */
  30494. textureHalfFloatRender: boolean;
  30495. /** Defines if textureLOD shader command is supported */
  30496. textureLOD: boolean;
  30497. /** Defines if draw buffers extension is supported */
  30498. drawBuffersExtension: boolean;
  30499. /** Defines if depth textures are supported */
  30500. depthTextureExtension: boolean;
  30501. /** Defines if float color buffer are supported */
  30502. colorBufferFloat: boolean;
  30503. /** Gets disjoint timer query extension (null if not supported) */
  30504. timerQuery: EXT_disjoint_timer_query;
  30505. /** Defines if timestamp can be used with timer query */
  30506. canUseTimestampForTimerQuery: boolean;
  30507. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  30508. multiview: any;
  30509. /** Function used to let the system compiles shaders in background */
  30510. parallelShaderCompile: {
  30511. COMPLETION_STATUS_KHR: number;
  30512. };
  30513. /** Max number of texture samples for MSAA */
  30514. maxMSAASamples: number;
  30515. }
  30516. /** Interface defining initialization parameters for Engine class */
  30517. export interface EngineOptions extends WebGLContextAttributes {
  30518. /**
  30519. * Defines if the engine should no exceed a specified device ratio
  30520. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30521. */
  30522. limitDeviceRatio?: number;
  30523. /**
  30524. * Defines if webvr should be enabled automatically
  30525. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30526. */
  30527. autoEnableWebVR?: boolean;
  30528. /**
  30529. * Defines if webgl2 should be turned off even if supported
  30530. * @see http://doc.babylonjs.com/features/webgl2
  30531. */
  30532. disableWebGL2Support?: boolean;
  30533. /**
  30534. * Defines if webaudio should be initialized as well
  30535. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30536. */
  30537. audioEngine?: boolean;
  30538. /**
  30539. * Defines if animations should run using a deterministic lock step
  30540. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30541. */
  30542. deterministicLockstep?: boolean;
  30543. /** Defines the maximum steps to use with deterministic lock step mode */
  30544. lockstepMaxSteps?: number;
  30545. /**
  30546. * Defines that engine should ignore context lost events
  30547. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30548. */
  30549. doNotHandleContextLost?: boolean;
  30550. /**
  30551. * Defines that engine should ignore modifying touch action attribute and style
  30552. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30553. */
  30554. doNotHandleTouchAction?: boolean;
  30555. /**
  30556. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30557. */
  30558. useHighPrecisionFloats?: boolean;
  30559. }
  30560. /**
  30561. * Defines the interface used by display changed events
  30562. */
  30563. export interface IDisplayChangedEventArgs {
  30564. /** Gets the vrDisplay object (if any) */
  30565. vrDisplay: Nullable<any>;
  30566. /** Gets a boolean indicating if webVR is supported */
  30567. vrSupported: boolean;
  30568. }
  30569. /**
  30570. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  30571. */
  30572. export class Engine {
  30573. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30574. static ExceptionList: ({
  30575. key: string;
  30576. capture: string;
  30577. captureConstraint: number;
  30578. targets: string[];
  30579. } | {
  30580. key: string;
  30581. capture: null;
  30582. captureConstraint: null;
  30583. targets: string[];
  30584. })[];
  30585. /** Gets the list of created engines */
  30586. static readonly Instances: Engine[];
  30587. /**
  30588. * Gets the latest created engine
  30589. */
  30590. static readonly LastCreatedEngine: Nullable<Engine>;
  30591. /**
  30592. * Gets the latest created scene
  30593. */
  30594. static readonly LastCreatedScene: Nullable<Scene>;
  30595. /**
  30596. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  30597. * @param flag defines which part of the materials must be marked as dirty
  30598. * @param predicate defines a predicate used to filter which materials should be affected
  30599. */
  30600. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  30601. /** @hidden */
  30602. static _TextureLoaders: IInternalTextureLoader[];
  30603. /** Defines that alpha blending is disabled */
  30604. static readonly ALPHA_DISABLE: number;
  30605. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  30606. static readonly ALPHA_ADD: number;
  30607. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  30608. static readonly ALPHA_COMBINE: number;
  30609. /** Defines that alpha blending to DEST - SRC * DEST */
  30610. static readonly ALPHA_SUBTRACT: number;
  30611. /** Defines that alpha blending to SRC * DEST */
  30612. static readonly ALPHA_MULTIPLY: number;
  30613. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  30614. static readonly ALPHA_MAXIMIZED: number;
  30615. /** Defines that alpha blending to SRC + DEST */
  30616. static readonly ALPHA_ONEONE: number;
  30617. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  30618. static readonly ALPHA_PREMULTIPLIED: number;
  30619. /**
  30620. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  30621. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  30622. */
  30623. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  30624. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  30625. static readonly ALPHA_INTERPOLATE: number;
  30626. /**
  30627. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  30628. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  30629. */
  30630. static readonly ALPHA_SCREENMODE: number;
  30631. /** Defines that the ressource is not delayed*/
  30632. static readonly DELAYLOADSTATE_NONE: number;
  30633. /** Defines that the ressource was successfully delay loaded */
  30634. static readonly DELAYLOADSTATE_LOADED: number;
  30635. /** Defines that the ressource is currently delay loading */
  30636. static readonly DELAYLOADSTATE_LOADING: number;
  30637. /** Defines that the ressource is delayed and has not started loading */
  30638. static readonly DELAYLOADSTATE_NOTLOADED: number;
  30639. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  30640. static readonly NEVER: number;
  30641. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  30642. static readonly ALWAYS: number;
  30643. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  30644. static readonly LESS: number;
  30645. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  30646. static readonly EQUAL: number;
  30647. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  30648. static readonly LEQUAL: number;
  30649. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  30650. static readonly GREATER: number;
  30651. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  30652. static readonly GEQUAL: number;
  30653. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  30654. static readonly NOTEQUAL: number;
  30655. /** Passed to stencilOperation to specify that stencil value must be kept */
  30656. static readonly KEEP: number;
  30657. /** Passed to stencilOperation to specify that stencil value must be replaced */
  30658. static readonly REPLACE: number;
  30659. /** Passed to stencilOperation to specify that stencil value must be incremented */
  30660. static readonly INCR: number;
  30661. /** Passed to stencilOperation to specify that stencil value must be decremented */
  30662. static readonly DECR: number;
  30663. /** Passed to stencilOperation to specify that stencil value must be inverted */
  30664. static readonly INVERT: number;
  30665. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  30666. static readonly INCR_WRAP: number;
  30667. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  30668. static readonly DECR_WRAP: number;
  30669. /** Texture is not repeating outside of 0..1 UVs */
  30670. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  30671. /** Texture is repeating outside of 0..1 UVs */
  30672. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  30673. /** Texture is repeating and mirrored */
  30674. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  30675. /** ALPHA */
  30676. static readonly TEXTUREFORMAT_ALPHA: number;
  30677. /** LUMINANCE */
  30678. static readonly TEXTUREFORMAT_LUMINANCE: number;
  30679. /** LUMINANCE_ALPHA */
  30680. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  30681. /** RGB */
  30682. static readonly TEXTUREFORMAT_RGB: number;
  30683. /** RGBA */
  30684. static readonly TEXTUREFORMAT_RGBA: number;
  30685. /** RED */
  30686. static readonly TEXTUREFORMAT_RED: number;
  30687. /** RED (2nd reference) */
  30688. static readonly TEXTUREFORMAT_R: number;
  30689. /** RG */
  30690. static readonly TEXTUREFORMAT_RG: number;
  30691. /** RED_INTEGER */
  30692. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  30693. /** RED_INTEGER (2nd reference) */
  30694. static readonly TEXTUREFORMAT_R_INTEGER: number;
  30695. /** RG_INTEGER */
  30696. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  30697. /** RGB_INTEGER */
  30698. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  30699. /** RGBA_INTEGER */
  30700. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  30701. /** UNSIGNED_BYTE */
  30702. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  30703. /** UNSIGNED_BYTE (2nd reference) */
  30704. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  30705. /** FLOAT */
  30706. static readonly TEXTURETYPE_FLOAT: number;
  30707. /** HALF_FLOAT */
  30708. static readonly TEXTURETYPE_HALF_FLOAT: number;
  30709. /** BYTE */
  30710. static readonly TEXTURETYPE_BYTE: number;
  30711. /** SHORT */
  30712. static readonly TEXTURETYPE_SHORT: number;
  30713. /** UNSIGNED_SHORT */
  30714. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  30715. /** INT */
  30716. static readonly TEXTURETYPE_INT: number;
  30717. /** UNSIGNED_INT */
  30718. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  30719. /** UNSIGNED_SHORT_4_4_4_4 */
  30720. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  30721. /** UNSIGNED_SHORT_5_5_5_1 */
  30722. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  30723. /** UNSIGNED_SHORT_5_6_5 */
  30724. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  30725. /** UNSIGNED_INT_2_10_10_10_REV */
  30726. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  30727. /** UNSIGNED_INT_24_8 */
  30728. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  30729. /** UNSIGNED_INT_10F_11F_11F_REV */
  30730. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  30731. /** UNSIGNED_INT_5_9_9_9_REV */
  30732. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  30733. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  30734. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  30735. /** nearest is mag = nearest and min = nearest and mip = linear */
  30736. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  30737. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30738. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  30739. /** Trilinear is mag = linear and min = linear and mip = linear */
  30740. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  30741. /** nearest is mag = nearest and min = nearest and mip = linear */
  30742. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  30743. /** Bilinear is mag = linear and min = linear and mip = nearest */
  30744. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  30745. /** Trilinear is mag = linear and min = linear and mip = linear */
  30746. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  30747. /** mag = nearest and min = nearest and mip = nearest */
  30748. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  30749. /** mag = nearest and min = linear and mip = nearest */
  30750. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  30751. /** mag = nearest and min = linear and mip = linear */
  30752. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  30753. /** mag = nearest and min = linear and mip = none */
  30754. static readonly TEXTURE_NEAREST_LINEAR: number;
  30755. /** mag = nearest and min = nearest and mip = none */
  30756. static readonly TEXTURE_NEAREST_NEAREST: number;
  30757. /** mag = linear and min = nearest and mip = nearest */
  30758. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  30759. /** mag = linear and min = nearest and mip = linear */
  30760. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  30761. /** mag = linear and min = linear and mip = none */
  30762. static readonly TEXTURE_LINEAR_LINEAR: number;
  30763. /** mag = linear and min = nearest and mip = none */
  30764. static readonly TEXTURE_LINEAR_NEAREST: number;
  30765. /** Explicit coordinates mode */
  30766. static readonly TEXTURE_EXPLICIT_MODE: number;
  30767. /** Spherical coordinates mode */
  30768. static readonly TEXTURE_SPHERICAL_MODE: number;
  30769. /** Planar coordinates mode */
  30770. static readonly TEXTURE_PLANAR_MODE: number;
  30771. /** Cubic coordinates mode */
  30772. static readonly TEXTURE_CUBIC_MODE: number;
  30773. /** Projection coordinates mode */
  30774. static readonly TEXTURE_PROJECTION_MODE: number;
  30775. /** Skybox coordinates mode */
  30776. static readonly TEXTURE_SKYBOX_MODE: number;
  30777. /** Inverse Cubic coordinates mode */
  30778. static readonly TEXTURE_INVCUBIC_MODE: number;
  30779. /** Equirectangular coordinates mode */
  30780. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  30781. /** Equirectangular Fixed coordinates mode */
  30782. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  30783. /** Equirectangular Fixed Mirrored coordinates mode */
  30784. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  30785. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  30786. static readonly SCALEMODE_FLOOR: number;
  30787. /** Defines that texture rescaling will look for the nearest power of 2 size */
  30788. static readonly SCALEMODE_NEAREST: number;
  30789. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  30790. static readonly SCALEMODE_CEILING: number;
  30791. /**
  30792. * Returns the current npm package of the sdk
  30793. */
  30794. static readonly NpmPackage: string;
  30795. /**
  30796. * Returns the current version of the framework
  30797. */
  30798. static readonly Version: string;
  30799. /**
  30800. * Returns a string describing the current engine
  30801. */
  30802. readonly description: string;
  30803. /**
  30804. * Gets or sets the epsilon value used by collision engine
  30805. */
  30806. static CollisionsEpsilon: number;
  30807. /**
  30808. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30809. */
  30810. static ShadersRepository: string;
  30811. /**
  30812. * Method called to create the default loading screen.
  30813. * This can be overriden in your own app.
  30814. * @param canvas The rendering canvas element
  30815. * @returns The loading screen
  30816. */
  30817. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  30818. /**
  30819. * Method called to create the default rescale post process on each engine.
  30820. */
  30821. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  30822. /** @hidden */
  30823. _shaderProcessor: IShaderProcessor;
  30824. /**
  30825. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30826. */
  30827. forcePOTTextures: boolean;
  30828. /**
  30829. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30830. */
  30831. isFullscreen: boolean;
  30832. /**
  30833. * Gets a boolean indicating if the pointer is currently locked
  30834. */
  30835. isPointerLock: boolean;
  30836. /**
  30837. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30838. */
  30839. cullBackFaces: boolean;
  30840. /**
  30841. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30842. */
  30843. renderEvenInBackground: boolean;
  30844. /**
  30845. * Gets or sets a boolean indicating that cache can be kept between frames
  30846. */
  30847. preventCacheWipeBetweenFrames: boolean;
  30848. /**
  30849. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  30850. **/
  30851. enableOfflineSupport: boolean;
  30852. /**
  30853. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
  30854. **/
  30855. disableManifestCheck: boolean;
  30856. /**
  30857. * Gets the list of created scenes
  30858. */
  30859. scenes: Scene[];
  30860. /**
  30861. * Event raised when a new scene is created
  30862. */
  30863. onNewSceneAddedObservable: Observable<Scene>;
  30864. /**
  30865. * Gets the list of created postprocesses
  30866. */
  30867. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  30868. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30869. validateShaderPrograms: boolean;
  30870. /**
  30871. * Observable event triggered each time the rendering canvas is resized
  30872. */
  30873. onResizeObservable: Observable<Engine>;
  30874. /**
  30875. * Observable event triggered each time the canvas loses focus
  30876. */
  30877. onCanvasBlurObservable: Observable<Engine>;
  30878. /**
  30879. * Observable event triggered each time the canvas gains focus
  30880. */
  30881. onCanvasFocusObservable: Observable<Engine>;
  30882. /**
  30883. * Observable event triggered each time the canvas receives pointerout event
  30884. */
  30885. onCanvasPointerOutObservable: Observable<PointerEvent>;
  30886. /**
  30887. * Observable event triggered before each texture is initialized
  30888. */
  30889. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30890. /**
  30891. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30892. */
  30893. disableUniformBuffers: boolean;
  30894. /** @hidden */
  30895. _uniformBuffers: UniformBuffer[];
  30896. /**
  30897. * Gets a boolean indicating that the engine supports uniform buffers
  30898. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30899. */
  30900. readonly supportsUniformBuffers: boolean;
  30901. /**
  30902. * Observable raised when the engine begins a new frame
  30903. */
  30904. onBeginFrameObservable: Observable<Engine>;
  30905. /**
  30906. * If set, will be used to request the next animation frame for the render loop
  30907. */
  30908. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  30909. /**
  30910. * Observable raised when the engine ends the current frame
  30911. */
  30912. onEndFrameObservable: Observable<Engine>;
  30913. /**
  30914. * Observable raised when the engine is about to compile a shader
  30915. */
  30916. onBeforeShaderCompilationObservable: Observable<Engine>;
  30917. /**
  30918. * Observable raised when the engine has jsut compiled a shader
  30919. */
  30920. onAfterShaderCompilationObservable: Observable<Engine>;
  30921. /** @hidden */
  30922. _gl: WebGLRenderingContext;
  30923. private _renderingCanvas;
  30924. private _windowIsBackground;
  30925. private _webGLVersion;
  30926. protected _highPrecisionShadersAllowed: boolean;
  30927. /** @hidden */
  30928. readonly _shouldUseHighPrecisionShader: boolean;
  30929. /**
  30930. * Gets a boolean indicating that only power of 2 textures are supported
  30931. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30932. */
  30933. readonly needPOTTextures: boolean;
  30934. /** @hidden */
  30935. _badOS: boolean;
  30936. /** @hidden */
  30937. _badDesktopOS: boolean;
  30938. /**
  30939. * Gets the audio engine
  30940. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30941. * @ignorenaming
  30942. */
  30943. static audioEngine: IAudioEngine;
  30944. /**
  30945. * Default AudioEngine factory responsible of creating the Audio Engine.
  30946. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  30947. */
  30948. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  30949. /**
  30950. * Default offline support factory responsible of creating a tool used to store data locally.
  30951. * By default, this will create a Database object if the workload has been embedded.
  30952. */
  30953. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  30954. private _onFocus;
  30955. private _onBlur;
  30956. private _onCanvasPointerOut;
  30957. private _onCanvasBlur;
  30958. private _onCanvasFocus;
  30959. private _onFullscreenChange;
  30960. private _onPointerLockChange;
  30961. private _hardwareScalingLevel;
  30962. /** @hidden */
  30963. _caps: EngineCapabilities;
  30964. private _pointerLockRequested;
  30965. private _isStencilEnable;
  30966. private _colorWrite;
  30967. private _loadingScreen;
  30968. /** @hidden */
  30969. _drawCalls: PerfCounter;
  30970. private _glVersion;
  30971. private _glRenderer;
  30972. private _glVendor;
  30973. private _videoTextureSupported;
  30974. private _renderingQueueLaunched;
  30975. private _activeRenderLoops;
  30976. private _deterministicLockstep;
  30977. private _lockstepMaxSteps;
  30978. /**
  30979. * Observable signaled when a context lost event is raised
  30980. */
  30981. onContextLostObservable: Observable<Engine>;
  30982. /**
  30983. * Observable signaled when a context restored event is raised
  30984. */
  30985. onContextRestoredObservable: Observable<Engine>;
  30986. private _onContextLost;
  30987. private _onContextRestored;
  30988. private _contextWasLost;
  30989. /** @hidden */
  30990. _doNotHandleContextLost: boolean;
  30991. /**
  30992. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30993. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30994. */
  30995. doNotHandleContextLost: boolean;
  30996. private _performanceMonitor;
  30997. private _fps;
  30998. private _deltaTime;
  30999. /**
  31000. * Turn this value on if you want to pause FPS computation when in background
  31001. */
  31002. disablePerformanceMonitorInBackground: boolean;
  31003. /**
  31004. * Gets the performance monitor attached to this engine
  31005. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  31006. */
  31007. readonly performanceMonitor: PerformanceMonitor;
  31008. /**
  31009. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  31010. */
  31011. disableVertexArrayObjects: boolean;
  31012. /** @hidden */
  31013. protected _depthCullingState: _DepthCullingState;
  31014. /** @hidden */
  31015. protected _stencilState: _StencilState;
  31016. /** @hidden */
  31017. protected _alphaState: _AlphaState;
  31018. /** @hidden */
  31019. protected _alphaMode: number;
  31020. /** @hidden */
  31021. _internalTexturesCache: InternalTexture[];
  31022. /** @hidden */
  31023. protected _activeChannel: number;
  31024. private _currentTextureChannel;
  31025. /** @hidden */
  31026. protected _boundTexturesCache: {
  31027. [key: string]: Nullable<InternalTexture>;
  31028. };
  31029. /** @hidden */
  31030. protected _currentEffect: Nullable<Effect>;
  31031. /** @hidden */
  31032. protected _currentProgram: Nullable<WebGLProgram>;
  31033. private _compiledEffects;
  31034. private _vertexAttribArraysEnabled;
  31035. /** @hidden */
  31036. protected _cachedViewport: Nullable<IViewportLike>;
  31037. private _cachedVertexArrayObject;
  31038. /** @hidden */
  31039. protected _cachedVertexBuffers: any;
  31040. /** @hidden */
  31041. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  31042. /** @hidden */
  31043. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  31044. /** @hidden */
  31045. _currentRenderTarget: Nullable<InternalTexture>;
  31046. private _uintIndicesCurrentlySet;
  31047. private _currentBoundBuffer;
  31048. /** @hidden */
  31049. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  31050. private _currentBufferPointers;
  31051. private _currentInstanceLocations;
  31052. private _currentInstanceBuffers;
  31053. private _textureUnits;
  31054. /** @hidden */
  31055. _workingCanvas: Nullable<HTMLCanvasElement>;
  31056. /** @hidden */
  31057. _workingContext: Nullable<CanvasRenderingContext2D>;
  31058. private _rescalePostProcess;
  31059. private _dummyFramebuffer;
  31060. private _externalData;
  31061. /** @hidden */
  31062. _bindedRenderFunction: any;
  31063. private _vaoRecordInProgress;
  31064. private _mustWipeVertexAttributes;
  31065. private _emptyTexture;
  31066. private _emptyCubeTexture;
  31067. private _emptyTexture3D;
  31068. /** @hidden */
  31069. _frameHandler: number;
  31070. private _nextFreeTextureSlots;
  31071. private _maxSimultaneousTextures;
  31072. private _activeRequests;
  31073. private _texturesSupported;
  31074. /** @hidden */
  31075. _textureFormatInUse: Nullable<string>;
  31076. /**
  31077. * Gets the list of texture formats supported
  31078. */
  31079. readonly texturesSupported: Array<string>;
  31080. /**
  31081. * Gets the list of texture formats in use
  31082. */
  31083. readonly textureFormatInUse: Nullable<string>;
  31084. /**
  31085. * Gets the current viewport
  31086. */
  31087. readonly currentViewport: Nullable<IViewportLike>;
  31088. /**
  31089. * Gets the default empty texture
  31090. */
  31091. readonly emptyTexture: InternalTexture;
  31092. /**
  31093. * Gets the default empty 3D texture
  31094. */
  31095. readonly emptyTexture3D: InternalTexture;
  31096. /**
  31097. * Gets the default empty cube texture
  31098. */
  31099. readonly emptyCubeTexture: InternalTexture;
  31100. /**
  31101. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  31102. */
  31103. readonly premultipliedAlpha: boolean;
  31104. /**
  31105. * Creates a new engine
  31106. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  31107. * @param antialias defines enable antialiasing (default: false)
  31108. * @param options defines further options to be sent to the getContext() function
  31109. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  31110. */
  31111. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  31112. /**
  31113. * Initializes a webVR display and starts listening to display change events
  31114. * The onVRDisplayChangedObservable will be notified upon these changes
  31115. * @returns The onVRDisplayChangedObservable
  31116. */
  31117. initWebVR(): Observable<IDisplayChangedEventArgs>;
  31118. /** @hidden */
  31119. _prepareVRComponent(): void;
  31120. /** @hidden */
  31121. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  31122. /** @hidden */
  31123. _submitVRFrame(): void;
  31124. /**
  31125. * Call this function to leave webVR mode
  31126. * Will do nothing if webVR is not supported or if there is no webVR device
  31127. * @see http://doc.babylonjs.com/how_to/webvr_camera
  31128. */
  31129. disableVR(): void;
  31130. /**
  31131. * Gets a boolean indicating that the system is in VR mode and is presenting
  31132. * @returns true if VR mode is engaged
  31133. */
  31134. isVRPresenting(): boolean;
  31135. /** @hidden */
  31136. _requestVRFrame(): void;
  31137. private _disableTouchAction;
  31138. private _rebuildInternalTextures;
  31139. private _rebuildEffects;
  31140. /**
  31141. * Gets a boolean indicating if all created effects are ready
  31142. * @returns true if all effects are ready
  31143. */
  31144. areAllEffectsReady(): boolean;
  31145. private _rebuildBuffers;
  31146. private _initGLContext;
  31147. /**
  31148. * Gets version of the current webGL context
  31149. */
  31150. readonly webGLVersion: number;
  31151. /**
  31152. * Gets a string idenfifying the name of the class
  31153. * @returns "Engine" string
  31154. */
  31155. getClassName(): string;
  31156. /**
  31157. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  31158. */
  31159. readonly isStencilEnable: boolean;
  31160. /** @hidden */
  31161. _prepareWorkingCanvas(): void;
  31162. /**
  31163. * Reset the texture cache to empty state
  31164. */
  31165. resetTextureCache(): void;
  31166. /**
  31167. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  31168. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31169. * @returns true if engine is in deterministic lock step mode
  31170. */
  31171. isDeterministicLockStep(): boolean;
  31172. /**
  31173. * Gets the max steps when engine is running in deterministic lock step
  31174. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31175. * @returns the max steps
  31176. */
  31177. getLockstepMaxSteps(): number;
  31178. /**
  31179. * Gets an object containing information about the current webGL context
  31180. * @returns an object containing the vender, the renderer and the version of the current webGL context
  31181. */
  31182. getGlInfo(): {
  31183. vendor: string;
  31184. renderer: string;
  31185. version: string;
  31186. };
  31187. /**
  31188. * Gets current aspect ratio
  31189. * @param viewportOwner defines the camera to use to get the aspect ratio
  31190. * @param useScreen defines if screen size must be used (or the current render target if any)
  31191. * @returns a number defining the aspect ratio
  31192. */
  31193. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  31194. /**
  31195. * Gets current screen aspect ratio
  31196. * @returns a number defining the aspect ratio
  31197. */
  31198. getScreenAspectRatio(): number;
  31199. /**
  31200. * Gets the current render width
  31201. * @param useScreen defines if screen size must be used (or the current render target if any)
  31202. * @returns a number defining the current render width
  31203. */
  31204. getRenderWidth(useScreen?: boolean): number;
  31205. /**
  31206. * Gets the current render height
  31207. * @param useScreen defines if screen size must be used (or the current render target if any)
  31208. * @returns a number defining the current render height
  31209. */
  31210. getRenderHeight(useScreen?: boolean): number;
  31211. /**
  31212. * Gets the HTML canvas attached with the current webGL context
  31213. * @returns a HTML canvas
  31214. */
  31215. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  31216. /**
  31217. * Gets host window
  31218. * @returns the host window object
  31219. */
  31220. getHostWindow(): Window;
  31221. /**
  31222. * Gets host document
  31223. * @returns the host document object
  31224. */
  31225. getHostDocument(): Document;
  31226. /**
  31227. * Gets the client rect of the HTML canvas attached with the current webGL context
  31228. * @returns a client rectanglee
  31229. */
  31230. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  31231. /**
  31232. * Defines the hardware scaling level.
  31233. * By default the hardware scaling level is computed from the window device ratio.
  31234. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  31235. * @param level defines the level to use
  31236. */
  31237. setHardwareScalingLevel(level: number): void;
  31238. /**
  31239. * Gets the current hardware scaling level.
  31240. * By default the hardware scaling level is computed from the window device ratio.
  31241. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  31242. * @returns a number indicating the current hardware scaling level
  31243. */
  31244. getHardwareScalingLevel(): number;
  31245. /**
  31246. * Gets the list of loaded textures
  31247. * @returns an array containing all loaded textures
  31248. */
  31249. getLoadedTexturesCache(): InternalTexture[];
  31250. /**
  31251. * Gets the object containing all engine capabilities
  31252. * @returns the EngineCapabilities object
  31253. */
  31254. getCaps(): EngineCapabilities;
  31255. /**
  31256. * Gets the current depth function
  31257. * @returns a number defining the depth function
  31258. */
  31259. getDepthFunction(): Nullable<number>;
  31260. /**
  31261. * Sets the current depth function
  31262. * @param depthFunc defines the function to use
  31263. */
  31264. setDepthFunction(depthFunc: number): void;
  31265. /**
  31266. * Sets the current depth function to GREATER
  31267. */
  31268. setDepthFunctionToGreater(): void;
  31269. /**
  31270. * Sets the current depth function to GEQUAL
  31271. */
  31272. setDepthFunctionToGreaterOrEqual(): void;
  31273. /**
  31274. * Sets the current depth function to LESS
  31275. */
  31276. setDepthFunctionToLess(): void;
  31277. private _cachedStencilBuffer;
  31278. private _cachedStencilFunction;
  31279. private _cachedStencilMask;
  31280. private _cachedStencilOperationPass;
  31281. private _cachedStencilOperationFail;
  31282. private _cachedStencilOperationDepthFail;
  31283. private _cachedStencilReference;
  31284. /**
  31285. * Caches the the state of the stencil buffer
  31286. */
  31287. cacheStencilState(): void;
  31288. /**
  31289. * Restores the state of the stencil buffer
  31290. */
  31291. restoreStencilState(): void;
  31292. /**
  31293. * Sets the current depth function to LEQUAL
  31294. */
  31295. setDepthFunctionToLessOrEqual(): void;
  31296. /**
  31297. * Gets a boolean indicating if stencil buffer is enabled
  31298. * @returns the current stencil buffer state
  31299. */
  31300. getStencilBuffer(): boolean;
  31301. /**
  31302. * Enable or disable the stencil buffer
  31303. * @param enable defines if the stencil buffer must be enabled or disabled
  31304. */
  31305. setStencilBuffer(enable: boolean): void;
  31306. /**
  31307. * Gets the current stencil mask
  31308. * @returns a number defining the new stencil mask to use
  31309. */
  31310. getStencilMask(): number;
  31311. /**
  31312. * Sets the current stencil mask
  31313. * @param mask defines the new stencil mask to use
  31314. */
  31315. setStencilMask(mask: number): void;
  31316. /**
  31317. * Gets the current stencil function
  31318. * @returns a number defining the stencil function to use
  31319. */
  31320. getStencilFunction(): number;
  31321. /**
  31322. * Gets the current stencil reference value
  31323. * @returns a number defining the stencil reference value to use
  31324. */
  31325. getStencilFunctionReference(): number;
  31326. /**
  31327. * Gets the current stencil mask
  31328. * @returns a number defining the stencil mask to use
  31329. */
  31330. getStencilFunctionMask(): number;
  31331. /**
  31332. * Sets the current stencil function
  31333. * @param stencilFunc defines the new stencil function to use
  31334. */
  31335. setStencilFunction(stencilFunc: number): void;
  31336. /**
  31337. * Sets the current stencil reference
  31338. * @param reference defines the new stencil reference to use
  31339. */
  31340. setStencilFunctionReference(reference: number): void;
  31341. /**
  31342. * Sets the current stencil mask
  31343. * @param mask defines the new stencil mask to use
  31344. */
  31345. setStencilFunctionMask(mask: number): void;
  31346. /**
  31347. * Gets the current stencil operation when stencil fails
  31348. * @returns a number defining stencil operation to use when stencil fails
  31349. */
  31350. getStencilOperationFail(): number;
  31351. /**
  31352. * Gets the current stencil operation when depth fails
  31353. * @returns a number defining stencil operation to use when depth fails
  31354. */
  31355. getStencilOperationDepthFail(): number;
  31356. /**
  31357. * Gets the current stencil operation when stencil passes
  31358. * @returns a number defining stencil operation to use when stencil passes
  31359. */
  31360. getStencilOperationPass(): number;
  31361. /**
  31362. * Sets the stencil operation to use when stencil fails
  31363. * @param operation defines the stencil operation to use when stencil fails
  31364. */
  31365. setStencilOperationFail(operation: number): void;
  31366. /**
  31367. * Sets the stencil operation to use when depth fails
  31368. * @param operation defines the stencil operation to use when depth fails
  31369. */
  31370. setStencilOperationDepthFail(operation: number): void;
  31371. /**
  31372. * Sets the stencil operation to use when stencil passes
  31373. * @param operation defines the stencil operation to use when stencil passes
  31374. */
  31375. setStencilOperationPass(operation: number): void;
  31376. /**
  31377. * Sets a boolean indicating if the dithering state is enabled or disabled
  31378. * @param value defines the dithering state
  31379. */
  31380. setDitheringState(value: boolean): void;
  31381. /**
  31382. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  31383. * @param value defines the rasterizer state
  31384. */
  31385. setRasterizerState(value: boolean): void;
  31386. /**
  31387. * stop executing a render loop function and remove it from the execution array
  31388. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  31389. */
  31390. stopRenderLoop(renderFunction?: () => void): void;
  31391. /** @hidden */
  31392. _renderLoop(): void;
  31393. /**
  31394. * Register and execute a render loop. The engine can have more than one render function
  31395. * @param renderFunction defines the function to continuously execute
  31396. */
  31397. runRenderLoop(renderFunction: () => void): void;
  31398. /**
  31399. * Toggle full screen mode
  31400. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31401. */
  31402. switchFullscreen(requestPointerLock: boolean): void;
  31403. /**
  31404. * Enters full screen mode
  31405. * @param requestPointerLock defines if a pointer lock should be requested from the user
  31406. */
  31407. enterFullscreen(requestPointerLock: boolean): void;
  31408. /**
  31409. * Exits full screen mode
  31410. */
  31411. exitFullscreen(): void;
  31412. /**
  31413. * Enters Pointerlock mode
  31414. */
  31415. enterPointerlock(): void;
  31416. /**
  31417. * Exits Pointerlock mode
  31418. */
  31419. exitPointerlock(): void;
  31420. /**
  31421. * Clear the current render buffer or the current render target (if any is set up)
  31422. * @param color defines the color to use
  31423. * @param backBuffer defines if the back buffer must be cleared
  31424. * @param depth defines if the depth buffer must be cleared
  31425. * @param stencil defines if the stencil buffer must be cleared
  31426. */
  31427. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  31428. /**
  31429. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  31430. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31431. * @param y defines the y-coordinate of the corner of the clear rectangle
  31432. * @param width defines the width of the clear rectangle
  31433. * @param height defines the height of the clear rectangle
  31434. * @param clearColor defines the clear color
  31435. */
  31436. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  31437. /**
  31438. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  31439. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  31440. * @param y defines the y-coordinate of the corner of the clear rectangle
  31441. * @param width defines the width of the clear rectangle
  31442. * @param height defines the height of the clear rectangle
  31443. */
  31444. enableScissor(x: number, y: number, width: number, height: number): void;
  31445. /**
  31446. * Disable previously set scissor test rectangle
  31447. */
  31448. disableScissor(): void;
  31449. private _viewportCached;
  31450. /** @hidden */
  31451. _viewport(x: number, y: number, width: number, height: number): void;
  31452. /**
  31453. * Set the WebGL's viewport
  31454. * @param viewport defines the viewport element to be used
  31455. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  31456. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  31457. */
  31458. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  31459. /**
  31460. * Directly set the WebGL Viewport
  31461. * @param x defines the x coordinate of the viewport (in screen space)
  31462. * @param y defines the y coordinate of the viewport (in screen space)
  31463. * @param width defines the width of the viewport (in screen space)
  31464. * @param height defines the height of the viewport (in screen space)
  31465. * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
  31466. */
  31467. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  31468. /**
  31469. * Begin a new frame
  31470. */
  31471. beginFrame(): void;
  31472. /**
  31473. * Enf the current frame
  31474. */
  31475. endFrame(): void;
  31476. /**
  31477. * Resize the view according to the canvas' size
  31478. */
  31479. resize(): void;
  31480. /**
  31481. * Force a specific size of the canvas
  31482. * @param width defines the new canvas' width
  31483. * @param height defines the new canvas' height
  31484. */
  31485. setSize(width: number, height: number): void;
  31486. /**
  31487. * Binds the frame buffer to the specified texture.
  31488. * @param texture The texture to render to or null for the default canvas
  31489. * @param faceIndex The face of the texture to render to in case of cube texture
  31490. * @param requiredWidth The width of the target to render to
  31491. * @param requiredHeight The height of the target to render to
  31492. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  31493. * @param depthStencilTexture The depth stencil texture to use to render
  31494. * @param lodLevel defines le lod level to bind to the frame buffer
  31495. */
  31496. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  31497. /** @hidden */
  31498. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  31499. /**
  31500. * Unbind the current render target texture from the webGL context
  31501. * @param texture defines the render target texture to unbind
  31502. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  31503. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  31504. */
  31505. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  31506. /**
  31507. * Force the mipmap generation for the given render target texture
  31508. * @param texture defines the render target texture to use
  31509. */
  31510. generateMipMapsForCubemap(texture: InternalTexture): void;
  31511. /**
  31512. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  31513. */
  31514. flushFramebuffer(): void;
  31515. /**
  31516. * Unbind the current render target and bind the default framebuffer
  31517. */
  31518. restoreDefaultFramebuffer(): void;
  31519. /**
  31520. * Create an uniform buffer
  31521. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31522. * @param elements defines the content of the uniform buffer
  31523. * @returns the webGL uniform buffer
  31524. */
  31525. createUniformBuffer(elements: FloatArray): DataBuffer;
  31526. /**
  31527. * Create a dynamic uniform buffer
  31528. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31529. * @param elements defines the content of the uniform buffer
  31530. * @returns the webGL uniform buffer
  31531. */
  31532. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  31533. /**
  31534. * Update an existing uniform buffer
  31535. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31536. * @param uniformBuffer defines the target uniform buffer
  31537. * @param elements defines the content to update
  31538. * @param offset defines the offset in the uniform buffer where update should start
  31539. * @param count defines the size of the data to update
  31540. */
  31541. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  31542. private _resetVertexBufferBinding;
  31543. /**
  31544. * Creates a vertex buffer
  31545. * @param data the data for the vertex buffer
  31546. * @returns the new WebGL static buffer
  31547. */
  31548. createVertexBuffer(data: DataArray): DataBuffer;
  31549. /**
  31550. * Creates a dynamic vertex buffer
  31551. * @param data the data for the dynamic vertex buffer
  31552. * @returns the new WebGL dynamic buffer
  31553. */
  31554. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  31555. /**
  31556. * Update a dynamic index buffer
  31557. * @param indexBuffer defines the target index buffer
  31558. * @param indices defines the data to update
  31559. * @param offset defines the offset in the target index buffer where update should start
  31560. */
  31561. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  31562. /**
  31563. * Updates a dynamic vertex buffer.
  31564. * @param vertexBuffer the vertex buffer to update
  31565. * @param data the data used to update the vertex buffer
  31566. * @param byteOffset the byte offset of the data
  31567. * @param byteLength the byte length of the data
  31568. */
  31569. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  31570. private _resetIndexBufferBinding;
  31571. /**
  31572. * Creates a new index buffer
  31573. * @param indices defines the content of the index buffer
  31574. * @param updatable defines if the index buffer must be updatable
  31575. * @returns a new webGL buffer
  31576. */
  31577. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  31578. /**
  31579. * Bind a webGL buffer to the webGL context
  31580. * @param buffer defines the buffer to bind
  31581. */
  31582. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  31583. /**
  31584. * Bind an uniform buffer to the current webGL context
  31585. * @param buffer defines the buffer to bind
  31586. */
  31587. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  31588. /**
  31589. * Bind a buffer to the current webGL context at a given location
  31590. * @param buffer defines the buffer to bind
  31591. * @param location defines the index where to bind the buffer
  31592. */
  31593. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  31594. /**
  31595. * Bind a specific block at a given index in a specific shader program
  31596. * @param pipelineContext defines the pipeline context to use
  31597. * @param blockName defines the block name
  31598. * @param index defines the index where to bind the block
  31599. */
  31600. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  31601. private bindIndexBuffer;
  31602. private bindBuffer;
  31603. /**
  31604. * update the bound buffer with the given data
  31605. * @param data defines the data to update
  31606. */
  31607. updateArrayBuffer(data: Float32Array): void;
  31608. private _vertexAttribPointer;
  31609. private _bindIndexBufferWithCache;
  31610. private _bindVertexBuffersAttributes;
  31611. /**
  31612. * Records a vertex array object
  31613. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31614. * @param vertexBuffers defines the list of vertex buffers to store
  31615. * @param indexBuffer defines the index buffer to store
  31616. * @param effect defines the effect to store
  31617. * @returns the new vertex array object
  31618. */
  31619. recordVertexArrayObject(vertexBuffers: {
  31620. [key: string]: VertexBuffer;
  31621. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  31622. /**
  31623. * Bind a specific vertex array object
  31624. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  31625. * @param vertexArrayObject defines the vertex array object to bind
  31626. * @param indexBuffer defines the index buffer to bind
  31627. */
  31628. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  31629. /**
  31630. * Bind webGl buffers directly to the webGL context
  31631. * @param vertexBuffer defines the vertex buffer to bind
  31632. * @param indexBuffer defines the index buffer to bind
  31633. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  31634. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  31635. * @param effect defines the effect associated with the vertex buffer
  31636. */
  31637. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  31638. private _unbindVertexArrayObject;
  31639. /**
  31640. * Bind a list of vertex buffers to the webGL context
  31641. * @param vertexBuffers defines the list of vertex buffers to bind
  31642. * @param indexBuffer defines the index buffer to bind
  31643. * @param effect defines the effect associated with the vertex buffers
  31644. */
  31645. bindBuffers(vertexBuffers: {
  31646. [key: string]: Nullable<VertexBuffer>;
  31647. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  31648. /**
  31649. * Unbind all instance attributes
  31650. */
  31651. unbindInstanceAttributes(): void;
  31652. /**
  31653. * Release and free the memory of a vertex array object
  31654. * @param vao defines the vertex array object to delete
  31655. */
  31656. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  31657. /** @hidden */
  31658. _releaseBuffer(buffer: DataBuffer): boolean;
  31659. /**
  31660. * Creates a webGL buffer to use with instanciation
  31661. * @param capacity defines the size of the buffer
  31662. * @returns the webGL buffer
  31663. */
  31664. createInstancesBuffer(capacity: number): DataBuffer;
  31665. /**
  31666. * Delete a webGL buffer used with instanciation
  31667. * @param buffer defines the webGL buffer to delete
  31668. */
  31669. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  31670. /**
  31671. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  31672. * @param instancesBuffer defines the webGL buffer to update and bind
  31673. * @param data defines the data to store in the buffer
  31674. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  31675. */
  31676. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  31677. /**
  31678. * Apply all cached states (depth, culling, stencil and alpha)
  31679. */
  31680. applyStates(): void;
  31681. /**
  31682. * Send a draw order
  31683. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31684. * @param indexStart defines the starting index
  31685. * @param indexCount defines the number of index to draw
  31686. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31687. */
  31688. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  31689. /**
  31690. * Draw a list of points
  31691. * @param verticesStart defines the index of first vertex to draw
  31692. * @param verticesCount defines the count of vertices to draw
  31693. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31694. */
  31695. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31696. /**
  31697. * Draw a list of unindexed primitives
  31698. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  31699. * @param verticesStart defines the index of first vertex to draw
  31700. * @param verticesCount defines the count of vertices to draw
  31701. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31702. */
  31703. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31704. /**
  31705. * Draw a list of indexed primitives
  31706. * @param fillMode defines the primitive to use
  31707. * @param indexStart defines the starting index
  31708. * @param indexCount defines the number of index to draw
  31709. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31710. */
  31711. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  31712. /**
  31713. * Draw a list of unindexed primitives
  31714. * @param fillMode defines the primitive to use
  31715. * @param verticesStart defines the index of first vertex to draw
  31716. * @param verticesCount defines the count of vertices to draw
  31717. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  31718. */
  31719. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  31720. private _drawMode;
  31721. /** @hidden */
  31722. _releaseEffect(effect: Effect): void;
  31723. /** @hidden */
  31724. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  31725. /**
  31726. * Create a new effect (used to store vertex/fragment shaders)
  31727. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  31728. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  31729. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  31730. * @param samplers defines an array of string used to represent textures
  31731. * @param defines defines the string containing the defines to use to compile the shaders
  31732. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  31733. * @param onCompiled defines a function to call when the effect creation is successful
  31734. * @param onError defines a function to call when the effect creation has failed
  31735. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  31736. * @returns the new Effect
  31737. */
  31738. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  31739. private _compileShader;
  31740. private _compileRawShader;
  31741. /**
  31742. * Directly creates a webGL program
  31743. * @param pipelineContext defines the pipeline context to attach to
  31744. * @param vertexCode defines the vertex shader code to use
  31745. * @param fragmentCode defines the fragment shader code to use
  31746. * @param context defines the webGL context to use (if not set, the current one will be used)
  31747. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31748. * @returns the new webGL program
  31749. */
  31750. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31751. /**
  31752. * Creates a webGL program
  31753. * @param pipelineContext defines the pipeline context to attach to
  31754. * @param vertexCode defines the vertex shader code to use
  31755. * @param fragmentCode defines the fragment shader code to use
  31756. * @param defines defines the string containing the defines to use to compile the shaders
  31757. * @param context defines the webGL context to use (if not set, the current one will be used)
  31758. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  31759. * @returns the new webGL program
  31760. */
  31761. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  31762. /**
  31763. * Creates a new pipeline context
  31764. * @returns the new pipeline
  31765. */
  31766. createPipelineContext(): WebGLPipelineContext;
  31767. private _createShaderProgram;
  31768. private _finalizePipelineContext;
  31769. /** @hidden */
  31770. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  31771. /** @hidden */
  31772. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  31773. /** @hidden */
  31774. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  31775. /**
  31776. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  31777. * @param pipelineContext defines the pipeline context to use
  31778. * @param uniformsNames defines the list of uniform names
  31779. * @returns an array of webGL uniform locations
  31780. */
  31781. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  31782. /**
  31783. * Gets the lsit of active attributes for a given webGL program
  31784. * @param pipelineContext defines the pipeline context to use
  31785. * @param attributesNames defines the list of attribute names to get
  31786. * @returns an array of indices indicating the offset of each attribute
  31787. */
  31788. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  31789. /**
  31790. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  31791. * @param effect defines the effect to activate
  31792. */
  31793. enableEffect(effect: Nullable<Effect>): void;
  31794. /**
  31795. * Set the value of an uniform to an array of int32
  31796. * @param uniform defines the webGL uniform location where to store the value
  31797. * @param array defines the array of int32 to store
  31798. */
  31799. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31800. /**
  31801. * Set the value of an uniform to an array of int32 (stored as vec2)
  31802. * @param uniform defines the webGL uniform location where to store the value
  31803. * @param array defines the array of int32 to store
  31804. */
  31805. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31806. /**
  31807. * Set the value of an uniform to an array of int32 (stored as vec3)
  31808. * @param uniform defines the webGL uniform location where to store the value
  31809. * @param array defines the array of int32 to store
  31810. */
  31811. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31812. /**
  31813. * Set the value of an uniform to an array of int32 (stored as vec4)
  31814. * @param uniform defines the webGL uniform location where to store the value
  31815. * @param array defines the array of int32 to store
  31816. */
  31817. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  31818. /**
  31819. * Set the value of an uniform to an array of float32
  31820. * @param uniform defines the webGL uniform location where to store the value
  31821. * @param array defines the array of float32 to store
  31822. */
  31823. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31824. /**
  31825. * Set the value of an uniform to an array of float32 (stored as vec2)
  31826. * @param uniform defines the webGL uniform location where to store the value
  31827. * @param array defines the array of float32 to store
  31828. */
  31829. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31830. /**
  31831. * Set the value of an uniform to an array of float32 (stored as vec3)
  31832. * @param uniform defines the webGL uniform location where to store the value
  31833. * @param array defines the array of float32 to store
  31834. */
  31835. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31836. /**
  31837. * Set the value of an uniform to an array of float32 (stored as vec4)
  31838. * @param uniform defines the webGL uniform location where to store the value
  31839. * @param array defines the array of float32 to store
  31840. */
  31841. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  31842. /**
  31843. * Set the value of an uniform to an array of number
  31844. * @param uniform defines the webGL uniform location where to store the value
  31845. * @param array defines the array of number to store
  31846. */
  31847. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31848. /**
  31849. * Set the value of an uniform to an array of number (stored as vec2)
  31850. * @param uniform defines the webGL uniform location where to store the value
  31851. * @param array defines the array of number to store
  31852. */
  31853. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31854. /**
  31855. * Set the value of an uniform to an array of number (stored as vec3)
  31856. * @param uniform defines the webGL uniform location where to store the value
  31857. * @param array defines the array of number to store
  31858. */
  31859. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31860. /**
  31861. * Set the value of an uniform to an array of number (stored as vec4)
  31862. * @param uniform defines the webGL uniform location where to store the value
  31863. * @param array defines the array of number to store
  31864. */
  31865. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  31866. /**
  31867. * Set the value of an uniform to an array of float32 (stored as matrices)
  31868. * @param uniform defines the webGL uniform location where to store the value
  31869. * @param matrices defines the array of float32 to store
  31870. */
  31871. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  31872. /**
  31873. * Set the value of an uniform to a matrix (3x3)
  31874. * @param uniform defines the webGL uniform location where to store the value
  31875. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  31876. */
  31877. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31878. /**
  31879. * Set the value of an uniform to a matrix (2x2)
  31880. * @param uniform defines the webGL uniform location where to store the value
  31881. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  31882. */
  31883. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  31884. /**
  31885. * Set the value of an uniform to a number (int)
  31886. * @param uniform defines the webGL uniform location where to store the value
  31887. * @param value defines the int number to store
  31888. */
  31889. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31890. /**
  31891. * Set the value of an uniform to a number (float)
  31892. * @param uniform defines the webGL uniform location where to store the value
  31893. * @param value defines the float number to store
  31894. */
  31895. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  31896. /**
  31897. * Set the value of an uniform to a vec2
  31898. * @param uniform defines the webGL uniform location where to store the value
  31899. * @param x defines the 1st component of the value
  31900. * @param y defines the 2nd component of the value
  31901. */
  31902. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  31903. /**
  31904. * Set the value of an uniform to a vec3
  31905. * @param uniform defines the webGL uniform location where to store the value
  31906. * @param x defines the 1st component of the value
  31907. * @param y defines the 2nd component of the value
  31908. * @param z defines the 3rd component of the value
  31909. */
  31910. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  31911. /**
  31912. * Set the value of an uniform to a boolean
  31913. * @param uniform defines the webGL uniform location where to store the value
  31914. * @param bool defines the boolean to store
  31915. */
  31916. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  31917. /**
  31918. * Set the value of an uniform to a vec4
  31919. * @param uniform defines the webGL uniform location where to store the value
  31920. * @param x defines the 1st component of the value
  31921. * @param y defines the 2nd component of the value
  31922. * @param z defines the 3rd component of the value
  31923. * @param w defines the 4th component of the value
  31924. */
  31925. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  31926. /**
  31927. * Sets a Color4 on a uniform variable
  31928. * @param uniform defines the uniform location
  31929. * @param color4 defines the value to be set
  31930. */
  31931. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  31932. /**
  31933. * Set various states to the webGL context
  31934. * @param culling defines backface culling state
  31935. * @param zOffset defines the value to apply to zOffset (0 by default)
  31936. * @param force defines if states must be applied even if cache is up to date
  31937. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  31938. */
  31939. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  31940. /**
  31941. * Set the z offset to apply to current rendering
  31942. * @param value defines the offset to apply
  31943. */
  31944. setZOffset(value: number): void;
  31945. /**
  31946. * Gets the current value of the zOffset
  31947. * @returns the current zOffset state
  31948. */
  31949. getZOffset(): number;
  31950. /**
  31951. * Enable or disable depth buffering
  31952. * @param enable defines the state to set
  31953. */
  31954. setDepthBuffer(enable: boolean): void;
  31955. /**
  31956. * Gets a boolean indicating if depth writing is enabled
  31957. * @returns the current depth writing state
  31958. */
  31959. getDepthWrite(): boolean;
  31960. /**
  31961. * Enable or disable depth writing
  31962. * @param enable defines the state to set
  31963. */
  31964. setDepthWrite(enable: boolean): void;
  31965. /**
  31966. * Enable or disable color writing
  31967. * @param enable defines the state to set
  31968. */
  31969. setColorWrite(enable: boolean): void;
  31970. /**
  31971. * Gets a boolean indicating if color writing is enabled
  31972. * @returns the current color writing state
  31973. */
  31974. getColorWrite(): boolean;
  31975. /**
  31976. * Sets alpha constants used by some alpha blending modes
  31977. * @param r defines the red component
  31978. * @param g defines the green component
  31979. * @param b defines the blue component
  31980. * @param a defines the alpha component
  31981. */
  31982. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  31983. /**
  31984. * Sets the current alpha mode
  31985. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  31986. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  31987. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31988. */
  31989. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  31990. /**
  31991. * Gets the current alpha mode
  31992. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  31993. * @returns the current alpha mode
  31994. */
  31995. getAlphaMode(): number;
  31996. /**
  31997. * Clears the list of texture accessible through engine.
  31998. * This can help preventing texture load conflict due to name collision.
  31999. */
  32000. clearInternalTexturesCache(): void;
  32001. /**
  32002. * Force the entire cache to be cleared
  32003. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  32004. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  32005. */
  32006. wipeCaches(bruteForce?: boolean): void;
  32007. /**
  32008. * Set the compressed texture format to use, based on the formats you have, and the formats
  32009. * supported by the hardware / browser.
  32010. *
  32011. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  32012. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  32013. * to API arguments needed to compressed textures. This puts the burden on the container
  32014. * generator to house the arcane code for determining these for current & future formats.
  32015. *
  32016. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  32017. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  32018. *
  32019. * Note: The result of this call is not taken into account when a texture is base64.
  32020. *
  32021. * @param formatsAvailable defines the list of those format families you have created
  32022. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  32023. *
  32024. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  32025. * @returns The extension selected.
  32026. */
  32027. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  32028. /** @hidden */
  32029. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  32030. min: number;
  32031. mag: number;
  32032. };
  32033. /** @hidden */
  32034. _createTexture(): WebGLTexture;
  32035. /**
  32036. * Usually called from Texture.ts.
  32037. * Passed information to create a WebGLTexture
  32038. * @param urlArg defines a value which contains one of the following:
  32039. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  32040. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  32041. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  32042. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  32043. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  32044. * @param scene needed for loading to the correct scene
  32045. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  32046. * @param onLoad optional callback to be called upon successful completion
  32047. * @param onError optional callback to be called upon failure
  32048. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  32049. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  32050. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  32051. * @param forcedExtension defines the extension to use to pick the right loader
  32052. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  32053. * @returns a InternalTexture for assignment back into BABYLON.Texture
  32054. */
  32055. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  32056. /**
  32057. * @hidden
  32058. * Rescales a texture
  32059. * @param source input texutre
  32060. * @param destination destination texture
  32061. * @param scene scene to use to render the resize
  32062. * @param internalFormat format to use when resizing
  32063. * @param onComplete callback to be called when resize has completed
  32064. */
  32065. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  32066. private _unpackFlipYCached;
  32067. /**
  32068. * In case you are sharing the context with other applications, it might
  32069. * be interested to not cache the unpack flip y state to ensure a consistent
  32070. * value would be set.
  32071. */
  32072. enableUnpackFlipYCached: boolean;
  32073. /** @hidden */
  32074. _unpackFlipY(value: boolean): void;
  32075. /** @hidden */
  32076. _getUnpackAlignement(): number;
  32077. /**
  32078. * Creates a dynamic texture
  32079. * @param width defines the width of the texture
  32080. * @param height defines the height of the texture
  32081. * @param generateMipMaps defines if the engine should generate the mip levels
  32082. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  32083. * @returns the dynamic texture inside an InternalTexture
  32084. */
  32085. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  32086. /**
  32087. * Update the sampling mode of a given texture
  32088. * @param samplingMode defines the required sampling mode
  32089. * @param texture defines the texture to update
  32090. */
  32091. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  32092. /**
  32093. * Update the content of a dynamic texture
  32094. * @param texture defines the texture to update
  32095. * @param canvas defines the canvas containing the source
  32096. * @param invertY defines if data must be stored with Y axis inverted
  32097. * @param premulAlpha defines if alpha is stored as premultiplied
  32098. * @param format defines the format of the data
  32099. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  32100. */
  32101. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  32102. /**
  32103. * Update a video texture
  32104. * @param texture defines the texture to update
  32105. * @param video defines the video element to use
  32106. * @param invertY defines if data must be stored with Y axis inverted
  32107. */
  32108. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  32109. /**
  32110. * Updates a depth texture Comparison Mode and Function.
  32111. * If the comparison Function is equal to 0, the mode will be set to none.
  32112. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32113. * @param texture The texture to set the comparison function for
  32114. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32115. */
  32116. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32117. /** @hidden */
  32118. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  32119. width: number;
  32120. height: number;
  32121. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  32122. /**
  32123. * Creates a depth stencil texture.
  32124. * This is only available in WebGL 2 or with the depth texture extension available.
  32125. * @param size The size of face edge in the texture.
  32126. * @param options The options defining the texture.
  32127. * @returns The texture
  32128. */
  32129. createDepthStencilTexture(size: number | {
  32130. width: number;
  32131. height: number;
  32132. }, options: DepthTextureCreationOptions): InternalTexture;
  32133. /**
  32134. * Creates a depth stencil texture.
  32135. * This is only available in WebGL 2 or with the depth texture extension available.
  32136. * @param size The size of face edge in the texture.
  32137. * @param options The options defining the texture.
  32138. * @returns The texture
  32139. */
  32140. private _createDepthStencilTexture;
  32141. /**
  32142. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32143. * @param renderTarget The render target to set the frame buffer for
  32144. */
  32145. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32146. /**
  32147. * Creates a new render target texture
  32148. * @param size defines the size of the texture
  32149. * @param options defines the options used to create the texture
  32150. * @returns a new render target texture stored in an InternalTexture
  32151. */
  32152. createRenderTargetTexture(size: number | {
  32153. width: number;
  32154. height: number;
  32155. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  32156. /** @hidden */
  32157. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  32158. /**
  32159. * Updates the sample count of a render target texture
  32160. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32161. * @param texture defines the texture to update
  32162. * @param samples defines the sample count to set
  32163. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32164. */
  32165. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32166. /** @hidden */
  32167. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32168. /** @hidden */
  32169. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  32170. /** @hidden */
  32171. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32172. /** @hidden */
  32173. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  32174. /**
  32175. * @hidden
  32176. */
  32177. _setCubeMapTextureParams(loadMipmap: boolean): void;
  32178. private _prepareWebGLTextureContinuation;
  32179. private _prepareWebGLTexture;
  32180. /** @hidden */
  32181. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32182. /** @hidden */
  32183. _releaseFramebufferObjects(texture: InternalTexture): void;
  32184. /** @hidden */
  32185. _releaseTexture(texture: InternalTexture): void;
  32186. private setProgram;
  32187. private _boundUniforms;
  32188. /**
  32189. * Binds an effect to the webGL context
  32190. * @param effect defines the effect to bind
  32191. */
  32192. bindSamplers(effect: Effect): void;
  32193. private _activateCurrentTexture;
  32194. /** @hidden */
  32195. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  32196. /** @hidden */
  32197. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  32198. /**
  32199. * Sets a texture to the webGL context from a postprocess
  32200. * @param channel defines the channel to use
  32201. * @param postProcess defines the source postprocess
  32202. */
  32203. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32204. /**
  32205. * Binds the output of the passed in post process to the texture channel specified
  32206. * @param channel The channel the texture should be bound to
  32207. * @param postProcess The post process which's output should be bound
  32208. */
  32209. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32210. /**
  32211. * Unbind all textures from the webGL context
  32212. */
  32213. unbindAllTextures(): void;
  32214. /**
  32215. * Sets a texture to the according uniform.
  32216. * @param channel The texture channel
  32217. * @param uniform The uniform to set
  32218. * @param texture The texture to apply
  32219. */
  32220. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  32221. /**
  32222. * Sets a depth stencil texture from a render target to the according uniform.
  32223. * @param channel The texture channel
  32224. * @param uniform The uniform to set
  32225. * @param texture The render target texture containing the depth stencil texture to apply
  32226. */
  32227. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32228. private _bindSamplerUniformToChannel;
  32229. private _getTextureWrapMode;
  32230. private _setTexture;
  32231. /**
  32232. * Sets an array of texture to the webGL context
  32233. * @param channel defines the channel where the texture array must be set
  32234. * @param uniform defines the associated uniform location
  32235. * @param textures defines the array of textures to bind
  32236. */
  32237. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  32238. /** @hidden */
  32239. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  32240. private _setTextureParameterFloat;
  32241. private _setTextureParameterInteger;
  32242. /**
  32243. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32244. * @param x defines the x coordinate of the rectangle where pixels must be read
  32245. * @param y defines the y coordinate of the rectangle where pixels must be read
  32246. * @param width defines the width of the rectangle where pixels must be read
  32247. * @param height defines the height of the rectangle where pixels must be read
  32248. * @returns a Uint8Array containing RGBA colors
  32249. */
  32250. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32251. /**
  32252. * Add an externaly attached data from its key.
  32253. * This method call will fail and return false, if such key already exists.
  32254. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  32255. * @param key the unique key that identifies the data
  32256. * @param data the data object to associate to the key for this Engine instance
  32257. * @return true if no such key were already present and the data was added successfully, false otherwise
  32258. */
  32259. addExternalData<T>(key: string, data: T): boolean;
  32260. /**
  32261. * Get an externaly attached data from its key
  32262. * @param key the unique key that identifies the data
  32263. * @return the associated data, if present (can be null), or undefined if not present
  32264. */
  32265. getExternalData<T>(key: string): T;
  32266. /**
  32267. * Get an externaly attached data from its key, create it using a factory if it's not already present
  32268. * @param key the unique key that identifies the data
  32269. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  32270. * @return the associated data, can be null if the factory returned null.
  32271. */
  32272. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  32273. /**
  32274. * Remove an externaly attached data from the Engine instance
  32275. * @param key the unique key that identifies the data
  32276. * @return true if the data was successfully removed, false if it doesn't exist
  32277. */
  32278. removeExternalData(key: string): boolean;
  32279. /**
  32280. * Unbind all vertex attributes from the webGL context
  32281. */
  32282. unbindAllAttributes(): void;
  32283. /**
  32284. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  32285. */
  32286. releaseEffects(): void;
  32287. /**
  32288. * Dispose and release all associated resources
  32289. */
  32290. dispose(): void;
  32291. /**
  32292. * Display the loading screen
  32293. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32294. */
  32295. displayLoadingUI(): void;
  32296. /**
  32297. * Hide the loading screen
  32298. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32299. */
  32300. hideLoadingUI(): void;
  32301. /**
  32302. * Gets the current loading screen object
  32303. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32304. */
  32305. /**
  32306. * Sets the current loading screen object
  32307. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32308. */
  32309. loadingScreen: ILoadingScreen;
  32310. /**
  32311. * Sets the current loading screen text
  32312. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32313. */
  32314. loadingUIText: string;
  32315. /**
  32316. * Sets the current loading screen background color
  32317. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32318. */
  32319. loadingUIBackgroundColor: string;
  32320. /**
  32321. * Attach a new callback raised when context lost event is fired
  32322. * @param callback defines the callback to call
  32323. */
  32324. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32325. /**
  32326. * Attach a new callback raised when context restored event is fired
  32327. * @param callback defines the callback to call
  32328. */
  32329. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32330. /**
  32331. * Gets the source code of the vertex shader associated with a specific webGL program
  32332. * @param program defines the program to use
  32333. * @returns a string containing the source code of the vertex shader associated with the program
  32334. */
  32335. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32336. /**
  32337. * Gets the source code of the fragment shader associated with a specific webGL program
  32338. * @param program defines the program to use
  32339. * @returns a string containing the source code of the fragment shader associated with the program
  32340. */
  32341. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32342. /**
  32343. * Get the current error code of the webGL context
  32344. * @returns the error code
  32345. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  32346. */
  32347. getError(): number;
  32348. /**
  32349. * Gets the current framerate
  32350. * @returns a number representing the framerate
  32351. */
  32352. getFps(): number;
  32353. /**
  32354. * Gets the time spent between current and previous frame
  32355. * @returns a number representing the delta time in ms
  32356. */
  32357. getDeltaTime(): number;
  32358. private _measureFps;
  32359. /** @hidden */
  32360. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32361. private _canRenderToFloatFramebuffer;
  32362. private _canRenderToHalfFloatFramebuffer;
  32363. private _canRenderToFramebuffer;
  32364. /** @hidden */
  32365. _getWebGLTextureType(type: number): number;
  32366. /** @hidden */
  32367. _getInternalFormat(format: number): number;
  32368. /** @hidden */
  32369. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  32370. /** @hidden */
  32371. _getRGBAMultiSampleBufferFormat(type: number): number;
  32372. /** @hidden */
  32373. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  32374. /** @hidden */
  32375. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32376. /**
  32377. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  32378. * @returns true if the engine can be created
  32379. * @ignorenaming
  32380. */
  32381. static isSupported(): boolean;
  32382. /**
  32383. * Find the next highest power of two.
  32384. * @param x Number to start search from.
  32385. * @return Next highest power of two.
  32386. */
  32387. static CeilingPOT(x: number): number;
  32388. /**
  32389. * Find the next lowest power of two.
  32390. * @param x Number to start search from.
  32391. * @return Next lowest power of two.
  32392. */
  32393. static FloorPOT(x: number): number;
  32394. /**
  32395. * Find the nearest power of two.
  32396. * @param x Number to start search from.
  32397. * @return Next nearest power of two.
  32398. */
  32399. static NearestPOT(x: number): number;
  32400. /**
  32401. * Get the closest exponent of two
  32402. * @param value defines the value to approximate
  32403. * @param max defines the maximum value to return
  32404. * @param mode defines how to define the closest value
  32405. * @returns closest exponent of two of the given value
  32406. */
  32407. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  32408. /**
  32409. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  32410. * @param func - the function to be called
  32411. * @param requester - the object that will request the next frame. Falls back to window.
  32412. * @returns frame number
  32413. */
  32414. static QueueNewFrame(func: () => void, requester?: any): number;
  32415. /**
  32416. * Ask the browser to promote the current element to pointerlock mode
  32417. * @param element defines the DOM element to promote
  32418. */
  32419. static _RequestPointerlock(element: HTMLElement): void;
  32420. /**
  32421. * Asks the browser to exit pointerlock mode
  32422. */
  32423. static _ExitPointerlock(): void;
  32424. /**
  32425. * Ask the browser to promote the current element to fullscreen rendering mode
  32426. * @param element defines the DOM element to promote
  32427. */
  32428. static _RequestFullscreen(element: HTMLElement): void;
  32429. /**
  32430. * Asks the browser to exit fullscreen mode
  32431. */
  32432. static _ExitFullscreen(): void;
  32433. }
  32434. }
  32435. declare module "babylonjs/Engines/engineStore" {
  32436. import { Nullable } from "babylonjs/types";
  32437. import { Engine } from "babylonjs/Engines/engine";
  32438. import { Scene } from "babylonjs/scene";
  32439. /**
  32440. * The engine store class is responsible to hold all the instances of Engine and Scene created
  32441. * during the life time of the application.
  32442. */
  32443. export class EngineStore {
  32444. /** Gets the list of created engines */
  32445. static Instances: import("babylonjs/Engines/engine").Engine[];
  32446. /** @hidden */
  32447. static _LastCreatedScene: Nullable<Scene>;
  32448. /**
  32449. * Gets the latest created engine
  32450. */
  32451. static readonly LastCreatedEngine: Nullable<Engine>;
  32452. /**
  32453. * Gets the latest created scene
  32454. */
  32455. static readonly LastCreatedScene: Nullable<Scene>;
  32456. /**
  32457. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32458. * @ignorenaming
  32459. */
  32460. static UseFallbackTexture: boolean;
  32461. /**
  32462. * Texture content used if a texture cannot loaded
  32463. * @ignorenaming
  32464. */
  32465. static FallbackTexture: string;
  32466. }
  32467. }
  32468. declare module "babylonjs/Misc/promise" {
  32469. /**
  32470. * Helper class that provides a small promise polyfill
  32471. */
  32472. export class PromisePolyfill {
  32473. /**
  32474. * Static function used to check if the polyfill is required
  32475. * If this is the case then the function will inject the polyfill to window.Promise
  32476. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  32477. */
  32478. static Apply(force?: boolean): void;
  32479. }
  32480. }
  32481. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  32482. /**
  32483. * Interface for screenshot methods with describe argument called `size` as object with options
  32484. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  32485. */
  32486. export interface IScreenshotSize {
  32487. /**
  32488. * number in pixels for canvas height
  32489. */
  32490. height?: number;
  32491. /**
  32492. * multiplier allowing render at a higher or lower resolution
  32493. * If value is defined then height and width will be ignored and taken from camera
  32494. */
  32495. precision?: number;
  32496. /**
  32497. * number in pixels for canvas width
  32498. */
  32499. width?: number;
  32500. }
  32501. }
  32502. declare module "babylonjs/Misc/tools" {
  32503. import { Nullable, float } from "babylonjs/types";
  32504. import { DomManagement } from "babylonjs/Misc/domManagement";
  32505. import { WebRequest } from "babylonjs/Misc/webRequest";
  32506. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  32507. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32508. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  32509. import { Camera } from "babylonjs/Cameras/camera";
  32510. import { Engine } from "babylonjs/Engines/engine";
  32511. interface IColor4Like {
  32512. r: float;
  32513. g: float;
  32514. b: float;
  32515. a: float;
  32516. }
  32517. /**
  32518. * Class containing a set of static utilities functions
  32519. */
  32520. export class Tools {
  32521. /**
  32522. * Gets or sets the base URL to use to load assets
  32523. */
  32524. static BaseUrl: string;
  32525. /**
  32526. * Enable/Disable Custom HTTP Request Headers globally.
  32527. * default = false
  32528. * @see CustomRequestHeaders
  32529. */
  32530. static UseCustomRequestHeaders: boolean;
  32531. /**
  32532. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  32533. * i.e. when loading files, where the server/service expects an Authorization header
  32534. */
  32535. static CustomRequestHeaders: {
  32536. [key: string]: string;
  32537. };
  32538. /**
  32539. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  32540. */
  32541. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  32542. /**
  32543. * Default behaviour for cors in the application.
  32544. * It can be a string if the expected behavior is identical in the entire app.
  32545. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  32546. */
  32547. static CorsBehavior: string | ((url: string | string[]) => string);
  32548. /**
  32549. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  32550. * @ignorenaming
  32551. */
  32552. static UseFallbackTexture: boolean;
  32553. /**
  32554. * Use this object to register external classes like custom textures or material
  32555. * to allow the laoders to instantiate them
  32556. */
  32557. static RegisteredExternalClasses: {
  32558. [key: string]: Object;
  32559. };
  32560. /**
  32561. * Texture content used if a texture cannot loaded
  32562. * @ignorenaming
  32563. */
  32564. static fallbackTexture: string;
  32565. /**
  32566. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  32567. * @param u defines the coordinate on X axis
  32568. * @param v defines the coordinate on Y axis
  32569. * @param width defines the width of the source data
  32570. * @param height defines the height of the source data
  32571. * @param pixels defines the source byte array
  32572. * @param color defines the output color
  32573. */
  32574. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  32575. /**
  32576. * Interpolates between a and b via alpha
  32577. * @param a The lower value (returned when alpha = 0)
  32578. * @param b The upper value (returned when alpha = 1)
  32579. * @param alpha The interpolation-factor
  32580. * @return The mixed value
  32581. */
  32582. static Mix(a: number, b: number, alpha: number): number;
  32583. /**
  32584. * Tries to instantiate a new object from a given class name
  32585. * @param className defines the class name to instantiate
  32586. * @returns the new object or null if the system was not able to do the instantiation
  32587. */
  32588. static Instantiate(className: string): any;
  32589. /**
  32590. * Provides a slice function that will work even on IE
  32591. * @param data defines the array to slice
  32592. * @param start defines the start of the data (optional)
  32593. * @param end defines the end of the data (optional)
  32594. * @returns the new sliced array
  32595. */
  32596. static Slice<T>(data: T, start?: number, end?: number): T;
  32597. /**
  32598. * Polyfill for setImmediate
  32599. * @param action defines the action to execute after the current execution block
  32600. */
  32601. static SetImmediate(action: () => void): void;
  32602. /**
  32603. * Function indicating if a number is an exponent of 2
  32604. * @param value defines the value to test
  32605. * @returns true if the value is an exponent of 2
  32606. */
  32607. static IsExponentOfTwo(value: number): boolean;
  32608. private static _tmpFloatArray;
  32609. /**
  32610. * Returns the nearest 32-bit single precision float representation of a Number
  32611. * @param value A Number. If the parameter is of a different type, it will get converted
  32612. * to a number or to NaN if it cannot be converted
  32613. * @returns number
  32614. */
  32615. static FloatRound(value: number): number;
  32616. /**
  32617. * Extracts the filename from a path
  32618. * @param path defines the path to use
  32619. * @returns the filename
  32620. */
  32621. static GetFilename(path: string): string;
  32622. /**
  32623. * Extracts the "folder" part of a path (everything before the filename).
  32624. * @param uri The URI to extract the info from
  32625. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  32626. * @returns The "folder" part of the path
  32627. */
  32628. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  32629. /**
  32630. * Extracts text content from a DOM element hierarchy
  32631. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  32632. */
  32633. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  32634. /**
  32635. * Convert an angle in radians to degrees
  32636. * @param angle defines the angle to convert
  32637. * @returns the angle in degrees
  32638. */
  32639. static ToDegrees(angle: number): number;
  32640. /**
  32641. * Convert an angle in degrees to radians
  32642. * @param angle defines the angle to convert
  32643. * @returns the angle in radians
  32644. */
  32645. static ToRadians(angle: number): number;
  32646. /**
  32647. * Encode a buffer to a base64 string
  32648. * @param buffer defines the buffer to encode
  32649. * @returns the encoded string
  32650. */
  32651. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  32652. /**
  32653. * Returns an array if obj is not an array
  32654. * @param obj defines the object to evaluate as an array
  32655. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  32656. * @returns either obj directly if obj is an array or a new array containing obj
  32657. */
  32658. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  32659. /**
  32660. * Gets the pointer prefix to use
  32661. * @returns "pointer" if touch is enabled. Else returns "mouse"
  32662. */
  32663. static GetPointerPrefix(): string;
  32664. /**
  32665. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  32666. * @param url define the url we are trying
  32667. * @param element define the dom element where to configure the cors policy
  32668. */
  32669. static SetCorsBehavior(url: string | string[], element: {
  32670. crossOrigin: string | null;
  32671. }): void;
  32672. /**
  32673. * Removes unwanted characters from an url
  32674. * @param url defines the url to clean
  32675. * @returns the cleaned url
  32676. */
  32677. static CleanUrl(url: string): string;
  32678. /**
  32679. * Gets or sets a function used to pre-process url before using them to load assets
  32680. */
  32681. static PreprocessUrl: (url: string) => string;
  32682. /**
  32683. * Loads an image as an HTMLImageElement.
  32684. * @param input url string, ArrayBuffer, or Blob to load
  32685. * @param onLoad callback called when the image successfully loads
  32686. * @param onError callback called when the image fails to load
  32687. * @param offlineProvider offline provider for caching
  32688. * @returns the HTMLImageElement of the loaded image
  32689. */
  32690. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  32691. /**
  32692. * Loads a file
  32693. * @param url url string, ArrayBuffer, or Blob to load
  32694. * @param onSuccess callback called when the file successfully loads
  32695. * @param onProgress callback called while file is loading (if the server supports this mode)
  32696. * @param offlineProvider defines the offline provider for caching
  32697. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  32698. * @param onError callback called when the file fails to load
  32699. * @returns a file request object
  32700. */
  32701. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  32702. /**
  32703. * Loads a file from a url
  32704. * @param url the file url to load
  32705. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  32706. */
  32707. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  32708. /**
  32709. * Load a script (identified by an url). When the url returns, the
  32710. * content of this file is added into a new script element, attached to the DOM (body element)
  32711. * @param scriptUrl defines the url of the script to laod
  32712. * @param onSuccess defines the callback called when the script is loaded
  32713. * @param onError defines the callback to call if an error occurs
  32714. * @param scriptId defines the id of the script element
  32715. */
  32716. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  32717. /**
  32718. * Load an asynchronous script (identified by an url). When the url returns, the
  32719. * content of this file is added into a new script element, attached to the DOM (body element)
  32720. * @param scriptUrl defines the url of the script to laod
  32721. * @param scriptId defines the id of the script element
  32722. * @returns a promise request object
  32723. */
  32724. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  32725. /**
  32726. * Loads a file from a blob
  32727. * @param fileToLoad defines the blob to use
  32728. * @param callback defines the callback to call when data is loaded
  32729. * @param progressCallback defines the callback to call during loading process
  32730. * @returns a file request object
  32731. */
  32732. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  32733. /**
  32734. * Loads a file
  32735. * @param fileToLoad defines the file to load
  32736. * @param callback defines the callback to call when data is loaded
  32737. * @param progressCallBack defines the callback to call during loading process
  32738. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  32739. * @returns a file request object
  32740. */
  32741. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  32742. /**
  32743. * Creates a data url from a given string content
  32744. * @param content defines the content to convert
  32745. * @returns the new data url link
  32746. */
  32747. static FileAsURL(content: string): string;
  32748. /**
  32749. * Format the given number to a specific decimal format
  32750. * @param value defines the number to format
  32751. * @param decimals defines the number of decimals to use
  32752. * @returns the formatted string
  32753. */
  32754. static Format(value: number, decimals?: number): string;
  32755. /**
  32756. * Tries to copy an object by duplicating every property
  32757. * @param source defines the source object
  32758. * @param destination defines the target object
  32759. * @param doNotCopyList defines a list of properties to avoid
  32760. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  32761. */
  32762. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  32763. /**
  32764. * Gets a boolean indicating if the given object has no own property
  32765. * @param obj defines the object to test
  32766. * @returns true if object has no own property
  32767. */
  32768. static IsEmpty(obj: any): boolean;
  32769. /**
  32770. * Function used to register events at window level
  32771. * @param windowElement defines the Window object to use
  32772. * @param events defines the events to register
  32773. */
  32774. static RegisterTopRootEvents(windowElement: Window, events: {
  32775. name: string;
  32776. handler: Nullable<(e: FocusEvent) => any>;
  32777. }[]): void;
  32778. /**
  32779. * Function used to unregister events from window level
  32780. * @param windowElement defines the Window object to use
  32781. * @param events defines the events to unregister
  32782. */
  32783. static UnregisterTopRootEvents(windowElement: Window, events: {
  32784. name: string;
  32785. handler: Nullable<(e: FocusEvent) => any>;
  32786. }[]): void;
  32787. /**
  32788. * @ignore
  32789. */
  32790. static _ScreenshotCanvas: HTMLCanvasElement;
  32791. /**
  32792. * Dumps the current bound framebuffer
  32793. * @param width defines the rendering width
  32794. * @param height defines the rendering height
  32795. * @param engine defines the hosting engine
  32796. * @param successCallback defines the callback triggered once the data are available
  32797. * @param mimeType defines the mime type of the result
  32798. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  32799. */
  32800. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32801. /**
  32802. * Converts the canvas data to blob.
  32803. * This acts as a polyfill for browsers not supporting the to blob function.
  32804. * @param canvas Defines the canvas to extract the data from
  32805. * @param successCallback Defines the callback triggered once the data are available
  32806. * @param mimeType Defines the mime type of the result
  32807. */
  32808. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  32809. /**
  32810. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  32811. * @param successCallback defines the callback triggered once the data are available
  32812. * @param mimeType defines the mime type of the result
  32813. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  32814. */
  32815. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  32816. /**
  32817. * Downloads a blob in the browser
  32818. * @param blob defines the blob to download
  32819. * @param fileName defines the name of the downloaded file
  32820. */
  32821. static Download(blob: Blob, fileName: string): void;
  32822. /**
  32823. * Captures a screenshot of the current rendering
  32824. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32825. * @param engine defines the rendering engine
  32826. * @param camera defines the source camera
  32827. * @param size This parameter can be set to a single number or to an object with the
  32828. * following (optional) properties: precision, width, height. If a single number is passed,
  32829. * it will be used for both width and height. If an object is passed, the screenshot size
  32830. * will be derived from the parameters. The precision property is a multiplier allowing
  32831. * rendering at a higher or lower resolution
  32832. * @param successCallback defines the callback receives a single parameter which contains the
  32833. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32834. * src parameter of an <img> to display it
  32835. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32836. * Check your browser for supported MIME types
  32837. */
  32838. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  32839. /**
  32840. * Captures a screenshot of the current rendering
  32841. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32842. * @param engine defines the rendering engine
  32843. * @param camera defines the source camera
  32844. * @param size This parameter can be set to a single number or to an object with the
  32845. * following (optional) properties: precision, width, height. If a single number is passed,
  32846. * it will be used for both width and height. If an object is passed, the screenshot size
  32847. * will be derived from the parameters. The precision property is a multiplier allowing
  32848. * rendering at a higher or lower resolution
  32849. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  32850. * Check your browser for supported MIME types
  32851. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32852. * to the src parameter of an <img> to display it
  32853. */
  32854. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  32855. /**
  32856. * Generates an image screenshot from the specified camera.
  32857. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32858. * @param engine The engine to use for rendering
  32859. * @param camera The camera to use for rendering
  32860. * @param size This parameter can be set to a single number or to an object with the
  32861. * following (optional) properties: precision, width, height. If a single number is passed,
  32862. * it will be used for both width and height. If an object is passed, the screenshot size
  32863. * will be derived from the parameters. The precision property is a multiplier allowing
  32864. * rendering at a higher or lower resolution
  32865. * @param successCallback The callback receives a single parameter which contains the
  32866. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  32867. * src parameter of an <img> to display it
  32868. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32869. * Check your browser for supported MIME types
  32870. * @param samples Texture samples (default: 1)
  32871. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32872. * @param fileName A name for for the downloaded file.
  32873. */
  32874. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  32875. /**
  32876. * Generates an image screenshot from the specified camera.
  32877. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  32878. * @param engine The engine to use for rendering
  32879. * @param camera The camera to use for rendering
  32880. * @param size This parameter can be set to a single number or to an object with the
  32881. * following (optional) properties: precision, width, height. If a single number is passed,
  32882. * it will be used for both width and height. If an object is passed, the screenshot size
  32883. * will be derived from the parameters. The precision property is a multiplier allowing
  32884. * rendering at a higher or lower resolution
  32885. * @param mimeType The MIME type of the screenshot image (default: image/png).
  32886. * Check your browser for supported MIME types
  32887. * @param samples Texture samples (default: 1)
  32888. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  32889. * @param fileName A name for for the downloaded file.
  32890. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  32891. * to the src parameter of an <img> to display it
  32892. */
  32893. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  32894. /**
  32895. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  32896. * Be aware Math.random() could cause collisions, but:
  32897. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  32898. * @returns a pseudo random id
  32899. */
  32900. static RandomId(): string;
  32901. /**
  32902. * Test if the given uri is a base64 string
  32903. * @param uri The uri to test
  32904. * @return True if the uri is a base64 string or false otherwise
  32905. */
  32906. static IsBase64(uri: string): boolean;
  32907. /**
  32908. * Decode the given base64 uri.
  32909. * @param uri The uri to decode
  32910. * @return The decoded base64 data.
  32911. */
  32912. static DecodeBase64(uri: string): ArrayBuffer;
  32913. /**
  32914. * Gets the absolute url.
  32915. * @param url the input url
  32916. * @return the absolute url
  32917. */
  32918. static GetAbsoluteUrl(url: string): string;
  32919. /**
  32920. * No log
  32921. */
  32922. static readonly NoneLogLevel: number;
  32923. /**
  32924. * Only message logs
  32925. */
  32926. static readonly MessageLogLevel: number;
  32927. /**
  32928. * Only warning logs
  32929. */
  32930. static readonly WarningLogLevel: number;
  32931. /**
  32932. * Only error logs
  32933. */
  32934. static readonly ErrorLogLevel: number;
  32935. /**
  32936. * All logs
  32937. */
  32938. static readonly AllLogLevel: number;
  32939. /**
  32940. * Gets a value indicating the number of loading errors
  32941. * @ignorenaming
  32942. */
  32943. static readonly errorsCount: number;
  32944. /**
  32945. * Callback called when a new log is added
  32946. */
  32947. static OnNewCacheEntry: (entry: string) => void;
  32948. /**
  32949. * Log a message to the console
  32950. * @param message defines the message to log
  32951. */
  32952. static Log(message: string): void;
  32953. /**
  32954. * Write a warning message to the console
  32955. * @param message defines the message to log
  32956. */
  32957. static Warn(message: string): void;
  32958. /**
  32959. * Write an error message to the console
  32960. * @param message defines the message to log
  32961. */
  32962. static Error(message: string): void;
  32963. /**
  32964. * Gets current log cache (list of logs)
  32965. */
  32966. static readonly LogCache: string;
  32967. /**
  32968. * Clears the log cache
  32969. */
  32970. static ClearLogCache(): void;
  32971. /**
  32972. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  32973. */
  32974. static LogLevels: number;
  32975. /**
  32976. * Checks if the window object exists
  32977. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  32978. */
  32979. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  32980. /**
  32981. * No performance log
  32982. */
  32983. static readonly PerformanceNoneLogLevel: number;
  32984. /**
  32985. * Use user marks to log performance
  32986. */
  32987. static readonly PerformanceUserMarkLogLevel: number;
  32988. /**
  32989. * Log performance to the console
  32990. */
  32991. static readonly PerformanceConsoleLogLevel: number;
  32992. private static _performance;
  32993. /**
  32994. * Sets the current performance log level
  32995. */
  32996. static PerformanceLogLevel: number;
  32997. private static _StartPerformanceCounterDisabled;
  32998. private static _EndPerformanceCounterDisabled;
  32999. private static _StartUserMark;
  33000. private static _EndUserMark;
  33001. private static _StartPerformanceConsole;
  33002. private static _EndPerformanceConsole;
  33003. /**
  33004. * Starts a performance counter
  33005. */
  33006. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33007. /**
  33008. * Ends a specific performance coutner
  33009. */
  33010. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33011. /**
  33012. * Gets either window.performance.now() if supported or Date.now() else
  33013. */
  33014. static readonly Now: number;
  33015. /**
  33016. * This method will return the name of the class used to create the instance of the given object.
  33017. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33018. * @param object the object to get the class name from
  33019. * @param isType defines if the object is actually a type
  33020. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33021. */
  33022. static GetClassName(object: any, isType?: boolean): string;
  33023. /**
  33024. * Gets the first element of an array satisfying a given predicate
  33025. * @param array defines the array to browse
  33026. * @param predicate defines the predicate to use
  33027. * @returns null if not found or the element
  33028. */
  33029. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33030. /**
  33031. * This method will return the name of the full name of the class, including its owning module (if any).
  33032. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  33033. * @param object the object to get the class name from
  33034. * @param isType defines if the object is actually a type
  33035. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  33036. * @ignorenaming
  33037. */
  33038. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33039. /**
  33040. * Returns a promise that resolves after the given amount of time.
  33041. * @param delay Number of milliseconds to delay
  33042. * @returns Promise that resolves after the given amount of time
  33043. */
  33044. static DelayAsync(delay: number): Promise<void>;
  33045. }
  33046. /**
  33047. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33048. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33049. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33050. * @param name The name of the class, case should be preserved
  33051. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33052. */
  33053. export function className(name: string, module?: string): (target: Object) => void;
  33054. /**
  33055. * An implementation of a loop for asynchronous functions.
  33056. */
  33057. export class AsyncLoop {
  33058. /**
  33059. * Defines the number of iterations for the loop
  33060. */
  33061. iterations: number;
  33062. /**
  33063. * Defines the current index of the loop.
  33064. */
  33065. index: number;
  33066. private _done;
  33067. private _fn;
  33068. private _successCallback;
  33069. /**
  33070. * Constructor.
  33071. * @param iterations the number of iterations.
  33072. * @param func the function to run each iteration
  33073. * @param successCallback the callback that will be called upon succesful execution
  33074. * @param offset starting offset.
  33075. */
  33076. constructor(
  33077. /**
  33078. * Defines the number of iterations for the loop
  33079. */
  33080. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33081. /**
  33082. * Execute the next iteration. Must be called after the last iteration was finished.
  33083. */
  33084. executeNext(): void;
  33085. /**
  33086. * Break the loop and run the success callback.
  33087. */
  33088. breakLoop(): void;
  33089. /**
  33090. * Create and run an async loop.
  33091. * @param iterations the number of iterations.
  33092. * @param fn the function to run each iteration
  33093. * @param successCallback the callback that will be called upon succesful execution
  33094. * @param offset starting offset.
  33095. * @returns the created async loop object
  33096. */
  33097. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33098. /**
  33099. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33100. * @param iterations total number of iterations
  33101. * @param syncedIterations number of synchronous iterations in each async iteration.
  33102. * @param fn the function to call each iteration.
  33103. * @param callback a success call back that will be called when iterating stops.
  33104. * @param breakFunction a break condition (optional)
  33105. * @param timeout timeout settings for the setTimeout function. default - 0.
  33106. * @returns the created async loop object
  33107. */
  33108. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33109. }
  33110. }
  33111. declare module "babylonjs/Collisions/collisionCoordinator" {
  33112. import { Nullable } from "babylonjs/types";
  33113. import { Scene } from "babylonjs/scene";
  33114. import { Vector3 } from "babylonjs/Maths/math.vector";
  33115. import { Collider } from "babylonjs/Collisions/collider";
  33116. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33117. /** @hidden */
  33118. export interface ICollisionCoordinator {
  33119. createCollider(): Collider;
  33120. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33121. init(scene: Scene): void;
  33122. }
  33123. /** @hidden */
  33124. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33125. private _scene;
  33126. private _scaledPosition;
  33127. private _scaledVelocity;
  33128. private _finalPosition;
  33129. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33130. createCollider(): Collider;
  33131. init(scene: Scene): void;
  33132. private _collideWithWorld;
  33133. }
  33134. }
  33135. declare module "babylonjs/Inputs/scene.inputManager" {
  33136. import { Nullable } from "babylonjs/types";
  33137. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33138. import { Vector2 } from "babylonjs/Maths/math.vector";
  33139. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33140. import { Scene } from "babylonjs/scene";
  33141. /**
  33142. * Class used to manage all inputs for the scene.
  33143. */
  33144. export class InputManager {
  33145. /** The distance in pixel that you have to move to prevent some events */
  33146. static DragMovementThreshold: number;
  33147. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33148. static LongPressDelay: number;
  33149. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33150. static DoubleClickDelay: number;
  33151. /** If you need to check double click without raising a single click at first click, enable this flag */
  33152. static ExclusiveDoubleClickMode: boolean;
  33153. private _wheelEventName;
  33154. private _onPointerMove;
  33155. private _onPointerDown;
  33156. private _onPointerUp;
  33157. private _initClickEvent;
  33158. private _initActionManager;
  33159. private _delayedSimpleClick;
  33160. private _delayedSimpleClickTimeout;
  33161. private _previousDelayedSimpleClickTimeout;
  33162. private _meshPickProceed;
  33163. private _previousButtonPressed;
  33164. private _currentPickResult;
  33165. private _previousPickResult;
  33166. private _totalPointersPressed;
  33167. private _doubleClickOccured;
  33168. private _pointerOverMesh;
  33169. private _pickedDownMesh;
  33170. private _pickedUpMesh;
  33171. private _pointerX;
  33172. private _pointerY;
  33173. private _unTranslatedPointerX;
  33174. private _unTranslatedPointerY;
  33175. private _startingPointerPosition;
  33176. private _previousStartingPointerPosition;
  33177. private _startingPointerTime;
  33178. private _previousStartingPointerTime;
  33179. private _pointerCaptures;
  33180. private _onKeyDown;
  33181. private _onKeyUp;
  33182. private _onCanvasFocusObserver;
  33183. private _onCanvasBlurObserver;
  33184. private _scene;
  33185. /**
  33186. * Creates a new InputManager
  33187. * @param scene defines the hosting scene
  33188. */
  33189. constructor(scene: Scene);
  33190. /**
  33191. * Gets the mesh that is currently under the pointer
  33192. */
  33193. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33194. /**
  33195. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33196. */
  33197. readonly unTranslatedPointer: Vector2;
  33198. /**
  33199. * Gets or sets the current on-screen X position of the pointer
  33200. */
  33201. pointerX: number;
  33202. /**
  33203. * Gets or sets the current on-screen Y position of the pointer
  33204. */
  33205. pointerY: number;
  33206. private _updatePointerPosition;
  33207. private _processPointerMove;
  33208. private _setRayOnPointerInfo;
  33209. private _checkPrePointerObservable;
  33210. /**
  33211. * Use this method to simulate a pointer move on a mesh
  33212. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33213. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33214. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33215. */
  33216. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33217. /**
  33218. * Use this method to simulate a pointer down on a mesh
  33219. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33220. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33221. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33222. */
  33223. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33224. private _processPointerDown;
  33225. /** @hidden */
  33226. _isPointerSwiping(): boolean;
  33227. /**
  33228. * Use this method to simulate a pointer up on a mesh
  33229. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33230. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33231. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33232. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33233. */
  33234. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33235. private _processPointerUp;
  33236. /**
  33237. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33238. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33239. * @returns true if the pointer was captured
  33240. */
  33241. isPointerCaptured(pointerId?: number): boolean;
  33242. /**
  33243. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33244. * @param attachUp defines if you want to attach events to pointerup
  33245. * @param attachDown defines if you want to attach events to pointerdown
  33246. * @param attachMove defines if you want to attach events to pointermove
  33247. */
  33248. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33249. /**
  33250. * Detaches all event handlers
  33251. */
  33252. detachControl(): void;
  33253. /**
  33254. * Force the value of meshUnderPointer
  33255. * @param mesh defines the mesh to use
  33256. */
  33257. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33258. /**
  33259. * Gets the mesh under the pointer
  33260. * @returns a Mesh or null if no mesh is under the pointer
  33261. */
  33262. getPointerOverMesh(): Nullable<AbstractMesh>;
  33263. }
  33264. }
  33265. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33266. /**
  33267. * Helper class used to generate session unique ID
  33268. */
  33269. export class UniqueIdGenerator {
  33270. private static _UniqueIdCounter;
  33271. /**
  33272. * Gets an unique (relatively to the current scene) Id
  33273. */
  33274. static readonly UniqueId: number;
  33275. }
  33276. }
  33277. declare module "babylonjs/Animations/animationGroup" {
  33278. import { Animatable } from "babylonjs/Animations/animatable";
  33279. import { Animation } from "babylonjs/Animations/animation";
  33280. import { Scene, IDisposable } from "babylonjs/scene";
  33281. import { Observable } from "babylonjs/Misc/observable";
  33282. import { Nullable } from "babylonjs/types";
  33283. import "babylonjs/Animations/animatable";
  33284. /**
  33285. * This class defines the direct association between an animation and a target
  33286. */
  33287. export class TargetedAnimation {
  33288. /**
  33289. * Animation to perform
  33290. */
  33291. animation: Animation;
  33292. /**
  33293. * Target to animate
  33294. */
  33295. target: any;
  33296. /**
  33297. * Serialize the object
  33298. * @returns the JSON object representing the current entity
  33299. */
  33300. serialize(): any;
  33301. }
  33302. /**
  33303. * Use this class to create coordinated animations on multiple targets
  33304. */
  33305. export class AnimationGroup implements IDisposable {
  33306. /** The name of the animation group */
  33307. name: string;
  33308. private _scene;
  33309. private _targetedAnimations;
  33310. private _animatables;
  33311. private _from;
  33312. private _to;
  33313. private _isStarted;
  33314. private _isPaused;
  33315. private _speedRatio;
  33316. private _loopAnimation;
  33317. /**
  33318. * Gets or sets the unique id of the node
  33319. */
  33320. uniqueId: number;
  33321. /**
  33322. * This observable will notify when one animation have ended
  33323. */
  33324. onAnimationEndObservable: Observable<TargetedAnimation>;
  33325. /**
  33326. * Observer raised when one animation loops
  33327. */
  33328. onAnimationLoopObservable: Observable<TargetedAnimation>;
  33329. /**
  33330. * This observable will notify when all animations have ended.
  33331. */
  33332. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  33333. /**
  33334. * This observable will notify when all animations have paused.
  33335. */
  33336. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  33337. /**
  33338. * This observable will notify when all animations are playing.
  33339. */
  33340. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  33341. /**
  33342. * Gets the first frame
  33343. */
  33344. readonly from: number;
  33345. /**
  33346. * Gets the last frame
  33347. */
  33348. readonly to: number;
  33349. /**
  33350. * Define if the animations are started
  33351. */
  33352. readonly isStarted: boolean;
  33353. /**
  33354. * Gets a value indicating that the current group is playing
  33355. */
  33356. readonly isPlaying: boolean;
  33357. /**
  33358. * Gets or sets the speed ratio to use for all animations
  33359. */
  33360. /**
  33361. * Gets or sets the speed ratio to use for all animations
  33362. */
  33363. speedRatio: number;
  33364. /**
  33365. * Gets or sets if all animations should loop or not
  33366. */
  33367. loopAnimation: boolean;
  33368. /**
  33369. * Gets the targeted animations for this animation group
  33370. */
  33371. readonly targetedAnimations: Array<TargetedAnimation>;
  33372. /**
  33373. * returning the list of animatables controlled by this animation group.
  33374. */
  33375. readonly animatables: Array<Animatable>;
  33376. /**
  33377. * Instantiates a new Animation Group.
  33378. * This helps managing several animations at once.
  33379. * @see http://doc.babylonjs.com/how_to/group
  33380. * @param name Defines the name of the group
  33381. * @param scene Defines the scene the group belongs to
  33382. */
  33383. constructor(
  33384. /** The name of the animation group */
  33385. name: string, scene?: Nullable<Scene>);
  33386. /**
  33387. * Add an animation (with its target) in the group
  33388. * @param animation defines the animation we want to add
  33389. * @param target defines the target of the animation
  33390. * @returns the TargetedAnimation object
  33391. */
  33392. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  33393. /**
  33394. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  33395. * It can add constant keys at begin or end
  33396. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  33397. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  33398. * @returns the animation group
  33399. */
  33400. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  33401. /**
  33402. * Start all animations on given targets
  33403. * @param loop defines if animations must loop
  33404. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  33405. * @param from defines the from key (optional)
  33406. * @param to defines the to key (optional)
  33407. * @returns the current animation group
  33408. */
  33409. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  33410. /**
  33411. * Pause all animations
  33412. * @returns the animation group
  33413. */
  33414. pause(): AnimationGroup;
  33415. /**
  33416. * Play all animations to initial state
  33417. * This function will start() the animations if they were not started or will restart() them if they were paused
  33418. * @param loop defines if animations must loop
  33419. * @returns the animation group
  33420. */
  33421. play(loop?: boolean): AnimationGroup;
  33422. /**
  33423. * Reset all animations to initial state
  33424. * @returns the animation group
  33425. */
  33426. reset(): AnimationGroup;
  33427. /**
  33428. * Restart animations from key 0
  33429. * @returns the animation group
  33430. */
  33431. restart(): AnimationGroup;
  33432. /**
  33433. * Stop all animations
  33434. * @returns the animation group
  33435. */
  33436. stop(): AnimationGroup;
  33437. /**
  33438. * Set animation weight for all animatables
  33439. * @param weight defines the weight to use
  33440. * @return the animationGroup
  33441. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33442. */
  33443. setWeightForAllAnimatables(weight: number): AnimationGroup;
  33444. /**
  33445. * Synchronize and normalize all animatables with a source animatable
  33446. * @param root defines the root animatable to synchronize with
  33447. * @return the animationGroup
  33448. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  33449. */
  33450. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  33451. /**
  33452. * Goes to a specific frame in this animation group
  33453. * @param frame the frame number to go to
  33454. * @return the animationGroup
  33455. */
  33456. goToFrame(frame: number): AnimationGroup;
  33457. /**
  33458. * Dispose all associated resources
  33459. */
  33460. dispose(): void;
  33461. private _checkAnimationGroupEnded;
  33462. /**
  33463. * Clone the current animation group and returns a copy
  33464. * @param newName defines the name of the new group
  33465. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  33466. * @returns the new aniamtion group
  33467. */
  33468. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  33469. /**
  33470. * Serializes the animationGroup to an object
  33471. * @returns Serialized object
  33472. */
  33473. serialize(): any;
  33474. /**
  33475. * Returns a new AnimationGroup object parsed from the source provided.
  33476. * @param parsedAnimationGroup defines the source
  33477. * @param scene defines the scene that will receive the animationGroup
  33478. * @returns a new AnimationGroup
  33479. */
  33480. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  33481. /**
  33482. * Returns the string "AnimationGroup"
  33483. * @returns "AnimationGroup"
  33484. */
  33485. getClassName(): string;
  33486. /**
  33487. * Creates a detailled string about the object
  33488. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  33489. * @returns a string representing the object
  33490. */
  33491. toString(fullDetails?: boolean): string;
  33492. }
  33493. }
  33494. declare module "babylonjs/scene" {
  33495. import { Nullable } from "babylonjs/types";
  33496. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  33497. import { Observable } from "babylonjs/Misc/observable";
  33498. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  33499. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  33500. import { Geometry } from "babylonjs/Meshes/geometry";
  33501. import { TransformNode } from "babylonjs/Meshes/transformNode";
  33502. import { SubMesh } from "babylonjs/Meshes/subMesh";
  33503. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33504. import { Mesh } from "babylonjs/Meshes/mesh";
  33505. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  33506. import { Bone } from "babylonjs/Bones/bone";
  33507. import { Skeleton } from "babylonjs/Bones/skeleton";
  33508. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  33509. import { Camera } from "babylonjs/Cameras/camera";
  33510. import { AbstractScene } from "babylonjs/abstractScene";
  33511. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33512. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  33513. import { Material } from "babylonjs/Materials/material";
  33514. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  33515. import { Effect } from "babylonjs/Materials/effect";
  33516. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  33517. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  33518. import { Light } from "babylonjs/Lights/light";
  33519. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33520. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  33521. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  33522. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  33523. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  33524. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  33525. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33526. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  33527. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  33528. import { Engine } from "babylonjs/Engines/engine";
  33529. import { Node } from "babylonjs/node";
  33530. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  33531. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  33532. import { WebRequest } from "babylonjs/Misc/webRequest";
  33533. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  33534. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  33535. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33536. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  33537. import { Plane } from "babylonjs/Maths/math.plane";
  33538. import { Ray } from "babylonjs/Culling/ray";
  33539. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  33540. import { Animation } from "babylonjs/Animations/animation";
  33541. import { Animatable } from "babylonjs/Animations/animatable";
  33542. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  33543. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  33544. import { Collider } from "babylonjs/Collisions/collider";
  33545. /**
  33546. * Define an interface for all classes that will hold resources
  33547. */
  33548. export interface IDisposable {
  33549. /**
  33550. * Releases all held resources
  33551. */
  33552. dispose(): void;
  33553. }
  33554. /** Interface defining initialization parameters for Scene class */
  33555. export interface SceneOptions {
  33556. /**
  33557. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  33558. * It will improve performance when the number of geometries becomes important.
  33559. */
  33560. useGeometryUniqueIdsMap?: boolean;
  33561. /**
  33562. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  33563. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33564. */
  33565. useMaterialMeshMap?: boolean;
  33566. /**
  33567. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  33568. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  33569. */
  33570. useClonedMeshhMap?: boolean;
  33571. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  33572. virtual?: boolean;
  33573. }
  33574. /**
  33575. * Represents a scene to be rendered by the engine.
  33576. * @see http://doc.babylonjs.com/features/scene
  33577. */
  33578. export class Scene extends AbstractScene implements IAnimatable {
  33579. /** The fog is deactivated */
  33580. static readonly FOGMODE_NONE: number;
  33581. /** The fog density is following an exponential function */
  33582. static readonly FOGMODE_EXP: number;
  33583. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  33584. static readonly FOGMODE_EXP2: number;
  33585. /** The fog density is following a linear function. */
  33586. static readonly FOGMODE_LINEAR: number;
  33587. /**
  33588. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  33589. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33590. */
  33591. static MinDeltaTime: number;
  33592. /**
  33593. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  33594. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  33595. */
  33596. static MaxDeltaTime: number;
  33597. /**
  33598. * Factory used to create the default material.
  33599. * @param name The name of the material to create
  33600. * @param scene The scene to create the material for
  33601. * @returns The default material
  33602. */
  33603. static DefaultMaterialFactory(scene: Scene): Material;
  33604. /**
  33605. * Factory used to create the a collision coordinator.
  33606. * @returns The collision coordinator
  33607. */
  33608. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  33609. /** @hidden */
  33610. _inputManager: InputManager;
  33611. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  33612. cameraToUseForPointers: Nullable<Camera>;
  33613. /** @hidden */
  33614. readonly _isScene: boolean;
  33615. /**
  33616. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  33617. */
  33618. autoClear: boolean;
  33619. /**
  33620. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  33621. */
  33622. autoClearDepthAndStencil: boolean;
  33623. /**
  33624. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  33625. */
  33626. clearColor: Color4;
  33627. /**
  33628. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  33629. */
  33630. ambientColor: Color3;
  33631. /**
  33632. * This is use to store the default BRDF lookup for PBR materials in your scene.
  33633. * It should only be one of the following (if not the default embedded one):
  33634. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  33635. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  33636. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  33637. * The material properties need to be setup according to the type of texture in use.
  33638. */
  33639. environmentBRDFTexture: BaseTexture;
  33640. /** @hidden */
  33641. protected _environmentTexture: Nullable<BaseTexture>;
  33642. /**
  33643. * Texture used in all pbr material as the reflection texture.
  33644. * As in the majority of the scene they are the same (exception for multi room and so on),
  33645. * this is easier to reference from here than from all the materials.
  33646. */
  33647. /**
  33648. * Texture used in all pbr material as the reflection texture.
  33649. * As in the majority of the scene they are the same (exception for multi room and so on),
  33650. * this is easier to set here than in all the materials.
  33651. */
  33652. environmentTexture: Nullable<BaseTexture>;
  33653. /** @hidden */
  33654. protected _environmentIntensity: number;
  33655. /**
  33656. * Intensity of the environment in all pbr material.
  33657. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33658. * As in the majority of the scene they are the same (exception for multi room and so on),
  33659. * this is easier to reference from here than from all the materials.
  33660. */
  33661. /**
  33662. * Intensity of the environment in all pbr material.
  33663. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  33664. * As in the majority of the scene they are the same (exception for multi room and so on),
  33665. * this is easier to set here than in all the materials.
  33666. */
  33667. environmentIntensity: number;
  33668. /** @hidden */
  33669. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  33670. /**
  33671. * Default image processing configuration used either in the rendering
  33672. * Forward main pass or through the imageProcessingPostProcess if present.
  33673. * As in the majority of the scene they are the same (exception for multi camera),
  33674. * this is easier to reference from here than from all the materials and post process.
  33675. *
  33676. * No setter as we it is a shared configuration, you can set the values instead.
  33677. */
  33678. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  33679. private _forceWireframe;
  33680. /**
  33681. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  33682. */
  33683. forceWireframe: boolean;
  33684. private _forcePointsCloud;
  33685. /**
  33686. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  33687. */
  33688. forcePointsCloud: boolean;
  33689. /**
  33690. * Gets or sets the active clipplane 1
  33691. */
  33692. clipPlane: Nullable<Plane>;
  33693. /**
  33694. * Gets or sets the active clipplane 2
  33695. */
  33696. clipPlane2: Nullable<Plane>;
  33697. /**
  33698. * Gets or sets the active clipplane 3
  33699. */
  33700. clipPlane3: Nullable<Plane>;
  33701. /**
  33702. * Gets or sets the active clipplane 4
  33703. */
  33704. clipPlane4: Nullable<Plane>;
  33705. /**
  33706. * Gets or sets a boolean indicating if animations are enabled
  33707. */
  33708. animationsEnabled: boolean;
  33709. private _animationPropertiesOverride;
  33710. /**
  33711. * Gets or sets the animation properties override
  33712. */
  33713. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  33714. /**
  33715. * Gets or sets a boolean indicating if a constant deltatime has to be used
  33716. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  33717. */
  33718. useConstantAnimationDeltaTime: boolean;
  33719. /**
  33720. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  33721. * Please note that it requires to run a ray cast through the scene on every frame
  33722. */
  33723. constantlyUpdateMeshUnderPointer: boolean;
  33724. /**
  33725. * Defines the HTML cursor to use when hovering over interactive elements
  33726. */
  33727. hoverCursor: string;
  33728. /**
  33729. * Defines the HTML default cursor to use (empty by default)
  33730. */
  33731. defaultCursor: string;
  33732. /**
  33733. * This is used to call preventDefault() on pointer down
  33734. * in order to block unwanted artifacts like system double clicks
  33735. */
  33736. preventDefaultOnPointerDown: boolean;
  33737. /**
  33738. * This is used to call preventDefault() on pointer up
  33739. * in order to block unwanted artifacts like system double clicks
  33740. */
  33741. preventDefaultOnPointerUp: boolean;
  33742. /**
  33743. * Gets or sets user defined metadata
  33744. */
  33745. metadata: any;
  33746. /**
  33747. * For internal use only. Please do not use.
  33748. */
  33749. reservedDataStore: any;
  33750. /**
  33751. * Gets the name of the plugin used to load this scene (null by default)
  33752. */
  33753. loadingPluginName: string;
  33754. /**
  33755. * Use this array to add regular expressions used to disable offline support for specific urls
  33756. */
  33757. disableOfflineSupportExceptionRules: RegExp[];
  33758. /**
  33759. * An event triggered when the scene is disposed.
  33760. */
  33761. onDisposeObservable: Observable<Scene>;
  33762. private _onDisposeObserver;
  33763. /** Sets a function to be executed when this scene is disposed. */
  33764. onDispose: () => void;
  33765. /**
  33766. * An event triggered before rendering the scene (right after animations and physics)
  33767. */
  33768. onBeforeRenderObservable: Observable<Scene>;
  33769. private _onBeforeRenderObserver;
  33770. /** Sets a function to be executed before rendering this scene */
  33771. beforeRender: Nullable<() => void>;
  33772. /**
  33773. * An event triggered after rendering the scene
  33774. */
  33775. onAfterRenderObservable: Observable<Scene>;
  33776. /**
  33777. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  33778. */
  33779. onAfterRenderCameraObservable: Observable<Camera>;
  33780. private _onAfterRenderObserver;
  33781. /** Sets a function to be executed after rendering this scene */
  33782. afterRender: Nullable<() => void>;
  33783. /**
  33784. * An event triggered before animating the scene
  33785. */
  33786. onBeforeAnimationsObservable: Observable<Scene>;
  33787. /**
  33788. * An event triggered after animations processing
  33789. */
  33790. onAfterAnimationsObservable: Observable<Scene>;
  33791. /**
  33792. * An event triggered before draw calls are ready to be sent
  33793. */
  33794. onBeforeDrawPhaseObservable: Observable<Scene>;
  33795. /**
  33796. * An event triggered after draw calls have been sent
  33797. */
  33798. onAfterDrawPhaseObservable: Observable<Scene>;
  33799. /**
  33800. * An event triggered when the scene is ready
  33801. */
  33802. onReadyObservable: Observable<Scene>;
  33803. /**
  33804. * An event triggered before rendering a camera
  33805. */
  33806. onBeforeCameraRenderObservable: Observable<Camera>;
  33807. private _onBeforeCameraRenderObserver;
  33808. /** Sets a function to be executed before rendering a camera*/
  33809. beforeCameraRender: () => void;
  33810. /**
  33811. * An event triggered after rendering a camera
  33812. */
  33813. onAfterCameraRenderObservable: Observable<Camera>;
  33814. private _onAfterCameraRenderObserver;
  33815. /** Sets a function to be executed after rendering a camera*/
  33816. afterCameraRender: () => void;
  33817. /**
  33818. * An event triggered when active meshes evaluation is about to start
  33819. */
  33820. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  33821. /**
  33822. * An event triggered when active meshes evaluation is done
  33823. */
  33824. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  33825. /**
  33826. * An event triggered when particles rendering is about to start
  33827. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33828. */
  33829. onBeforeParticlesRenderingObservable: Observable<Scene>;
  33830. /**
  33831. * An event triggered when particles rendering is done
  33832. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  33833. */
  33834. onAfterParticlesRenderingObservable: Observable<Scene>;
  33835. /**
  33836. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  33837. */
  33838. onDataLoadedObservable: Observable<Scene>;
  33839. /**
  33840. * An event triggered when a camera is created
  33841. */
  33842. onNewCameraAddedObservable: Observable<Camera>;
  33843. /**
  33844. * An event triggered when a camera is removed
  33845. */
  33846. onCameraRemovedObservable: Observable<Camera>;
  33847. /**
  33848. * An event triggered when a light is created
  33849. */
  33850. onNewLightAddedObservable: Observable<Light>;
  33851. /**
  33852. * An event triggered when a light is removed
  33853. */
  33854. onLightRemovedObservable: Observable<Light>;
  33855. /**
  33856. * An event triggered when a geometry is created
  33857. */
  33858. onNewGeometryAddedObservable: Observable<Geometry>;
  33859. /**
  33860. * An event triggered when a geometry is removed
  33861. */
  33862. onGeometryRemovedObservable: Observable<Geometry>;
  33863. /**
  33864. * An event triggered when a transform node is created
  33865. */
  33866. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  33867. /**
  33868. * An event triggered when a transform node is removed
  33869. */
  33870. onTransformNodeRemovedObservable: Observable<TransformNode>;
  33871. /**
  33872. * An event triggered when a mesh is created
  33873. */
  33874. onNewMeshAddedObservable: Observable<AbstractMesh>;
  33875. /**
  33876. * An event triggered when a mesh is removed
  33877. */
  33878. onMeshRemovedObservable: Observable<AbstractMesh>;
  33879. /**
  33880. * An event triggered when a skeleton is created
  33881. */
  33882. onNewSkeletonAddedObservable: Observable<Skeleton>;
  33883. /**
  33884. * An event triggered when a skeleton is removed
  33885. */
  33886. onSkeletonRemovedObservable: Observable<Skeleton>;
  33887. /**
  33888. * An event triggered when a material is created
  33889. */
  33890. onNewMaterialAddedObservable: Observable<Material>;
  33891. /**
  33892. * An event triggered when a material is removed
  33893. */
  33894. onMaterialRemovedObservable: Observable<Material>;
  33895. /**
  33896. * An event triggered when a texture is created
  33897. */
  33898. onNewTextureAddedObservable: Observable<BaseTexture>;
  33899. /**
  33900. * An event triggered when a texture is removed
  33901. */
  33902. onTextureRemovedObservable: Observable<BaseTexture>;
  33903. /**
  33904. * An event triggered when render targets are about to be rendered
  33905. * Can happen multiple times per frame.
  33906. */
  33907. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  33908. /**
  33909. * An event triggered when render targets were rendered.
  33910. * Can happen multiple times per frame.
  33911. */
  33912. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  33913. /**
  33914. * An event triggered before calculating deterministic simulation step
  33915. */
  33916. onBeforeStepObservable: Observable<Scene>;
  33917. /**
  33918. * An event triggered after calculating deterministic simulation step
  33919. */
  33920. onAfterStepObservable: Observable<Scene>;
  33921. /**
  33922. * An event triggered when the activeCamera property is updated
  33923. */
  33924. onActiveCameraChanged: Observable<Scene>;
  33925. /**
  33926. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  33927. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33928. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  33929. */
  33930. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33931. /**
  33932. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  33933. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  33934. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  33935. */
  33936. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  33937. /**
  33938. * This Observable will when a mesh has been imported into the scene.
  33939. */
  33940. onMeshImportedObservable: Observable<AbstractMesh>;
  33941. /**
  33942. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  33943. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  33944. */
  33945. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  33946. /** @hidden */
  33947. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  33948. /**
  33949. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  33950. */
  33951. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  33952. /**
  33953. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  33954. */
  33955. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  33956. /**
  33957. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  33958. */
  33959. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  33960. /** Callback called when a pointer move is detected */
  33961. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33962. /** Callback called when a pointer down is detected */
  33963. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  33964. /** Callback called when a pointer up is detected */
  33965. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  33966. /** Callback called when a pointer pick is detected */
  33967. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  33968. /**
  33969. * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
  33970. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  33971. */
  33972. onPrePointerObservable: Observable<PointerInfoPre>;
  33973. /**
  33974. * Observable event triggered each time an input event is received from the rendering canvas
  33975. */
  33976. onPointerObservable: Observable<PointerInfo>;
  33977. /**
  33978. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  33979. */
  33980. readonly unTranslatedPointer: Vector2;
  33981. /**
  33982. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  33983. */
  33984. static DragMovementThreshold: number;
  33985. /**
  33986. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  33987. */
  33988. static LongPressDelay: number;
  33989. /**
  33990. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  33991. */
  33992. static DoubleClickDelay: number;
  33993. /** If you need to check double click without raising a single click at first click, enable this flag */
  33994. static ExclusiveDoubleClickMode: boolean;
  33995. /** @hidden */
  33996. _mirroredCameraPosition: Nullable<Vector3>;
  33997. /**
  33998. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  33999. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34000. */
  34001. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34002. /**
  34003. * Observable event triggered each time an keyboard event is received from the hosting window
  34004. */
  34005. onKeyboardObservable: Observable<KeyboardInfo>;
  34006. private _useRightHandedSystem;
  34007. /**
  34008. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34009. */
  34010. useRightHandedSystem: boolean;
  34011. private _timeAccumulator;
  34012. private _currentStepId;
  34013. private _currentInternalStep;
  34014. /**
  34015. * Sets the step Id used by deterministic lock step
  34016. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34017. * @param newStepId defines the step Id
  34018. */
  34019. setStepId(newStepId: number): void;
  34020. /**
  34021. * Gets the step Id used by deterministic lock step
  34022. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34023. * @returns the step Id
  34024. */
  34025. getStepId(): number;
  34026. /**
  34027. * Gets the internal step used by deterministic lock step
  34028. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34029. * @returns the internal step
  34030. */
  34031. getInternalStep(): number;
  34032. private _fogEnabled;
  34033. /**
  34034. * Gets or sets a boolean indicating if fog is enabled on this scene
  34035. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34036. * (Default is true)
  34037. */
  34038. fogEnabled: boolean;
  34039. private _fogMode;
  34040. /**
  34041. * Gets or sets the fog mode to use
  34042. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34043. * | mode | value |
  34044. * | --- | --- |
  34045. * | FOGMODE_NONE | 0 |
  34046. * | FOGMODE_EXP | 1 |
  34047. * | FOGMODE_EXP2 | 2 |
  34048. * | FOGMODE_LINEAR | 3 |
  34049. */
  34050. fogMode: number;
  34051. /**
  34052. * Gets or sets the fog color to use
  34053. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34054. * (Default is Color3(0.2, 0.2, 0.3))
  34055. */
  34056. fogColor: Color3;
  34057. /**
  34058. * Gets or sets the fog density to use
  34059. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34060. * (Default is 0.1)
  34061. */
  34062. fogDensity: number;
  34063. /**
  34064. * Gets or sets the fog start distance to use
  34065. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34066. * (Default is 0)
  34067. */
  34068. fogStart: number;
  34069. /**
  34070. * Gets or sets the fog end distance to use
  34071. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34072. * (Default is 1000)
  34073. */
  34074. fogEnd: number;
  34075. private _shadowsEnabled;
  34076. /**
  34077. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34078. */
  34079. shadowsEnabled: boolean;
  34080. private _lightsEnabled;
  34081. /**
  34082. * Gets or sets a boolean indicating if lights are enabled on this scene
  34083. */
  34084. lightsEnabled: boolean;
  34085. /** All of the active cameras added to this scene. */
  34086. activeCameras: Camera[];
  34087. /** @hidden */
  34088. _activeCamera: Nullable<Camera>;
  34089. /** Gets or sets the current active camera */
  34090. activeCamera: Nullable<Camera>;
  34091. private _defaultMaterial;
  34092. /** The default material used on meshes when no material is affected */
  34093. /** The default material used on meshes when no material is affected */
  34094. defaultMaterial: Material;
  34095. private _texturesEnabled;
  34096. /**
  34097. * Gets or sets a boolean indicating if textures are enabled on this scene
  34098. */
  34099. texturesEnabled: boolean;
  34100. /**
  34101. * Gets or sets a boolean indicating if particles are enabled on this scene
  34102. */
  34103. particlesEnabled: boolean;
  34104. /**
  34105. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34106. */
  34107. spritesEnabled: boolean;
  34108. private _skeletonsEnabled;
  34109. /**
  34110. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34111. */
  34112. skeletonsEnabled: boolean;
  34113. /**
  34114. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34115. */
  34116. lensFlaresEnabled: boolean;
  34117. /**
  34118. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34119. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34120. */
  34121. collisionsEnabled: boolean;
  34122. private _collisionCoordinator;
  34123. /** @hidden */
  34124. readonly collisionCoordinator: ICollisionCoordinator;
  34125. /**
  34126. * Defines the gravity applied to this scene (used only for collisions)
  34127. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34128. */
  34129. gravity: Vector3;
  34130. /**
  34131. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34132. */
  34133. postProcessesEnabled: boolean;
  34134. /**
  34135. * The list of postprocesses added to the scene
  34136. */
  34137. postProcesses: PostProcess[];
  34138. /**
  34139. * Gets the current postprocess manager
  34140. */
  34141. postProcessManager: PostProcessManager;
  34142. /**
  34143. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34144. */
  34145. renderTargetsEnabled: boolean;
  34146. /**
  34147. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34148. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34149. */
  34150. dumpNextRenderTargets: boolean;
  34151. /**
  34152. * The list of user defined render targets added to the scene
  34153. */
  34154. customRenderTargets: RenderTargetTexture[];
  34155. /**
  34156. * Defines if texture loading must be delayed
  34157. * If true, textures will only be loaded when they need to be rendered
  34158. */
  34159. useDelayedTextureLoading: boolean;
  34160. /**
  34161. * Gets the list of meshes imported to the scene through SceneLoader
  34162. */
  34163. importedMeshesFiles: String[];
  34164. /**
  34165. * Gets or sets a boolean indicating if probes are enabled on this scene
  34166. */
  34167. probesEnabled: boolean;
  34168. /**
  34169. * Gets or sets the current offline provider to use to store scene data
  34170. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34171. */
  34172. offlineProvider: IOfflineProvider;
  34173. /**
  34174. * Gets or sets the action manager associated with the scene
  34175. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34176. */
  34177. actionManager: AbstractActionManager;
  34178. private _meshesForIntersections;
  34179. /**
  34180. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34181. */
  34182. proceduralTexturesEnabled: boolean;
  34183. private _engine;
  34184. private _totalVertices;
  34185. /** @hidden */
  34186. _activeIndices: PerfCounter;
  34187. /** @hidden */
  34188. _activeParticles: PerfCounter;
  34189. /** @hidden */
  34190. _activeBones: PerfCounter;
  34191. private _animationRatio;
  34192. /** @hidden */
  34193. _animationTimeLast: number;
  34194. /** @hidden */
  34195. _animationTime: number;
  34196. /**
  34197. * Gets or sets a general scale for animation speed
  34198. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34199. */
  34200. animationTimeScale: number;
  34201. /** @hidden */
  34202. _cachedMaterial: Nullable<Material>;
  34203. /** @hidden */
  34204. _cachedEffect: Nullable<Effect>;
  34205. /** @hidden */
  34206. _cachedVisibility: Nullable<number>;
  34207. private _renderId;
  34208. private _frameId;
  34209. private _executeWhenReadyTimeoutId;
  34210. private _intermediateRendering;
  34211. private _viewUpdateFlag;
  34212. private _projectionUpdateFlag;
  34213. /** @hidden */
  34214. _toBeDisposed: Nullable<IDisposable>[];
  34215. private _activeRequests;
  34216. /** @hidden */
  34217. _pendingData: any[];
  34218. private _isDisposed;
  34219. /**
  34220. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34221. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34222. */
  34223. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34224. private _activeMeshes;
  34225. private _processedMaterials;
  34226. private _renderTargets;
  34227. /** @hidden */
  34228. _activeParticleSystems: SmartArray<IParticleSystem>;
  34229. private _activeSkeletons;
  34230. private _softwareSkinnedMeshes;
  34231. private _renderingManager;
  34232. /** @hidden */
  34233. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34234. private _transformMatrix;
  34235. private _sceneUbo;
  34236. /** @hidden */
  34237. _viewMatrix: Matrix;
  34238. private _projectionMatrix;
  34239. /** @hidden */
  34240. _forcedViewPosition: Nullable<Vector3>;
  34241. /** @hidden */
  34242. _frustumPlanes: Plane[];
  34243. /**
  34244. * Gets the list of frustum planes (built from the active camera)
  34245. */
  34246. readonly frustumPlanes: Plane[];
  34247. /**
  34248. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34249. * This is useful if there are more lights that the maximum simulteanous authorized
  34250. */
  34251. requireLightSorting: boolean;
  34252. /** @hidden */
  34253. readonly useMaterialMeshMap: boolean;
  34254. /** @hidden */
  34255. readonly useClonedMeshhMap: boolean;
  34256. private _externalData;
  34257. private _uid;
  34258. /**
  34259. * @hidden
  34260. * Backing store of defined scene components.
  34261. */
  34262. _components: ISceneComponent[];
  34263. /**
  34264. * @hidden
  34265. * Backing store of defined scene components.
  34266. */
  34267. _serializableComponents: ISceneSerializableComponent[];
  34268. /**
  34269. * List of components to register on the next registration step.
  34270. */
  34271. private _transientComponents;
  34272. /**
  34273. * Registers the transient components if needed.
  34274. */
  34275. private _registerTransientComponents;
  34276. /**
  34277. * @hidden
  34278. * Add a component to the scene.
  34279. * Note that the ccomponent could be registered on th next frame if this is called after
  34280. * the register component stage.
  34281. * @param component Defines the component to add to the scene
  34282. */
  34283. _addComponent(component: ISceneComponent): void;
  34284. /**
  34285. * @hidden
  34286. * Gets a component from the scene.
  34287. * @param name defines the name of the component to retrieve
  34288. * @returns the component or null if not present
  34289. */
  34290. _getComponent(name: string): Nullable<ISceneComponent>;
  34291. /**
  34292. * @hidden
  34293. * Defines the actions happening before camera updates.
  34294. */
  34295. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  34296. /**
  34297. * @hidden
  34298. * Defines the actions happening before clear the canvas.
  34299. */
  34300. _beforeClearStage: Stage<SimpleStageAction>;
  34301. /**
  34302. * @hidden
  34303. * Defines the actions when collecting render targets for the frame.
  34304. */
  34305. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34306. /**
  34307. * @hidden
  34308. * Defines the actions happening for one camera in the frame.
  34309. */
  34310. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  34311. /**
  34312. * @hidden
  34313. * Defines the actions happening during the per mesh ready checks.
  34314. */
  34315. _isReadyForMeshStage: Stage<MeshStageAction>;
  34316. /**
  34317. * @hidden
  34318. * Defines the actions happening before evaluate active mesh checks.
  34319. */
  34320. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  34321. /**
  34322. * @hidden
  34323. * Defines the actions happening during the evaluate sub mesh checks.
  34324. */
  34325. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  34326. /**
  34327. * @hidden
  34328. * Defines the actions happening during the active mesh stage.
  34329. */
  34330. _activeMeshStage: Stage<ActiveMeshStageAction>;
  34331. /**
  34332. * @hidden
  34333. * Defines the actions happening during the per camera render target step.
  34334. */
  34335. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  34336. /**
  34337. * @hidden
  34338. * Defines the actions happening just before the active camera is drawing.
  34339. */
  34340. _beforeCameraDrawStage: Stage<CameraStageAction>;
  34341. /**
  34342. * @hidden
  34343. * Defines the actions happening just before a render target is drawing.
  34344. */
  34345. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34346. /**
  34347. * @hidden
  34348. * Defines the actions happening just before a rendering group is drawing.
  34349. */
  34350. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34351. /**
  34352. * @hidden
  34353. * Defines the actions happening just before a mesh is drawing.
  34354. */
  34355. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34356. /**
  34357. * @hidden
  34358. * Defines the actions happening just after a mesh has been drawn.
  34359. */
  34360. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  34361. /**
  34362. * @hidden
  34363. * Defines the actions happening just after a rendering group has been drawn.
  34364. */
  34365. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  34366. /**
  34367. * @hidden
  34368. * Defines the actions happening just after the active camera has been drawn.
  34369. */
  34370. _afterCameraDrawStage: Stage<CameraStageAction>;
  34371. /**
  34372. * @hidden
  34373. * Defines the actions happening just after a render target has been drawn.
  34374. */
  34375. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  34376. /**
  34377. * @hidden
  34378. * Defines the actions happening just after rendering all cameras and computing intersections.
  34379. */
  34380. _afterRenderStage: Stage<SimpleStageAction>;
  34381. /**
  34382. * @hidden
  34383. * Defines the actions happening when a pointer move event happens.
  34384. */
  34385. _pointerMoveStage: Stage<PointerMoveStageAction>;
  34386. /**
  34387. * @hidden
  34388. * Defines the actions happening when a pointer down event happens.
  34389. */
  34390. _pointerDownStage: Stage<PointerUpDownStageAction>;
  34391. /**
  34392. * @hidden
  34393. * Defines the actions happening when a pointer up event happens.
  34394. */
  34395. _pointerUpStage: Stage<PointerUpDownStageAction>;
  34396. /**
  34397. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  34398. */
  34399. private geometriesByUniqueId;
  34400. /**
  34401. * Creates a new Scene
  34402. * @param engine defines the engine to use to render this scene
  34403. * @param options defines the scene options
  34404. */
  34405. constructor(engine: Engine, options?: SceneOptions);
  34406. /**
  34407. * Gets a string idenfifying the name of the class
  34408. * @returns "Scene" string
  34409. */
  34410. getClassName(): string;
  34411. private _defaultMeshCandidates;
  34412. /**
  34413. * @hidden
  34414. */
  34415. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  34416. private _defaultSubMeshCandidates;
  34417. /**
  34418. * @hidden
  34419. */
  34420. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  34421. /**
  34422. * Sets the default candidate providers for the scene.
  34423. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  34424. * and getCollidingSubMeshCandidates to their default function
  34425. */
  34426. setDefaultCandidateProviders(): void;
  34427. /**
  34428. * Gets the mesh that is currently under the pointer
  34429. */
  34430. readonly meshUnderPointer: Nullable<AbstractMesh>;
  34431. /**
  34432. * Gets or sets the current on-screen X position of the pointer
  34433. */
  34434. pointerX: number;
  34435. /**
  34436. * Gets or sets the current on-screen Y position of the pointer
  34437. */
  34438. pointerY: number;
  34439. /**
  34440. * Gets the cached material (ie. the latest rendered one)
  34441. * @returns the cached material
  34442. */
  34443. getCachedMaterial(): Nullable<Material>;
  34444. /**
  34445. * Gets the cached effect (ie. the latest rendered one)
  34446. * @returns the cached effect
  34447. */
  34448. getCachedEffect(): Nullable<Effect>;
  34449. /**
  34450. * Gets the cached visibility state (ie. the latest rendered one)
  34451. * @returns the cached visibility state
  34452. */
  34453. getCachedVisibility(): Nullable<number>;
  34454. /**
  34455. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  34456. * @param material defines the current material
  34457. * @param effect defines the current effect
  34458. * @param visibility defines the current visibility state
  34459. * @returns true if one parameter is not cached
  34460. */
  34461. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  34462. /**
  34463. * Gets the engine associated with the scene
  34464. * @returns an Engine
  34465. */
  34466. getEngine(): Engine;
  34467. /**
  34468. * Gets the total number of vertices rendered per frame
  34469. * @returns the total number of vertices rendered per frame
  34470. */
  34471. getTotalVertices(): number;
  34472. /**
  34473. * Gets the performance counter for total vertices
  34474. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34475. */
  34476. readonly totalVerticesPerfCounter: PerfCounter;
  34477. /**
  34478. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  34479. * @returns the total number of active indices rendered per frame
  34480. */
  34481. getActiveIndices(): number;
  34482. /**
  34483. * Gets the performance counter for active indices
  34484. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34485. */
  34486. readonly totalActiveIndicesPerfCounter: PerfCounter;
  34487. /**
  34488. * Gets the total number of active particles rendered per frame
  34489. * @returns the total number of active particles rendered per frame
  34490. */
  34491. getActiveParticles(): number;
  34492. /**
  34493. * Gets the performance counter for active particles
  34494. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34495. */
  34496. readonly activeParticlesPerfCounter: PerfCounter;
  34497. /**
  34498. * Gets the total number of active bones rendered per frame
  34499. * @returns the total number of active bones rendered per frame
  34500. */
  34501. getActiveBones(): number;
  34502. /**
  34503. * Gets the performance counter for active bones
  34504. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  34505. */
  34506. readonly activeBonesPerfCounter: PerfCounter;
  34507. /**
  34508. * Gets the array of active meshes
  34509. * @returns an array of AbstractMesh
  34510. */
  34511. getActiveMeshes(): SmartArray<AbstractMesh>;
  34512. /**
  34513. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  34514. * @returns a number
  34515. */
  34516. getAnimationRatio(): number;
  34517. /**
  34518. * Gets an unique Id for the current render phase
  34519. * @returns a number
  34520. */
  34521. getRenderId(): number;
  34522. /**
  34523. * Gets an unique Id for the current frame
  34524. * @returns a number
  34525. */
  34526. getFrameId(): number;
  34527. /** Call this function if you want to manually increment the render Id*/
  34528. incrementRenderId(): void;
  34529. private _createUbo;
  34530. /**
  34531. * Use this method to simulate a pointer move on a mesh
  34532. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34533. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34534. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34535. * @returns the current scene
  34536. */
  34537. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34538. /**
  34539. * Use this method to simulate a pointer down on a mesh
  34540. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34541. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34542. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34543. * @returns the current scene
  34544. */
  34545. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  34546. /**
  34547. * Use this method to simulate a pointer up on a mesh
  34548. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  34549. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  34550. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  34551. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  34552. * @returns the current scene
  34553. */
  34554. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  34555. /**
  34556. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  34557. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  34558. * @returns true if the pointer was captured
  34559. */
  34560. isPointerCaptured(pointerId?: number): boolean;
  34561. /**
  34562. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  34563. * @param attachUp defines if you want to attach events to pointerup
  34564. * @param attachDown defines if you want to attach events to pointerdown
  34565. * @param attachMove defines if you want to attach events to pointermove
  34566. */
  34567. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  34568. /** Detaches all event handlers*/
  34569. detachControl(): void;
  34570. /**
  34571. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  34572. * Delay loaded resources are not taking in account
  34573. * @return true if all required resources are ready
  34574. */
  34575. isReady(): boolean;
  34576. /** Resets all cached information relative to material (including effect and visibility) */
  34577. resetCachedMaterial(): void;
  34578. /**
  34579. * Registers a function to be called before every frame render
  34580. * @param func defines the function to register
  34581. */
  34582. registerBeforeRender(func: () => void): void;
  34583. /**
  34584. * Unregisters a function called before every frame render
  34585. * @param func defines the function to unregister
  34586. */
  34587. unregisterBeforeRender(func: () => void): void;
  34588. /**
  34589. * Registers a function to be called after every frame render
  34590. * @param func defines the function to register
  34591. */
  34592. registerAfterRender(func: () => void): void;
  34593. /**
  34594. * Unregisters a function called after every frame render
  34595. * @param func defines the function to unregister
  34596. */
  34597. unregisterAfterRender(func: () => void): void;
  34598. private _executeOnceBeforeRender;
  34599. /**
  34600. * The provided function will run before render once and will be disposed afterwards.
  34601. * A timeout delay can be provided so that the function will be executed in N ms.
  34602. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  34603. * @param func The function to be executed.
  34604. * @param timeout optional delay in ms
  34605. */
  34606. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  34607. /** @hidden */
  34608. _addPendingData(data: any): void;
  34609. /** @hidden */
  34610. _removePendingData(data: any): void;
  34611. /**
  34612. * Returns the number of items waiting to be loaded
  34613. * @returns the number of items waiting to be loaded
  34614. */
  34615. getWaitingItemsCount(): number;
  34616. /**
  34617. * Returns a boolean indicating if the scene is still loading data
  34618. */
  34619. readonly isLoading: boolean;
  34620. /**
  34621. * Registers a function to be executed when the scene is ready
  34622. * @param {Function} func - the function to be executed
  34623. */
  34624. executeWhenReady(func: () => void): void;
  34625. /**
  34626. * Returns a promise that resolves when the scene is ready
  34627. * @returns A promise that resolves when the scene is ready
  34628. */
  34629. whenReadyAsync(): Promise<void>;
  34630. /** @hidden */
  34631. _checkIsReady(): void;
  34632. /**
  34633. * Gets all animatable attached to the scene
  34634. */
  34635. readonly animatables: Animatable[];
  34636. /**
  34637. * Resets the last animation time frame.
  34638. * Useful to override when animations start running when loading a scene for the first time.
  34639. */
  34640. resetLastAnimationTimeFrame(): void;
  34641. /**
  34642. * Gets the current view matrix
  34643. * @returns a Matrix
  34644. */
  34645. getViewMatrix(): Matrix;
  34646. /**
  34647. * Gets the current projection matrix
  34648. * @returns a Matrix
  34649. */
  34650. getProjectionMatrix(): Matrix;
  34651. /**
  34652. * Gets the current transform matrix
  34653. * @returns a Matrix made of View * Projection
  34654. */
  34655. getTransformMatrix(): Matrix;
  34656. /**
  34657. * Sets the current transform matrix
  34658. * @param viewL defines the View matrix to use
  34659. * @param projectionL defines the Projection matrix to use
  34660. * @param viewR defines the right View matrix to use (if provided)
  34661. * @param projectionR defines the right Projection matrix to use (if provided)
  34662. */
  34663. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  34664. /**
  34665. * Gets the uniform buffer used to store scene data
  34666. * @returns a UniformBuffer
  34667. */
  34668. getSceneUniformBuffer(): UniformBuffer;
  34669. /**
  34670. * Gets an unique (relatively to the current scene) Id
  34671. * @returns an unique number for the scene
  34672. */
  34673. getUniqueId(): number;
  34674. /**
  34675. * Add a mesh to the list of scene's meshes
  34676. * @param newMesh defines the mesh to add
  34677. * @param recursive if all child meshes should also be added to the scene
  34678. */
  34679. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  34680. /**
  34681. * Remove a mesh for the list of scene's meshes
  34682. * @param toRemove defines the mesh to remove
  34683. * @param recursive if all child meshes should also be removed from the scene
  34684. * @returns the index where the mesh was in the mesh list
  34685. */
  34686. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  34687. /**
  34688. * Add a transform node to the list of scene's transform nodes
  34689. * @param newTransformNode defines the transform node to add
  34690. */
  34691. addTransformNode(newTransformNode: TransformNode): void;
  34692. /**
  34693. * Remove a transform node for the list of scene's transform nodes
  34694. * @param toRemove defines the transform node to remove
  34695. * @returns the index where the transform node was in the transform node list
  34696. */
  34697. removeTransformNode(toRemove: TransformNode): number;
  34698. /**
  34699. * Remove a skeleton for the list of scene's skeletons
  34700. * @param toRemove defines the skeleton to remove
  34701. * @returns the index where the skeleton was in the skeleton list
  34702. */
  34703. removeSkeleton(toRemove: Skeleton): number;
  34704. /**
  34705. * Remove a morph target for the list of scene's morph targets
  34706. * @param toRemove defines the morph target to remove
  34707. * @returns the index where the morph target was in the morph target list
  34708. */
  34709. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  34710. /**
  34711. * Remove a light for the list of scene's lights
  34712. * @param toRemove defines the light to remove
  34713. * @returns the index where the light was in the light list
  34714. */
  34715. removeLight(toRemove: Light): number;
  34716. /**
  34717. * Remove a camera for the list of scene's cameras
  34718. * @param toRemove defines the camera to remove
  34719. * @returns the index where the camera was in the camera list
  34720. */
  34721. removeCamera(toRemove: Camera): number;
  34722. /**
  34723. * Remove a particle system for the list of scene's particle systems
  34724. * @param toRemove defines the particle system to remove
  34725. * @returns the index where the particle system was in the particle system list
  34726. */
  34727. removeParticleSystem(toRemove: IParticleSystem): number;
  34728. /**
  34729. * Remove a animation for the list of scene's animations
  34730. * @param toRemove defines the animation to remove
  34731. * @returns the index where the animation was in the animation list
  34732. */
  34733. removeAnimation(toRemove: Animation): number;
  34734. /**
  34735. * Will stop the animation of the given target
  34736. * @param target - the target
  34737. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  34738. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  34739. */
  34740. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  34741. /**
  34742. * Removes the given animation group from this scene.
  34743. * @param toRemove The animation group to remove
  34744. * @returns The index of the removed animation group
  34745. */
  34746. removeAnimationGroup(toRemove: AnimationGroup): number;
  34747. /**
  34748. * Removes the given multi-material from this scene.
  34749. * @param toRemove The multi-material to remove
  34750. * @returns The index of the removed multi-material
  34751. */
  34752. removeMultiMaterial(toRemove: MultiMaterial): number;
  34753. /**
  34754. * Removes the given material from this scene.
  34755. * @param toRemove The material to remove
  34756. * @returns The index of the removed material
  34757. */
  34758. removeMaterial(toRemove: Material): number;
  34759. /**
  34760. * Removes the given action manager from this scene.
  34761. * @param toRemove The action manager to remove
  34762. * @returns The index of the removed action manager
  34763. */
  34764. removeActionManager(toRemove: AbstractActionManager): number;
  34765. /**
  34766. * Removes the given texture from this scene.
  34767. * @param toRemove The texture to remove
  34768. * @returns The index of the removed texture
  34769. */
  34770. removeTexture(toRemove: BaseTexture): number;
  34771. /**
  34772. * Adds the given light to this scene
  34773. * @param newLight The light to add
  34774. */
  34775. addLight(newLight: Light): void;
  34776. /**
  34777. * Sorts the list list based on light priorities
  34778. */
  34779. sortLightsByPriority(): void;
  34780. /**
  34781. * Adds the given camera to this scene
  34782. * @param newCamera The camera to add
  34783. */
  34784. addCamera(newCamera: Camera): void;
  34785. /**
  34786. * Adds the given skeleton to this scene
  34787. * @param newSkeleton The skeleton to add
  34788. */
  34789. addSkeleton(newSkeleton: Skeleton): void;
  34790. /**
  34791. * Adds the given particle system to this scene
  34792. * @param newParticleSystem The particle system to add
  34793. */
  34794. addParticleSystem(newParticleSystem: IParticleSystem): void;
  34795. /**
  34796. * Adds the given animation to this scene
  34797. * @param newAnimation The animation to add
  34798. */
  34799. addAnimation(newAnimation: Animation): void;
  34800. /**
  34801. * Adds the given animation group to this scene.
  34802. * @param newAnimationGroup The animation group to add
  34803. */
  34804. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  34805. /**
  34806. * Adds the given multi-material to this scene
  34807. * @param newMultiMaterial The multi-material to add
  34808. */
  34809. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  34810. /**
  34811. * Adds the given material to this scene
  34812. * @param newMaterial The material to add
  34813. */
  34814. addMaterial(newMaterial: Material): void;
  34815. /**
  34816. * Adds the given morph target to this scene
  34817. * @param newMorphTargetManager The morph target to add
  34818. */
  34819. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  34820. /**
  34821. * Adds the given geometry to this scene
  34822. * @param newGeometry The geometry to add
  34823. */
  34824. addGeometry(newGeometry: Geometry): void;
  34825. /**
  34826. * Adds the given action manager to this scene
  34827. * @param newActionManager The action manager to add
  34828. */
  34829. addActionManager(newActionManager: AbstractActionManager): void;
  34830. /**
  34831. * Adds the given texture to this scene.
  34832. * @param newTexture The texture to add
  34833. */
  34834. addTexture(newTexture: BaseTexture): void;
  34835. /**
  34836. * Switch active camera
  34837. * @param newCamera defines the new active camera
  34838. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  34839. */
  34840. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  34841. /**
  34842. * sets the active camera of the scene using its ID
  34843. * @param id defines the camera's ID
  34844. * @return the new active camera or null if none found.
  34845. */
  34846. setActiveCameraByID(id: string): Nullable<Camera>;
  34847. /**
  34848. * sets the active camera of the scene using its name
  34849. * @param name defines the camera's name
  34850. * @returns the new active camera or null if none found.
  34851. */
  34852. setActiveCameraByName(name: string): Nullable<Camera>;
  34853. /**
  34854. * get an animation group using its name
  34855. * @param name defines the material's name
  34856. * @return the animation group or null if none found.
  34857. */
  34858. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  34859. /**
  34860. * Get a material using its unique id
  34861. * @param uniqueId defines the material's unique id
  34862. * @return the material or null if none found.
  34863. */
  34864. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  34865. /**
  34866. * get a material using its id
  34867. * @param id defines the material's ID
  34868. * @return the material or null if none found.
  34869. */
  34870. getMaterialByID(id: string): Nullable<Material>;
  34871. /**
  34872. * Gets a the last added material using a given id
  34873. * @param id defines the material's ID
  34874. * @return the last material with the given id or null if none found.
  34875. */
  34876. getLastMaterialByID(id: string): Nullable<Material>;
  34877. /**
  34878. * Gets a material using its name
  34879. * @param name defines the material's name
  34880. * @return the material or null if none found.
  34881. */
  34882. getMaterialByName(name: string): Nullable<Material>;
  34883. /**
  34884. * Get a texture using its unique id
  34885. * @param uniqueId defines the texture's unique id
  34886. * @return the texture or null if none found.
  34887. */
  34888. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  34889. /**
  34890. * Gets a camera using its id
  34891. * @param id defines the id to look for
  34892. * @returns the camera or null if not found
  34893. */
  34894. getCameraByID(id: string): Nullable<Camera>;
  34895. /**
  34896. * Gets a camera using its unique id
  34897. * @param uniqueId defines the unique id to look for
  34898. * @returns the camera or null if not found
  34899. */
  34900. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  34901. /**
  34902. * Gets a camera using its name
  34903. * @param name defines the camera's name
  34904. * @return the camera or null if none found.
  34905. */
  34906. getCameraByName(name: string): Nullable<Camera>;
  34907. /**
  34908. * Gets a bone using its id
  34909. * @param id defines the bone's id
  34910. * @return the bone or null if not found
  34911. */
  34912. getBoneByID(id: string): Nullable<Bone>;
  34913. /**
  34914. * Gets a bone using its id
  34915. * @param name defines the bone's name
  34916. * @return the bone or null if not found
  34917. */
  34918. getBoneByName(name: string): Nullable<Bone>;
  34919. /**
  34920. * Gets a light node using its name
  34921. * @param name defines the the light's name
  34922. * @return the light or null if none found.
  34923. */
  34924. getLightByName(name: string): Nullable<Light>;
  34925. /**
  34926. * Gets a light node using its id
  34927. * @param id defines the light's id
  34928. * @return the light or null if none found.
  34929. */
  34930. getLightByID(id: string): Nullable<Light>;
  34931. /**
  34932. * Gets a light node using its scene-generated unique ID
  34933. * @param uniqueId defines the light's unique id
  34934. * @return the light or null if none found.
  34935. */
  34936. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  34937. /**
  34938. * Gets a particle system by id
  34939. * @param id defines the particle system id
  34940. * @return the corresponding system or null if none found
  34941. */
  34942. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  34943. /**
  34944. * Gets a geometry using its ID
  34945. * @param id defines the geometry's id
  34946. * @return the geometry or null if none found.
  34947. */
  34948. getGeometryByID(id: string): Nullable<Geometry>;
  34949. private _getGeometryByUniqueID;
  34950. /**
  34951. * Add a new geometry to this scene
  34952. * @param geometry defines the geometry to be added to the scene.
  34953. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  34954. * @return a boolean defining if the geometry was added or not
  34955. */
  34956. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  34957. /**
  34958. * Removes an existing geometry
  34959. * @param geometry defines the geometry to be removed from the scene
  34960. * @return a boolean defining if the geometry was removed or not
  34961. */
  34962. removeGeometry(geometry: Geometry): boolean;
  34963. /**
  34964. * Gets the list of geometries attached to the scene
  34965. * @returns an array of Geometry
  34966. */
  34967. getGeometries(): Geometry[];
  34968. /**
  34969. * Gets the first added mesh found of a given ID
  34970. * @param id defines the id to search for
  34971. * @return the mesh found or null if not found at all
  34972. */
  34973. getMeshByID(id: string): Nullable<AbstractMesh>;
  34974. /**
  34975. * Gets a list of meshes using their id
  34976. * @param id defines the id to search for
  34977. * @returns a list of meshes
  34978. */
  34979. getMeshesByID(id: string): Array<AbstractMesh>;
  34980. /**
  34981. * Gets the first added transform node found of a given ID
  34982. * @param id defines the id to search for
  34983. * @return the found transform node or null if not found at all.
  34984. */
  34985. getTransformNodeByID(id: string): Nullable<TransformNode>;
  34986. /**
  34987. * Gets a transform node with its auto-generated unique id
  34988. * @param uniqueId efines the unique id to search for
  34989. * @return the found transform node or null if not found at all.
  34990. */
  34991. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  34992. /**
  34993. * Gets a list of transform nodes using their id
  34994. * @param id defines the id to search for
  34995. * @returns a list of transform nodes
  34996. */
  34997. getTransformNodesByID(id: string): Array<TransformNode>;
  34998. /**
  34999. * Gets a mesh with its auto-generated unique id
  35000. * @param uniqueId defines the unique id to search for
  35001. * @return the found mesh or null if not found at all.
  35002. */
  35003. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35004. /**
  35005. * Gets a the last added mesh using a given id
  35006. * @param id defines the id to search for
  35007. * @return the found mesh or null if not found at all.
  35008. */
  35009. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35010. /**
  35011. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35012. * @param id defines the id to search for
  35013. * @return the found node or null if not found at all
  35014. */
  35015. getLastEntryByID(id: string): Nullable<Node>;
  35016. /**
  35017. * Gets a node (Mesh, Camera, Light) using a given id
  35018. * @param id defines the id to search for
  35019. * @return the found node or null if not found at all
  35020. */
  35021. getNodeByID(id: string): Nullable<Node>;
  35022. /**
  35023. * Gets a node (Mesh, Camera, Light) using a given name
  35024. * @param name defines the name to search for
  35025. * @return the found node or null if not found at all.
  35026. */
  35027. getNodeByName(name: string): Nullable<Node>;
  35028. /**
  35029. * Gets a mesh using a given name
  35030. * @param name defines the name to search for
  35031. * @return the found mesh or null if not found at all.
  35032. */
  35033. getMeshByName(name: string): Nullable<AbstractMesh>;
  35034. /**
  35035. * Gets a transform node using a given name
  35036. * @param name defines the name to search for
  35037. * @return the found transform node or null if not found at all.
  35038. */
  35039. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35040. /**
  35041. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35042. * @param id defines the id to search for
  35043. * @return the found skeleton or null if not found at all.
  35044. */
  35045. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35046. /**
  35047. * Gets a skeleton using a given auto generated unique id
  35048. * @param uniqueId defines the unique id to search for
  35049. * @return the found skeleton or null if not found at all.
  35050. */
  35051. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35052. /**
  35053. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35054. * @param id defines the id to search for
  35055. * @return the found skeleton or null if not found at all.
  35056. */
  35057. getSkeletonById(id: string): Nullable<Skeleton>;
  35058. /**
  35059. * Gets a skeleton using a given name
  35060. * @param name defines the name to search for
  35061. * @return the found skeleton or null if not found at all.
  35062. */
  35063. getSkeletonByName(name: string): Nullable<Skeleton>;
  35064. /**
  35065. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35066. * @param id defines the id to search for
  35067. * @return the found morph target manager or null if not found at all.
  35068. */
  35069. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35070. /**
  35071. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35072. * @param id defines the id to search for
  35073. * @return the found morph target or null if not found at all.
  35074. */
  35075. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35076. /**
  35077. * Gets a boolean indicating if the given mesh is active
  35078. * @param mesh defines the mesh to look for
  35079. * @returns true if the mesh is in the active list
  35080. */
  35081. isActiveMesh(mesh: AbstractMesh): boolean;
  35082. /**
  35083. * Return a unique id as a string which can serve as an identifier for the scene
  35084. */
  35085. readonly uid: string;
  35086. /**
  35087. * Add an externaly attached data from its key.
  35088. * This method call will fail and return false, if such key already exists.
  35089. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35090. * @param key the unique key that identifies the data
  35091. * @param data the data object to associate to the key for this Engine instance
  35092. * @return true if no such key were already present and the data was added successfully, false otherwise
  35093. */
  35094. addExternalData<T>(key: string, data: T): boolean;
  35095. /**
  35096. * Get an externaly attached data from its key
  35097. * @param key the unique key that identifies the data
  35098. * @return the associated data, if present (can be null), or undefined if not present
  35099. */
  35100. getExternalData<T>(key: string): Nullable<T>;
  35101. /**
  35102. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35103. * @param key the unique key that identifies the data
  35104. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35105. * @return the associated data, can be null if the factory returned null.
  35106. */
  35107. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35108. /**
  35109. * Remove an externaly attached data from the Engine instance
  35110. * @param key the unique key that identifies the data
  35111. * @return true if the data was successfully removed, false if it doesn't exist
  35112. */
  35113. removeExternalData(key: string): boolean;
  35114. private _evaluateSubMesh;
  35115. /**
  35116. * Clear the processed materials smart array preventing retention point in material dispose.
  35117. */
  35118. freeProcessedMaterials(): void;
  35119. private _preventFreeActiveMeshesAndRenderingGroups;
  35120. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35121. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35122. * when disposing several meshes in a row or a hierarchy of meshes.
  35123. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35124. */
  35125. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35126. /**
  35127. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35128. */
  35129. freeActiveMeshes(): void;
  35130. /**
  35131. * Clear the info related to rendering groups preventing retention points during dispose.
  35132. */
  35133. freeRenderingGroups(): void;
  35134. /** @hidden */
  35135. _isInIntermediateRendering(): boolean;
  35136. /**
  35137. * Lambda returning the list of potentially active meshes.
  35138. */
  35139. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35140. /**
  35141. * Lambda returning the list of potentially active sub meshes.
  35142. */
  35143. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35144. /**
  35145. * Lambda returning the list of potentially intersecting sub meshes.
  35146. */
  35147. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35148. /**
  35149. * Lambda returning the list of potentially colliding sub meshes.
  35150. */
  35151. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35152. private _activeMeshesFrozen;
  35153. /**
  35154. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35155. * @returns the current scene
  35156. */
  35157. freezeActiveMeshes(): Scene;
  35158. /**
  35159. * Use this function to restart evaluating active meshes on every frame
  35160. * @returns the current scene
  35161. */
  35162. unfreezeActiveMeshes(): Scene;
  35163. private _evaluateActiveMeshes;
  35164. private _activeMesh;
  35165. /**
  35166. * Update the transform matrix to update from the current active camera
  35167. * @param force defines a boolean used to force the update even if cache is up to date
  35168. */
  35169. updateTransformMatrix(force?: boolean): void;
  35170. private _bindFrameBuffer;
  35171. /** @hidden */
  35172. _allowPostProcessClearColor: boolean;
  35173. /** @hidden */
  35174. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35175. private _processSubCameras;
  35176. private _checkIntersections;
  35177. /** @hidden */
  35178. _advancePhysicsEngineStep(step: number): void;
  35179. /**
  35180. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35181. */
  35182. getDeterministicFrameTime: () => number;
  35183. /** @hidden */
  35184. _animate(): void;
  35185. /** Execute all animations (for a frame) */
  35186. animate(): void;
  35187. /**
  35188. * Render the scene
  35189. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35190. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35191. */
  35192. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35193. /**
  35194. * Freeze all materials
  35195. * A frozen material will not be updatable but should be faster to render
  35196. */
  35197. freezeMaterials(): void;
  35198. /**
  35199. * Unfreeze all materials
  35200. * A frozen material will not be updatable but should be faster to render
  35201. */
  35202. unfreezeMaterials(): void;
  35203. /**
  35204. * Releases all held ressources
  35205. */
  35206. dispose(): void;
  35207. /**
  35208. * Gets if the scene is already disposed
  35209. */
  35210. readonly isDisposed: boolean;
  35211. /**
  35212. * Call this function to reduce memory footprint of the scene.
  35213. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35214. */
  35215. clearCachedVertexData(): void;
  35216. /**
  35217. * This function will remove the local cached buffer data from texture.
  35218. * It will save memory but will prevent the texture from being rebuilt
  35219. */
  35220. cleanCachedTextureBuffer(): void;
  35221. /**
  35222. * Get the world extend vectors with an optional filter
  35223. *
  35224. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35225. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35226. */
  35227. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35228. min: Vector3;
  35229. max: Vector3;
  35230. };
  35231. /**
  35232. * Creates a ray that can be used to pick in the scene
  35233. * @param x defines the x coordinate of the origin (on-screen)
  35234. * @param y defines the y coordinate of the origin (on-screen)
  35235. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35236. * @param camera defines the camera to use for the picking
  35237. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35238. * @returns a Ray
  35239. */
  35240. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35241. /**
  35242. * Creates a ray that can be used to pick in the scene
  35243. * @param x defines the x coordinate of the origin (on-screen)
  35244. * @param y defines the y coordinate of the origin (on-screen)
  35245. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35246. * @param result defines the ray where to store the picking ray
  35247. * @param camera defines the camera to use for the picking
  35248. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35249. * @returns the current scene
  35250. */
  35251. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35252. /**
  35253. * Creates a ray that can be used to pick in the scene
  35254. * @param x defines the x coordinate of the origin (on-screen)
  35255. * @param y defines the y coordinate of the origin (on-screen)
  35256. * @param camera defines the camera to use for the picking
  35257. * @returns a Ray
  35258. */
  35259. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35260. /**
  35261. * Creates a ray that can be used to pick in the scene
  35262. * @param x defines the x coordinate of the origin (on-screen)
  35263. * @param y defines the y coordinate of the origin (on-screen)
  35264. * @param result defines the ray where to store the picking ray
  35265. * @param camera defines the camera to use for the picking
  35266. * @returns the current scene
  35267. */
  35268. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35269. /** Launch a ray to try to pick a mesh in the scene
  35270. * @param x position on screen
  35271. * @param y position on screen
  35272. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  35273. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35274. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35275. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35276. * @returns a PickingInfo
  35277. */
  35278. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35279. /** Use the given ray to pick a mesh in the scene
  35280. * @param ray The ray to use to pick meshes
  35281. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
  35282. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35283. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35284. * @returns a PickingInfo
  35285. */
  35286. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35287. /**
  35288. * Launch a ray to try to pick a mesh in the scene
  35289. * @param x X position on screen
  35290. * @param y Y position on screen
  35291. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  35292. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35293. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35294. * @returns an array of PickingInfo
  35295. */
  35296. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35297. /**
  35298. * Launch a ray to try to pick a mesh in the scene
  35299. * @param ray Ray to use
  35300. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  35301. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35302. * @returns an array of PickingInfo
  35303. */
  35304. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  35305. /**
  35306. * Force the value of meshUnderPointer
  35307. * @param mesh defines the mesh to use
  35308. */
  35309. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35310. /**
  35311. * Gets the mesh under the pointer
  35312. * @returns a Mesh or null if no mesh is under the pointer
  35313. */
  35314. getPointerOverMesh(): Nullable<AbstractMesh>;
  35315. /** @hidden */
  35316. _rebuildGeometries(): void;
  35317. /** @hidden */
  35318. _rebuildTextures(): void;
  35319. private _getByTags;
  35320. /**
  35321. * Get a list of meshes by tags
  35322. * @param tagsQuery defines the tags query to use
  35323. * @param forEach defines a predicate used to filter results
  35324. * @returns an array of Mesh
  35325. */
  35326. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  35327. /**
  35328. * Get a list of cameras by tags
  35329. * @param tagsQuery defines the tags query to use
  35330. * @param forEach defines a predicate used to filter results
  35331. * @returns an array of Camera
  35332. */
  35333. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  35334. /**
  35335. * Get a list of lights by tags
  35336. * @param tagsQuery defines the tags query to use
  35337. * @param forEach defines a predicate used to filter results
  35338. * @returns an array of Light
  35339. */
  35340. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  35341. /**
  35342. * Get a list of materials by tags
  35343. * @param tagsQuery defines the tags query to use
  35344. * @param forEach defines a predicate used to filter results
  35345. * @returns an array of Material
  35346. */
  35347. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  35348. /**
  35349. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  35350. * This allowed control for front to back rendering or reversly depending of the special needs.
  35351. *
  35352. * @param renderingGroupId The rendering group id corresponding to its index
  35353. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  35354. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  35355. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  35356. */
  35357. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  35358. /**
  35359. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  35360. *
  35361. * @param renderingGroupId The rendering group id corresponding to its index
  35362. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  35363. * @param depth Automatically clears depth between groups if true and autoClear is true.
  35364. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  35365. */
  35366. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  35367. /**
  35368. * Gets the current auto clear configuration for one rendering group of the rendering
  35369. * manager.
  35370. * @param index the rendering group index to get the information for
  35371. * @returns The auto clear setup for the requested rendering group
  35372. */
  35373. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  35374. private _blockMaterialDirtyMechanism;
  35375. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  35376. blockMaterialDirtyMechanism: boolean;
  35377. /**
  35378. * Will flag all materials as dirty to trigger new shader compilation
  35379. * @param flag defines the flag used to specify which material part must be marked as dirty
  35380. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  35381. */
  35382. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  35383. /** @hidden */
  35384. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  35385. /** @hidden */
  35386. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  35387. }
  35388. }
  35389. declare module "babylonjs/assetContainer" {
  35390. import { AbstractScene } from "babylonjs/abstractScene";
  35391. import { Scene } from "babylonjs/scene";
  35392. import { Mesh } from "babylonjs/Meshes/mesh";
  35393. /**
  35394. * Set of assets to keep when moving a scene into an asset container.
  35395. */
  35396. export class KeepAssets extends AbstractScene {
  35397. }
  35398. /**
  35399. * Container with a set of assets that can be added or removed from a scene.
  35400. */
  35401. export class AssetContainer extends AbstractScene {
  35402. /**
  35403. * The scene the AssetContainer belongs to.
  35404. */
  35405. scene: Scene;
  35406. /**
  35407. * Instantiates an AssetContainer.
  35408. * @param scene The scene the AssetContainer belongs to.
  35409. */
  35410. constructor(scene: Scene);
  35411. /**
  35412. * Adds all the assets from the container to the scene.
  35413. */
  35414. addAllToScene(): void;
  35415. /**
  35416. * Removes all the assets in the container from the scene
  35417. */
  35418. removeAllFromScene(): void;
  35419. /**
  35420. * Disposes all the assets in the container
  35421. */
  35422. dispose(): void;
  35423. private _moveAssets;
  35424. /**
  35425. * Removes all the assets contained in the scene and adds them to the container.
  35426. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  35427. */
  35428. moveAllFromScene(keepAssets?: KeepAssets): void;
  35429. /**
  35430. * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.
  35431. * @returns the root mesh
  35432. */
  35433. createRootMesh(): Mesh;
  35434. }
  35435. }
  35436. declare module "babylonjs/abstractScene" {
  35437. import { Scene } from "babylonjs/scene";
  35438. import { Nullable } from "babylonjs/types";
  35439. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35440. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35441. import { Geometry } from "babylonjs/Meshes/geometry";
  35442. import { Skeleton } from "babylonjs/Bones/skeleton";
  35443. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35444. import { AssetContainer } from "babylonjs/assetContainer";
  35445. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35446. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35447. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35448. import { Material } from "babylonjs/Materials/material";
  35449. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35450. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35451. import { Camera } from "babylonjs/Cameras/camera";
  35452. import { Light } from "babylonjs/Lights/light";
  35453. import { Node } from "babylonjs/node";
  35454. import { Animation } from "babylonjs/Animations/animation";
  35455. /**
  35456. * Defines how the parser contract is defined.
  35457. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  35458. */
  35459. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  35460. /**
  35461. * Defines how the individual parser contract is defined.
  35462. * These parser can parse an individual asset
  35463. */
  35464. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  35465. /**
  35466. * Base class of the scene acting as a container for the different elements composing a scene.
  35467. * This class is dynamically extended by the different components of the scene increasing
  35468. * flexibility and reducing coupling
  35469. */
  35470. export abstract class AbstractScene {
  35471. /**
  35472. * Stores the list of available parsers in the application.
  35473. */
  35474. private static _BabylonFileParsers;
  35475. /**
  35476. * Stores the list of available individual parsers in the application.
  35477. */
  35478. private static _IndividualBabylonFileParsers;
  35479. /**
  35480. * Adds a parser in the list of available ones
  35481. * @param name Defines the name of the parser
  35482. * @param parser Defines the parser to add
  35483. */
  35484. static AddParser(name: string, parser: BabylonFileParser): void;
  35485. /**
  35486. * Gets a general parser from the list of avaialble ones
  35487. * @param name Defines the name of the parser
  35488. * @returns the requested parser or null
  35489. */
  35490. static GetParser(name: string): Nullable<BabylonFileParser>;
  35491. /**
  35492. * Adds n individual parser in the list of available ones
  35493. * @param name Defines the name of the parser
  35494. * @param parser Defines the parser to add
  35495. */
  35496. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  35497. /**
  35498. * Gets an individual parser from the list of avaialble ones
  35499. * @param name Defines the name of the parser
  35500. * @returns the requested parser or null
  35501. */
  35502. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  35503. /**
  35504. * Parser json data and populate both a scene and its associated container object
  35505. * @param jsonData Defines the data to parse
  35506. * @param scene Defines the scene to parse the data for
  35507. * @param container Defines the container attached to the parsing sequence
  35508. * @param rootUrl Defines the root url of the data
  35509. */
  35510. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  35511. /**
  35512. * Gets the list of root nodes (ie. nodes with no parent)
  35513. */
  35514. rootNodes: Node[];
  35515. /** All of the cameras added to this scene
  35516. * @see http://doc.babylonjs.com/babylon101/cameras
  35517. */
  35518. cameras: Camera[];
  35519. /**
  35520. * All of the lights added to this scene
  35521. * @see http://doc.babylonjs.com/babylon101/lights
  35522. */
  35523. lights: Light[];
  35524. /**
  35525. * All of the (abstract) meshes added to this scene
  35526. */
  35527. meshes: AbstractMesh[];
  35528. /**
  35529. * The list of skeletons added to the scene
  35530. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  35531. */
  35532. skeletons: Skeleton[];
  35533. /**
  35534. * All of the particle systems added to this scene
  35535. * @see http://doc.babylonjs.com/babylon101/particles
  35536. */
  35537. particleSystems: IParticleSystem[];
  35538. /**
  35539. * Gets a list of Animations associated with the scene
  35540. */
  35541. animations: Animation[];
  35542. /**
  35543. * All of the animation groups added to this scene
  35544. * @see http://doc.babylonjs.com/how_to/group
  35545. */
  35546. animationGroups: AnimationGroup[];
  35547. /**
  35548. * All of the multi-materials added to this scene
  35549. * @see http://doc.babylonjs.com/how_to/multi_materials
  35550. */
  35551. multiMaterials: MultiMaterial[];
  35552. /**
  35553. * All of the materials added to this scene
  35554. * In the context of a Scene, it is not supposed to be modified manually.
  35555. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  35556. * Note also that the order of the Material wihin the array is not significant and might change.
  35557. * @see http://doc.babylonjs.com/babylon101/materials
  35558. */
  35559. materials: Material[];
  35560. /**
  35561. * The list of morph target managers added to the scene
  35562. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  35563. */
  35564. morphTargetManagers: MorphTargetManager[];
  35565. /**
  35566. * The list of geometries used in the scene.
  35567. */
  35568. geometries: Geometry[];
  35569. /**
  35570. * All of the tranform nodes added to this scene
  35571. * In the context of a Scene, it is not supposed to be modified manually.
  35572. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  35573. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  35574. * @see http://doc.babylonjs.com/how_to/transformnode
  35575. */
  35576. transformNodes: TransformNode[];
  35577. /**
  35578. * ActionManagers available on the scene.
  35579. */
  35580. actionManagers: AbstractActionManager[];
  35581. /**
  35582. * Textures to keep.
  35583. */
  35584. textures: BaseTexture[];
  35585. /**
  35586. * Environment texture for the scene
  35587. */
  35588. environmentTexture: Nullable<BaseTexture>;
  35589. }
  35590. }
  35591. declare module "babylonjs/Audio/sound" {
  35592. import { Observable } from "babylonjs/Misc/observable";
  35593. import { Vector3 } from "babylonjs/Maths/math.vector";
  35594. import { Nullable } from "babylonjs/types";
  35595. import { Scene } from "babylonjs/scene";
  35596. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35597. /**
  35598. * Interface used to define options for Sound class
  35599. */
  35600. export interface ISoundOptions {
  35601. /**
  35602. * Does the sound autoplay once loaded.
  35603. */
  35604. autoplay?: boolean;
  35605. /**
  35606. * Does the sound loop after it finishes playing once.
  35607. */
  35608. loop?: boolean;
  35609. /**
  35610. * Sound's volume
  35611. */
  35612. volume?: number;
  35613. /**
  35614. * Is it a spatial sound?
  35615. */
  35616. spatialSound?: boolean;
  35617. /**
  35618. * Maximum distance to hear that sound
  35619. */
  35620. maxDistance?: number;
  35621. /**
  35622. * Uses user defined attenuation function
  35623. */
  35624. useCustomAttenuation?: boolean;
  35625. /**
  35626. * Define the roll off factor of spatial sounds.
  35627. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35628. */
  35629. rolloffFactor?: number;
  35630. /**
  35631. * Define the reference distance the sound should be heard perfectly.
  35632. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35633. */
  35634. refDistance?: number;
  35635. /**
  35636. * Define the distance attenuation model the sound will follow.
  35637. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35638. */
  35639. distanceModel?: string;
  35640. /**
  35641. * Defines the playback speed (1 by default)
  35642. */
  35643. playbackRate?: number;
  35644. /**
  35645. * Defines if the sound is from a streaming source
  35646. */
  35647. streaming?: boolean;
  35648. /**
  35649. * Defines an optional length (in seconds) inside the sound file
  35650. */
  35651. length?: number;
  35652. /**
  35653. * Defines an optional offset (in seconds) inside the sound file
  35654. */
  35655. offset?: number;
  35656. /**
  35657. * If true, URLs will not be required to state the audio file codec to use.
  35658. */
  35659. skipCodecCheck?: boolean;
  35660. }
  35661. /**
  35662. * Defines a sound that can be played in the application.
  35663. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  35664. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  35665. */
  35666. export class Sound {
  35667. /**
  35668. * The name of the sound in the scene.
  35669. */
  35670. name: string;
  35671. /**
  35672. * Does the sound autoplay once loaded.
  35673. */
  35674. autoplay: boolean;
  35675. /**
  35676. * Does the sound loop after it finishes playing once.
  35677. */
  35678. loop: boolean;
  35679. /**
  35680. * Does the sound use a custom attenuation curve to simulate the falloff
  35681. * happening when the source gets further away from the camera.
  35682. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35683. */
  35684. useCustomAttenuation: boolean;
  35685. /**
  35686. * The sound track id this sound belongs to.
  35687. */
  35688. soundTrackId: number;
  35689. /**
  35690. * Is this sound currently played.
  35691. */
  35692. isPlaying: boolean;
  35693. /**
  35694. * Is this sound currently paused.
  35695. */
  35696. isPaused: boolean;
  35697. /**
  35698. * Does this sound enables spatial sound.
  35699. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35700. */
  35701. spatialSound: boolean;
  35702. /**
  35703. * Define the reference distance the sound should be heard perfectly.
  35704. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35705. */
  35706. refDistance: number;
  35707. /**
  35708. * Define the roll off factor of spatial sounds.
  35709. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35710. */
  35711. rolloffFactor: number;
  35712. /**
  35713. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  35714. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35715. */
  35716. maxDistance: number;
  35717. /**
  35718. * Define the distance attenuation model the sound will follow.
  35719. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35720. */
  35721. distanceModel: string;
  35722. /**
  35723. * @hidden
  35724. * Back Compat
  35725. **/
  35726. onended: () => any;
  35727. /**
  35728. * Observable event when the current playing sound finishes.
  35729. */
  35730. onEndedObservable: Observable<Sound>;
  35731. private _panningModel;
  35732. private _playbackRate;
  35733. private _streaming;
  35734. private _startTime;
  35735. private _startOffset;
  35736. private _position;
  35737. /** @hidden */
  35738. _positionInEmitterSpace: boolean;
  35739. private _localDirection;
  35740. private _volume;
  35741. private _isReadyToPlay;
  35742. private _isDirectional;
  35743. private _readyToPlayCallback;
  35744. private _audioBuffer;
  35745. private _soundSource;
  35746. private _streamingSource;
  35747. private _soundPanner;
  35748. private _soundGain;
  35749. private _inputAudioNode;
  35750. private _outputAudioNode;
  35751. private _coneInnerAngle;
  35752. private _coneOuterAngle;
  35753. private _coneOuterGain;
  35754. private _scene;
  35755. private _connectedTransformNode;
  35756. private _customAttenuationFunction;
  35757. private _registerFunc;
  35758. private _isOutputConnected;
  35759. private _htmlAudioElement;
  35760. private _urlType;
  35761. private _length?;
  35762. private _offset?;
  35763. /** @hidden */
  35764. static _SceneComponentInitialization: (scene: Scene) => void;
  35765. /**
  35766. * Create a sound and attach it to a scene
  35767. * @param name Name of your sound
  35768. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  35769. * @param scene defines the scene the sound belongs to
  35770. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  35771. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  35772. */
  35773. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  35774. /**
  35775. * Release the sound and its associated resources
  35776. */
  35777. dispose(): void;
  35778. /**
  35779. * Gets if the sounds is ready to be played or not.
  35780. * @returns true if ready, otherwise false
  35781. */
  35782. isReady(): boolean;
  35783. private _soundLoaded;
  35784. /**
  35785. * Sets the data of the sound from an audiobuffer
  35786. * @param audioBuffer The audioBuffer containing the data
  35787. */
  35788. setAudioBuffer(audioBuffer: AudioBuffer): void;
  35789. /**
  35790. * Updates the current sounds options such as maxdistance, loop...
  35791. * @param options A JSON object containing values named as the object properties
  35792. */
  35793. updateOptions(options: ISoundOptions): void;
  35794. private _createSpatialParameters;
  35795. private _updateSpatialParameters;
  35796. /**
  35797. * Switch the panning model to HRTF:
  35798. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  35799. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35800. */
  35801. switchPanningModelToHRTF(): void;
  35802. /**
  35803. * Switch the panning model to Equal Power:
  35804. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  35805. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  35806. */
  35807. switchPanningModelToEqualPower(): void;
  35808. private _switchPanningModel;
  35809. /**
  35810. * Connect this sound to a sound track audio node like gain...
  35811. * @param soundTrackAudioNode the sound track audio node to connect to
  35812. */
  35813. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  35814. /**
  35815. * Transform this sound into a directional source
  35816. * @param coneInnerAngle Size of the inner cone in degree
  35817. * @param coneOuterAngle Size of the outer cone in degree
  35818. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  35819. */
  35820. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  35821. /**
  35822. * Gets or sets the inner angle for the directional cone.
  35823. */
  35824. /**
  35825. * Gets or sets the inner angle for the directional cone.
  35826. */
  35827. directionalConeInnerAngle: number;
  35828. /**
  35829. * Gets or sets the outer angle for the directional cone.
  35830. */
  35831. /**
  35832. * Gets or sets the outer angle for the directional cone.
  35833. */
  35834. directionalConeOuterAngle: number;
  35835. /**
  35836. * Sets the position of the emitter if spatial sound is enabled
  35837. * @param newPosition Defines the new posisiton
  35838. */
  35839. setPosition(newPosition: Vector3): void;
  35840. /**
  35841. * Sets the local direction of the emitter if spatial sound is enabled
  35842. * @param newLocalDirection Defines the new local direction
  35843. */
  35844. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  35845. private _updateDirection;
  35846. /** @hidden */
  35847. updateDistanceFromListener(): void;
  35848. /**
  35849. * Sets a new custom attenuation function for the sound.
  35850. * @param callback Defines the function used for the attenuation
  35851. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  35852. */
  35853. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  35854. /**
  35855. * Play the sound
  35856. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  35857. * @param offset (optional) Start the sound at a specific time in seconds
  35858. * @param length (optional) Sound duration (in seconds)
  35859. */
  35860. play(time?: number, offset?: number, length?: number): void;
  35861. private _onended;
  35862. /**
  35863. * Stop the sound
  35864. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  35865. */
  35866. stop(time?: number): void;
  35867. /**
  35868. * Put the sound in pause
  35869. */
  35870. pause(): void;
  35871. /**
  35872. * Sets a dedicated volume for this sounds
  35873. * @param newVolume Define the new volume of the sound
  35874. * @param time Define time for gradual change to new volume
  35875. */
  35876. setVolume(newVolume: number, time?: number): void;
  35877. /**
  35878. * Set the sound play back rate
  35879. * @param newPlaybackRate Define the playback rate the sound should be played at
  35880. */
  35881. setPlaybackRate(newPlaybackRate: number): void;
  35882. /**
  35883. * Gets the volume of the sound.
  35884. * @returns the volume of the sound
  35885. */
  35886. getVolume(): number;
  35887. /**
  35888. * Attach the sound to a dedicated mesh
  35889. * @param transformNode The transform node to connect the sound with
  35890. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35891. */
  35892. attachToMesh(transformNode: TransformNode): void;
  35893. /**
  35894. * Detach the sound from the previously attached mesh
  35895. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  35896. */
  35897. detachFromMesh(): void;
  35898. private _onRegisterAfterWorldMatrixUpdate;
  35899. /**
  35900. * Clone the current sound in the scene.
  35901. * @returns the new sound clone
  35902. */
  35903. clone(): Nullable<Sound>;
  35904. /**
  35905. * Gets the current underlying audio buffer containing the data
  35906. * @returns the audio buffer
  35907. */
  35908. getAudioBuffer(): Nullable<AudioBuffer>;
  35909. /**
  35910. * Serializes the Sound in a JSON representation
  35911. * @returns the JSON representation of the sound
  35912. */
  35913. serialize(): any;
  35914. /**
  35915. * Parse a JSON representation of a sound to innstantiate in a given scene
  35916. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  35917. * @param scene Define the scene the new parsed sound should be created in
  35918. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  35919. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  35920. * @returns the newly parsed sound
  35921. */
  35922. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  35923. }
  35924. }
  35925. declare module "babylonjs/Actions/directAudioActions" {
  35926. import { Action } from "babylonjs/Actions/action";
  35927. import { Condition } from "babylonjs/Actions/condition";
  35928. import { Sound } from "babylonjs/Audio/sound";
  35929. /**
  35930. * This defines an action helpful to play a defined sound on a triggered action.
  35931. */
  35932. export class PlaySoundAction extends Action {
  35933. private _sound;
  35934. /**
  35935. * Instantiate the action
  35936. * @param triggerOptions defines the trigger options
  35937. * @param sound defines the sound to play
  35938. * @param condition defines the trigger related conditions
  35939. */
  35940. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35941. /** @hidden */
  35942. _prepare(): void;
  35943. /**
  35944. * Execute the action and play the sound.
  35945. */
  35946. execute(): void;
  35947. /**
  35948. * Serializes the actions and its related information.
  35949. * @param parent defines the object to serialize in
  35950. * @returns the serialized object
  35951. */
  35952. serialize(parent: any): any;
  35953. }
  35954. /**
  35955. * This defines an action helpful to stop a defined sound on a triggered action.
  35956. */
  35957. export class StopSoundAction extends Action {
  35958. private _sound;
  35959. /**
  35960. * Instantiate the action
  35961. * @param triggerOptions defines the trigger options
  35962. * @param sound defines the sound to stop
  35963. * @param condition defines the trigger related conditions
  35964. */
  35965. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  35966. /** @hidden */
  35967. _prepare(): void;
  35968. /**
  35969. * Execute the action and stop the sound.
  35970. */
  35971. execute(): void;
  35972. /**
  35973. * Serializes the actions and its related information.
  35974. * @param parent defines the object to serialize in
  35975. * @returns the serialized object
  35976. */
  35977. serialize(parent: any): any;
  35978. }
  35979. }
  35980. declare module "babylonjs/Actions/interpolateValueAction" {
  35981. import { Action } from "babylonjs/Actions/action";
  35982. import { Condition } from "babylonjs/Actions/condition";
  35983. import { Observable } from "babylonjs/Misc/observable";
  35984. /**
  35985. * This defines an action responsible to change the value of a property
  35986. * by interpolating between its current value and the newly set one once triggered.
  35987. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  35988. */
  35989. export class InterpolateValueAction extends Action {
  35990. /**
  35991. * Defines the path of the property where the value should be interpolated
  35992. */
  35993. propertyPath: string;
  35994. /**
  35995. * Defines the target value at the end of the interpolation.
  35996. */
  35997. value: any;
  35998. /**
  35999. * Defines the time it will take for the property to interpolate to the value.
  36000. */
  36001. duration: number;
  36002. /**
  36003. * Defines if the other scene animations should be stopped when the action has been triggered
  36004. */
  36005. stopOtherAnimations?: boolean;
  36006. /**
  36007. * Defines a callback raised once the interpolation animation has been done.
  36008. */
  36009. onInterpolationDone?: () => void;
  36010. /**
  36011. * Observable triggered once the interpolation animation has been done.
  36012. */
  36013. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36014. private _target;
  36015. private _effectiveTarget;
  36016. private _property;
  36017. /**
  36018. * Instantiate the action
  36019. * @param triggerOptions defines the trigger options
  36020. * @param target defines the object containing the value to interpolate
  36021. * @param propertyPath defines the path to the property in the target object
  36022. * @param value defines the target value at the end of the interpolation
  36023. * @param duration deines the time it will take for the property to interpolate to the value.
  36024. * @param condition defines the trigger related conditions
  36025. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36026. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36027. */
  36028. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36029. /** @hidden */
  36030. _prepare(): void;
  36031. /**
  36032. * Execute the action starts the value interpolation.
  36033. */
  36034. execute(): void;
  36035. /**
  36036. * Serializes the actions and its related information.
  36037. * @param parent defines the object to serialize in
  36038. * @returns the serialized object
  36039. */
  36040. serialize(parent: any): any;
  36041. }
  36042. }
  36043. declare module "babylonjs/Actions/index" {
  36044. export * from "babylonjs/Actions/action";
  36045. export * from "babylonjs/Actions/actionEvent";
  36046. export * from "babylonjs/Actions/actionManager";
  36047. export * from "babylonjs/Actions/condition";
  36048. export * from "babylonjs/Actions/directActions";
  36049. export * from "babylonjs/Actions/directAudioActions";
  36050. export * from "babylonjs/Actions/interpolateValueAction";
  36051. }
  36052. declare module "babylonjs/Animations/index" {
  36053. export * from "babylonjs/Animations/animatable";
  36054. export * from "babylonjs/Animations/animation";
  36055. export * from "babylonjs/Animations/animationGroup";
  36056. export * from "babylonjs/Animations/animationPropertiesOverride";
  36057. export * from "babylonjs/Animations/easing";
  36058. export * from "babylonjs/Animations/runtimeAnimation";
  36059. export * from "babylonjs/Animations/animationEvent";
  36060. export * from "babylonjs/Animations/animationGroup";
  36061. export * from "babylonjs/Animations/animationKey";
  36062. export * from "babylonjs/Animations/animationRange";
  36063. export * from "babylonjs/Animations/animatable.interface";
  36064. }
  36065. declare module "babylonjs/Audio/soundTrack" {
  36066. import { Sound } from "babylonjs/Audio/sound";
  36067. import { Analyser } from "babylonjs/Audio/analyser";
  36068. import { Scene } from "babylonjs/scene";
  36069. /**
  36070. * Options allowed during the creation of a sound track.
  36071. */
  36072. export interface ISoundTrackOptions {
  36073. /**
  36074. * The volume the sound track should take during creation
  36075. */
  36076. volume?: number;
  36077. /**
  36078. * Define if the sound track is the main sound track of the scene
  36079. */
  36080. mainTrack?: boolean;
  36081. }
  36082. /**
  36083. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36084. * It will be also used in a future release to apply effects on a specific track.
  36085. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36086. */
  36087. export class SoundTrack {
  36088. /**
  36089. * The unique identifier of the sound track in the scene.
  36090. */
  36091. id: number;
  36092. /**
  36093. * The list of sounds included in the sound track.
  36094. */
  36095. soundCollection: Array<Sound>;
  36096. private _outputAudioNode;
  36097. private _scene;
  36098. private _isMainTrack;
  36099. private _connectedAnalyser;
  36100. private _options;
  36101. private _isInitialized;
  36102. /**
  36103. * Creates a new sound track.
  36104. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36105. * @param scene Define the scene the sound track belongs to
  36106. * @param options
  36107. */
  36108. constructor(scene: Scene, options?: ISoundTrackOptions);
  36109. private _initializeSoundTrackAudioGraph;
  36110. /**
  36111. * Release the sound track and its associated resources
  36112. */
  36113. dispose(): void;
  36114. /**
  36115. * Adds a sound to this sound track
  36116. * @param sound define the cound to add
  36117. * @ignoreNaming
  36118. */
  36119. AddSound(sound: Sound): void;
  36120. /**
  36121. * Removes a sound to this sound track
  36122. * @param sound define the cound to remove
  36123. * @ignoreNaming
  36124. */
  36125. RemoveSound(sound: Sound): void;
  36126. /**
  36127. * Set a global volume for the full sound track.
  36128. * @param newVolume Define the new volume of the sound track
  36129. */
  36130. setVolume(newVolume: number): void;
  36131. /**
  36132. * Switch the panning model to HRTF:
  36133. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36134. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36135. */
  36136. switchPanningModelToHRTF(): void;
  36137. /**
  36138. * Switch the panning model to Equal Power:
  36139. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36140. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36141. */
  36142. switchPanningModelToEqualPower(): void;
  36143. /**
  36144. * Connect the sound track to an audio analyser allowing some amazing
  36145. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36146. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36147. * @param analyser The analyser to connect to the engine
  36148. */
  36149. connectToAnalyser(analyser: Analyser): void;
  36150. }
  36151. }
  36152. declare module "babylonjs/Audio/audioSceneComponent" {
  36153. import { Sound } from "babylonjs/Audio/sound";
  36154. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36155. import { Nullable } from "babylonjs/types";
  36156. import { Vector3 } from "babylonjs/Maths/math.vector";
  36157. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36158. import { Scene } from "babylonjs/scene";
  36159. import { AbstractScene } from "babylonjs/abstractScene";
  36160. import "babylonjs/Audio/audioEngine";
  36161. module "babylonjs/abstractScene" {
  36162. interface AbstractScene {
  36163. /**
  36164. * The list of sounds used in the scene.
  36165. */
  36166. sounds: Nullable<Array<Sound>>;
  36167. }
  36168. }
  36169. module "babylonjs/scene" {
  36170. interface Scene {
  36171. /**
  36172. * @hidden
  36173. * Backing field
  36174. */
  36175. _mainSoundTrack: SoundTrack;
  36176. /**
  36177. * The main sound track played by the scene.
  36178. * It cotains your primary collection of sounds.
  36179. */
  36180. mainSoundTrack: SoundTrack;
  36181. /**
  36182. * The list of sound tracks added to the scene
  36183. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36184. */
  36185. soundTracks: Nullable<Array<SoundTrack>>;
  36186. /**
  36187. * Gets a sound using a given name
  36188. * @param name defines the name to search for
  36189. * @return the found sound or null if not found at all.
  36190. */
  36191. getSoundByName(name: string): Nullable<Sound>;
  36192. /**
  36193. * Gets or sets if audio support is enabled
  36194. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36195. */
  36196. audioEnabled: boolean;
  36197. /**
  36198. * Gets or sets if audio will be output to headphones
  36199. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36200. */
  36201. headphone: boolean;
  36202. /**
  36203. * Gets or sets custom audio listener position provider
  36204. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36205. */
  36206. audioListenerPositionProvider: Nullable<() => Vector3>;
  36207. }
  36208. }
  36209. /**
  36210. * Defines the sound scene component responsible to manage any sounds
  36211. * in a given scene.
  36212. */
  36213. export class AudioSceneComponent implements ISceneSerializableComponent {
  36214. /**
  36215. * The component name helpfull to identify the component in the list of scene components.
  36216. */
  36217. readonly name: string;
  36218. /**
  36219. * The scene the component belongs to.
  36220. */
  36221. scene: Scene;
  36222. private _audioEnabled;
  36223. /**
  36224. * Gets whether audio is enabled or not.
  36225. * Please use related enable/disable method to switch state.
  36226. */
  36227. readonly audioEnabled: boolean;
  36228. private _headphone;
  36229. /**
  36230. * Gets whether audio is outputing to headphone or not.
  36231. * Please use the according Switch methods to change output.
  36232. */
  36233. readonly headphone: boolean;
  36234. private _audioListenerPositionProvider;
  36235. /**
  36236. * Gets the current audio listener position provider
  36237. */
  36238. /**
  36239. * Sets a custom listener position for all sounds in the scene
  36240. * By default, this is the position of the first active camera
  36241. */
  36242. audioListenerPositionProvider: Nullable<() => Vector3>;
  36243. /**
  36244. * Creates a new instance of the component for the given scene
  36245. * @param scene Defines the scene to register the component in
  36246. */
  36247. constructor(scene: Scene);
  36248. /**
  36249. * Registers the component in a given scene
  36250. */
  36251. register(): void;
  36252. /**
  36253. * Rebuilds the elements related to this component in case of
  36254. * context lost for instance.
  36255. */
  36256. rebuild(): void;
  36257. /**
  36258. * Serializes the component data to the specified json object
  36259. * @param serializationObject The object to serialize to
  36260. */
  36261. serialize(serializationObject: any): void;
  36262. /**
  36263. * Adds all the elements from the container to the scene
  36264. * @param container the container holding the elements
  36265. */
  36266. addFromContainer(container: AbstractScene): void;
  36267. /**
  36268. * Removes all the elements in the container from the scene
  36269. * @param container contains the elements to remove
  36270. * @param dispose if the removed element should be disposed (default: false)
  36271. */
  36272. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  36273. /**
  36274. * Disposes the component and the associated ressources.
  36275. */
  36276. dispose(): void;
  36277. /**
  36278. * Disables audio in the associated scene.
  36279. */
  36280. disableAudio(): void;
  36281. /**
  36282. * Enables audio in the associated scene.
  36283. */
  36284. enableAudio(): void;
  36285. /**
  36286. * Switch audio to headphone output.
  36287. */
  36288. switchAudioModeForHeadphones(): void;
  36289. /**
  36290. * Switch audio to normal speakers.
  36291. */
  36292. switchAudioModeForNormalSpeakers(): void;
  36293. private _afterRender;
  36294. }
  36295. }
  36296. declare module "babylonjs/Audio/weightedsound" {
  36297. import { Sound } from "babylonjs/Audio/sound";
  36298. /**
  36299. * Wraps one or more Sound objects and selects one with random weight for playback.
  36300. */
  36301. export class WeightedSound {
  36302. /** When true a Sound will be selected and played when the current playing Sound completes. */
  36303. loop: boolean;
  36304. private _coneInnerAngle;
  36305. private _coneOuterAngle;
  36306. private _volume;
  36307. /** A Sound is currently playing. */
  36308. isPlaying: boolean;
  36309. /** A Sound is currently paused. */
  36310. isPaused: boolean;
  36311. private _sounds;
  36312. private _weights;
  36313. private _currentIndex?;
  36314. /**
  36315. * Creates a new WeightedSound from the list of sounds given.
  36316. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  36317. * @param sounds Array of Sounds that will be selected from.
  36318. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  36319. */
  36320. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  36321. /**
  36322. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  36323. */
  36324. /**
  36325. * The size of cone in degress for a directional sound in which there will be no attenuation.
  36326. */
  36327. directionalConeInnerAngle: number;
  36328. /**
  36329. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36330. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36331. */
  36332. /**
  36333. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  36334. * Listener angles between innerAngle and outerAngle will falloff linearly.
  36335. */
  36336. directionalConeOuterAngle: number;
  36337. /**
  36338. * Playback volume.
  36339. */
  36340. /**
  36341. * Playback volume.
  36342. */
  36343. volume: number;
  36344. private _onended;
  36345. /**
  36346. * Suspend playback
  36347. */
  36348. pause(): void;
  36349. /**
  36350. * Stop playback
  36351. */
  36352. stop(): void;
  36353. /**
  36354. * Start playback.
  36355. * @param startOffset Position the clip head at a specific time in seconds.
  36356. */
  36357. play(startOffset?: number): void;
  36358. }
  36359. }
  36360. declare module "babylonjs/Audio/index" {
  36361. export * from "babylonjs/Audio/analyser";
  36362. export * from "babylonjs/Audio/audioEngine";
  36363. export * from "babylonjs/Audio/audioSceneComponent";
  36364. export * from "babylonjs/Audio/sound";
  36365. export * from "babylonjs/Audio/soundTrack";
  36366. export * from "babylonjs/Audio/weightedsound";
  36367. }
  36368. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  36369. import { Behavior } from "babylonjs/Behaviors/behavior";
  36370. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36371. import { BackEase } from "babylonjs/Animations/easing";
  36372. /**
  36373. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  36374. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  36375. */
  36376. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  36377. /**
  36378. * Gets the name of the behavior.
  36379. */
  36380. readonly name: string;
  36381. /**
  36382. * The easing function used by animations
  36383. */
  36384. static EasingFunction: BackEase;
  36385. /**
  36386. * The easing mode used by animations
  36387. */
  36388. static EasingMode: number;
  36389. /**
  36390. * The duration of the animation, in milliseconds
  36391. */
  36392. transitionDuration: number;
  36393. /**
  36394. * Length of the distance animated by the transition when lower radius is reached
  36395. */
  36396. lowerRadiusTransitionRange: number;
  36397. /**
  36398. * Length of the distance animated by the transition when upper radius is reached
  36399. */
  36400. upperRadiusTransitionRange: number;
  36401. private _autoTransitionRange;
  36402. /**
  36403. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36404. */
  36405. /**
  36406. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  36407. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  36408. */
  36409. autoTransitionRange: boolean;
  36410. private _attachedCamera;
  36411. private _onAfterCheckInputsObserver;
  36412. private _onMeshTargetChangedObserver;
  36413. /**
  36414. * Initializes the behavior.
  36415. */
  36416. init(): void;
  36417. /**
  36418. * Attaches the behavior to its arc rotate camera.
  36419. * @param camera Defines the camera to attach the behavior to
  36420. */
  36421. attach(camera: ArcRotateCamera): void;
  36422. /**
  36423. * Detaches the behavior from its current arc rotate camera.
  36424. */
  36425. detach(): void;
  36426. private _radiusIsAnimating;
  36427. private _radiusBounceTransition;
  36428. private _animatables;
  36429. private _cachedWheelPrecision;
  36430. /**
  36431. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  36432. * @param radiusLimit The limit to check against.
  36433. * @return Bool to indicate if at limit.
  36434. */
  36435. private _isRadiusAtLimit;
  36436. /**
  36437. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  36438. * @param radiusDelta The delta by which to animate to. Can be negative.
  36439. */
  36440. private _applyBoundRadiusAnimation;
  36441. /**
  36442. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  36443. */
  36444. protected _clearAnimationLocks(): void;
  36445. /**
  36446. * Stops and removes all animations that have been applied to the camera
  36447. */
  36448. stopAllAnimations(): void;
  36449. }
  36450. }
  36451. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  36452. import { Behavior } from "babylonjs/Behaviors/behavior";
  36453. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36454. import { ExponentialEase } from "babylonjs/Animations/easing";
  36455. import { Nullable } from "babylonjs/types";
  36456. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36457. import { Vector3 } from "babylonjs/Maths/math.vector";
  36458. /**
  36459. * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
  36460. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  36461. */
  36462. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  36463. /**
  36464. * Gets the name of the behavior.
  36465. */
  36466. readonly name: string;
  36467. private _mode;
  36468. private _radiusScale;
  36469. private _positionScale;
  36470. private _defaultElevation;
  36471. private _elevationReturnTime;
  36472. private _elevationReturnWaitTime;
  36473. private _zoomStopsAnimation;
  36474. private _framingTime;
  36475. /**
  36476. * The easing function used by animations
  36477. */
  36478. static EasingFunction: ExponentialEase;
  36479. /**
  36480. * The easing mode used by animations
  36481. */
  36482. static EasingMode: number;
  36483. /**
  36484. * Sets the current mode used by the behavior
  36485. */
  36486. /**
  36487. * Gets current mode used by the behavior.
  36488. */
  36489. mode: number;
  36490. /**
  36491. * Sets the scale applied to the radius (1 by default)
  36492. */
  36493. /**
  36494. * Gets the scale applied to the radius
  36495. */
  36496. radiusScale: number;
  36497. /**
  36498. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36499. */
  36500. /**
  36501. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  36502. */
  36503. positionScale: number;
  36504. /**
  36505. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36506. * behaviour is triggered, in radians.
  36507. */
  36508. /**
  36509. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  36510. * behaviour is triggered, in radians.
  36511. */
  36512. defaultElevation: number;
  36513. /**
  36514. * Sets the time (in milliseconds) taken to return to the default beta position.
  36515. * Negative value indicates camera should not return to default.
  36516. */
  36517. /**
  36518. * Gets the time (in milliseconds) taken to return to the default beta position.
  36519. * Negative value indicates camera should not return to default.
  36520. */
  36521. elevationReturnTime: number;
  36522. /**
  36523. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36524. */
  36525. /**
  36526. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  36527. */
  36528. elevationReturnWaitTime: number;
  36529. /**
  36530. * Sets the flag that indicates if user zooming should stop animation.
  36531. */
  36532. /**
  36533. * Gets the flag that indicates if user zooming should stop animation.
  36534. */
  36535. zoomStopsAnimation: boolean;
  36536. /**
  36537. * Sets the transition time when framing the mesh, in milliseconds
  36538. */
  36539. /**
  36540. * Gets the transition time when framing the mesh, in milliseconds
  36541. */
  36542. framingTime: number;
  36543. /**
  36544. * Define if the behavior should automatically change the configured
  36545. * camera limits and sensibilities.
  36546. */
  36547. autoCorrectCameraLimitsAndSensibility: boolean;
  36548. private _onPrePointerObservableObserver;
  36549. private _onAfterCheckInputsObserver;
  36550. private _onMeshTargetChangedObserver;
  36551. private _attachedCamera;
  36552. private _isPointerDown;
  36553. private _lastInteractionTime;
  36554. /**
  36555. * Initializes the behavior.
  36556. */
  36557. init(): void;
  36558. /**
  36559. * Attaches the behavior to its arc rotate camera.
  36560. * @param camera Defines the camera to attach the behavior to
  36561. */
  36562. attach(camera: ArcRotateCamera): void;
  36563. /**
  36564. * Detaches the behavior from its current arc rotate camera.
  36565. */
  36566. detach(): void;
  36567. private _animatables;
  36568. private _betaIsAnimating;
  36569. private _betaTransition;
  36570. private _radiusTransition;
  36571. private _vectorTransition;
  36572. /**
  36573. * Targets the given mesh and updates zoom level accordingly.
  36574. * @param mesh The mesh to target.
  36575. * @param radius Optional. If a cached radius position already exists, overrides default.
  36576. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36577. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36578. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36579. */
  36580. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36581. /**
  36582. * Targets the given mesh with its children and updates zoom level accordingly.
  36583. * @param mesh The mesh to target.
  36584. * @param radius Optional. If a cached radius position already exists, overrides default.
  36585. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36586. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36587. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36588. */
  36589. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36590. /**
  36591. * Targets the given meshes with their children and updates zoom level accordingly.
  36592. * @param meshes The mesh to target.
  36593. * @param radius Optional. If a cached radius position already exists, overrides default.
  36594. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  36595. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36596. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36597. */
  36598. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36599. /**
  36600. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  36601. * @param minimumWorld Determines the smaller position of the bounding box extend
  36602. * @param maximumWorld Determines the bigger position of the bounding box extend
  36603. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  36604. * @param onAnimationEnd Callback triggered at the end of the framing animation
  36605. */
  36606. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  36607. /**
  36608. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  36609. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  36610. * frustum width.
  36611. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  36612. * to fully enclose the mesh in the viewing frustum.
  36613. */
  36614. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  36615. /**
  36616. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  36617. * is automatically returned to its default position (expected to be above ground plane).
  36618. */
  36619. private _maintainCameraAboveGround;
  36620. /**
  36621. * Returns the frustum slope based on the canvas ratio and camera FOV
  36622. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  36623. */
  36624. private _getFrustumSlope;
  36625. /**
  36626. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  36627. */
  36628. private _clearAnimationLocks;
  36629. /**
  36630. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  36631. */
  36632. private _applyUserInteraction;
  36633. /**
  36634. * Stops and removes all animations that have been applied to the camera
  36635. */
  36636. stopAllAnimations(): void;
  36637. /**
  36638. * Gets a value indicating if the user is moving the camera
  36639. */
  36640. readonly isUserIsMoving: boolean;
  36641. /**
  36642. * The camera can move all the way towards the mesh.
  36643. */
  36644. static IgnoreBoundsSizeMode: number;
  36645. /**
  36646. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  36647. */
  36648. static FitFrustumSidesMode: number;
  36649. }
  36650. }
  36651. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  36652. import { Nullable } from "babylonjs/types";
  36653. import { Camera } from "babylonjs/Cameras/camera";
  36654. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36655. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36656. /**
  36657. * Base class for Camera Pointer Inputs.
  36658. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  36659. * for example usage.
  36660. */
  36661. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  36662. /**
  36663. * Defines the camera the input is attached to.
  36664. */
  36665. abstract camera: Camera;
  36666. /**
  36667. * Whether keyboard modifier keys are pressed at time of last mouse event.
  36668. */
  36669. protected _altKey: boolean;
  36670. protected _ctrlKey: boolean;
  36671. protected _metaKey: boolean;
  36672. protected _shiftKey: boolean;
  36673. /**
  36674. * Which mouse buttons were pressed at time of last mouse event.
  36675. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  36676. */
  36677. protected _buttonsPressed: number;
  36678. /**
  36679. * Defines the buttons associated with the input to handle camera move.
  36680. */
  36681. buttons: number[];
  36682. /**
  36683. * Attach the input controls to a specific dom element to get the input from.
  36684. * @param element Defines the element the controls should be listened from
  36685. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36686. */
  36687. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36688. /**
  36689. * Detach the current controls from the specified dom element.
  36690. * @param element Defines the element to stop listening the inputs from
  36691. */
  36692. detachControl(element: Nullable<HTMLElement>): void;
  36693. /**
  36694. * Gets the class name of the current input.
  36695. * @returns the class name
  36696. */
  36697. getClassName(): string;
  36698. /**
  36699. * Get the friendly name associated with the input class.
  36700. * @returns the input friendly name
  36701. */
  36702. getSimpleName(): string;
  36703. /**
  36704. * Called on pointer POINTERDOUBLETAP event.
  36705. * Override this method to provide functionality on POINTERDOUBLETAP event.
  36706. */
  36707. protected onDoubleTap(type: string): void;
  36708. /**
  36709. * Called on pointer POINTERMOVE event if only a single touch is active.
  36710. * Override this method to provide functionality.
  36711. */
  36712. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36713. /**
  36714. * Called on pointer POINTERMOVE event if multiple touches are active.
  36715. * Override this method to provide functionality.
  36716. */
  36717. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36718. /**
  36719. * Called on JS contextmenu event.
  36720. * Override this method to provide functionality.
  36721. */
  36722. protected onContextMenu(evt: PointerEvent): void;
  36723. /**
  36724. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36725. * press.
  36726. * Override this method to provide functionality.
  36727. */
  36728. protected onButtonDown(evt: PointerEvent): void;
  36729. /**
  36730. * Called each time a new POINTERUP event occurs. Ie, for each button
  36731. * release.
  36732. * Override this method to provide functionality.
  36733. */
  36734. protected onButtonUp(evt: PointerEvent): void;
  36735. /**
  36736. * Called when window becomes inactive.
  36737. * Override this method to provide functionality.
  36738. */
  36739. protected onLostFocus(): void;
  36740. private _pointerInput;
  36741. private _observer;
  36742. private _onLostFocus;
  36743. private pointA;
  36744. private pointB;
  36745. }
  36746. }
  36747. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  36748. import { Nullable } from "babylonjs/types";
  36749. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36750. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  36751. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  36752. /**
  36753. * Manage the pointers inputs to control an arc rotate camera.
  36754. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36755. */
  36756. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  36757. /**
  36758. * Defines the camera the input is attached to.
  36759. */
  36760. camera: ArcRotateCamera;
  36761. /**
  36762. * Gets the class name of the current input.
  36763. * @returns the class name
  36764. */
  36765. getClassName(): string;
  36766. /**
  36767. * Defines the buttons associated with the input to handle camera move.
  36768. */
  36769. buttons: number[];
  36770. /**
  36771. * Defines the pointer angular sensibility along the X axis or how fast is
  36772. * the camera rotating.
  36773. */
  36774. angularSensibilityX: number;
  36775. /**
  36776. * Defines the pointer angular sensibility along the Y axis or how fast is
  36777. * the camera rotating.
  36778. */
  36779. angularSensibilityY: number;
  36780. /**
  36781. * Defines the pointer pinch precision or how fast is the camera zooming.
  36782. */
  36783. pinchPrecision: number;
  36784. /**
  36785. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  36786. * from 0.
  36787. * It defines the percentage of current camera.radius to use as delta when
  36788. * pinch zoom is used.
  36789. */
  36790. pinchDeltaPercentage: number;
  36791. /**
  36792. * Defines the pointer panning sensibility or how fast is the camera moving.
  36793. */
  36794. panningSensibility: number;
  36795. /**
  36796. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  36797. */
  36798. multiTouchPanning: boolean;
  36799. /**
  36800. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  36801. * zoom (pinch) through multitouch.
  36802. */
  36803. multiTouchPanAndZoom: boolean;
  36804. /**
  36805. * Revers pinch action direction.
  36806. */
  36807. pinchInwards: boolean;
  36808. private _isPanClick;
  36809. private _twoFingerActivityCount;
  36810. private _isPinching;
  36811. /**
  36812. * Called on pointer POINTERMOVE event if only a single touch is active.
  36813. */
  36814. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  36815. /**
  36816. * Called on pointer POINTERDOUBLETAP event.
  36817. */
  36818. protected onDoubleTap(type: string): void;
  36819. /**
  36820. * Called on pointer POINTERMOVE event if multiple touches are active.
  36821. */
  36822. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  36823. /**
  36824. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  36825. * press.
  36826. */
  36827. protected onButtonDown(evt: PointerEvent): void;
  36828. /**
  36829. * Called each time a new POINTERUP event occurs. Ie, for each button
  36830. * release.
  36831. */
  36832. protected onButtonUp(evt: PointerEvent): void;
  36833. /**
  36834. * Called when window becomes inactive.
  36835. */
  36836. protected onLostFocus(): void;
  36837. }
  36838. }
  36839. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  36840. import { Nullable } from "babylonjs/types";
  36841. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36842. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36843. /**
  36844. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  36845. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36846. */
  36847. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  36848. /**
  36849. * Defines the camera the input is attached to.
  36850. */
  36851. camera: ArcRotateCamera;
  36852. /**
  36853. * Defines the list of key codes associated with the up action (increase alpha)
  36854. */
  36855. keysUp: number[];
  36856. /**
  36857. * Defines the list of key codes associated with the down action (decrease alpha)
  36858. */
  36859. keysDown: number[];
  36860. /**
  36861. * Defines the list of key codes associated with the left action (increase beta)
  36862. */
  36863. keysLeft: number[];
  36864. /**
  36865. * Defines the list of key codes associated with the right action (decrease beta)
  36866. */
  36867. keysRight: number[];
  36868. /**
  36869. * Defines the list of key codes associated with the reset action.
  36870. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  36871. */
  36872. keysReset: number[];
  36873. /**
  36874. * Defines the panning sensibility of the inputs.
  36875. * (How fast is the camera paning)
  36876. */
  36877. panningSensibility: number;
  36878. /**
  36879. * Defines the zooming sensibility of the inputs.
  36880. * (How fast is the camera zooming)
  36881. */
  36882. zoomingSensibility: number;
  36883. /**
  36884. * Defines wether maintaining the alt key down switch the movement mode from
  36885. * orientation to zoom.
  36886. */
  36887. useAltToZoom: boolean;
  36888. /**
  36889. * Rotation speed of the camera
  36890. */
  36891. angularSpeed: number;
  36892. private _keys;
  36893. private _ctrlPressed;
  36894. private _altPressed;
  36895. private _onCanvasBlurObserver;
  36896. private _onKeyboardObserver;
  36897. private _engine;
  36898. private _scene;
  36899. /**
  36900. * Attach the input controls to a specific dom element to get the input from.
  36901. * @param element Defines the element the controls should be listened from
  36902. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36903. */
  36904. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36905. /**
  36906. * Detach the current controls from the specified dom element.
  36907. * @param element Defines the element to stop listening the inputs from
  36908. */
  36909. detachControl(element: Nullable<HTMLElement>): void;
  36910. /**
  36911. * Update the current camera state depending on the inputs that have been used this frame.
  36912. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  36913. */
  36914. checkInputs(): void;
  36915. /**
  36916. * Gets the class name of the current intput.
  36917. * @returns the class name
  36918. */
  36919. getClassName(): string;
  36920. /**
  36921. * Get the friendly name associated with the input class.
  36922. * @returns the input friendly name
  36923. */
  36924. getSimpleName(): string;
  36925. }
  36926. }
  36927. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  36928. import { Nullable } from "babylonjs/types";
  36929. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36930. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  36931. /**
  36932. * Manage the mouse wheel inputs to control an arc rotate camera.
  36933. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36934. */
  36935. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  36936. /**
  36937. * Defines the camera the input is attached to.
  36938. */
  36939. camera: ArcRotateCamera;
  36940. /**
  36941. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  36942. */
  36943. wheelPrecision: number;
  36944. /**
  36945. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  36946. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  36947. */
  36948. wheelDeltaPercentage: number;
  36949. private _wheel;
  36950. private _observer;
  36951. private computeDeltaFromMouseWheelLegacyEvent;
  36952. /**
  36953. * Attach the input controls to a specific dom element to get the input from.
  36954. * @param element Defines the element the controls should be listened from
  36955. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  36956. */
  36957. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  36958. /**
  36959. * Detach the current controls from the specified dom element.
  36960. * @param element Defines the element to stop listening the inputs from
  36961. */
  36962. detachControl(element: Nullable<HTMLElement>): void;
  36963. /**
  36964. * Gets the class name of the current intput.
  36965. * @returns the class name
  36966. */
  36967. getClassName(): string;
  36968. /**
  36969. * Get the friendly name associated with the input class.
  36970. * @returns the input friendly name
  36971. */
  36972. getSimpleName(): string;
  36973. }
  36974. }
  36975. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  36976. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  36977. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  36978. /**
  36979. * Default Inputs manager for the ArcRotateCamera.
  36980. * It groups all the default supported inputs for ease of use.
  36981. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  36982. */
  36983. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  36984. /**
  36985. * Instantiates a new ArcRotateCameraInputsManager.
  36986. * @param camera Defines the camera the inputs belong to
  36987. */
  36988. constructor(camera: ArcRotateCamera);
  36989. /**
  36990. * Add mouse wheel input support to the input manager.
  36991. * @returns the current input manager
  36992. */
  36993. addMouseWheel(): ArcRotateCameraInputsManager;
  36994. /**
  36995. * Add pointers input support to the input manager.
  36996. * @returns the current input manager
  36997. */
  36998. addPointers(): ArcRotateCameraInputsManager;
  36999. /**
  37000. * Add keyboard input support to the input manager.
  37001. * @returns the current input manager
  37002. */
  37003. addKeyboard(): ArcRotateCameraInputsManager;
  37004. }
  37005. }
  37006. declare module "babylonjs/Cameras/arcRotateCamera" {
  37007. import { Observable } from "babylonjs/Misc/observable";
  37008. import { Nullable } from "babylonjs/types";
  37009. import { Scene } from "babylonjs/scene";
  37010. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37011. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37012. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37013. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37014. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37015. import { Camera } from "babylonjs/Cameras/camera";
  37016. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37017. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37018. import { Collider } from "babylonjs/Collisions/collider";
  37019. /**
  37020. * This represents an orbital type of camera.
  37021. *
  37022. * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.
  37023. * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.
  37024. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37025. */
  37026. export class ArcRotateCamera extends TargetCamera {
  37027. /**
  37028. * Defines the rotation angle of the camera along the longitudinal axis.
  37029. */
  37030. alpha: number;
  37031. /**
  37032. * Defines the rotation angle of the camera along the latitudinal axis.
  37033. */
  37034. beta: number;
  37035. /**
  37036. * Defines the radius of the camera from it s target point.
  37037. */
  37038. radius: number;
  37039. protected _target: Vector3;
  37040. protected _targetHost: Nullable<AbstractMesh>;
  37041. /**
  37042. * Defines the target point of the camera.
  37043. * The camera looks towards it form the radius distance.
  37044. */
  37045. target: Vector3;
  37046. /**
  37047. * Define the current local position of the camera in the scene
  37048. */
  37049. position: Vector3;
  37050. protected _upVector: Vector3;
  37051. protected _upToYMatrix: Matrix;
  37052. protected _YToUpMatrix: Matrix;
  37053. /**
  37054. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37055. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37056. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37057. */
  37058. upVector: Vector3;
  37059. /**
  37060. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37061. */
  37062. setMatUp(): void;
  37063. /**
  37064. * Current inertia value on the longitudinal axis.
  37065. * The bigger this number the longer it will take for the camera to stop.
  37066. */
  37067. inertialAlphaOffset: number;
  37068. /**
  37069. * Current inertia value on the latitudinal axis.
  37070. * The bigger this number the longer it will take for the camera to stop.
  37071. */
  37072. inertialBetaOffset: number;
  37073. /**
  37074. * Current inertia value on the radius axis.
  37075. * The bigger this number the longer it will take for the camera to stop.
  37076. */
  37077. inertialRadiusOffset: number;
  37078. /**
  37079. * Minimum allowed angle on the longitudinal axis.
  37080. * This can help limiting how the Camera is able to move in the scene.
  37081. */
  37082. lowerAlphaLimit: Nullable<number>;
  37083. /**
  37084. * Maximum allowed angle on the longitudinal axis.
  37085. * This can help limiting how the Camera is able to move in the scene.
  37086. */
  37087. upperAlphaLimit: Nullable<number>;
  37088. /**
  37089. * Minimum allowed angle on the latitudinal axis.
  37090. * This can help limiting how the Camera is able to move in the scene.
  37091. */
  37092. lowerBetaLimit: number;
  37093. /**
  37094. * Maximum allowed angle on the latitudinal axis.
  37095. * This can help limiting how the Camera is able to move in the scene.
  37096. */
  37097. upperBetaLimit: number;
  37098. /**
  37099. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37100. * This can help limiting how the Camera is able to move in the scene.
  37101. */
  37102. lowerRadiusLimit: Nullable<number>;
  37103. /**
  37104. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37105. * This can help limiting how the Camera is able to move in the scene.
  37106. */
  37107. upperRadiusLimit: Nullable<number>;
  37108. /**
  37109. * Defines the current inertia value used during panning of the camera along the X axis.
  37110. */
  37111. inertialPanningX: number;
  37112. /**
  37113. * Defines the current inertia value used during panning of the camera along the Y axis.
  37114. */
  37115. inertialPanningY: number;
  37116. /**
  37117. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37118. * Basically if your fingers moves away from more than this distance you will be considered
  37119. * in pinch mode.
  37120. */
  37121. pinchToPanMaxDistance: number;
  37122. /**
  37123. * Defines the maximum distance the camera can pan.
  37124. * This could help keeping the cammera always in your scene.
  37125. */
  37126. panningDistanceLimit: Nullable<number>;
  37127. /**
  37128. * Defines the target of the camera before paning.
  37129. */
  37130. panningOriginTarget: Vector3;
  37131. /**
  37132. * Defines the value of the inertia used during panning.
  37133. * 0 would mean stop inertia and one would mean no decelleration at all.
  37134. */
  37135. panningInertia: number;
  37136. /**
  37137. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37138. */
  37139. angularSensibilityX: number;
  37140. /**
  37141. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37142. */
  37143. angularSensibilityY: number;
  37144. /**
  37145. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37146. */
  37147. pinchPrecision: number;
  37148. /**
  37149. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37150. * It will be used instead of pinchDeltaPrecision if different from 0.
  37151. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37152. */
  37153. pinchDeltaPercentage: number;
  37154. /**
  37155. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37156. */
  37157. panningSensibility: number;
  37158. /**
  37159. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37160. */
  37161. keysUp: number[];
  37162. /**
  37163. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37164. */
  37165. keysDown: number[];
  37166. /**
  37167. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37168. */
  37169. keysLeft: number[];
  37170. /**
  37171. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37172. */
  37173. keysRight: number[];
  37174. /**
  37175. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37176. */
  37177. wheelPrecision: number;
  37178. /**
  37179. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37180. * It will be used instead of pinchDeltaPrecision if different from 0.
  37181. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37182. */
  37183. wheelDeltaPercentage: number;
  37184. /**
  37185. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37186. */
  37187. zoomOnFactor: number;
  37188. /**
  37189. * Defines a screen offset for the camera position.
  37190. */
  37191. targetScreenOffset: Vector2;
  37192. /**
  37193. * Allows the camera to be completely reversed.
  37194. * If false the camera can not arrive upside down.
  37195. */
  37196. allowUpsideDown: boolean;
  37197. /**
  37198. * Define if double tap/click is used to restore the previously saved state of the camera.
  37199. */
  37200. useInputToRestoreState: boolean;
  37201. /** @hidden */
  37202. _viewMatrix: Matrix;
  37203. /** @hidden */
  37204. _useCtrlForPanning: boolean;
  37205. /** @hidden */
  37206. _panningMouseButton: number;
  37207. /**
  37208. * Defines the input associated to the camera.
  37209. */
  37210. inputs: ArcRotateCameraInputsManager;
  37211. /** @hidden */
  37212. _reset: () => void;
  37213. /**
  37214. * Defines the allowed panning axis.
  37215. */
  37216. panningAxis: Vector3;
  37217. protected _localDirection: Vector3;
  37218. protected _transformedDirection: Vector3;
  37219. private _bouncingBehavior;
  37220. /**
  37221. * Gets the bouncing behavior of the camera if it has been enabled.
  37222. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37223. */
  37224. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37225. /**
  37226. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37227. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37228. */
  37229. useBouncingBehavior: boolean;
  37230. private _framingBehavior;
  37231. /**
  37232. * Gets the framing behavior of the camera if it has been enabled.
  37233. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37234. */
  37235. readonly framingBehavior: Nullable<FramingBehavior>;
  37236. /**
  37237. * Defines if the framing behavior of the camera is enabled on the camera.
  37238. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37239. */
  37240. useFramingBehavior: boolean;
  37241. private _autoRotationBehavior;
  37242. /**
  37243. * Gets the auto rotation behavior of the camera if it has been enabled.
  37244. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37245. */
  37246. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  37247. /**
  37248. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  37249. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37250. */
  37251. useAutoRotationBehavior: boolean;
  37252. /**
  37253. * Observable triggered when the mesh target has been changed on the camera.
  37254. */
  37255. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  37256. /**
  37257. * Event raised when the camera is colliding with a mesh.
  37258. */
  37259. onCollide: (collidedMesh: AbstractMesh) => void;
  37260. /**
  37261. * Defines whether the camera should check collision with the objects oh the scene.
  37262. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  37263. */
  37264. checkCollisions: boolean;
  37265. /**
  37266. * Defines the collision radius of the camera.
  37267. * This simulates a sphere around the camera.
  37268. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  37269. */
  37270. collisionRadius: Vector3;
  37271. protected _collider: Collider;
  37272. protected _previousPosition: Vector3;
  37273. protected _collisionVelocity: Vector3;
  37274. protected _newPosition: Vector3;
  37275. protected _previousAlpha: number;
  37276. protected _previousBeta: number;
  37277. protected _previousRadius: number;
  37278. protected _collisionTriggered: boolean;
  37279. protected _targetBoundingCenter: Nullable<Vector3>;
  37280. private _computationVector;
  37281. /**
  37282. * Instantiates a new ArcRotateCamera in a given scene
  37283. * @param name Defines the name of the camera
  37284. * @param alpha Defines the camera rotation along the logitudinal axis
  37285. * @param beta Defines the camera rotation along the latitudinal axis
  37286. * @param radius Defines the camera distance from its target
  37287. * @param target Defines the camera target
  37288. * @param scene Defines the scene the camera belongs to
  37289. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  37290. */
  37291. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  37292. /** @hidden */
  37293. _initCache(): void;
  37294. /** @hidden */
  37295. _updateCache(ignoreParentClass?: boolean): void;
  37296. protected _getTargetPosition(): Vector3;
  37297. private _storedAlpha;
  37298. private _storedBeta;
  37299. private _storedRadius;
  37300. private _storedTarget;
  37301. /**
  37302. * Stores the current state of the camera (alpha, beta, radius and target)
  37303. * @returns the camera itself
  37304. */
  37305. storeState(): Camera;
  37306. /**
  37307. * @hidden
  37308. * Restored camera state. You must call storeState() first
  37309. */
  37310. _restoreStateValues(): boolean;
  37311. /** @hidden */
  37312. _isSynchronizedViewMatrix(): boolean;
  37313. /**
  37314. * Attached controls to the current camera.
  37315. * @param element Defines the element the controls should be listened from
  37316. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37317. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  37318. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  37319. */
  37320. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  37321. /**
  37322. * Detach the current controls from the camera.
  37323. * The camera will stop reacting to inputs.
  37324. * @param element Defines the element to stop listening the inputs from
  37325. */
  37326. detachControl(element: HTMLElement): void;
  37327. /** @hidden */
  37328. _checkInputs(): void;
  37329. protected _checkLimits(): void;
  37330. /**
  37331. * Rebuilds angles (alpha, beta) and radius from the give position and target
  37332. */
  37333. rebuildAnglesAndRadius(): void;
  37334. /**
  37335. * Use a position to define the current camera related information like aplha, beta and radius
  37336. * @param position Defines the position to set the camera at
  37337. */
  37338. setPosition(position: Vector3): void;
  37339. /**
  37340. * Defines the target the camera should look at.
  37341. * This will automatically adapt alpha beta and radius to fit within the new target.
  37342. * @param target Defines the new target as a Vector or a mesh
  37343. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  37344. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  37345. */
  37346. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  37347. /** @hidden */
  37348. _getViewMatrix(): Matrix;
  37349. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  37350. /**
  37351. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  37352. * @param meshes Defines the mesh to zoom on
  37353. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  37354. */
  37355. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  37356. /**
  37357. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  37358. * The target will be changed but the radius
  37359. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  37360. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  37361. */
  37362. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  37363. min: Vector3;
  37364. max: Vector3;
  37365. distance: number;
  37366. }, doNotUpdateMaxZ?: boolean): void;
  37367. /**
  37368. * @override
  37369. * Override Camera.createRigCamera
  37370. */
  37371. createRigCamera(name: string, cameraIndex: number): Camera;
  37372. /**
  37373. * @hidden
  37374. * @override
  37375. * Override Camera._updateRigCameras
  37376. */
  37377. _updateRigCameras(): void;
  37378. /**
  37379. * Destroy the camera and release the current resources hold by it.
  37380. */
  37381. dispose(): void;
  37382. /**
  37383. * Gets the current object class name.
  37384. * @return the class name
  37385. */
  37386. getClassName(): string;
  37387. }
  37388. }
  37389. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  37390. import { Behavior } from "babylonjs/Behaviors/behavior";
  37391. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37392. /**
  37393. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  37394. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37395. */
  37396. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  37397. /**
  37398. * Gets the name of the behavior.
  37399. */
  37400. readonly name: string;
  37401. private _zoomStopsAnimation;
  37402. private _idleRotationSpeed;
  37403. private _idleRotationWaitTime;
  37404. private _idleRotationSpinupTime;
  37405. /**
  37406. * Sets the flag that indicates if user zooming should stop animation.
  37407. */
  37408. /**
  37409. * Gets the flag that indicates if user zooming should stop animation.
  37410. */
  37411. zoomStopsAnimation: boolean;
  37412. /**
  37413. * Sets the default speed at which the camera rotates around the model.
  37414. */
  37415. /**
  37416. * Gets the default speed at which the camera rotates around the model.
  37417. */
  37418. idleRotationSpeed: number;
  37419. /**
  37420. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  37421. */
  37422. /**
  37423. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  37424. */
  37425. idleRotationWaitTime: number;
  37426. /**
  37427. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37428. */
  37429. /**
  37430. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  37431. */
  37432. idleRotationSpinupTime: number;
  37433. /**
  37434. * Gets a value indicating if the camera is currently rotating because of this behavior
  37435. */
  37436. readonly rotationInProgress: boolean;
  37437. private _onPrePointerObservableObserver;
  37438. private _onAfterCheckInputsObserver;
  37439. private _attachedCamera;
  37440. private _isPointerDown;
  37441. private _lastFrameTime;
  37442. private _lastInteractionTime;
  37443. private _cameraRotationSpeed;
  37444. /**
  37445. * Initializes the behavior.
  37446. */
  37447. init(): void;
  37448. /**
  37449. * Attaches the behavior to its arc rotate camera.
  37450. * @param camera Defines the camera to attach the behavior to
  37451. */
  37452. attach(camera: ArcRotateCamera): void;
  37453. /**
  37454. * Detaches the behavior from its current arc rotate camera.
  37455. */
  37456. detach(): void;
  37457. /**
  37458. * Returns true if user is scrolling.
  37459. * @return true if user is scrolling.
  37460. */
  37461. private _userIsZooming;
  37462. private _lastFrameRadius;
  37463. private _shouldAnimationStopForInteraction;
  37464. /**
  37465. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37466. */
  37467. private _applyUserInteraction;
  37468. private _userIsMoving;
  37469. }
  37470. }
  37471. declare module "babylonjs/Behaviors/Cameras/index" {
  37472. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37473. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37474. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  37475. }
  37476. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  37477. import { Mesh } from "babylonjs/Meshes/mesh";
  37478. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37479. import { Behavior } from "babylonjs/Behaviors/behavior";
  37480. /**
  37481. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  37482. */
  37483. export class AttachToBoxBehavior implements Behavior<Mesh> {
  37484. private ui;
  37485. /**
  37486. * The name of the behavior
  37487. */
  37488. name: string;
  37489. /**
  37490. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  37491. */
  37492. distanceAwayFromFace: number;
  37493. /**
  37494. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  37495. */
  37496. distanceAwayFromBottomOfFace: number;
  37497. private _faceVectors;
  37498. private _target;
  37499. private _scene;
  37500. private _onRenderObserver;
  37501. private _tmpMatrix;
  37502. private _tmpVector;
  37503. /**
  37504. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  37505. * @param ui The transform node that should be attched to the mesh
  37506. */
  37507. constructor(ui: TransformNode);
  37508. /**
  37509. * Initializes the behavior
  37510. */
  37511. init(): void;
  37512. private _closestFace;
  37513. private _zeroVector;
  37514. private _lookAtTmpMatrix;
  37515. private _lookAtToRef;
  37516. /**
  37517. * Attaches the AttachToBoxBehavior to the passed in mesh
  37518. * @param target The mesh that the specified node will be attached to
  37519. */
  37520. attach(target: Mesh): void;
  37521. /**
  37522. * Detaches the behavior from the mesh
  37523. */
  37524. detach(): void;
  37525. }
  37526. }
  37527. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  37528. import { Behavior } from "babylonjs/Behaviors/behavior";
  37529. import { Mesh } from "babylonjs/Meshes/mesh";
  37530. /**
  37531. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  37532. */
  37533. export class FadeInOutBehavior implements Behavior<Mesh> {
  37534. /**
  37535. * Time in milliseconds to delay before fading in (Default: 0)
  37536. */
  37537. delay: number;
  37538. /**
  37539. * Time in milliseconds for the mesh to fade in (Default: 300)
  37540. */
  37541. fadeInTime: number;
  37542. private _millisecondsPerFrame;
  37543. private _hovered;
  37544. private _hoverValue;
  37545. private _ownerNode;
  37546. /**
  37547. * Instatiates the FadeInOutBehavior
  37548. */
  37549. constructor();
  37550. /**
  37551. * The name of the behavior
  37552. */
  37553. readonly name: string;
  37554. /**
  37555. * Initializes the behavior
  37556. */
  37557. init(): void;
  37558. /**
  37559. * Attaches the fade behavior on the passed in mesh
  37560. * @param ownerNode The mesh that will be faded in/out once attached
  37561. */
  37562. attach(ownerNode: Mesh): void;
  37563. /**
  37564. * Detaches the behavior from the mesh
  37565. */
  37566. detach(): void;
  37567. /**
  37568. * Triggers the mesh to begin fading in or out
  37569. * @param value if the object should fade in or out (true to fade in)
  37570. */
  37571. fadeIn(value: boolean): void;
  37572. private _update;
  37573. private _setAllVisibility;
  37574. }
  37575. }
  37576. declare module "babylonjs/Misc/pivotTools" {
  37577. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37578. /**
  37579. * Class containing a set of static utilities functions for managing Pivots
  37580. * @hidden
  37581. */
  37582. export class PivotTools {
  37583. private static _PivotCached;
  37584. private static _OldPivotPoint;
  37585. private static _PivotTranslation;
  37586. private static _PivotTmpVector;
  37587. /** @hidden */
  37588. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  37589. /** @hidden */
  37590. static _RestorePivotPoint(mesh: AbstractMesh): void;
  37591. }
  37592. }
  37593. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  37594. import { Scene } from "babylonjs/scene";
  37595. import { Vector4 } from "babylonjs/Maths/math.vector";
  37596. import { Mesh } from "babylonjs/Meshes/mesh";
  37597. import { Nullable } from "babylonjs/types";
  37598. import { Plane } from "babylonjs/Maths/math.plane";
  37599. /**
  37600. * Class containing static functions to help procedurally build meshes
  37601. */
  37602. export class PlaneBuilder {
  37603. /**
  37604. * Creates a plane mesh
  37605. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  37606. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  37607. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  37608. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  37609. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  37610. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  37611. * @param name defines the name of the mesh
  37612. * @param options defines the options used to create the mesh
  37613. * @param scene defines the hosting scene
  37614. * @returns the plane mesh
  37615. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  37616. */
  37617. static CreatePlane(name: string, options: {
  37618. size?: number;
  37619. width?: number;
  37620. height?: number;
  37621. sideOrientation?: number;
  37622. frontUVs?: Vector4;
  37623. backUVs?: Vector4;
  37624. updatable?: boolean;
  37625. sourcePlane?: Plane;
  37626. }, scene?: Nullable<Scene>): Mesh;
  37627. }
  37628. }
  37629. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  37630. import { Behavior } from "babylonjs/Behaviors/behavior";
  37631. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37632. import { Observable } from "babylonjs/Misc/observable";
  37633. import { Vector3 } from "babylonjs/Maths/math.vector";
  37634. import { Ray } from "babylonjs/Culling/ray";
  37635. import "babylonjs/Meshes/Builders/planeBuilder";
  37636. /**
  37637. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  37638. */
  37639. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  37640. private static _AnyMouseID;
  37641. /**
  37642. * Abstract mesh the behavior is set on
  37643. */
  37644. attachedNode: AbstractMesh;
  37645. private _dragPlane;
  37646. private _scene;
  37647. private _pointerObserver;
  37648. private _beforeRenderObserver;
  37649. private static _planeScene;
  37650. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  37651. /**
  37652. * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)
  37653. */
  37654. maxDragAngle: number;
  37655. /**
  37656. * @hidden
  37657. */
  37658. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  37659. /**
  37660. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37661. */
  37662. currentDraggingPointerID: number;
  37663. /**
  37664. * The last position where the pointer hit the drag plane in world space
  37665. */
  37666. lastDragPosition: Vector3;
  37667. /**
  37668. * If the behavior is currently in a dragging state
  37669. */
  37670. dragging: boolean;
  37671. /**
  37672. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  37673. */
  37674. dragDeltaRatio: number;
  37675. /**
  37676. * If the drag plane orientation should be updated during the dragging (Default: true)
  37677. */
  37678. updateDragPlane: boolean;
  37679. private _debugMode;
  37680. private _moving;
  37681. /**
  37682. * Fires each time the attached mesh is dragged with the pointer
  37683. * * delta between last drag position and current drag position in world space
  37684. * * dragDistance along the drag axis
  37685. * * dragPlaneNormal normal of the current drag plane used during the drag
  37686. * * dragPlanePoint in world space where the drag intersects the drag plane
  37687. */
  37688. onDragObservable: Observable<{
  37689. delta: Vector3;
  37690. dragPlanePoint: Vector3;
  37691. dragPlaneNormal: Vector3;
  37692. dragDistance: number;
  37693. pointerId: number;
  37694. }>;
  37695. /**
  37696. * Fires each time a drag begins (eg. mouse down on mesh)
  37697. */
  37698. onDragStartObservable: Observable<{
  37699. dragPlanePoint: Vector3;
  37700. pointerId: number;
  37701. }>;
  37702. /**
  37703. * Fires each time a drag ends (eg. mouse release after drag)
  37704. */
  37705. onDragEndObservable: Observable<{
  37706. dragPlanePoint: Vector3;
  37707. pointerId: number;
  37708. }>;
  37709. /**
  37710. * If the attached mesh should be moved when dragged
  37711. */
  37712. moveAttached: boolean;
  37713. /**
  37714. * If the drag behavior will react to drag events (Default: true)
  37715. */
  37716. enabled: boolean;
  37717. /**
  37718. * If pointer events should start and release the drag (Default: true)
  37719. */
  37720. startAndReleaseDragOnPointerEvents: boolean;
  37721. /**
  37722. * If camera controls should be detached during the drag
  37723. */
  37724. detachCameraControls: boolean;
  37725. /**
  37726. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  37727. */
  37728. useObjectOrienationForDragging: boolean;
  37729. private _options;
  37730. /**
  37731. * Creates a pointer drag behavior that can be attached to a mesh
  37732. * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)
  37733. */
  37734. constructor(options?: {
  37735. dragAxis?: Vector3;
  37736. dragPlaneNormal?: Vector3;
  37737. });
  37738. /**
  37739. * Predicate to determine if it is valid to move the object to a new position when it is moved
  37740. */
  37741. validateDrag: (targetPosition: Vector3) => boolean;
  37742. /**
  37743. * The name of the behavior
  37744. */
  37745. readonly name: string;
  37746. /**
  37747. * Initializes the behavior
  37748. */
  37749. init(): void;
  37750. private _tmpVector;
  37751. private _alternatePickedPoint;
  37752. private _worldDragAxis;
  37753. private _targetPosition;
  37754. private _attachedElement;
  37755. /**
  37756. * Attaches the drag behavior the passed in mesh
  37757. * @param ownerNode The mesh that will be dragged around once attached
  37758. */
  37759. attach(ownerNode: AbstractMesh): void;
  37760. /**
  37761. * Force relase the drag action by code.
  37762. */
  37763. releaseDrag(): void;
  37764. private _startDragRay;
  37765. private _lastPointerRay;
  37766. /**
  37767. * Simulates the start of a pointer drag event on the behavior
  37768. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  37769. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  37770. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  37771. */
  37772. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  37773. private _startDrag;
  37774. private _dragDelta;
  37775. private _moveDrag;
  37776. private _pickWithRayOnDragPlane;
  37777. private _pointA;
  37778. private _pointB;
  37779. private _pointC;
  37780. private _lineA;
  37781. private _lineB;
  37782. private _localAxis;
  37783. private _lookAt;
  37784. private _updateDragPlanePosition;
  37785. /**
  37786. * Detaches the behavior from the mesh
  37787. */
  37788. detach(): void;
  37789. }
  37790. }
  37791. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  37792. import { Mesh } from "babylonjs/Meshes/mesh";
  37793. import { Behavior } from "babylonjs/Behaviors/behavior";
  37794. /**
  37795. * A behavior that when attached to a mesh will allow the mesh to be scaled
  37796. */
  37797. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  37798. private _dragBehaviorA;
  37799. private _dragBehaviorB;
  37800. private _startDistance;
  37801. private _initialScale;
  37802. private _targetScale;
  37803. private _ownerNode;
  37804. private _sceneRenderObserver;
  37805. /**
  37806. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  37807. */
  37808. constructor();
  37809. /**
  37810. * The name of the behavior
  37811. */
  37812. readonly name: string;
  37813. /**
  37814. * Initializes the behavior
  37815. */
  37816. init(): void;
  37817. private _getCurrentDistance;
  37818. /**
  37819. * Attaches the scale behavior the passed in mesh
  37820. * @param ownerNode The mesh that will be scaled around once attached
  37821. */
  37822. attach(ownerNode: Mesh): void;
  37823. /**
  37824. * Detaches the behavior from the mesh
  37825. */
  37826. detach(): void;
  37827. }
  37828. }
  37829. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  37830. import { Behavior } from "babylonjs/Behaviors/behavior";
  37831. import { Mesh } from "babylonjs/Meshes/mesh";
  37832. import { Observable } from "babylonjs/Misc/observable";
  37833. /**
  37834. * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  37835. */
  37836. export class SixDofDragBehavior implements Behavior<Mesh> {
  37837. private static _virtualScene;
  37838. private _ownerNode;
  37839. private _sceneRenderObserver;
  37840. private _scene;
  37841. private _targetPosition;
  37842. private _virtualOriginMesh;
  37843. private _virtualDragMesh;
  37844. private _pointerObserver;
  37845. private _moving;
  37846. private _startingOrientation;
  37847. /**
  37848. * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)
  37849. */
  37850. private zDragFactor;
  37851. /**
  37852. * If the object should rotate to face the drag origin
  37853. */
  37854. rotateDraggedObject: boolean;
  37855. /**
  37856. * If the behavior is currently in a dragging state
  37857. */
  37858. dragging: boolean;
  37859. /**
  37860. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  37861. */
  37862. dragDeltaRatio: number;
  37863. /**
  37864. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  37865. */
  37866. currentDraggingPointerID: number;
  37867. /**
  37868. * If camera controls should be detached during the drag
  37869. */
  37870. detachCameraControls: boolean;
  37871. /**
  37872. * Fires each time a drag starts
  37873. */
  37874. onDragStartObservable: Observable<{}>;
  37875. /**
  37876. * Fires each time a drag ends (eg. mouse release after drag)
  37877. */
  37878. onDragEndObservable: Observable<{}>;
  37879. /**
  37880. * Instantiates a behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  37881. */
  37882. constructor();
  37883. /**
  37884. * The name of the behavior
  37885. */
  37886. readonly name: string;
  37887. /**
  37888. * Initializes the behavior
  37889. */
  37890. init(): void;
  37891. /**
  37892. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  37893. */
  37894. private readonly _pointerCamera;
  37895. /**
  37896. * Attaches the scale behavior the passed in mesh
  37897. * @param ownerNode The mesh that will be scaled around once attached
  37898. */
  37899. attach(ownerNode: Mesh): void;
  37900. /**
  37901. * Detaches the behavior from the mesh
  37902. */
  37903. detach(): void;
  37904. }
  37905. }
  37906. declare module "babylonjs/Behaviors/Meshes/index" {
  37907. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  37908. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  37909. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  37910. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  37911. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  37912. }
  37913. declare module "babylonjs/Behaviors/index" {
  37914. export * from "babylonjs/Behaviors/behavior";
  37915. export * from "babylonjs/Behaviors/Cameras/index";
  37916. export * from "babylonjs/Behaviors/Meshes/index";
  37917. }
  37918. declare module "babylonjs/Bones/boneIKController" {
  37919. import { Bone } from "babylonjs/Bones/bone";
  37920. import { Vector3 } from "babylonjs/Maths/math.vector";
  37921. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37922. import { Nullable } from "babylonjs/types";
  37923. /**
  37924. * Class used to apply inverse kinematics to bones
  37925. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  37926. */
  37927. export class BoneIKController {
  37928. private static _tmpVecs;
  37929. private static _tmpQuat;
  37930. private static _tmpMats;
  37931. /**
  37932. * Gets or sets the target mesh
  37933. */
  37934. targetMesh: AbstractMesh;
  37935. /** Gets or sets the mesh used as pole */
  37936. poleTargetMesh: AbstractMesh;
  37937. /**
  37938. * Gets or sets the bone used as pole
  37939. */
  37940. poleTargetBone: Nullable<Bone>;
  37941. /**
  37942. * Gets or sets the target position
  37943. */
  37944. targetPosition: Vector3;
  37945. /**
  37946. * Gets or sets the pole target position
  37947. */
  37948. poleTargetPosition: Vector3;
  37949. /**
  37950. * Gets or sets the pole target local offset
  37951. */
  37952. poleTargetLocalOffset: Vector3;
  37953. /**
  37954. * Gets or sets the pole angle
  37955. */
  37956. poleAngle: number;
  37957. /**
  37958. * Gets or sets the mesh associated with the controller
  37959. */
  37960. mesh: AbstractMesh;
  37961. /**
  37962. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  37963. */
  37964. slerpAmount: number;
  37965. private _bone1Quat;
  37966. private _bone1Mat;
  37967. private _bone2Ang;
  37968. private _bone1;
  37969. private _bone2;
  37970. private _bone1Length;
  37971. private _bone2Length;
  37972. private _maxAngle;
  37973. private _maxReach;
  37974. private _rightHandedSystem;
  37975. private _bendAxis;
  37976. private _slerping;
  37977. private _adjustRoll;
  37978. /**
  37979. * Gets or sets maximum allowed angle
  37980. */
  37981. maxAngle: number;
  37982. /**
  37983. * Creates a new BoneIKController
  37984. * @param mesh defines the mesh to control
  37985. * @param bone defines the bone to control
  37986. * @param options defines options to set up the controller
  37987. */
  37988. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  37989. targetMesh?: AbstractMesh;
  37990. poleTargetMesh?: AbstractMesh;
  37991. poleTargetBone?: Bone;
  37992. poleTargetLocalOffset?: Vector3;
  37993. poleAngle?: number;
  37994. bendAxis?: Vector3;
  37995. maxAngle?: number;
  37996. slerpAmount?: number;
  37997. });
  37998. private _setMaxAngle;
  37999. /**
  38000. * Force the controller to update the bones
  38001. */
  38002. update(): void;
  38003. }
  38004. }
  38005. declare module "babylonjs/Bones/boneLookController" {
  38006. import { Vector3 } from "babylonjs/Maths/math.vector";
  38007. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38008. import { Bone } from "babylonjs/Bones/bone";
  38009. import { Space } from "babylonjs/Maths/math.axis";
  38010. /**
  38011. * Class used to make a bone look toward a point in space
  38012. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38013. */
  38014. export class BoneLookController {
  38015. private static _tmpVecs;
  38016. private static _tmpQuat;
  38017. private static _tmpMats;
  38018. /**
  38019. * The target Vector3 that the bone will look at
  38020. */
  38021. target: Vector3;
  38022. /**
  38023. * The mesh that the bone is attached to
  38024. */
  38025. mesh: AbstractMesh;
  38026. /**
  38027. * The bone that will be looking to the target
  38028. */
  38029. bone: Bone;
  38030. /**
  38031. * The up axis of the coordinate system that is used when the bone is rotated
  38032. */
  38033. upAxis: Vector3;
  38034. /**
  38035. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38036. */
  38037. upAxisSpace: Space;
  38038. /**
  38039. * Used to make an adjustment to the yaw of the bone
  38040. */
  38041. adjustYaw: number;
  38042. /**
  38043. * Used to make an adjustment to the pitch of the bone
  38044. */
  38045. adjustPitch: number;
  38046. /**
  38047. * Used to make an adjustment to the roll of the bone
  38048. */
  38049. adjustRoll: number;
  38050. /**
  38051. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  38052. */
  38053. slerpAmount: number;
  38054. private _minYaw;
  38055. private _maxYaw;
  38056. private _minPitch;
  38057. private _maxPitch;
  38058. private _minYawSin;
  38059. private _minYawCos;
  38060. private _maxYawSin;
  38061. private _maxYawCos;
  38062. private _midYawConstraint;
  38063. private _minPitchTan;
  38064. private _maxPitchTan;
  38065. private _boneQuat;
  38066. private _slerping;
  38067. private _transformYawPitch;
  38068. private _transformYawPitchInv;
  38069. private _firstFrameSkipped;
  38070. private _yawRange;
  38071. private _fowardAxis;
  38072. /**
  38073. * Gets or sets the minimum yaw angle that the bone can look to
  38074. */
  38075. minYaw: number;
  38076. /**
  38077. * Gets or sets the maximum yaw angle that the bone can look to
  38078. */
  38079. maxYaw: number;
  38080. /**
  38081. * Gets or sets the minimum pitch angle that the bone can look to
  38082. */
  38083. minPitch: number;
  38084. /**
  38085. * Gets or sets the maximum pitch angle that the bone can look to
  38086. */
  38087. maxPitch: number;
  38088. /**
  38089. * Create a BoneLookController
  38090. * @param mesh the mesh that the bone belongs to
  38091. * @param bone the bone that will be looking to the target
  38092. * @param target the target Vector3 to look at
  38093. * @param options optional settings:
  38094. * * maxYaw: the maximum angle the bone will yaw to
  38095. * * minYaw: the minimum angle the bone will yaw to
  38096. * * maxPitch: the maximum angle the bone will pitch to
  38097. * * minPitch: the minimum angle the bone will yaw to
  38098. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38099. * * upAxis: the up axis of the coordinate system
  38100. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38101. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38102. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38103. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38104. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38105. * * adjustRoll: used to make an adjustment to the roll of the bone
  38106. **/
  38107. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38108. maxYaw?: number;
  38109. minYaw?: number;
  38110. maxPitch?: number;
  38111. minPitch?: number;
  38112. slerpAmount?: number;
  38113. upAxis?: Vector3;
  38114. upAxisSpace?: Space;
  38115. yawAxis?: Vector3;
  38116. pitchAxis?: Vector3;
  38117. adjustYaw?: number;
  38118. adjustPitch?: number;
  38119. adjustRoll?: number;
  38120. });
  38121. /**
  38122. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38123. */
  38124. update(): void;
  38125. private _getAngleDiff;
  38126. private _getAngleBetween;
  38127. private _isAngleBetween;
  38128. }
  38129. }
  38130. declare module "babylonjs/Bones/index" {
  38131. export * from "babylonjs/Bones/bone";
  38132. export * from "babylonjs/Bones/boneIKController";
  38133. export * from "babylonjs/Bones/boneLookController";
  38134. export * from "babylonjs/Bones/skeleton";
  38135. }
  38136. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38137. import { Nullable } from "babylonjs/types";
  38138. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38139. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38140. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38141. /**
  38142. * Manage the gamepad inputs to control an arc rotate camera.
  38143. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38144. */
  38145. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38146. /**
  38147. * Defines the camera the input is attached to.
  38148. */
  38149. camera: ArcRotateCamera;
  38150. /**
  38151. * Defines the gamepad the input is gathering event from.
  38152. */
  38153. gamepad: Nullable<Gamepad>;
  38154. /**
  38155. * Defines the gamepad rotation sensiblity.
  38156. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38157. */
  38158. gamepadRotationSensibility: number;
  38159. /**
  38160. * Defines the gamepad move sensiblity.
  38161. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38162. */
  38163. gamepadMoveSensibility: number;
  38164. private _onGamepadConnectedObserver;
  38165. private _onGamepadDisconnectedObserver;
  38166. /**
  38167. * Attach the input controls to a specific dom element to get the input from.
  38168. * @param element Defines the element the controls should be listened from
  38169. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38170. */
  38171. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38172. /**
  38173. * Detach the current controls from the specified dom element.
  38174. * @param element Defines the element to stop listening the inputs from
  38175. */
  38176. detachControl(element: Nullable<HTMLElement>): void;
  38177. /**
  38178. * Update the current camera state depending on the inputs that have been used this frame.
  38179. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38180. */
  38181. checkInputs(): void;
  38182. /**
  38183. * Gets the class name of the current intput.
  38184. * @returns the class name
  38185. */
  38186. getClassName(): string;
  38187. /**
  38188. * Get the friendly name associated with the input class.
  38189. * @returns the input friendly name
  38190. */
  38191. getSimpleName(): string;
  38192. }
  38193. }
  38194. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38195. import { Nullable } from "babylonjs/types";
  38196. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38197. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38198. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38199. interface ArcRotateCameraInputsManager {
  38200. /**
  38201. * Add orientation input support to the input manager.
  38202. * @returns the current input manager
  38203. */
  38204. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38205. }
  38206. }
  38207. /**
  38208. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38209. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38210. */
  38211. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38212. /**
  38213. * Defines the camera the input is attached to.
  38214. */
  38215. camera: ArcRotateCamera;
  38216. /**
  38217. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38218. */
  38219. alphaCorrection: number;
  38220. /**
  38221. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38222. */
  38223. gammaCorrection: number;
  38224. private _alpha;
  38225. private _gamma;
  38226. private _dirty;
  38227. private _deviceOrientationHandler;
  38228. /**
  38229. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38230. */
  38231. constructor();
  38232. /**
  38233. * Attach the input controls to a specific dom element to get the input from.
  38234. * @param element Defines the element the controls should be listened from
  38235. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38236. */
  38237. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38238. /** @hidden */
  38239. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  38240. /**
  38241. * Update the current camera state depending on the inputs that have been used this frame.
  38242. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38243. */
  38244. checkInputs(): void;
  38245. /**
  38246. * Detach the current controls from the specified dom element.
  38247. * @param element Defines the element to stop listening the inputs from
  38248. */
  38249. detachControl(element: Nullable<HTMLElement>): void;
  38250. /**
  38251. * Gets the class name of the current intput.
  38252. * @returns the class name
  38253. */
  38254. getClassName(): string;
  38255. /**
  38256. * Get the friendly name associated with the input class.
  38257. * @returns the input friendly name
  38258. */
  38259. getSimpleName(): string;
  38260. }
  38261. }
  38262. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  38263. import { Nullable } from "babylonjs/types";
  38264. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38265. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38266. /**
  38267. * Listen to mouse events to control the camera.
  38268. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38269. */
  38270. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  38271. /**
  38272. * Defines the camera the input is attached to.
  38273. */
  38274. camera: FlyCamera;
  38275. /**
  38276. * Defines if touch is enabled. (Default is true.)
  38277. */
  38278. touchEnabled: boolean;
  38279. /**
  38280. * Defines the buttons associated with the input to handle camera rotation.
  38281. */
  38282. buttons: number[];
  38283. /**
  38284. * Assign buttons for Yaw control.
  38285. */
  38286. buttonsYaw: number[];
  38287. /**
  38288. * Assign buttons for Pitch control.
  38289. */
  38290. buttonsPitch: number[];
  38291. /**
  38292. * Assign buttons for Roll control.
  38293. */
  38294. buttonsRoll: number[];
  38295. /**
  38296. * Detect if any button is being pressed while mouse is moved.
  38297. * -1 = Mouse locked.
  38298. * 0 = Left button.
  38299. * 1 = Middle Button.
  38300. * 2 = Right Button.
  38301. */
  38302. activeButton: number;
  38303. /**
  38304. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  38305. * Higher values reduce its sensitivity.
  38306. */
  38307. angularSensibility: number;
  38308. private _mousemoveCallback;
  38309. private _observer;
  38310. private _rollObserver;
  38311. private previousPosition;
  38312. private noPreventDefault;
  38313. private element;
  38314. /**
  38315. * Listen to mouse events to control the camera.
  38316. * @param touchEnabled Define if touch is enabled. (Default is true.)
  38317. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38318. */
  38319. constructor(touchEnabled?: boolean);
  38320. /**
  38321. * Attach the mouse control to the HTML DOM element.
  38322. * @param element Defines the element that listens to the input events.
  38323. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  38324. */
  38325. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38326. /**
  38327. * Detach the current controls from the specified dom element.
  38328. * @param element Defines the element to stop listening the inputs from
  38329. */
  38330. detachControl(element: Nullable<HTMLElement>): void;
  38331. /**
  38332. * Gets the class name of the current input.
  38333. * @returns the class name.
  38334. */
  38335. getClassName(): string;
  38336. /**
  38337. * Get the friendly name associated with the input class.
  38338. * @returns the input's friendly name.
  38339. */
  38340. getSimpleName(): string;
  38341. private _pointerInput;
  38342. private _onMouseMove;
  38343. /**
  38344. * Rotate camera by mouse offset.
  38345. */
  38346. private rotateCamera;
  38347. }
  38348. }
  38349. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  38350. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38351. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38352. /**
  38353. * Default Inputs manager for the FlyCamera.
  38354. * It groups all the default supported inputs for ease of use.
  38355. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38356. */
  38357. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  38358. /**
  38359. * Instantiates a new FlyCameraInputsManager.
  38360. * @param camera Defines the camera the inputs belong to.
  38361. */
  38362. constructor(camera: FlyCamera);
  38363. /**
  38364. * Add keyboard input support to the input manager.
  38365. * @returns the new FlyCameraKeyboardMoveInput().
  38366. */
  38367. addKeyboard(): FlyCameraInputsManager;
  38368. /**
  38369. * Add mouse input support to the input manager.
  38370. * @param touchEnabled Enable touch screen support.
  38371. * @returns the new FlyCameraMouseInput().
  38372. */
  38373. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  38374. }
  38375. }
  38376. declare module "babylonjs/Cameras/flyCamera" {
  38377. import { Scene } from "babylonjs/scene";
  38378. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  38379. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38380. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38381. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  38382. /**
  38383. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38384. * such as in a 3D Space Shooter or a Flight Simulator.
  38385. */
  38386. export class FlyCamera extends TargetCamera {
  38387. /**
  38388. * Define the collision ellipsoid of the camera.
  38389. * This is helpful for simulating a camera body, like a player's body.
  38390. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38391. */
  38392. ellipsoid: Vector3;
  38393. /**
  38394. * Define an offset for the position of the ellipsoid around the camera.
  38395. * This can be helpful if the camera is attached away from the player's body center,
  38396. * such as at its head.
  38397. */
  38398. ellipsoidOffset: Vector3;
  38399. /**
  38400. * Enable or disable collisions of the camera with the rest of the scene objects.
  38401. */
  38402. checkCollisions: boolean;
  38403. /**
  38404. * Enable or disable gravity on the camera.
  38405. */
  38406. applyGravity: boolean;
  38407. /**
  38408. * Define the current direction the camera is moving to.
  38409. */
  38410. cameraDirection: Vector3;
  38411. /**
  38412. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  38413. * This overrides and empties cameraRotation.
  38414. */
  38415. rotationQuaternion: Quaternion;
  38416. /**
  38417. * Track Roll to maintain the wanted Rolling when looking around.
  38418. */
  38419. _trackRoll: number;
  38420. /**
  38421. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  38422. */
  38423. rollCorrect: number;
  38424. /**
  38425. * Mimic a banked turn, Rolling the camera when Yawing.
  38426. * It's recommended to use rollCorrect = 10 for faster banking correction.
  38427. */
  38428. bankedTurn: boolean;
  38429. /**
  38430. * Limit in radians for how much Roll banking will add. (Default: 90°)
  38431. */
  38432. bankedTurnLimit: number;
  38433. /**
  38434. * Value of 0 disables the banked Roll.
  38435. * Value of 1 is equal to the Yaw angle in radians.
  38436. */
  38437. bankedTurnMultiplier: number;
  38438. /**
  38439. * The inputs manager loads all the input sources, such as keyboard and mouse.
  38440. */
  38441. inputs: FlyCameraInputsManager;
  38442. /**
  38443. * Gets the input sensibility for mouse input.
  38444. * Higher values reduce sensitivity.
  38445. */
  38446. /**
  38447. * Sets the input sensibility for a mouse input.
  38448. * Higher values reduce sensitivity.
  38449. */
  38450. angularSensibility: number;
  38451. /**
  38452. * Get the keys for camera movement forward.
  38453. */
  38454. /**
  38455. * Set the keys for camera movement forward.
  38456. */
  38457. keysForward: number[];
  38458. /**
  38459. * Get the keys for camera movement backward.
  38460. */
  38461. keysBackward: number[];
  38462. /**
  38463. * Get the keys for camera movement up.
  38464. */
  38465. /**
  38466. * Set the keys for camera movement up.
  38467. */
  38468. keysUp: number[];
  38469. /**
  38470. * Get the keys for camera movement down.
  38471. */
  38472. /**
  38473. * Set the keys for camera movement down.
  38474. */
  38475. keysDown: number[];
  38476. /**
  38477. * Get the keys for camera movement left.
  38478. */
  38479. /**
  38480. * Set the keys for camera movement left.
  38481. */
  38482. keysLeft: number[];
  38483. /**
  38484. * Set the keys for camera movement right.
  38485. */
  38486. /**
  38487. * Set the keys for camera movement right.
  38488. */
  38489. keysRight: number[];
  38490. /**
  38491. * Event raised when the camera collides with a mesh in the scene.
  38492. */
  38493. onCollide: (collidedMesh: AbstractMesh) => void;
  38494. private _collider;
  38495. private _needMoveForGravity;
  38496. private _oldPosition;
  38497. private _diffPosition;
  38498. private _newPosition;
  38499. /** @hidden */
  38500. _localDirection: Vector3;
  38501. /** @hidden */
  38502. _transformedDirection: Vector3;
  38503. /**
  38504. * Instantiates a FlyCamera.
  38505. * This is a flying camera, designed for 3D movement and rotation in all directions,
  38506. * such as in a 3D Space Shooter or a Flight Simulator.
  38507. * @param name Define the name of the camera in the scene.
  38508. * @param position Define the starting position of the camera in the scene.
  38509. * @param scene Define the scene the camera belongs to.
  38510. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  38511. */
  38512. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38513. /**
  38514. * Attach a control to the HTML DOM element.
  38515. * @param element Defines the element that listens to the input events.
  38516. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  38517. */
  38518. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38519. /**
  38520. * Detach a control from the HTML DOM element.
  38521. * The camera will stop reacting to that input.
  38522. * @param element Defines the element that listens to the input events.
  38523. */
  38524. detachControl(element: HTMLElement): void;
  38525. private _collisionMask;
  38526. /**
  38527. * Get the mask that the camera ignores in collision events.
  38528. */
  38529. /**
  38530. * Set the mask that the camera ignores in collision events.
  38531. */
  38532. collisionMask: number;
  38533. /** @hidden */
  38534. _collideWithWorld(displacement: Vector3): void;
  38535. /** @hidden */
  38536. private _onCollisionPositionChange;
  38537. /** @hidden */
  38538. _checkInputs(): void;
  38539. /** @hidden */
  38540. _decideIfNeedsToMove(): boolean;
  38541. /** @hidden */
  38542. _updatePosition(): void;
  38543. /**
  38544. * Restore the Roll to its target value at the rate specified.
  38545. * @param rate - Higher means slower restoring.
  38546. * @hidden
  38547. */
  38548. restoreRoll(rate: number): void;
  38549. /**
  38550. * Destroy the camera and release the current resources held by it.
  38551. */
  38552. dispose(): void;
  38553. /**
  38554. * Get the current object class name.
  38555. * @returns the class name.
  38556. */
  38557. getClassName(): string;
  38558. }
  38559. }
  38560. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  38561. import { Nullable } from "babylonjs/types";
  38562. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38563. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  38564. /**
  38565. * Listen to keyboard events to control the camera.
  38566. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38567. */
  38568. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  38569. /**
  38570. * Defines the camera the input is attached to.
  38571. */
  38572. camera: FlyCamera;
  38573. /**
  38574. * The list of keyboard keys used to control the forward move of the camera.
  38575. */
  38576. keysForward: number[];
  38577. /**
  38578. * The list of keyboard keys used to control the backward move of the camera.
  38579. */
  38580. keysBackward: number[];
  38581. /**
  38582. * The list of keyboard keys used to control the forward move of the camera.
  38583. */
  38584. keysUp: number[];
  38585. /**
  38586. * The list of keyboard keys used to control the backward move of the camera.
  38587. */
  38588. keysDown: number[];
  38589. /**
  38590. * The list of keyboard keys used to control the right strafe move of the camera.
  38591. */
  38592. keysRight: number[];
  38593. /**
  38594. * The list of keyboard keys used to control the left strafe move of the camera.
  38595. */
  38596. keysLeft: number[];
  38597. private _keys;
  38598. private _onCanvasBlurObserver;
  38599. private _onKeyboardObserver;
  38600. private _engine;
  38601. private _scene;
  38602. /**
  38603. * Attach the input controls to a specific dom element to get the input from.
  38604. * @param element Defines the element the controls should be listened from
  38605. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38606. */
  38607. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38608. /**
  38609. * Detach the current controls from the specified dom element.
  38610. * @param element Defines the element to stop listening the inputs from
  38611. */
  38612. detachControl(element: Nullable<HTMLElement>): void;
  38613. /**
  38614. * Gets the class name of the current intput.
  38615. * @returns the class name
  38616. */
  38617. getClassName(): string;
  38618. /** @hidden */
  38619. _onLostFocus(e: FocusEvent): void;
  38620. /**
  38621. * Get the friendly name associated with the input class.
  38622. * @returns the input friendly name
  38623. */
  38624. getSimpleName(): string;
  38625. /**
  38626. * Update the current camera state depending on the inputs that have been used this frame.
  38627. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38628. */
  38629. checkInputs(): void;
  38630. }
  38631. }
  38632. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  38633. import { Nullable } from "babylonjs/types";
  38634. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38635. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38636. /**
  38637. * Manage the mouse wheel inputs to control a follow camera.
  38638. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38639. */
  38640. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  38641. /**
  38642. * Defines the camera the input is attached to.
  38643. */
  38644. camera: FollowCamera;
  38645. /**
  38646. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  38647. */
  38648. axisControlRadius: boolean;
  38649. /**
  38650. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  38651. */
  38652. axisControlHeight: boolean;
  38653. /**
  38654. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  38655. */
  38656. axisControlRotation: boolean;
  38657. /**
  38658. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  38659. * relation to mouseWheel events.
  38660. */
  38661. wheelPrecision: number;
  38662. /**
  38663. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  38664. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  38665. */
  38666. wheelDeltaPercentage: number;
  38667. private _wheel;
  38668. private _observer;
  38669. /**
  38670. * Attach the input controls to a specific dom element to get the input from.
  38671. * @param element Defines the element the controls should be listened from
  38672. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38673. */
  38674. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38675. /**
  38676. * Detach the current controls from the specified dom element.
  38677. * @param element Defines the element to stop listening the inputs from
  38678. */
  38679. detachControl(element: Nullable<HTMLElement>): void;
  38680. /**
  38681. * Gets the class name of the current intput.
  38682. * @returns the class name
  38683. */
  38684. getClassName(): string;
  38685. /**
  38686. * Get the friendly name associated with the input class.
  38687. * @returns the input friendly name
  38688. */
  38689. getSimpleName(): string;
  38690. }
  38691. }
  38692. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  38693. import { Nullable } from "babylonjs/types";
  38694. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38695. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  38696. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  38697. /**
  38698. * Manage the pointers inputs to control an follow camera.
  38699. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38700. */
  38701. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  38702. /**
  38703. * Defines the camera the input is attached to.
  38704. */
  38705. camera: FollowCamera;
  38706. /**
  38707. * Gets the class name of the current input.
  38708. * @returns the class name
  38709. */
  38710. getClassName(): string;
  38711. /**
  38712. * Defines the pointer angular sensibility along the X axis or how fast is
  38713. * the camera rotating.
  38714. * A negative number will reverse the axis direction.
  38715. */
  38716. angularSensibilityX: number;
  38717. /**
  38718. * Defines the pointer angular sensibility along the Y axis or how fast is
  38719. * the camera rotating.
  38720. * A negative number will reverse the axis direction.
  38721. */
  38722. angularSensibilityY: number;
  38723. /**
  38724. * Defines the pointer pinch precision or how fast is the camera zooming.
  38725. * A negative number will reverse the axis direction.
  38726. */
  38727. pinchPrecision: number;
  38728. /**
  38729. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  38730. * from 0.
  38731. * It defines the percentage of current camera.radius to use as delta when
  38732. * pinch zoom is used.
  38733. */
  38734. pinchDeltaPercentage: number;
  38735. /**
  38736. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  38737. */
  38738. axisXControlRadius: boolean;
  38739. /**
  38740. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  38741. */
  38742. axisXControlHeight: boolean;
  38743. /**
  38744. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  38745. */
  38746. axisXControlRotation: boolean;
  38747. /**
  38748. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  38749. */
  38750. axisYControlRadius: boolean;
  38751. /**
  38752. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  38753. */
  38754. axisYControlHeight: boolean;
  38755. /**
  38756. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  38757. */
  38758. axisYControlRotation: boolean;
  38759. /**
  38760. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  38761. */
  38762. axisPinchControlRadius: boolean;
  38763. /**
  38764. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  38765. */
  38766. axisPinchControlHeight: boolean;
  38767. /**
  38768. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  38769. */
  38770. axisPinchControlRotation: boolean;
  38771. /**
  38772. * Log error messages if basic misconfiguration has occurred.
  38773. */
  38774. warningEnable: boolean;
  38775. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  38776. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  38777. private _warningCounter;
  38778. private _warning;
  38779. }
  38780. }
  38781. declare module "babylonjs/Cameras/followCameraInputsManager" {
  38782. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  38783. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38784. /**
  38785. * Default Inputs manager for the FollowCamera.
  38786. * It groups all the default supported inputs for ease of use.
  38787. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38788. */
  38789. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  38790. /**
  38791. * Instantiates a new FollowCameraInputsManager.
  38792. * @param camera Defines the camera the inputs belong to
  38793. */
  38794. constructor(camera: FollowCamera);
  38795. /**
  38796. * Add keyboard input support to the input manager.
  38797. * @returns the current input manager
  38798. */
  38799. addKeyboard(): FollowCameraInputsManager;
  38800. /**
  38801. * Add mouse wheel input support to the input manager.
  38802. * @returns the current input manager
  38803. */
  38804. addMouseWheel(): FollowCameraInputsManager;
  38805. /**
  38806. * Add pointers input support to the input manager.
  38807. * @returns the current input manager
  38808. */
  38809. addPointers(): FollowCameraInputsManager;
  38810. /**
  38811. * Add orientation input support to the input manager.
  38812. * @returns the current input manager
  38813. */
  38814. addVRDeviceOrientation(): FollowCameraInputsManager;
  38815. }
  38816. }
  38817. declare module "babylonjs/Cameras/followCamera" {
  38818. import { Nullable } from "babylonjs/types";
  38819. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  38820. import { Scene } from "babylonjs/scene";
  38821. import { Vector3 } from "babylonjs/Maths/math.vector";
  38822. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38823. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  38824. /**
  38825. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  38826. * an arc rotate version arcFollowCamera are available.
  38827. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38828. */
  38829. export class FollowCamera extends TargetCamera {
  38830. /**
  38831. * Distance the follow camera should follow an object at
  38832. */
  38833. radius: number;
  38834. /**
  38835. * Minimum allowed distance of the camera to the axis of rotation
  38836. * (The camera can not get closer).
  38837. * This can help limiting how the Camera is able to move in the scene.
  38838. */
  38839. lowerRadiusLimit: Nullable<number>;
  38840. /**
  38841. * Maximum allowed distance of the camera to the axis of rotation
  38842. * (The camera can not get further).
  38843. * This can help limiting how the Camera is able to move in the scene.
  38844. */
  38845. upperRadiusLimit: Nullable<number>;
  38846. /**
  38847. * Define a rotation offset between the camera and the object it follows
  38848. */
  38849. rotationOffset: number;
  38850. /**
  38851. * Minimum allowed angle to camera position relative to target object.
  38852. * This can help limiting how the Camera is able to move in the scene.
  38853. */
  38854. lowerRotationOffsetLimit: Nullable<number>;
  38855. /**
  38856. * Maximum allowed angle to camera position relative to target object.
  38857. * This can help limiting how the Camera is able to move in the scene.
  38858. */
  38859. upperRotationOffsetLimit: Nullable<number>;
  38860. /**
  38861. * Define a height offset between the camera and the object it follows.
  38862. * It can help following an object from the top (like a car chaing a plane)
  38863. */
  38864. heightOffset: number;
  38865. /**
  38866. * Minimum allowed height of camera position relative to target object.
  38867. * This can help limiting how the Camera is able to move in the scene.
  38868. */
  38869. lowerHeightOffsetLimit: Nullable<number>;
  38870. /**
  38871. * Maximum allowed height of camera position relative to target object.
  38872. * This can help limiting how the Camera is able to move in the scene.
  38873. */
  38874. upperHeightOffsetLimit: Nullable<number>;
  38875. /**
  38876. * Define how fast the camera can accelerate to follow it s target.
  38877. */
  38878. cameraAcceleration: number;
  38879. /**
  38880. * Define the speed limit of the camera following an object.
  38881. */
  38882. maxCameraSpeed: number;
  38883. /**
  38884. * Define the target of the camera.
  38885. */
  38886. lockedTarget: Nullable<AbstractMesh>;
  38887. /**
  38888. * Defines the input associated with the camera.
  38889. */
  38890. inputs: FollowCameraInputsManager;
  38891. /**
  38892. * Instantiates the follow camera.
  38893. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38894. * @param name Define the name of the camera in the scene
  38895. * @param position Define the position of the camera
  38896. * @param scene Define the scene the camera belong to
  38897. * @param lockedTarget Define the target of the camera
  38898. */
  38899. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  38900. private _follow;
  38901. /**
  38902. * Attached controls to the current camera.
  38903. * @param element Defines the element the controls should be listened from
  38904. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38905. */
  38906. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38907. /**
  38908. * Detach the current controls from the camera.
  38909. * The camera will stop reacting to inputs.
  38910. * @param element Defines the element to stop listening the inputs from
  38911. */
  38912. detachControl(element: HTMLElement): void;
  38913. /** @hidden */
  38914. _checkInputs(): void;
  38915. private _checkLimits;
  38916. /**
  38917. * Gets the camera class name.
  38918. * @returns the class name
  38919. */
  38920. getClassName(): string;
  38921. }
  38922. /**
  38923. * Arc Rotate version of the follow camera.
  38924. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  38925. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38926. */
  38927. export class ArcFollowCamera extends TargetCamera {
  38928. /** The longitudinal angle of the camera */
  38929. alpha: number;
  38930. /** The latitudinal angle of the camera */
  38931. beta: number;
  38932. /** The radius of the camera from its target */
  38933. radius: number;
  38934. /** Define the camera target (the messh it should follow) */
  38935. target: Nullable<AbstractMesh>;
  38936. private _cartesianCoordinates;
  38937. /**
  38938. * Instantiates a new ArcFollowCamera
  38939. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  38940. * @param name Define the name of the camera
  38941. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  38942. * @param beta Define the rotation angle of the camera around the elevation axis
  38943. * @param radius Define the radius of the camera from its target point
  38944. * @param target Define the target of the camera
  38945. * @param scene Define the scene the camera belongs to
  38946. */
  38947. constructor(name: string,
  38948. /** The longitudinal angle of the camera */
  38949. alpha: number,
  38950. /** The latitudinal angle of the camera */
  38951. beta: number,
  38952. /** The radius of the camera from its target */
  38953. radius: number,
  38954. /** Define the camera target (the messh it should follow) */
  38955. target: Nullable<AbstractMesh>, scene: Scene);
  38956. private _follow;
  38957. /** @hidden */
  38958. _checkInputs(): void;
  38959. /**
  38960. * Returns the class name of the object.
  38961. * It is mostly used internally for serialization purposes.
  38962. */
  38963. getClassName(): string;
  38964. }
  38965. }
  38966. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  38967. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38968. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  38969. import { Nullable } from "babylonjs/types";
  38970. /**
  38971. * Manage the keyboard inputs to control the movement of a follow camera.
  38972. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38973. */
  38974. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  38975. /**
  38976. * Defines the camera the input is attached to.
  38977. */
  38978. camera: FollowCamera;
  38979. /**
  38980. * Defines the list of key codes associated with the up action (increase heightOffset)
  38981. */
  38982. keysHeightOffsetIncr: number[];
  38983. /**
  38984. * Defines the list of key codes associated with the down action (decrease heightOffset)
  38985. */
  38986. keysHeightOffsetDecr: number[];
  38987. /**
  38988. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  38989. */
  38990. keysHeightOffsetModifierAlt: boolean;
  38991. /**
  38992. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  38993. */
  38994. keysHeightOffsetModifierCtrl: boolean;
  38995. /**
  38996. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  38997. */
  38998. keysHeightOffsetModifierShift: boolean;
  38999. /**
  39000. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39001. */
  39002. keysRotationOffsetIncr: number[];
  39003. /**
  39004. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39005. */
  39006. keysRotationOffsetDecr: number[];
  39007. /**
  39008. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39009. */
  39010. keysRotationOffsetModifierAlt: boolean;
  39011. /**
  39012. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39013. */
  39014. keysRotationOffsetModifierCtrl: boolean;
  39015. /**
  39016. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39017. */
  39018. keysRotationOffsetModifierShift: boolean;
  39019. /**
  39020. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39021. */
  39022. keysRadiusIncr: number[];
  39023. /**
  39024. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39025. */
  39026. keysRadiusDecr: number[];
  39027. /**
  39028. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39029. */
  39030. keysRadiusModifierAlt: boolean;
  39031. /**
  39032. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39033. */
  39034. keysRadiusModifierCtrl: boolean;
  39035. /**
  39036. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39037. */
  39038. keysRadiusModifierShift: boolean;
  39039. /**
  39040. * Defines the rate of change of heightOffset.
  39041. */
  39042. heightSensibility: number;
  39043. /**
  39044. * Defines the rate of change of rotationOffset.
  39045. */
  39046. rotationSensibility: number;
  39047. /**
  39048. * Defines the rate of change of radius.
  39049. */
  39050. radiusSensibility: number;
  39051. private _keys;
  39052. private _ctrlPressed;
  39053. private _altPressed;
  39054. private _shiftPressed;
  39055. private _onCanvasBlurObserver;
  39056. private _onKeyboardObserver;
  39057. private _engine;
  39058. private _scene;
  39059. /**
  39060. * Attach the input controls to a specific dom element to get the input from.
  39061. * @param element Defines the element the controls should be listened from
  39062. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39063. */
  39064. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39065. /**
  39066. * Detach the current controls from the specified dom element.
  39067. * @param element Defines the element to stop listening the inputs from
  39068. */
  39069. detachControl(element: Nullable<HTMLElement>): void;
  39070. /**
  39071. * Update the current camera state depending on the inputs that have been used this frame.
  39072. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39073. */
  39074. checkInputs(): void;
  39075. /**
  39076. * Gets the class name of the current input.
  39077. * @returns the class name
  39078. */
  39079. getClassName(): string;
  39080. /**
  39081. * Get the friendly name associated with the input class.
  39082. * @returns the input friendly name
  39083. */
  39084. getSimpleName(): string;
  39085. /**
  39086. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39087. * allow modification of the heightOffset value.
  39088. */
  39089. private _modifierHeightOffset;
  39090. /**
  39091. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39092. * allow modification of the rotationOffset value.
  39093. */
  39094. private _modifierRotationOffset;
  39095. /**
  39096. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39097. * allow modification of the radius value.
  39098. */
  39099. private _modifierRadius;
  39100. }
  39101. }
  39102. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39103. import { Nullable } from "babylonjs/types";
  39104. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39105. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39106. import { Observable } from "babylonjs/Misc/observable";
  39107. module "babylonjs/Cameras/freeCameraInputsManager" {
  39108. interface FreeCameraInputsManager {
  39109. /**
  39110. * @hidden
  39111. */
  39112. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39113. /**
  39114. * Add orientation input support to the input manager.
  39115. * @returns the current input manager
  39116. */
  39117. addDeviceOrientation(): FreeCameraInputsManager;
  39118. }
  39119. }
  39120. /**
  39121. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39122. * Screen rotation is taken into account.
  39123. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39124. */
  39125. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39126. private _camera;
  39127. private _screenOrientationAngle;
  39128. private _constantTranform;
  39129. private _screenQuaternion;
  39130. private _alpha;
  39131. private _beta;
  39132. private _gamma;
  39133. /**
  39134. * Can be used to detect if a device orientation sensor is availible on a device
  39135. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39136. * @returns a promise that will resolve on orientation change
  39137. */
  39138. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39139. /**
  39140. * @hidden
  39141. */
  39142. _onDeviceOrientationChangedObservable: Observable<void>;
  39143. /**
  39144. * Instantiates a new input
  39145. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39146. */
  39147. constructor();
  39148. /**
  39149. * Define the camera controlled by the input.
  39150. */
  39151. camera: FreeCamera;
  39152. /**
  39153. * Attach the input controls to a specific dom element to get the input from.
  39154. * @param element Defines the element the controls should be listened from
  39155. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39156. */
  39157. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39158. private _orientationChanged;
  39159. private _deviceOrientation;
  39160. /**
  39161. * Detach the current controls from the specified dom element.
  39162. * @param element Defines the element to stop listening the inputs from
  39163. */
  39164. detachControl(element: Nullable<HTMLElement>): void;
  39165. /**
  39166. * Update the current camera state depending on the inputs that have been used this frame.
  39167. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39168. */
  39169. checkInputs(): void;
  39170. /**
  39171. * Gets the class name of the current intput.
  39172. * @returns the class name
  39173. */
  39174. getClassName(): string;
  39175. /**
  39176. * Get the friendly name associated with the input class.
  39177. * @returns the input friendly name
  39178. */
  39179. getSimpleName(): string;
  39180. }
  39181. }
  39182. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39183. import { Nullable } from "babylonjs/types";
  39184. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39185. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39186. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39187. /**
  39188. * Manage the gamepad inputs to control a free camera.
  39189. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39190. */
  39191. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39192. /**
  39193. * Define the camera the input is attached to.
  39194. */
  39195. camera: FreeCamera;
  39196. /**
  39197. * Define the Gamepad controlling the input
  39198. */
  39199. gamepad: Nullable<Gamepad>;
  39200. /**
  39201. * Defines the gamepad rotation sensiblity.
  39202. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39203. */
  39204. gamepadAngularSensibility: number;
  39205. /**
  39206. * Defines the gamepad move sensiblity.
  39207. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39208. */
  39209. gamepadMoveSensibility: number;
  39210. private _onGamepadConnectedObserver;
  39211. private _onGamepadDisconnectedObserver;
  39212. private _cameraTransform;
  39213. private _deltaTransform;
  39214. private _vector3;
  39215. private _vector2;
  39216. /**
  39217. * Attach the input controls to a specific dom element to get the input from.
  39218. * @param element Defines the element the controls should be listened from
  39219. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39220. */
  39221. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39222. /**
  39223. * Detach the current controls from the specified dom element.
  39224. * @param element Defines the element to stop listening the inputs from
  39225. */
  39226. detachControl(element: Nullable<HTMLElement>): void;
  39227. /**
  39228. * Update the current camera state depending on the inputs that have been used this frame.
  39229. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39230. */
  39231. checkInputs(): void;
  39232. /**
  39233. * Gets the class name of the current intput.
  39234. * @returns the class name
  39235. */
  39236. getClassName(): string;
  39237. /**
  39238. * Get the friendly name associated with the input class.
  39239. * @returns the input friendly name
  39240. */
  39241. getSimpleName(): string;
  39242. }
  39243. }
  39244. declare module "babylonjs/Misc/virtualJoystick" {
  39245. import { Nullable } from "babylonjs/types";
  39246. import { Vector3 } from "babylonjs/Maths/math.vector";
  39247. /**
  39248. * Defines the potential axis of a Joystick
  39249. */
  39250. export enum JoystickAxis {
  39251. /** X axis */
  39252. X = 0,
  39253. /** Y axis */
  39254. Y = 1,
  39255. /** Z axis */
  39256. Z = 2
  39257. }
  39258. /**
  39259. * Class used to define virtual joystick (used in touch mode)
  39260. */
  39261. export class VirtualJoystick {
  39262. /**
  39263. * Gets or sets a boolean indicating that left and right values must be inverted
  39264. */
  39265. reverseLeftRight: boolean;
  39266. /**
  39267. * Gets or sets a boolean indicating that up and down values must be inverted
  39268. */
  39269. reverseUpDown: boolean;
  39270. /**
  39271. * Gets the offset value for the position (ie. the change of the position value)
  39272. */
  39273. deltaPosition: Vector3;
  39274. /**
  39275. * Gets a boolean indicating if the virtual joystick was pressed
  39276. */
  39277. pressed: boolean;
  39278. /**
  39279. * Canvas the virtual joystick will render onto, default z-index of this is 5
  39280. */
  39281. static Canvas: Nullable<HTMLCanvasElement>;
  39282. private static _globalJoystickIndex;
  39283. private static vjCanvasContext;
  39284. private static vjCanvasWidth;
  39285. private static vjCanvasHeight;
  39286. private static halfWidth;
  39287. private _action;
  39288. private _axisTargetedByLeftAndRight;
  39289. private _axisTargetedByUpAndDown;
  39290. private _joystickSensibility;
  39291. private _inversedSensibility;
  39292. private _joystickPointerID;
  39293. private _joystickColor;
  39294. private _joystickPointerPos;
  39295. private _joystickPreviousPointerPos;
  39296. private _joystickPointerStartPos;
  39297. private _deltaJoystickVector;
  39298. private _leftJoystick;
  39299. private _touches;
  39300. private _onPointerDownHandlerRef;
  39301. private _onPointerMoveHandlerRef;
  39302. private _onPointerUpHandlerRef;
  39303. private _onResize;
  39304. /**
  39305. * Creates a new virtual joystick
  39306. * @param leftJoystick defines that the joystick is for left hand (false by default)
  39307. */
  39308. constructor(leftJoystick?: boolean);
  39309. /**
  39310. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  39311. * @param newJoystickSensibility defines the new sensibility
  39312. */
  39313. setJoystickSensibility(newJoystickSensibility: number): void;
  39314. private _onPointerDown;
  39315. private _onPointerMove;
  39316. private _onPointerUp;
  39317. /**
  39318. * Change the color of the virtual joystick
  39319. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  39320. */
  39321. setJoystickColor(newColor: string): void;
  39322. /**
  39323. * Defines a callback to call when the joystick is touched
  39324. * @param action defines the callback
  39325. */
  39326. setActionOnTouch(action: () => any): void;
  39327. /**
  39328. * Defines which axis you'd like to control for left & right
  39329. * @param axis defines the axis to use
  39330. */
  39331. setAxisForLeftRight(axis: JoystickAxis): void;
  39332. /**
  39333. * Defines which axis you'd like to control for up & down
  39334. * @param axis defines the axis to use
  39335. */
  39336. setAxisForUpDown(axis: JoystickAxis): void;
  39337. private _drawVirtualJoystick;
  39338. /**
  39339. * Release internal HTML canvas
  39340. */
  39341. releaseCanvas(): void;
  39342. }
  39343. }
  39344. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  39345. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  39346. import { Nullable } from "babylonjs/types";
  39347. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39348. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39349. module "babylonjs/Cameras/freeCameraInputsManager" {
  39350. interface FreeCameraInputsManager {
  39351. /**
  39352. * Add virtual joystick input support to the input manager.
  39353. * @returns the current input manager
  39354. */
  39355. addVirtualJoystick(): FreeCameraInputsManager;
  39356. }
  39357. }
  39358. /**
  39359. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  39360. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39361. */
  39362. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  39363. /**
  39364. * Defines the camera the input is attached to.
  39365. */
  39366. camera: FreeCamera;
  39367. private _leftjoystick;
  39368. private _rightjoystick;
  39369. /**
  39370. * Gets the left stick of the virtual joystick.
  39371. * @returns The virtual Joystick
  39372. */
  39373. getLeftJoystick(): VirtualJoystick;
  39374. /**
  39375. * Gets the right stick of the virtual joystick.
  39376. * @returns The virtual Joystick
  39377. */
  39378. getRightJoystick(): VirtualJoystick;
  39379. /**
  39380. * Update the current camera state depending on the inputs that have been used this frame.
  39381. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39382. */
  39383. checkInputs(): void;
  39384. /**
  39385. * Attach the input controls to a specific dom element to get the input from.
  39386. * @param element Defines the element the controls should be listened from
  39387. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39388. */
  39389. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39390. /**
  39391. * Detach the current controls from the specified dom element.
  39392. * @param element Defines the element to stop listening the inputs from
  39393. */
  39394. detachControl(element: Nullable<HTMLElement>): void;
  39395. /**
  39396. * Gets the class name of the current intput.
  39397. * @returns the class name
  39398. */
  39399. getClassName(): string;
  39400. /**
  39401. * Get the friendly name associated with the input class.
  39402. * @returns the input friendly name
  39403. */
  39404. getSimpleName(): string;
  39405. }
  39406. }
  39407. declare module "babylonjs/Cameras/Inputs/index" {
  39408. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  39409. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  39410. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  39411. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  39412. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  39413. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  39414. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  39415. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  39416. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  39417. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  39418. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39419. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  39420. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  39421. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  39422. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  39423. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  39424. }
  39425. declare module "babylonjs/Cameras/touchCamera" {
  39426. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39427. import { Scene } from "babylonjs/scene";
  39428. import { Vector3 } from "babylonjs/Maths/math.vector";
  39429. /**
  39430. * This represents a FPS type of camera controlled by touch.
  39431. * This is like a universal camera minus the Gamepad controls.
  39432. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39433. */
  39434. export class TouchCamera extends FreeCamera {
  39435. /**
  39436. * Defines the touch sensibility for rotation.
  39437. * The higher the faster.
  39438. */
  39439. touchAngularSensibility: number;
  39440. /**
  39441. * Defines the touch sensibility for move.
  39442. * The higher the faster.
  39443. */
  39444. touchMoveSensibility: number;
  39445. /**
  39446. * Instantiates a new touch camera.
  39447. * This represents a FPS type of camera controlled by touch.
  39448. * This is like a universal camera minus the Gamepad controls.
  39449. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  39450. * @param name Define the name of the camera in the scene
  39451. * @param position Define the start position of the camera in the scene
  39452. * @param scene Define the scene the camera belongs to
  39453. */
  39454. constructor(name: string, position: Vector3, scene: Scene);
  39455. /**
  39456. * Gets the current object class name.
  39457. * @return the class name
  39458. */
  39459. getClassName(): string;
  39460. /** @hidden */
  39461. _setupInputs(): void;
  39462. }
  39463. }
  39464. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  39465. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39466. import { Scene } from "babylonjs/scene";
  39467. import { Vector3 } from "babylonjs/Maths/math.vector";
  39468. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  39469. import { Axis } from "babylonjs/Maths/math.axis";
  39470. /**
  39471. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  39472. * being tilted forward or back and left or right.
  39473. */
  39474. export class DeviceOrientationCamera extends FreeCamera {
  39475. private _initialQuaternion;
  39476. private _quaternionCache;
  39477. private _tmpDragQuaternion;
  39478. private _disablePointerInputWhenUsingDeviceOrientation;
  39479. /**
  39480. * Creates a new device orientation camera
  39481. * @param name The name of the camera
  39482. * @param position The start position camera
  39483. * @param scene The scene the camera belongs to
  39484. */
  39485. constructor(name: string, position: Vector3, scene: Scene);
  39486. /**
  39487. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  39488. */
  39489. disablePointerInputWhenUsingDeviceOrientation: boolean;
  39490. private _dragFactor;
  39491. /**
  39492. * Enabled turning on the y axis when the orientation sensor is active
  39493. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  39494. */
  39495. enableHorizontalDragging(dragFactor?: number): void;
  39496. /**
  39497. * Gets the current instance class name ("DeviceOrientationCamera").
  39498. * This helps avoiding instanceof at run time.
  39499. * @returns the class name
  39500. */
  39501. getClassName(): string;
  39502. /**
  39503. * @hidden
  39504. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  39505. */
  39506. _checkInputs(): void;
  39507. /**
  39508. * Reset the camera to its default orientation on the specified axis only.
  39509. * @param axis The axis to reset
  39510. */
  39511. resetToCurrentRotation(axis?: Axis): void;
  39512. }
  39513. }
  39514. declare module "babylonjs/Gamepads/xboxGamepad" {
  39515. import { Observable } from "babylonjs/Misc/observable";
  39516. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39517. /**
  39518. * Defines supported buttons for XBox360 compatible gamepads
  39519. */
  39520. export enum Xbox360Button {
  39521. /** A */
  39522. A = 0,
  39523. /** B */
  39524. B = 1,
  39525. /** X */
  39526. X = 2,
  39527. /** Y */
  39528. Y = 3,
  39529. /** Start */
  39530. Start = 4,
  39531. /** Back */
  39532. Back = 5,
  39533. /** Left button */
  39534. LB = 6,
  39535. /** Right button */
  39536. RB = 7,
  39537. /** Left stick */
  39538. LeftStick = 8,
  39539. /** Right stick */
  39540. RightStick = 9
  39541. }
  39542. /** Defines values for XBox360 DPad */
  39543. export enum Xbox360Dpad {
  39544. /** Up */
  39545. Up = 0,
  39546. /** Down */
  39547. Down = 1,
  39548. /** Left */
  39549. Left = 2,
  39550. /** Right */
  39551. Right = 3
  39552. }
  39553. /**
  39554. * Defines a XBox360 gamepad
  39555. */
  39556. export class Xbox360Pad extends Gamepad {
  39557. private _leftTrigger;
  39558. private _rightTrigger;
  39559. private _onlefttriggerchanged;
  39560. private _onrighttriggerchanged;
  39561. private _onbuttondown;
  39562. private _onbuttonup;
  39563. private _ondpaddown;
  39564. private _ondpadup;
  39565. /** Observable raised when a button is pressed */
  39566. onButtonDownObservable: Observable<Xbox360Button>;
  39567. /** Observable raised when a button is released */
  39568. onButtonUpObservable: Observable<Xbox360Button>;
  39569. /** Observable raised when a pad is pressed */
  39570. onPadDownObservable: Observable<Xbox360Dpad>;
  39571. /** Observable raised when a pad is released */
  39572. onPadUpObservable: Observable<Xbox360Dpad>;
  39573. private _buttonA;
  39574. private _buttonB;
  39575. private _buttonX;
  39576. private _buttonY;
  39577. private _buttonBack;
  39578. private _buttonStart;
  39579. private _buttonLB;
  39580. private _buttonRB;
  39581. private _buttonLeftStick;
  39582. private _buttonRightStick;
  39583. private _dPadUp;
  39584. private _dPadDown;
  39585. private _dPadLeft;
  39586. private _dPadRight;
  39587. private _isXboxOnePad;
  39588. /**
  39589. * Creates a new XBox360 gamepad object
  39590. * @param id defines the id of this gamepad
  39591. * @param index defines its index
  39592. * @param gamepad defines the internal HTML gamepad object
  39593. * @param xboxOne defines if it is a XBox One gamepad
  39594. */
  39595. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  39596. /**
  39597. * Defines the callback to call when left trigger is pressed
  39598. * @param callback defines the callback to use
  39599. */
  39600. onlefttriggerchanged(callback: (value: number) => void): void;
  39601. /**
  39602. * Defines the callback to call when right trigger is pressed
  39603. * @param callback defines the callback to use
  39604. */
  39605. onrighttriggerchanged(callback: (value: number) => void): void;
  39606. /**
  39607. * Gets the left trigger value
  39608. */
  39609. /**
  39610. * Sets the left trigger value
  39611. */
  39612. leftTrigger: number;
  39613. /**
  39614. * Gets the right trigger value
  39615. */
  39616. /**
  39617. * Sets the right trigger value
  39618. */
  39619. rightTrigger: number;
  39620. /**
  39621. * Defines the callback to call when a button is pressed
  39622. * @param callback defines the callback to use
  39623. */
  39624. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  39625. /**
  39626. * Defines the callback to call when a button is released
  39627. * @param callback defines the callback to use
  39628. */
  39629. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  39630. /**
  39631. * Defines the callback to call when a pad is pressed
  39632. * @param callback defines the callback to use
  39633. */
  39634. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  39635. /**
  39636. * Defines the callback to call when a pad is released
  39637. * @param callback defines the callback to use
  39638. */
  39639. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  39640. private _setButtonValue;
  39641. private _setDPadValue;
  39642. /**
  39643. * Gets the value of the `A` button
  39644. */
  39645. /**
  39646. * Sets the value of the `A` button
  39647. */
  39648. buttonA: number;
  39649. /**
  39650. * Gets the value of the `B` button
  39651. */
  39652. /**
  39653. * Sets the value of the `B` button
  39654. */
  39655. buttonB: number;
  39656. /**
  39657. * Gets the value of the `X` button
  39658. */
  39659. /**
  39660. * Sets the value of the `X` button
  39661. */
  39662. buttonX: number;
  39663. /**
  39664. * Gets the value of the `Y` button
  39665. */
  39666. /**
  39667. * Sets the value of the `Y` button
  39668. */
  39669. buttonY: number;
  39670. /**
  39671. * Gets the value of the `Start` button
  39672. */
  39673. /**
  39674. * Sets the value of the `Start` button
  39675. */
  39676. buttonStart: number;
  39677. /**
  39678. * Gets the value of the `Back` button
  39679. */
  39680. /**
  39681. * Sets the value of the `Back` button
  39682. */
  39683. buttonBack: number;
  39684. /**
  39685. * Gets the value of the `Left` button
  39686. */
  39687. /**
  39688. * Sets the value of the `Left` button
  39689. */
  39690. buttonLB: number;
  39691. /**
  39692. * Gets the value of the `Right` button
  39693. */
  39694. /**
  39695. * Sets the value of the `Right` button
  39696. */
  39697. buttonRB: number;
  39698. /**
  39699. * Gets the value of the Left joystick
  39700. */
  39701. /**
  39702. * Sets the value of the Left joystick
  39703. */
  39704. buttonLeftStick: number;
  39705. /**
  39706. * Gets the value of the Right joystick
  39707. */
  39708. /**
  39709. * Sets the value of the Right joystick
  39710. */
  39711. buttonRightStick: number;
  39712. /**
  39713. * Gets the value of D-pad up
  39714. */
  39715. /**
  39716. * Sets the value of D-pad up
  39717. */
  39718. dPadUp: number;
  39719. /**
  39720. * Gets the value of D-pad down
  39721. */
  39722. /**
  39723. * Sets the value of D-pad down
  39724. */
  39725. dPadDown: number;
  39726. /**
  39727. * Gets the value of D-pad left
  39728. */
  39729. /**
  39730. * Sets the value of D-pad left
  39731. */
  39732. dPadLeft: number;
  39733. /**
  39734. * Gets the value of D-pad right
  39735. */
  39736. /**
  39737. * Sets the value of D-pad right
  39738. */
  39739. dPadRight: number;
  39740. /**
  39741. * Force the gamepad to synchronize with device values
  39742. */
  39743. update(): void;
  39744. /**
  39745. * Disposes the gamepad
  39746. */
  39747. dispose(): void;
  39748. }
  39749. }
  39750. declare module "babylonjs/Gamepads/dualShockGamepad" {
  39751. import { Observable } from "babylonjs/Misc/observable";
  39752. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39753. /**
  39754. * Defines supported buttons for DualShock compatible gamepads
  39755. */
  39756. export enum DualShockButton {
  39757. /** Cross */
  39758. Cross = 0,
  39759. /** Circle */
  39760. Circle = 1,
  39761. /** Square */
  39762. Square = 2,
  39763. /** Triangle */
  39764. Triangle = 3,
  39765. /** Options */
  39766. Options = 4,
  39767. /** Share */
  39768. Share = 5,
  39769. /** L1 */
  39770. L1 = 6,
  39771. /** R1 */
  39772. R1 = 7,
  39773. /** Left stick */
  39774. LeftStick = 8,
  39775. /** Right stick */
  39776. RightStick = 9
  39777. }
  39778. /** Defines values for DualShock DPad */
  39779. export enum DualShockDpad {
  39780. /** Up */
  39781. Up = 0,
  39782. /** Down */
  39783. Down = 1,
  39784. /** Left */
  39785. Left = 2,
  39786. /** Right */
  39787. Right = 3
  39788. }
  39789. /**
  39790. * Defines a DualShock gamepad
  39791. */
  39792. export class DualShockPad extends Gamepad {
  39793. private _leftTrigger;
  39794. private _rightTrigger;
  39795. private _onlefttriggerchanged;
  39796. private _onrighttriggerchanged;
  39797. private _onbuttondown;
  39798. private _onbuttonup;
  39799. private _ondpaddown;
  39800. private _ondpadup;
  39801. /** Observable raised when a button is pressed */
  39802. onButtonDownObservable: Observable<DualShockButton>;
  39803. /** Observable raised when a button is released */
  39804. onButtonUpObservable: Observable<DualShockButton>;
  39805. /** Observable raised when a pad is pressed */
  39806. onPadDownObservable: Observable<DualShockDpad>;
  39807. /** Observable raised when a pad is released */
  39808. onPadUpObservable: Observable<DualShockDpad>;
  39809. private _buttonCross;
  39810. private _buttonCircle;
  39811. private _buttonSquare;
  39812. private _buttonTriangle;
  39813. private _buttonShare;
  39814. private _buttonOptions;
  39815. private _buttonL1;
  39816. private _buttonR1;
  39817. private _buttonLeftStick;
  39818. private _buttonRightStick;
  39819. private _dPadUp;
  39820. private _dPadDown;
  39821. private _dPadLeft;
  39822. private _dPadRight;
  39823. /**
  39824. * Creates a new DualShock gamepad object
  39825. * @param id defines the id of this gamepad
  39826. * @param index defines its index
  39827. * @param gamepad defines the internal HTML gamepad object
  39828. */
  39829. constructor(id: string, index: number, gamepad: any);
  39830. /**
  39831. * Defines the callback to call when left trigger is pressed
  39832. * @param callback defines the callback to use
  39833. */
  39834. onlefttriggerchanged(callback: (value: number) => void): void;
  39835. /**
  39836. * Defines the callback to call when right trigger is pressed
  39837. * @param callback defines the callback to use
  39838. */
  39839. onrighttriggerchanged(callback: (value: number) => void): void;
  39840. /**
  39841. * Gets the left trigger value
  39842. */
  39843. /**
  39844. * Sets the left trigger value
  39845. */
  39846. leftTrigger: number;
  39847. /**
  39848. * Gets the right trigger value
  39849. */
  39850. /**
  39851. * Sets the right trigger value
  39852. */
  39853. rightTrigger: number;
  39854. /**
  39855. * Defines the callback to call when a button is pressed
  39856. * @param callback defines the callback to use
  39857. */
  39858. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  39859. /**
  39860. * Defines the callback to call when a button is released
  39861. * @param callback defines the callback to use
  39862. */
  39863. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  39864. /**
  39865. * Defines the callback to call when a pad is pressed
  39866. * @param callback defines the callback to use
  39867. */
  39868. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  39869. /**
  39870. * Defines the callback to call when a pad is released
  39871. * @param callback defines the callback to use
  39872. */
  39873. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  39874. private _setButtonValue;
  39875. private _setDPadValue;
  39876. /**
  39877. * Gets the value of the `Cross` button
  39878. */
  39879. /**
  39880. * Sets the value of the `Cross` button
  39881. */
  39882. buttonCross: number;
  39883. /**
  39884. * Gets the value of the `Circle` button
  39885. */
  39886. /**
  39887. * Sets the value of the `Circle` button
  39888. */
  39889. buttonCircle: number;
  39890. /**
  39891. * Gets the value of the `Square` button
  39892. */
  39893. /**
  39894. * Sets the value of the `Square` button
  39895. */
  39896. buttonSquare: number;
  39897. /**
  39898. * Gets the value of the `Triangle` button
  39899. */
  39900. /**
  39901. * Sets the value of the `Triangle` button
  39902. */
  39903. buttonTriangle: number;
  39904. /**
  39905. * Gets the value of the `Options` button
  39906. */
  39907. /**
  39908. * Sets the value of the `Options` button
  39909. */
  39910. buttonOptions: number;
  39911. /**
  39912. * Gets the value of the `Share` button
  39913. */
  39914. /**
  39915. * Sets the value of the `Share` button
  39916. */
  39917. buttonShare: number;
  39918. /**
  39919. * Gets the value of the `L1` button
  39920. */
  39921. /**
  39922. * Sets the value of the `L1` button
  39923. */
  39924. buttonL1: number;
  39925. /**
  39926. * Gets the value of the `R1` button
  39927. */
  39928. /**
  39929. * Sets the value of the `R1` button
  39930. */
  39931. buttonR1: number;
  39932. /**
  39933. * Gets the value of the Left joystick
  39934. */
  39935. /**
  39936. * Sets the value of the Left joystick
  39937. */
  39938. buttonLeftStick: number;
  39939. /**
  39940. * Gets the value of the Right joystick
  39941. */
  39942. /**
  39943. * Sets the value of the Right joystick
  39944. */
  39945. buttonRightStick: number;
  39946. /**
  39947. * Gets the value of D-pad up
  39948. */
  39949. /**
  39950. * Sets the value of D-pad up
  39951. */
  39952. dPadUp: number;
  39953. /**
  39954. * Gets the value of D-pad down
  39955. */
  39956. /**
  39957. * Sets the value of D-pad down
  39958. */
  39959. dPadDown: number;
  39960. /**
  39961. * Gets the value of D-pad left
  39962. */
  39963. /**
  39964. * Sets the value of D-pad left
  39965. */
  39966. dPadLeft: number;
  39967. /**
  39968. * Gets the value of D-pad right
  39969. */
  39970. /**
  39971. * Sets the value of D-pad right
  39972. */
  39973. dPadRight: number;
  39974. /**
  39975. * Force the gamepad to synchronize with device values
  39976. */
  39977. update(): void;
  39978. /**
  39979. * Disposes the gamepad
  39980. */
  39981. dispose(): void;
  39982. }
  39983. }
  39984. declare module "babylonjs/Gamepads/gamepadManager" {
  39985. import { Observable } from "babylonjs/Misc/observable";
  39986. import { Nullable } from "babylonjs/types";
  39987. import { Scene } from "babylonjs/scene";
  39988. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39989. /**
  39990. * Manager for handling gamepads
  39991. */
  39992. export class GamepadManager {
  39993. private _scene?;
  39994. private _babylonGamepads;
  39995. private _oneGamepadConnected;
  39996. /** @hidden */
  39997. _isMonitoring: boolean;
  39998. private _gamepadEventSupported;
  39999. private _gamepadSupport;
  40000. /**
  40001. * observable to be triggered when the gamepad controller has been connected
  40002. */
  40003. onGamepadConnectedObservable: Observable<Gamepad>;
  40004. /**
  40005. * observable to be triggered when the gamepad controller has been disconnected
  40006. */
  40007. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40008. private _onGamepadConnectedEvent;
  40009. private _onGamepadDisconnectedEvent;
  40010. /**
  40011. * Initializes the gamepad manager
  40012. * @param _scene BabylonJS scene
  40013. */
  40014. constructor(_scene?: Scene | undefined);
  40015. /**
  40016. * The gamepads in the game pad manager
  40017. */
  40018. readonly gamepads: Gamepad[];
  40019. /**
  40020. * Get the gamepad controllers based on type
  40021. * @param type The type of gamepad controller
  40022. * @returns Nullable gamepad
  40023. */
  40024. getGamepadByType(type?: number): Nullable<Gamepad>;
  40025. /**
  40026. * Disposes the gamepad manager
  40027. */
  40028. dispose(): void;
  40029. private _addNewGamepad;
  40030. private _startMonitoringGamepads;
  40031. private _stopMonitoringGamepads;
  40032. /** @hidden */
  40033. _checkGamepadsStatus(): void;
  40034. private _updateGamepadObjects;
  40035. }
  40036. }
  40037. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40038. import { Nullable } from "babylonjs/types";
  40039. import { Scene } from "babylonjs/scene";
  40040. import { ISceneComponent } from "babylonjs/sceneComponent";
  40041. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40042. module "babylonjs/scene" {
  40043. interface Scene {
  40044. /** @hidden */
  40045. _gamepadManager: Nullable<GamepadManager>;
  40046. /**
  40047. * Gets the gamepad manager associated with the scene
  40048. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40049. */
  40050. gamepadManager: GamepadManager;
  40051. }
  40052. }
  40053. module "babylonjs/Cameras/freeCameraInputsManager" {
  40054. /**
  40055. * Interface representing a free camera inputs manager
  40056. */
  40057. interface FreeCameraInputsManager {
  40058. /**
  40059. * Adds gamepad input support to the FreeCameraInputsManager.
  40060. * @returns the FreeCameraInputsManager
  40061. */
  40062. addGamepad(): FreeCameraInputsManager;
  40063. }
  40064. }
  40065. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40066. /**
  40067. * Interface representing an arc rotate camera inputs manager
  40068. */
  40069. interface ArcRotateCameraInputsManager {
  40070. /**
  40071. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40072. * @returns the camera inputs manager
  40073. */
  40074. addGamepad(): ArcRotateCameraInputsManager;
  40075. }
  40076. }
  40077. /**
  40078. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40079. */
  40080. export class GamepadSystemSceneComponent implements ISceneComponent {
  40081. /**
  40082. * The component name helpfull to identify the component in the list of scene components.
  40083. */
  40084. readonly name: string;
  40085. /**
  40086. * The scene the component belongs to.
  40087. */
  40088. scene: Scene;
  40089. /**
  40090. * Creates a new instance of the component for the given scene
  40091. * @param scene Defines the scene to register the component in
  40092. */
  40093. constructor(scene: Scene);
  40094. /**
  40095. * Registers the component in a given scene
  40096. */
  40097. register(): void;
  40098. /**
  40099. * Rebuilds the elements related to this component in case of
  40100. * context lost for instance.
  40101. */
  40102. rebuild(): void;
  40103. /**
  40104. * Disposes the component and the associated ressources
  40105. */
  40106. dispose(): void;
  40107. private _beforeCameraUpdate;
  40108. }
  40109. }
  40110. declare module "babylonjs/Cameras/universalCamera" {
  40111. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  40112. import { Scene } from "babylonjs/scene";
  40113. import { Vector3 } from "babylonjs/Maths/math.vector";
  40114. import "babylonjs/Gamepads/gamepadSceneComponent";
  40115. /**
  40116. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  40117. * which still works and will still be found in many Playgrounds.
  40118. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40119. */
  40120. export class UniversalCamera extends TouchCamera {
  40121. /**
  40122. * Defines the gamepad rotation sensiblity.
  40123. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40124. */
  40125. gamepadAngularSensibility: number;
  40126. /**
  40127. * Defines the gamepad move sensiblity.
  40128. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40129. */
  40130. gamepadMoveSensibility: number;
  40131. /**
  40132. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  40133. * which still works and will still be found in many Playgrounds.
  40134. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40135. * @param name Define the name of the camera in the scene
  40136. * @param position Define the start position of the camera in the scene
  40137. * @param scene Define the scene the camera belongs to
  40138. */
  40139. constructor(name: string, position: Vector3, scene: Scene);
  40140. /**
  40141. * Gets the current object class name.
  40142. * @return the class name
  40143. */
  40144. getClassName(): string;
  40145. }
  40146. }
  40147. declare module "babylonjs/Cameras/gamepadCamera" {
  40148. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40149. import { Scene } from "babylonjs/scene";
  40150. import { Vector3 } from "babylonjs/Maths/math.vector";
  40151. /**
  40152. * This represents a FPS type of camera. This is only here for back compat purpose.
  40153. * Please use the UniversalCamera instead as both are identical.
  40154. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40155. */
  40156. export class GamepadCamera extends UniversalCamera {
  40157. /**
  40158. * Instantiates a new Gamepad Camera
  40159. * This represents a FPS type of camera. This is only here for back compat purpose.
  40160. * Please use the UniversalCamera instead as both are identical.
  40161. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40162. * @param name Define the name of the camera in the scene
  40163. * @param position Define the start position of the camera in the scene
  40164. * @param scene Define the scene the camera belongs to
  40165. */
  40166. constructor(name: string, position: Vector3, scene: Scene);
  40167. /**
  40168. * Gets the current object class name.
  40169. * @return the class name
  40170. */
  40171. getClassName(): string;
  40172. }
  40173. }
  40174. declare module "babylonjs/Shaders/pass.fragment" {
  40175. /** @hidden */
  40176. export var passPixelShader: {
  40177. name: string;
  40178. shader: string;
  40179. };
  40180. }
  40181. declare module "babylonjs/Shaders/passCube.fragment" {
  40182. /** @hidden */
  40183. export var passCubePixelShader: {
  40184. name: string;
  40185. shader: string;
  40186. };
  40187. }
  40188. declare module "babylonjs/PostProcesses/passPostProcess" {
  40189. import { Nullable } from "babylonjs/types";
  40190. import { Camera } from "babylonjs/Cameras/camera";
  40191. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40192. import { Engine } from "babylonjs/Engines/engine";
  40193. import "babylonjs/Shaders/pass.fragment";
  40194. import "babylonjs/Shaders/passCube.fragment";
  40195. /**
  40196. * PassPostProcess which produces an output the same as it's input
  40197. */
  40198. export class PassPostProcess extends PostProcess {
  40199. /**
  40200. * Creates the PassPostProcess
  40201. * @param name The name of the effect.
  40202. * @param options The required width/height ratio to downsize to before computing the render pass.
  40203. * @param camera The camera to apply the render pass to.
  40204. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40205. * @param engine The engine which the post process will be applied. (default: current engine)
  40206. * @param reusable If the post process can be reused on the same frame. (default: false)
  40207. * @param textureType The type of texture to be used when performing the post processing.
  40208. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  40209. */
  40210. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40211. }
  40212. /**
  40213. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  40214. */
  40215. export class PassCubePostProcess extends PostProcess {
  40216. private _face;
  40217. /**
  40218. * Gets or sets the cube face to display.
  40219. * * 0 is +X
  40220. * * 1 is -X
  40221. * * 2 is +Y
  40222. * * 3 is -Y
  40223. * * 4 is +Z
  40224. * * 5 is -Z
  40225. */
  40226. face: number;
  40227. /**
  40228. * Creates the PassCubePostProcess
  40229. * @param name The name of the effect.
  40230. * @param options The required width/height ratio to downsize to before computing the render pass.
  40231. * @param camera The camera to apply the render pass to.
  40232. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40233. * @param engine The engine which the post process will be applied. (default: current engine)
  40234. * @param reusable If the post process can be reused on the same frame. (default: false)
  40235. * @param textureType The type of texture to be used when performing the post processing.
  40236. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  40237. */
  40238. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40239. }
  40240. }
  40241. declare module "babylonjs/Shaders/anaglyph.fragment" {
  40242. /** @hidden */
  40243. export var anaglyphPixelShader: {
  40244. name: string;
  40245. shader: string;
  40246. };
  40247. }
  40248. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  40249. import { Engine } from "babylonjs/Engines/engine";
  40250. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40251. import { Camera } from "babylonjs/Cameras/camera";
  40252. import "babylonjs/Shaders/anaglyph.fragment";
  40253. /**
  40254. * Postprocess used to generate anaglyphic rendering
  40255. */
  40256. export class AnaglyphPostProcess extends PostProcess {
  40257. private _passedProcess;
  40258. /**
  40259. * Creates a new AnaglyphPostProcess
  40260. * @param name defines postprocess name
  40261. * @param options defines creation options or target ratio scale
  40262. * @param rigCameras defines cameras using this postprocess
  40263. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  40264. * @param engine defines hosting engine
  40265. * @param reusable defines if the postprocess will be reused multiple times per frame
  40266. */
  40267. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  40268. }
  40269. }
  40270. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  40271. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  40272. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40273. import { Scene } from "babylonjs/scene";
  40274. import { Vector3 } from "babylonjs/Maths/math.vector";
  40275. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40276. /**
  40277. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  40278. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40279. */
  40280. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  40281. /**
  40282. * Creates a new AnaglyphArcRotateCamera
  40283. * @param name defines camera name
  40284. * @param alpha defines alpha angle (in radians)
  40285. * @param beta defines beta angle (in radians)
  40286. * @param radius defines radius
  40287. * @param target defines camera target
  40288. * @param interaxialDistance defines distance between each color axis
  40289. * @param scene defines the hosting scene
  40290. */
  40291. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  40292. /**
  40293. * Gets camera class name
  40294. * @returns AnaglyphArcRotateCamera
  40295. */
  40296. getClassName(): string;
  40297. }
  40298. }
  40299. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  40300. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40301. import { Scene } from "babylonjs/scene";
  40302. import { Vector3 } from "babylonjs/Maths/math.vector";
  40303. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40304. /**
  40305. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  40306. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40307. */
  40308. export class AnaglyphFreeCamera extends FreeCamera {
  40309. /**
  40310. * Creates a new AnaglyphFreeCamera
  40311. * @param name defines camera name
  40312. * @param position defines initial position
  40313. * @param interaxialDistance defines distance between each color axis
  40314. * @param scene defines the hosting scene
  40315. */
  40316. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40317. /**
  40318. * Gets camera class name
  40319. * @returns AnaglyphFreeCamera
  40320. */
  40321. getClassName(): string;
  40322. }
  40323. }
  40324. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  40325. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40326. import { Scene } from "babylonjs/scene";
  40327. import { Vector3 } from "babylonjs/Maths/math.vector";
  40328. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40329. /**
  40330. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  40331. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40332. */
  40333. export class AnaglyphGamepadCamera extends GamepadCamera {
  40334. /**
  40335. * Creates a new AnaglyphGamepadCamera
  40336. * @param name defines camera name
  40337. * @param position defines initial position
  40338. * @param interaxialDistance defines distance between each color axis
  40339. * @param scene defines the hosting scene
  40340. */
  40341. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40342. /**
  40343. * Gets camera class name
  40344. * @returns AnaglyphGamepadCamera
  40345. */
  40346. getClassName(): string;
  40347. }
  40348. }
  40349. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  40350. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40351. import { Scene } from "babylonjs/scene";
  40352. import { Vector3 } from "babylonjs/Maths/math.vector";
  40353. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  40354. /**
  40355. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  40356. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  40357. */
  40358. export class AnaglyphUniversalCamera extends UniversalCamera {
  40359. /**
  40360. * Creates a new AnaglyphUniversalCamera
  40361. * @param name defines camera name
  40362. * @param position defines initial position
  40363. * @param interaxialDistance defines distance between each color axis
  40364. * @param scene defines the hosting scene
  40365. */
  40366. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  40367. /**
  40368. * Gets camera class name
  40369. * @returns AnaglyphUniversalCamera
  40370. */
  40371. getClassName(): string;
  40372. }
  40373. }
  40374. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  40375. /** @hidden */
  40376. export var stereoscopicInterlacePixelShader: {
  40377. name: string;
  40378. shader: string;
  40379. };
  40380. }
  40381. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  40382. import { Camera } from "babylonjs/Cameras/camera";
  40383. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40384. import { Engine } from "babylonjs/Engines/engine";
  40385. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  40386. /**
  40387. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  40388. */
  40389. export class StereoscopicInterlacePostProcess extends PostProcess {
  40390. private _stepSize;
  40391. private _passedProcess;
  40392. /**
  40393. * Initializes a StereoscopicInterlacePostProcess
  40394. * @param name The name of the effect.
  40395. * @param rigCameras The rig cameras to be appled to the post process
  40396. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  40397. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40398. * @param engine The engine which the post process will be applied. (default: current engine)
  40399. * @param reusable If the post process can be reused on the same frame. (default: false)
  40400. */
  40401. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  40402. }
  40403. }
  40404. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  40405. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  40406. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40407. import { Scene } from "babylonjs/scene";
  40408. import { Vector3 } from "babylonjs/Maths/math.vector";
  40409. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40410. /**
  40411. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  40412. * @see http://doc.babylonjs.com/features/cameras
  40413. */
  40414. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  40415. /**
  40416. * Creates a new StereoscopicArcRotateCamera
  40417. * @param name defines camera name
  40418. * @param alpha defines alpha angle (in radians)
  40419. * @param beta defines beta angle (in radians)
  40420. * @param radius defines radius
  40421. * @param target defines camera target
  40422. * @param interaxialDistance defines distance between each color axis
  40423. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40424. * @param scene defines the hosting scene
  40425. */
  40426. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40427. /**
  40428. * Gets camera class name
  40429. * @returns StereoscopicArcRotateCamera
  40430. */
  40431. getClassName(): string;
  40432. }
  40433. }
  40434. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  40435. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40436. import { Scene } from "babylonjs/scene";
  40437. import { Vector3 } from "babylonjs/Maths/math.vector";
  40438. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40439. /**
  40440. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  40441. * @see http://doc.babylonjs.com/features/cameras
  40442. */
  40443. export class StereoscopicFreeCamera extends FreeCamera {
  40444. /**
  40445. * Creates a new StereoscopicFreeCamera
  40446. * @param name defines camera name
  40447. * @param position defines initial position
  40448. * @param interaxialDistance defines distance between each color axis
  40449. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40450. * @param scene defines the hosting scene
  40451. */
  40452. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40453. /**
  40454. * Gets camera class name
  40455. * @returns StereoscopicFreeCamera
  40456. */
  40457. getClassName(): string;
  40458. }
  40459. }
  40460. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  40461. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  40462. import { Scene } from "babylonjs/scene";
  40463. import { Vector3 } from "babylonjs/Maths/math.vector";
  40464. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40465. /**
  40466. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  40467. * @see http://doc.babylonjs.com/features/cameras
  40468. */
  40469. export class StereoscopicGamepadCamera extends GamepadCamera {
  40470. /**
  40471. * Creates a new StereoscopicGamepadCamera
  40472. * @param name defines camera name
  40473. * @param position defines initial position
  40474. * @param interaxialDistance defines distance between each color axis
  40475. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40476. * @param scene defines the hosting scene
  40477. */
  40478. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40479. /**
  40480. * Gets camera class name
  40481. * @returns StereoscopicGamepadCamera
  40482. */
  40483. getClassName(): string;
  40484. }
  40485. }
  40486. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  40487. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40488. import { Scene } from "babylonjs/scene";
  40489. import { Vector3 } from "babylonjs/Maths/math.vector";
  40490. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  40491. /**
  40492. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  40493. * @see http://doc.babylonjs.com/features/cameras
  40494. */
  40495. export class StereoscopicUniversalCamera extends UniversalCamera {
  40496. /**
  40497. * Creates a new StereoscopicUniversalCamera
  40498. * @param name defines camera name
  40499. * @param position defines initial position
  40500. * @param interaxialDistance defines distance between each color axis
  40501. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  40502. * @param scene defines the hosting scene
  40503. */
  40504. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  40505. /**
  40506. * Gets camera class name
  40507. * @returns StereoscopicUniversalCamera
  40508. */
  40509. getClassName(): string;
  40510. }
  40511. }
  40512. declare module "babylonjs/Cameras/Stereoscopic/index" {
  40513. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  40514. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  40515. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  40516. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  40517. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  40518. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  40519. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  40520. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  40521. }
  40522. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  40523. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40524. import { Scene } from "babylonjs/scene";
  40525. import { Vector3 } from "babylonjs/Maths/math.vector";
  40526. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40527. /**
  40528. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  40529. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40530. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40531. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40532. */
  40533. export class VirtualJoysticksCamera extends FreeCamera {
  40534. /**
  40535. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  40536. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  40537. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  40538. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  40539. * @param name Define the name of the camera in the scene
  40540. * @param position Define the start position of the camera in the scene
  40541. * @param scene Define the scene the camera belongs to
  40542. */
  40543. constructor(name: string, position: Vector3, scene: Scene);
  40544. /**
  40545. * Gets the current object class name.
  40546. * @return the class name
  40547. */
  40548. getClassName(): string;
  40549. }
  40550. }
  40551. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  40552. import { Matrix } from "babylonjs/Maths/math.vector";
  40553. /**
  40554. * This represents all the required metrics to create a VR camera.
  40555. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  40556. */
  40557. export class VRCameraMetrics {
  40558. /**
  40559. * Define the horizontal resolution off the screen.
  40560. */
  40561. hResolution: number;
  40562. /**
  40563. * Define the vertical resolution off the screen.
  40564. */
  40565. vResolution: number;
  40566. /**
  40567. * Define the horizontal screen size.
  40568. */
  40569. hScreenSize: number;
  40570. /**
  40571. * Define the vertical screen size.
  40572. */
  40573. vScreenSize: number;
  40574. /**
  40575. * Define the vertical screen center position.
  40576. */
  40577. vScreenCenter: number;
  40578. /**
  40579. * Define the distance of the eyes to the screen.
  40580. */
  40581. eyeToScreenDistance: number;
  40582. /**
  40583. * Define the distance between both lenses
  40584. */
  40585. lensSeparationDistance: number;
  40586. /**
  40587. * Define the distance between both viewer's eyes.
  40588. */
  40589. interpupillaryDistance: number;
  40590. /**
  40591. * Define the distortion factor of the VR postprocess.
  40592. * Please, touch with care.
  40593. */
  40594. distortionK: number[];
  40595. /**
  40596. * Define the chromatic aberration correction factors for the VR post process.
  40597. */
  40598. chromaAbCorrection: number[];
  40599. /**
  40600. * Define the scale factor of the post process.
  40601. * The smaller the better but the slower.
  40602. */
  40603. postProcessScaleFactor: number;
  40604. /**
  40605. * Define an offset for the lens center.
  40606. */
  40607. lensCenterOffset: number;
  40608. /**
  40609. * Define if the current vr camera should compensate the distortion of the lense or not.
  40610. */
  40611. compensateDistortion: boolean;
  40612. /**
  40613. * Defines if multiview should be enabled when rendering (Default: false)
  40614. */
  40615. multiviewEnabled: boolean;
  40616. /**
  40617. * Gets the rendering aspect ratio based on the provided resolutions.
  40618. */
  40619. readonly aspectRatio: number;
  40620. /**
  40621. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  40622. */
  40623. readonly aspectRatioFov: number;
  40624. /**
  40625. * @hidden
  40626. */
  40627. readonly leftHMatrix: Matrix;
  40628. /**
  40629. * @hidden
  40630. */
  40631. readonly rightHMatrix: Matrix;
  40632. /**
  40633. * @hidden
  40634. */
  40635. readonly leftPreViewMatrix: Matrix;
  40636. /**
  40637. * @hidden
  40638. */
  40639. readonly rightPreViewMatrix: Matrix;
  40640. /**
  40641. * Get the default VRMetrics based on the most generic setup.
  40642. * @returns the default vr metrics
  40643. */
  40644. static GetDefault(): VRCameraMetrics;
  40645. }
  40646. }
  40647. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  40648. /** @hidden */
  40649. export var vrDistortionCorrectionPixelShader: {
  40650. name: string;
  40651. shader: string;
  40652. };
  40653. }
  40654. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  40655. import { Camera } from "babylonjs/Cameras/camera";
  40656. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40657. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  40658. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  40659. /**
  40660. * VRDistortionCorrectionPostProcess used for mobile VR
  40661. */
  40662. export class VRDistortionCorrectionPostProcess extends PostProcess {
  40663. private _isRightEye;
  40664. private _distortionFactors;
  40665. private _postProcessScaleFactor;
  40666. private _lensCenterOffset;
  40667. private _scaleIn;
  40668. private _scaleFactor;
  40669. private _lensCenter;
  40670. /**
  40671. * Initializes the VRDistortionCorrectionPostProcess
  40672. * @param name The name of the effect.
  40673. * @param camera The camera to apply the render pass to.
  40674. * @param isRightEye If this is for the right eye distortion
  40675. * @param vrMetrics All the required metrics for the VR camera
  40676. */
  40677. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  40678. }
  40679. }
  40680. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  40681. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  40682. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40683. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40684. import { Scene } from "babylonjs/scene";
  40685. import { Vector3 } from "babylonjs/Maths/math.vector";
  40686. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40687. import "babylonjs/Cameras/RigModes/vrRigMode";
  40688. /**
  40689. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  40690. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40691. */
  40692. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  40693. /**
  40694. * Creates a new VRDeviceOrientationArcRotateCamera
  40695. * @param name defines camera name
  40696. * @param alpha defines the camera rotation along the logitudinal axis
  40697. * @param beta defines the camera rotation along the latitudinal axis
  40698. * @param radius defines the camera distance from its target
  40699. * @param target defines the camera target
  40700. * @param scene defines the scene the camera belongs to
  40701. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40702. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40703. */
  40704. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40705. /**
  40706. * Gets camera class name
  40707. * @returns VRDeviceOrientationArcRotateCamera
  40708. */
  40709. getClassName(): string;
  40710. }
  40711. }
  40712. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  40713. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  40714. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40715. import { Scene } from "babylonjs/scene";
  40716. import { Vector3 } from "babylonjs/Maths/math.vector";
  40717. import "babylonjs/Cameras/RigModes/vrRigMode";
  40718. /**
  40719. * Camera used to simulate VR rendering (based on FreeCamera)
  40720. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40721. */
  40722. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  40723. /**
  40724. * Creates a new VRDeviceOrientationFreeCamera
  40725. * @param name defines camera name
  40726. * @param position defines the start position of the camera
  40727. * @param scene defines the scene the camera belongs to
  40728. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40729. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40730. */
  40731. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40732. /**
  40733. * Gets camera class name
  40734. * @returns VRDeviceOrientationFreeCamera
  40735. */
  40736. getClassName(): string;
  40737. }
  40738. }
  40739. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  40740. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  40741. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  40742. import { Scene } from "babylonjs/scene";
  40743. import { Vector3 } from "babylonjs/Maths/math.vector";
  40744. import "babylonjs/Gamepads/gamepadSceneComponent";
  40745. /**
  40746. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  40747. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  40748. */
  40749. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  40750. /**
  40751. * Creates a new VRDeviceOrientationGamepadCamera
  40752. * @param name defines camera name
  40753. * @param position defines the start position of the camera
  40754. * @param scene defines the scene the camera belongs to
  40755. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  40756. * @param vrCameraMetrics defines the vr metrics associated to the camera
  40757. */
  40758. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  40759. /**
  40760. * Gets camera class name
  40761. * @returns VRDeviceOrientationGamepadCamera
  40762. */
  40763. getClassName(): string;
  40764. }
  40765. }
  40766. declare module "babylonjs/Materials/pushMaterial" {
  40767. import { Nullable } from "babylonjs/types";
  40768. import { Scene } from "babylonjs/scene";
  40769. import { Matrix } from "babylonjs/Maths/math.vector";
  40770. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40771. import { Mesh } from "babylonjs/Meshes/mesh";
  40772. import { Material } from "babylonjs/Materials/material";
  40773. import { Effect } from "babylonjs/Materials/effect";
  40774. /**
  40775. * Base class of materials working in push mode in babylon JS
  40776. * @hidden
  40777. */
  40778. export class PushMaterial extends Material {
  40779. protected _activeEffect: Effect;
  40780. protected _normalMatrix: Matrix;
  40781. /**
  40782. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  40783. * This means that the material can keep using a previous shader while a new one is being compiled.
  40784. * This is mostly used when shader parallel compilation is supported (true by default)
  40785. */
  40786. allowShaderHotSwapping: boolean;
  40787. constructor(name: string, scene: Scene);
  40788. getEffect(): Effect;
  40789. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  40790. /**
  40791. * Binds the given world matrix to the active effect
  40792. *
  40793. * @param world the matrix to bind
  40794. */
  40795. bindOnlyWorldMatrix(world: Matrix): void;
  40796. /**
  40797. * Binds the given normal matrix to the active effect
  40798. *
  40799. * @param normalMatrix the matrix to bind
  40800. */
  40801. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  40802. bind(world: Matrix, mesh?: Mesh): void;
  40803. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  40804. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  40805. }
  40806. }
  40807. declare module "babylonjs/Materials/materialFlags" {
  40808. /**
  40809. * This groups all the flags used to control the materials channel.
  40810. */
  40811. export class MaterialFlags {
  40812. private static _DiffuseTextureEnabled;
  40813. /**
  40814. * Are diffuse textures enabled in the application.
  40815. */
  40816. static DiffuseTextureEnabled: boolean;
  40817. private static _AmbientTextureEnabled;
  40818. /**
  40819. * Are ambient textures enabled in the application.
  40820. */
  40821. static AmbientTextureEnabled: boolean;
  40822. private static _OpacityTextureEnabled;
  40823. /**
  40824. * Are opacity textures enabled in the application.
  40825. */
  40826. static OpacityTextureEnabled: boolean;
  40827. private static _ReflectionTextureEnabled;
  40828. /**
  40829. * Are reflection textures enabled in the application.
  40830. */
  40831. static ReflectionTextureEnabled: boolean;
  40832. private static _EmissiveTextureEnabled;
  40833. /**
  40834. * Are emissive textures enabled in the application.
  40835. */
  40836. static EmissiveTextureEnabled: boolean;
  40837. private static _SpecularTextureEnabled;
  40838. /**
  40839. * Are specular textures enabled in the application.
  40840. */
  40841. static SpecularTextureEnabled: boolean;
  40842. private static _BumpTextureEnabled;
  40843. /**
  40844. * Are bump textures enabled in the application.
  40845. */
  40846. static BumpTextureEnabled: boolean;
  40847. private static _LightmapTextureEnabled;
  40848. /**
  40849. * Are lightmap textures enabled in the application.
  40850. */
  40851. static LightmapTextureEnabled: boolean;
  40852. private static _RefractionTextureEnabled;
  40853. /**
  40854. * Are refraction textures enabled in the application.
  40855. */
  40856. static RefractionTextureEnabled: boolean;
  40857. private static _ColorGradingTextureEnabled;
  40858. /**
  40859. * Are color grading textures enabled in the application.
  40860. */
  40861. static ColorGradingTextureEnabled: boolean;
  40862. private static _FresnelEnabled;
  40863. /**
  40864. * Are fresnels enabled in the application.
  40865. */
  40866. static FresnelEnabled: boolean;
  40867. private static _ClearCoatTextureEnabled;
  40868. /**
  40869. * Are clear coat textures enabled in the application.
  40870. */
  40871. static ClearCoatTextureEnabled: boolean;
  40872. private static _ClearCoatBumpTextureEnabled;
  40873. /**
  40874. * Are clear coat bump textures enabled in the application.
  40875. */
  40876. static ClearCoatBumpTextureEnabled: boolean;
  40877. private static _ClearCoatTintTextureEnabled;
  40878. /**
  40879. * Are clear coat tint textures enabled in the application.
  40880. */
  40881. static ClearCoatTintTextureEnabled: boolean;
  40882. private static _SheenTextureEnabled;
  40883. /**
  40884. * Are sheen textures enabled in the application.
  40885. */
  40886. static SheenTextureEnabled: boolean;
  40887. private static _AnisotropicTextureEnabled;
  40888. /**
  40889. * Are anisotropic textures enabled in the application.
  40890. */
  40891. static AnisotropicTextureEnabled: boolean;
  40892. private static _ThicknessTextureEnabled;
  40893. /**
  40894. * Are thickness textures enabled in the application.
  40895. */
  40896. static ThicknessTextureEnabled: boolean;
  40897. }
  40898. }
  40899. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  40900. /** @hidden */
  40901. export var defaultFragmentDeclaration: {
  40902. name: string;
  40903. shader: string;
  40904. };
  40905. }
  40906. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  40907. /** @hidden */
  40908. export var defaultUboDeclaration: {
  40909. name: string;
  40910. shader: string;
  40911. };
  40912. }
  40913. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  40914. /** @hidden */
  40915. export var lightFragmentDeclaration: {
  40916. name: string;
  40917. shader: string;
  40918. };
  40919. }
  40920. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  40921. /** @hidden */
  40922. export var lightUboDeclaration: {
  40923. name: string;
  40924. shader: string;
  40925. };
  40926. }
  40927. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  40928. /** @hidden */
  40929. export var lightsFragmentFunctions: {
  40930. name: string;
  40931. shader: string;
  40932. };
  40933. }
  40934. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  40935. /** @hidden */
  40936. export var shadowsFragmentFunctions: {
  40937. name: string;
  40938. shader: string;
  40939. };
  40940. }
  40941. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  40942. /** @hidden */
  40943. export var fresnelFunction: {
  40944. name: string;
  40945. shader: string;
  40946. };
  40947. }
  40948. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  40949. /** @hidden */
  40950. export var reflectionFunction: {
  40951. name: string;
  40952. shader: string;
  40953. };
  40954. }
  40955. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  40956. /** @hidden */
  40957. export var bumpFragmentFunctions: {
  40958. name: string;
  40959. shader: string;
  40960. };
  40961. }
  40962. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  40963. /** @hidden */
  40964. export var logDepthDeclaration: {
  40965. name: string;
  40966. shader: string;
  40967. };
  40968. }
  40969. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  40970. /** @hidden */
  40971. export var bumpFragment: {
  40972. name: string;
  40973. shader: string;
  40974. };
  40975. }
  40976. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  40977. /** @hidden */
  40978. export var depthPrePass: {
  40979. name: string;
  40980. shader: string;
  40981. };
  40982. }
  40983. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  40984. /** @hidden */
  40985. export var lightFragment: {
  40986. name: string;
  40987. shader: string;
  40988. };
  40989. }
  40990. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  40991. /** @hidden */
  40992. export var logDepthFragment: {
  40993. name: string;
  40994. shader: string;
  40995. };
  40996. }
  40997. declare module "babylonjs/Shaders/default.fragment" {
  40998. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  40999. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41000. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41001. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41002. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41003. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41004. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41005. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41006. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41007. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41008. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41009. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41010. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41011. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41012. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41013. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41014. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41015. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41016. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41017. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41018. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41019. /** @hidden */
  41020. export var defaultPixelShader: {
  41021. name: string;
  41022. shader: string;
  41023. };
  41024. }
  41025. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41026. /** @hidden */
  41027. export var defaultVertexDeclaration: {
  41028. name: string;
  41029. shader: string;
  41030. };
  41031. }
  41032. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41033. /** @hidden */
  41034. export var bumpVertexDeclaration: {
  41035. name: string;
  41036. shader: string;
  41037. };
  41038. }
  41039. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41040. /** @hidden */
  41041. export var bumpVertex: {
  41042. name: string;
  41043. shader: string;
  41044. };
  41045. }
  41046. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41047. /** @hidden */
  41048. export var fogVertex: {
  41049. name: string;
  41050. shader: string;
  41051. };
  41052. }
  41053. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41054. /** @hidden */
  41055. export var shadowsVertex: {
  41056. name: string;
  41057. shader: string;
  41058. };
  41059. }
  41060. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41061. /** @hidden */
  41062. export var pointCloudVertex: {
  41063. name: string;
  41064. shader: string;
  41065. };
  41066. }
  41067. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41068. /** @hidden */
  41069. export var logDepthVertex: {
  41070. name: string;
  41071. shader: string;
  41072. };
  41073. }
  41074. declare module "babylonjs/Shaders/default.vertex" {
  41075. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41076. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41077. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41078. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41079. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41080. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41081. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41082. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41083. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41084. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41085. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41086. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41087. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41088. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41089. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41090. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41091. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  41092. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  41093. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  41094. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  41095. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  41096. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  41097. /** @hidden */
  41098. export var defaultVertexShader: {
  41099. name: string;
  41100. shader: string;
  41101. };
  41102. }
  41103. declare module "babylonjs/Materials/standardMaterial" {
  41104. import { SmartArray } from "babylonjs/Misc/smartArray";
  41105. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  41106. import { Nullable } from "babylonjs/types";
  41107. import { Scene } from "babylonjs/scene";
  41108. import { Matrix } from "babylonjs/Maths/math.vector";
  41109. import { Color3 } from "babylonjs/Maths/math.color";
  41110. import { SubMesh } from "babylonjs/Meshes/subMesh";
  41111. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41112. import { Mesh } from "babylonjs/Meshes/mesh";
  41113. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  41114. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41115. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  41116. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  41117. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  41118. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41119. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  41120. import "babylonjs/Shaders/default.fragment";
  41121. import "babylonjs/Shaders/default.vertex";
  41122. /** @hidden */
  41123. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  41124. MAINUV1: boolean;
  41125. MAINUV2: boolean;
  41126. DIFFUSE: boolean;
  41127. DIFFUSEDIRECTUV: number;
  41128. AMBIENT: boolean;
  41129. AMBIENTDIRECTUV: number;
  41130. OPACITY: boolean;
  41131. OPACITYDIRECTUV: number;
  41132. OPACITYRGB: boolean;
  41133. REFLECTION: boolean;
  41134. EMISSIVE: boolean;
  41135. EMISSIVEDIRECTUV: number;
  41136. SPECULAR: boolean;
  41137. SPECULARDIRECTUV: number;
  41138. BUMP: boolean;
  41139. BUMPDIRECTUV: number;
  41140. PARALLAX: boolean;
  41141. PARALLAXOCCLUSION: boolean;
  41142. SPECULAROVERALPHA: boolean;
  41143. CLIPPLANE: boolean;
  41144. CLIPPLANE2: boolean;
  41145. CLIPPLANE3: boolean;
  41146. CLIPPLANE4: boolean;
  41147. ALPHATEST: boolean;
  41148. DEPTHPREPASS: boolean;
  41149. ALPHAFROMDIFFUSE: boolean;
  41150. POINTSIZE: boolean;
  41151. FOG: boolean;
  41152. SPECULARTERM: boolean;
  41153. DIFFUSEFRESNEL: boolean;
  41154. OPACITYFRESNEL: boolean;
  41155. REFLECTIONFRESNEL: boolean;
  41156. REFRACTIONFRESNEL: boolean;
  41157. EMISSIVEFRESNEL: boolean;
  41158. FRESNEL: boolean;
  41159. NORMAL: boolean;
  41160. UV1: boolean;
  41161. UV2: boolean;
  41162. VERTEXCOLOR: boolean;
  41163. VERTEXALPHA: boolean;
  41164. NUM_BONE_INFLUENCERS: number;
  41165. BonesPerMesh: number;
  41166. BONETEXTURE: boolean;
  41167. INSTANCES: boolean;
  41168. GLOSSINESS: boolean;
  41169. ROUGHNESS: boolean;
  41170. EMISSIVEASILLUMINATION: boolean;
  41171. LINKEMISSIVEWITHDIFFUSE: boolean;
  41172. REFLECTIONFRESNELFROMSPECULAR: boolean;
  41173. LIGHTMAP: boolean;
  41174. LIGHTMAPDIRECTUV: number;
  41175. OBJECTSPACE_NORMALMAP: boolean;
  41176. USELIGHTMAPASSHADOWMAP: boolean;
  41177. REFLECTIONMAP_3D: boolean;
  41178. REFLECTIONMAP_SPHERICAL: boolean;
  41179. REFLECTIONMAP_PLANAR: boolean;
  41180. REFLECTIONMAP_CUBIC: boolean;
  41181. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  41182. REFLECTIONMAP_PROJECTION: boolean;
  41183. REFLECTIONMAP_SKYBOX: boolean;
  41184. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  41185. REFLECTIONMAP_EXPLICIT: boolean;
  41186. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  41187. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  41188. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  41189. INVERTCUBICMAP: boolean;
  41190. LOGARITHMICDEPTH: boolean;
  41191. REFRACTION: boolean;
  41192. REFRACTIONMAP_3D: boolean;
  41193. REFLECTIONOVERALPHA: boolean;
  41194. TWOSIDEDLIGHTING: boolean;
  41195. SHADOWFLOAT: boolean;
  41196. MORPHTARGETS: boolean;
  41197. MORPHTARGETS_NORMAL: boolean;
  41198. MORPHTARGETS_TANGENT: boolean;
  41199. MORPHTARGETS_UV: boolean;
  41200. NUM_MORPH_INFLUENCERS: number;
  41201. NONUNIFORMSCALING: boolean;
  41202. PREMULTIPLYALPHA: boolean;
  41203. IMAGEPROCESSING: boolean;
  41204. VIGNETTE: boolean;
  41205. VIGNETTEBLENDMODEMULTIPLY: boolean;
  41206. VIGNETTEBLENDMODEOPAQUE: boolean;
  41207. TONEMAPPING: boolean;
  41208. TONEMAPPING_ACES: boolean;
  41209. CONTRAST: boolean;
  41210. COLORCURVES: boolean;
  41211. COLORGRADING: boolean;
  41212. COLORGRADING3D: boolean;
  41213. SAMPLER3DGREENDEPTH: boolean;
  41214. SAMPLER3DBGRMAP: boolean;
  41215. IMAGEPROCESSINGPOSTPROCESS: boolean;
  41216. MULTIVIEW: boolean;
  41217. /**
  41218. * If the reflection texture on this material is in linear color space
  41219. * @hidden
  41220. */
  41221. IS_REFLECTION_LINEAR: boolean;
  41222. /**
  41223. * If the refraction texture on this material is in linear color space
  41224. * @hidden
  41225. */
  41226. IS_REFRACTION_LINEAR: boolean;
  41227. EXPOSURE: boolean;
  41228. constructor();
  41229. setReflectionMode(modeToEnable: string): void;
  41230. }
  41231. /**
  41232. * This is the default material used in Babylon. It is the best trade off between quality
  41233. * and performances.
  41234. * @see http://doc.babylonjs.com/babylon101/materials
  41235. */
  41236. export class StandardMaterial extends PushMaterial {
  41237. private _diffuseTexture;
  41238. /**
  41239. * The basic texture of the material as viewed under a light.
  41240. */
  41241. diffuseTexture: Nullable<BaseTexture>;
  41242. private _ambientTexture;
  41243. /**
  41244. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  41245. */
  41246. ambientTexture: Nullable<BaseTexture>;
  41247. private _opacityTexture;
  41248. /**
  41249. * Define the transparency of the material from a texture.
  41250. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  41251. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  41252. */
  41253. opacityTexture: Nullable<BaseTexture>;
  41254. private _reflectionTexture;
  41255. /**
  41256. * Define the texture used to display the reflection.
  41257. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41258. */
  41259. reflectionTexture: Nullable<BaseTexture>;
  41260. private _emissiveTexture;
  41261. /**
  41262. * Define texture of the material as if self lit.
  41263. * This will be mixed in the final result even in the absence of light.
  41264. */
  41265. emissiveTexture: Nullable<BaseTexture>;
  41266. private _specularTexture;
  41267. /**
  41268. * Define how the color and intensity of the highlight given by the light in the material.
  41269. */
  41270. specularTexture: Nullable<BaseTexture>;
  41271. private _bumpTexture;
  41272. /**
  41273. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  41274. * These are made by creating a normal map from an image. The means to do this can be found on the web, a search for 'normal map generator' will bring up free and paid for methods of doing this.
  41275. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  41276. */
  41277. bumpTexture: Nullable<BaseTexture>;
  41278. private _lightmapTexture;
  41279. /**
  41280. * Complex lighting can be computationally expensive to compute at runtime.
  41281. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  41282. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  41283. */
  41284. lightmapTexture: Nullable<BaseTexture>;
  41285. private _refractionTexture;
  41286. /**
  41287. * Define the texture used to display the refraction.
  41288. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41289. */
  41290. refractionTexture: Nullable<BaseTexture>;
  41291. /**
  41292. * The color of the material lit by the environmental background lighting.
  41293. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  41294. */
  41295. ambientColor: Color3;
  41296. /**
  41297. * The basic color of the material as viewed under a light.
  41298. */
  41299. diffuseColor: Color3;
  41300. /**
  41301. * Define how the color and intensity of the highlight given by the light in the material.
  41302. */
  41303. specularColor: Color3;
  41304. /**
  41305. * Define the color of the material as if self lit.
  41306. * This will be mixed in the final result even in the absence of light.
  41307. */
  41308. emissiveColor: Color3;
  41309. /**
  41310. * Defines how sharp are the highlights in the material.
  41311. * The bigger the value the sharper giving a more glossy feeling to the result.
  41312. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  41313. */
  41314. specularPower: number;
  41315. private _useAlphaFromDiffuseTexture;
  41316. /**
  41317. * Does the transparency come from the diffuse texture alpha channel.
  41318. */
  41319. useAlphaFromDiffuseTexture: boolean;
  41320. private _useEmissiveAsIllumination;
  41321. /**
  41322. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  41323. */
  41324. useEmissiveAsIllumination: boolean;
  41325. private _linkEmissiveWithDiffuse;
  41326. /**
  41327. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  41328. * the emissive level when the final color is close to one.
  41329. */
  41330. linkEmissiveWithDiffuse: boolean;
  41331. private _useSpecularOverAlpha;
  41332. /**
  41333. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  41334. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  41335. */
  41336. useSpecularOverAlpha: boolean;
  41337. private _useReflectionOverAlpha;
  41338. /**
  41339. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  41340. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  41341. */
  41342. useReflectionOverAlpha: boolean;
  41343. private _disableLighting;
  41344. /**
  41345. * Does lights from the scene impacts this material.
  41346. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  41347. */
  41348. disableLighting: boolean;
  41349. private _useObjectSpaceNormalMap;
  41350. /**
  41351. * Allows using an object space normal map (instead of tangent space).
  41352. */
  41353. useObjectSpaceNormalMap: boolean;
  41354. private _useParallax;
  41355. /**
  41356. * Is parallax enabled or not.
  41357. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41358. */
  41359. useParallax: boolean;
  41360. private _useParallaxOcclusion;
  41361. /**
  41362. * Is parallax occlusion enabled or not.
  41363. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  41364. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  41365. */
  41366. useParallaxOcclusion: boolean;
  41367. /**
  41368. * Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.
  41369. */
  41370. parallaxScaleBias: number;
  41371. private _roughness;
  41372. /**
  41373. * Helps to define how blurry the reflections should appears in the material.
  41374. */
  41375. roughness: number;
  41376. /**
  41377. * In case of refraction, define the value of the index of refraction.
  41378. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41379. */
  41380. indexOfRefraction: number;
  41381. /**
  41382. * Invert the refraction texture alongside the y axis.
  41383. * It can be useful with procedural textures or probe for instance.
  41384. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  41385. */
  41386. invertRefractionY: boolean;
  41387. /**
  41388. * Defines the alpha limits in alpha test mode.
  41389. */
  41390. alphaCutOff: number;
  41391. private _useLightmapAsShadowmap;
  41392. /**
  41393. * In case of light mapping, define whether the map contains light or shadow informations.
  41394. */
  41395. useLightmapAsShadowmap: boolean;
  41396. private _diffuseFresnelParameters;
  41397. /**
  41398. * Define the diffuse fresnel parameters of the material.
  41399. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41400. */
  41401. diffuseFresnelParameters: FresnelParameters;
  41402. private _opacityFresnelParameters;
  41403. /**
  41404. * Define the opacity fresnel parameters of the material.
  41405. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41406. */
  41407. opacityFresnelParameters: FresnelParameters;
  41408. private _reflectionFresnelParameters;
  41409. /**
  41410. * Define the reflection fresnel parameters of the material.
  41411. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41412. */
  41413. reflectionFresnelParameters: FresnelParameters;
  41414. private _refractionFresnelParameters;
  41415. /**
  41416. * Define the refraction fresnel parameters of the material.
  41417. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41418. */
  41419. refractionFresnelParameters: FresnelParameters;
  41420. private _emissiveFresnelParameters;
  41421. /**
  41422. * Define the emissive fresnel parameters of the material.
  41423. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41424. */
  41425. emissiveFresnelParameters: FresnelParameters;
  41426. private _useReflectionFresnelFromSpecular;
  41427. /**
  41428. * If true automatically deducts the fresnels values from the material specularity.
  41429. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  41430. */
  41431. useReflectionFresnelFromSpecular: boolean;
  41432. private _useGlossinessFromSpecularMapAlpha;
  41433. /**
  41434. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  41435. */
  41436. useGlossinessFromSpecularMapAlpha: boolean;
  41437. private _maxSimultaneousLights;
  41438. /**
  41439. * Defines the maximum number of lights that can be used in the material
  41440. */
  41441. maxSimultaneousLights: number;
  41442. private _invertNormalMapX;
  41443. /**
  41444. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  41445. */
  41446. invertNormalMapX: boolean;
  41447. private _invertNormalMapY;
  41448. /**
  41449. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  41450. */
  41451. invertNormalMapY: boolean;
  41452. private _twoSidedLighting;
  41453. /**
  41454. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  41455. */
  41456. twoSidedLighting: boolean;
  41457. /**
  41458. * Default configuration related to image processing available in the standard Material.
  41459. */
  41460. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41461. /**
  41462. * Gets the image processing configuration used either in this material.
  41463. */
  41464. /**
  41465. * Sets the Default image processing configuration used either in the this material.
  41466. *
  41467. * If sets to null, the scene one is in use.
  41468. */
  41469. imageProcessingConfiguration: ImageProcessingConfiguration;
  41470. /**
  41471. * Keep track of the image processing observer to allow dispose and replace.
  41472. */
  41473. private _imageProcessingObserver;
  41474. /**
  41475. * Attaches a new image processing configuration to the Standard Material.
  41476. * @param configuration
  41477. */
  41478. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  41479. /**
  41480. * Gets wether the color curves effect is enabled.
  41481. */
  41482. /**
  41483. * Sets wether the color curves effect is enabled.
  41484. */
  41485. cameraColorCurvesEnabled: boolean;
  41486. /**
  41487. * Gets wether the color grading effect is enabled.
  41488. */
  41489. /**
  41490. * Gets wether the color grading effect is enabled.
  41491. */
  41492. cameraColorGradingEnabled: boolean;
  41493. /**
  41494. * Gets wether tonemapping is enabled or not.
  41495. */
  41496. /**
  41497. * Sets wether tonemapping is enabled or not
  41498. */
  41499. cameraToneMappingEnabled: boolean;
  41500. /**
  41501. * The camera exposure used on this material.
  41502. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41503. * This corresponds to a photographic exposure.
  41504. */
  41505. /**
  41506. * The camera exposure used on this material.
  41507. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  41508. * This corresponds to a photographic exposure.
  41509. */
  41510. cameraExposure: number;
  41511. /**
  41512. * Gets The camera contrast used on this material.
  41513. */
  41514. /**
  41515. * Sets The camera contrast used on this material.
  41516. */
  41517. cameraContrast: number;
  41518. /**
  41519. * Gets the Color Grading 2D Lookup Texture.
  41520. */
  41521. /**
  41522. * Sets the Color Grading 2D Lookup Texture.
  41523. */
  41524. cameraColorGradingTexture: Nullable<BaseTexture>;
  41525. /**
  41526. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41527. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41528. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  41529. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41530. */
  41531. /**
  41532. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  41533. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  41534. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  41535. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  41536. */
  41537. cameraColorCurves: Nullable<ColorCurves>;
  41538. /**
  41539. * Custom callback helping to override the default shader used in the material.
  41540. */
  41541. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  41542. protected _renderTargets: SmartArray<RenderTargetTexture>;
  41543. protected _worldViewProjectionMatrix: Matrix;
  41544. protected _globalAmbientColor: Color3;
  41545. protected _useLogarithmicDepth: boolean;
  41546. /**
  41547. * Instantiates a new standard material.
  41548. * This is the default material used in Babylon. It is the best trade off between quality
  41549. * and performances.
  41550. * @see http://doc.babylonjs.com/babylon101/materials
  41551. * @param name Define the name of the material in the scene
  41552. * @param scene Define the scene the material belong to
  41553. */
  41554. constructor(name: string, scene: Scene);
  41555. /**
  41556. * Gets a boolean indicating that current material needs to register RTT
  41557. */
  41558. readonly hasRenderTargetTextures: boolean;
  41559. /**
  41560. * Gets the current class name of the material e.g. "StandardMaterial"
  41561. * Mainly use in serialization.
  41562. * @returns the class name
  41563. */
  41564. getClassName(): string;
  41565. /**
  41566. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  41567. * You can try switching to logarithmic depth.
  41568. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  41569. */
  41570. useLogarithmicDepth: boolean;
  41571. /**
  41572. * Specifies if the material will require alpha blending
  41573. * @returns a boolean specifying if alpha blending is needed
  41574. */
  41575. needAlphaBlending(): boolean;
  41576. /**
  41577. * Specifies if this material should be rendered in alpha test mode
  41578. * @returns a boolean specifying if an alpha test is needed.
  41579. */
  41580. needAlphaTesting(): boolean;
  41581. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  41582. /**
  41583. * Get the texture used for alpha test purpose.
  41584. * @returns the diffuse texture in case of the standard material.
  41585. */
  41586. getAlphaTestTexture(): Nullable<BaseTexture>;
  41587. /**
  41588. * Get if the submesh is ready to be used and all its information available.
  41589. * Child classes can use it to update shaders
  41590. * @param mesh defines the mesh to check
  41591. * @param subMesh defines which submesh to check
  41592. * @param useInstances specifies that instances should be used
  41593. * @returns a boolean indicating that the submesh is ready or not
  41594. */
  41595. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  41596. /**
  41597. * Builds the material UBO layouts.
  41598. * Used internally during the effect preparation.
  41599. */
  41600. buildUniformLayout(): void;
  41601. /**
  41602. * Unbinds the material from the mesh
  41603. */
  41604. unbind(): void;
  41605. /**
  41606. * Binds the submesh to this material by preparing the effect and shader to draw
  41607. * @param world defines the world transformation matrix
  41608. * @param mesh defines the mesh containing the submesh
  41609. * @param subMesh defines the submesh to bind the material to
  41610. */
  41611. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  41612. /**
  41613. * Get the list of animatables in the material.
  41614. * @returns the list of animatables object used in the material
  41615. */
  41616. getAnimatables(): IAnimatable[];
  41617. /**
  41618. * Gets the active textures from the material
  41619. * @returns an array of textures
  41620. */
  41621. getActiveTextures(): BaseTexture[];
  41622. /**
  41623. * Specifies if the material uses a texture
  41624. * @param texture defines the texture to check against the material
  41625. * @returns a boolean specifying if the material uses the texture
  41626. */
  41627. hasTexture(texture: BaseTexture): boolean;
  41628. /**
  41629. * Disposes the material
  41630. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  41631. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  41632. */
  41633. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  41634. /**
  41635. * Makes a duplicate of the material, and gives it a new name
  41636. * @param name defines the new name for the duplicated material
  41637. * @returns the cloned material
  41638. */
  41639. clone(name: string): StandardMaterial;
  41640. /**
  41641. * Serializes this material in a JSON representation
  41642. * @returns the serialized material object
  41643. */
  41644. serialize(): any;
  41645. /**
  41646. * Creates a standard material from parsed material data
  41647. * @param source defines the JSON representation of the material
  41648. * @param scene defines the hosting scene
  41649. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  41650. * @returns a new standard material
  41651. */
  41652. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  41653. /**
  41654. * Are diffuse textures enabled in the application.
  41655. */
  41656. static DiffuseTextureEnabled: boolean;
  41657. /**
  41658. * Are ambient textures enabled in the application.
  41659. */
  41660. static AmbientTextureEnabled: boolean;
  41661. /**
  41662. * Are opacity textures enabled in the application.
  41663. */
  41664. static OpacityTextureEnabled: boolean;
  41665. /**
  41666. * Are reflection textures enabled in the application.
  41667. */
  41668. static ReflectionTextureEnabled: boolean;
  41669. /**
  41670. * Are emissive textures enabled in the application.
  41671. */
  41672. static EmissiveTextureEnabled: boolean;
  41673. /**
  41674. * Are specular textures enabled in the application.
  41675. */
  41676. static SpecularTextureEnabled: boolean;
  41677. /**
  41678. * Are bump textures enabled in the application.
  41679. */
  41680. static BumpTextureEnabled: boolean;
  41681. /**
  41682. * Are lightmap textures enabled in the application.
  41683. */
  41684. static LightmapTextureEnabled: boolean;
  41685. /**
  41686. * Are refraction textures enabled in the application.
  41687. */
  41688. static RefractionTextureEnabled: boolean;
  41689. /**
  41690. * Are color grading textures enabled in the application.
  41691. */
  41692. static ColorGradingTextureEnabled: boolean;
  41693. /**
  41694. * Are fresnels enabled in the application.
  41695. */
  41696. static FresnelEnabled: boolean;
  41697. }
  41698. }
  41699. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  41700. import { Scene } from "babylonjs/scene";
  41701. import { Texture } from "babylonjs/Materials/Textures/texture";
  41702. /**
  41703. * A class extending Texture allowing drawing on a texture
  41704. * @see http://doc.babylonjs.com/how_to/dynamictexture
  41705. */
  41706. export class DynamicTexture extends Texture {
  41707. private _generateMipMaps;
  41708. private _canvas;
  41709. private _context;
  41710. private _engine;
  41711. /**
  41712. * Creates a DynamicTexture
  41713. * @param name defines the name of the texture
  41714. * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
  41715. * @param scene defines the scene where you want the texture
  41716. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  41717. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  41718. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  41719. */
  41720. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  41721. /**
  41722. * Get the current class name of the texture useful for serialization or dynamic coding.
  41723. * @returns "DynamicTexture"
  41724. */
  41725. getClassName(): string;
  41726. /**
  41727. * Gets the current state of canRescale
  41728. */
  41729. readonly canRescale: boolean;
  41730. private _recreate;
  41731. /**
  41732. * Scales the texture
  41733. * @param ratio the scale factor to apply to both width and height
  41734. */
  41735. scale(ratio: number): void;
  41736. /**
  41737. * Resizes the texture
  41738. * @param width the new width
  41739. * @param height the new height
  41740. */
  41741. scaleTo(width: number, height: number): void;
  41742. /**
  41743. * Gets the context of the canvas used by the texture
  41744. * @returns the canvas context of the dynamic texture
  41745. */
  41746. getContext(): CanvasRenderingContext2D;
  41747. /**
  41748. * Clears the texture
  41749. */
  41750. clear(): void;
  41751. /**
  41752. * Updates the texture
  41753. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41754. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  41755. */
  41756. update(invertY?: boolean, premulAlpha?: boolean): void;
  41757. /**
  41758. * Draws text onto the texture
  41759. * @param text defines the text to be drawn
  41760. * @param x defines the placement of the text from the left
  41761. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  41762. * @param font defines the font to be used with font-style, font-size, font-name
  41763. * @param color defines the color used for the text
  41764. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  41765. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  41766. * @param update defines whether texture is immediately update (default is true)
  41767. */
  41768. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  41769. /**
  41770. * Clones the texture
  41771. * @returns the clone of the texture.
  41772. */
  41773. clone(): DynamicTexture;
  41774. /**
  41775. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  41776. * @returns a serialized dynamic texture object
  41777. */
  41778. serialize(): any;
  41779. /** @hidden */
  41780. _rebuild(): void;
  41781. }
  41782. }
  41783. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  41784. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41785. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41786. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41787. /** @hidden */
  41788. export var imageProcessingPixelShader: {
  41789. name: string;
  41790. shader: string;
  41791. };
  41792. }
  41793. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  41794. import { Nullable } from "babylonjs/types";
  41795. import { Color4 } from "babylonjs/Maths/math.color";
  41796. import { Camera } from "babylonjs/Cameras/camera";
  41797. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41798. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41799. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  41800. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41801. import { Engine } from "babylonjs/Engines/engine";
  41802. import "babylonjs/Shaders/imageProcessing.fragment";
  41803. import "babylonjs/Shaders/postprocess.vertex";
  41804. /**
  41805. * ImageProcessingPostProcess
  41806. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  41807. */
  41808. export class ImageProcessingPostProcess extends PostProcess {
  41809. /**
  41810. * Default configuration related to image processing available in the PBR Material.
  41811. */
  41812. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  41813. /**
  41814. * Gets the image processing configuration used either in this material.
  41815. */
  41816. /**
  41817. * Sets the Default image processing configuration used either in the this material.
  41818. *
  41819. * If sets to null, the scene one is in use.
  41820. */
  41821. imageProcessingConfiguration: ImageProcessingConfiguration;
  41822. /**
  41823. * Keep track of the image processing observer to allow dispose and replace.
  41824. */
  41825. private _imageProcessingObserver;
  41826. /**
  41827. * Attaches a new image processing configuration to the PBR Material.
  41828. * @param configuration
  41829. */
  41830. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  41831. /**
  41832. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41833. */
  41834. /**
  41835. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  41836. */
  41837. colorCurves: Nullable<ColorCurves>;
  41838. /**
  41839. * Gets wether the color curves effect is enabled.
  41840. */
  41841. /**
  41842. * Sets wether the color curves effect is enabled.
  41843. */
  41844. colorCurvesEnabled: boolean;
  41845. /**
  41846. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41847. */
  41848. /**
  41849. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  41850. */
  41851. colorGradingTexture: Nullable<BaseTexture>;
  41852. /**
  41853. * Gets wether the color grading effect is enabled.
  41854. */
  41855. /**
  41856. * Gets wether the color grading effect is enabled.
  41857. */
  41858. colorGradingEnabled: boolean;
  41859. /**
  41860. * Gets exposure used in the effect.
  41861. */
  41862. /**
  41863. * Sets exposure used in the effect.
  41864. */
  41865. exposure: number;
  41866. /**
  41867. * Gets wether tonemapping is enabled or not.
  41868. */
  41869. /**
  41870. * Sets wether tonemapping is enabled or not
  41871. */
  41872. toneMappingEnabled: boolean;
  41873. /**
  41874. * Gets the type of tone mapping effect.
  41875. */
  41876. /**
  41877. * Sets the type of tone mapping effect.
  41878. */
  41879. toneMappingType: number;
  41880. /**
  41881. * Gets contrast used in the effect.
  41882. */
  41883. /**
  41884. * Sets contrast used in the effect.
  41885. */
  41886. contrast: number;
  41887. /**
  41888. * Gets Vignette stretch size.
  41889. */
  41890. /**
  41891. * Sets Vignette stretch size.
  41892. */
  41893. vignetteStretch: number;
  41894. /**
  41895. * Gets Vignette centre X Offset.
  41896. */
  41897. /**
  41898. * Sets Vignette centre X Offset.
  41899. */
  41900. vignetteCentreX: number;
  41901. /**
  41902. * Gets Vignette centre Y Offset.
  41903. */
  41904. /**
  41905. * Sets Vignette centre Y Offset.
  41906. */
  41907. vignetteCentreY: number;
  41908. /**
  41909. * Gets Vignette weight or intensity of the vignette effect.
  41910. */
  41911. /**
  41912. * Sets Vignette weight or intensity of the vignette effect.
  41913. */
  41914. vignetteWeight: number;
  41915. /**
  41916. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41917. * if vignetteEnabled is set to true.
  41918. */
  41919. /**
  41920. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  41921. * if vignetteEnabled is set to true.
  41922. */
  41923. vignetteColor: Color4;
  41924. /**
  41925. * Gets Camera field of view used by the Vignette effect.
  41926. */
  41927. /**
  41928. * Sets Camera field of view used by the Vignette effect.
  41929. */
  41930. vignetteCameraFov: number;
  41931. /**
  41932. * Gets the vignette blend mode allowing different kind of effect.
  41933. */
  41934. /**
  41935. * Sets the vignette blend mode allowing different kind of effect.
  41936. */
  41937. vignetteBlendMode: number;
  41938. /**
  41939. * Gets wether the vignette effect is enabled.
  41940. */
  41941. /**
  41942. * Sets wether the vignette effect is enabled.
  41943. */
  41944. vignetteEnabled: boolean;
  41945. private _fromLinearSpace;
  41946. /**
  41947. * Gets wether the input of the processing is in Gamma or Linear Space.
  41948. */
  41949. /**
  41950. * Sets wether the input of the processing is in Gamma or Linear Space.
  41951. */
  41952. fromLinearSpace: boolean;
  41953. /**
  41954. * Defines cache preventing GC.
  41955. */
  41956. private _defines;
  41957. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  41958. /**
  41959. * "ImageProcessingPostProcess"
  41960. * @returns "ImageProcessingPostProcess"
  41961. */
  41962. getClassName(): string;
  41963. protected _updateParameters(): void;
  41964. dispose(camera?: Camera): void;
  41965. }
  41966. }
  41967. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  41968. import { Scene } from "babylonjs/scene";
  41969. import { Color3 } from "babylonjs/Maths/math.color";
  41970. import { Mesh } from "babylonjs/Meshes/mesh";
  41971. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  41972. import { Nullable } from "babylonjs/types";
  41973. /**
  41974. * Class containing static functions to help procedurally build meshes
  41975. */
  41976. export class GroundBuilder {
  41977. /**
  41978. * Creates a ground mesh
  41979. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  41980. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  41981. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  41982. * @param name defines the name of the mesh
  41983. * @param options defines the options used to create the mesh
  41984. * @param scene defines the hosting scene
  41985. * @returns the ground mesh
  41986. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  41987. */
  41988. static CreateGround(name: string, options: {
  41989. width?: number;
  41990. height?: number;
  41991. subdivisions?: number;
  41992. subdivisionsX?: number;
  41993. subdivisionsY?: number;
  41994. updatable?: boolean;
  41995. }, scene: any): Mesh;
  41996. /**
  41997. * Creates a tiled ground mesh
  41998. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  41999. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42000. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  42001. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  42002. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42003. * @param name defines the name of the mesh
  42004. * @param options defines the options used to create the mesh
  42005. * @param scene defines the hosting scene
  42006. * @returns the tiled ground mesh
  42007. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42008. */
  42009. static CreateTiledGround(name: string, options: {
  42010. xmin: number;
  42011. zmin: number;
  42012. xmax: number;
  42013. zmax: number;
  42014. subdivisions?: {
  42015. w: number;
  42016. h: number;
  42017. };
  42018. precision?: {
  42019. w: number;
  42020. h: number;
  42021. };
  42022. updatable?: boolean;
  42023. }, scene?: Nullable<Scene>): Mesh;
  42024. /**
  42025. * Creates a ground mesh from a height map
  42026. * * The parameter `url` sets the URL of the height map image resource.
  42027. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42028. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42029. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42030. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42031. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  42032. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  42033. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42034. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42035. * @param name defines the name of the mesh
  42036. * @param url defines the url to the height map
  42037. * @param options defines the options used to create the mesh
  42038. * @param scene defines the hosting scene
  42039. * @returns the ground mesh
  42040. * @see https://doc.babylonjs.com/babylon101/height_map
  42041. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42042. */
  42043. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42044. width?: number;
  42045. height?: number;
  42046. subdivisions?: number;
  42047. minHeight?: number;
  42048. maxHeight?: number;
  42049. colorFilter?: Color3;
  42050. alphaFilter?: number;
  42051. updatable?: boolean;
  42052. onReady?: (mesh: GroundMesh) => void;
  42053. }, scene?: Nullable<Scene>): GroundMesh;
  42054. }
  42055. }
  42056. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42057. import { Vector4 } from "babylonjs/Maths/math.vector";
  42058. import { Mesh } from "babylonjs/Meshes/mesh";
  42059. /**
  42060. * Class containing static functions to help procedurally build meshes
  42061. */
  42062. export class TorusBuilder {
  42063. /**
  42064. * Creates a torus mesh
  42065. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42066. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42067. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42068. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42069. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  42070. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42071. * @param name defines the name of the mesh
  42072. * @param options defines the options used to create the mesh
  42073. * @param scene defines the hosting scene
  42074. * @returns the torus mesh
  42075. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42076. */
  42077. static CreateTorus(name: string, options: {
  42078. diameter?: number;
  42079. thickness?: number;
  42080. tessellation?: number;
  42081. updatable?: boolean;
  42082. sideOrientation?: number;
  42083. frontUVs?: Vector4;
  42084. backUVs?: Vector4;
  42085. }, scene: any): Mesh;
  42086. }
  42087. }
  42088. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42089. import { Vector4 } from "babylonjs/Maths/math.vector";
  42090. import { Color4 } from "babylonjs/Maths/math.color";
  42091. import { Mesh } from "babylonjs/Meshes/mesh";
  42092. /**
  42093. * Class containing static functions to help procedurally build meshes
  42094. */
  42095. export class CylinderBuilder {
  42096. /**
  42097. * Creates a cylinder or a cone mesh
  42098. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42099. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42100. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  42101. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42102. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42103. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42104. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42105. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  42106. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42107. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  42108. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  42109. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42110. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  42111. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  42112. * * If `enclose` is false, a ring surface is one element.
  42113. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42114. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  42115. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42116. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  42117. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42118. * @param name defines the name of the mesh
  42119. * @param options defines the options used to create the mesh
  42120. * @param scene defines the hosting scene
  42121. * @returns the cylinder mesh
  42122. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42123. */
  42124. static CreateCylinder(name: string, options: {
  42125. height?: number;
  42126. diameterTop?: number;
  42127. diameterBottom?: number;
  42128. diameter?: number;
  42129. tessellation?: number;
  42130. subdivisions?: number;
  42131. arc?: number;
  42132. faceColors?: Color4[];
  42133. faceUV?: Vector4[];
  42134. updatable?: boolean;
  42135. hasRings?: boolean;
  42136. enclose?: boolean;
  42137. cap?: number;
  42138. sideOrientation?: number;
  42139. frontUVs?: Vector4;
  42140. backUVs?: Vector4;
  42141. }, scene: any): Mesh;
  42142. }
  42143. }
  42144. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42145. import { Observable } from "babylonjs/Misc/observable";
  42146. import { Nullable } from "babylonjs/types";
  42147. import { Camera } from "babylonjs/Cameras/camera";
  42148. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42149. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42150. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42151. import { Scene } from "babylonjs/scene";
  42152. import { Vector3 } from "babylonjs/Maths/math.vector";
  42153. import { Color3 } from "babylonjs/Maths/math.color";
  42154. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42155. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42156. import { Mesh } from "babylonjs/Meshes/mesh";
  42157. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42158. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42159. import "babylonjs/Meshes/Builders/groundBuilder";
  42160. import "babylonjs/Meshes/Builders/torusBuilder";
  42161. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42162. import "babylonjs/Gamepads/gamepadSceneComponent";
  42163. import "babylonjs/Animations/animatable";
  42164. /**
  42165. * Options to modify the vr teleportation behavior.
  42166. */
  42167. export interface VRTeleportationOptions {
  42168. /**
  42169. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42170. */
  42171. floorMeshName?: string;
  42172. /**
  42173. * A list of meshes to be used as the teleportation floor. (default: empty)
  42174. */
  42175. floorMeshes?: Mesh[];
  42176. }
  42177. /**
  42178. * Options to modify the vr experience helper's behavior.
  42179. */
  42180. export interface VRExperienceHelperOptions extends WebVROptions {
  42181. /**
  42182. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  42183. */
  42184. createDeviceOrientationCamera?: boolean;
  42185. /**
  42186. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  42187. */
  42188. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  42189. /**
  42190. * Uses the main button on the controller to toggle the laser casted. (default: true)
  42191. */
  42192. laserToggle?: boolean;
  42193. /**
  42194. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  42195. */
  42196. floorMeshes?: Mesh[];
  42197. /**
  42198. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  42199. */
  42200. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  42201. }
  42202. /**
  42203. * Event containing information after VR has been entered
  42204. */
  42205. export class OnAfterEnteringVRObservableEvent {
  42206. /**
  42207. * If entering vr was successful
  42208. */
  42209. success: boolean;
  42210. }
  42211. /**
  42212. * Helps to quickly add VR support to an existing scene.
  42213. * See http://doc.babylonjs.com/how_to/webvr_helper
  42214. */
  42215. export class VRExperienceHelper {
  42216. /** Options to modify the vr experience helper's behavior. */
  42217. webVROptions: VRExperienceHelperOptions;
  42218. private _scene;
  42219. private _position;
  42220. private _btnVR;
  42221. private _btnVRDisplayed;
  42222. private _webVRsupported;
  42223. private _webVRready;
  42224. private _webVRrequesting;
  42225. private _webVRpresenting;
  42226. private _hasEnteredVR;
  42227. private _fullscreenVRpresenting;
  42228. private _canvas;
  42229. private _webVRCamera;
  42230. private _vrDeviceOrientationCamera;
  42231. private _deviceOrientationCamera;
  42232. private _existingCamera;
  42233. private _onKeyDown;
  42234. private _onVrDisplayPresentChange;
  42235. private _onVRDisplayChanged;
  42236. private _onVRRequestPresentStart;
  42237. private _onVRRequestPresentComplete;
  42238. /**
  42239. * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
  42240. */
  42241. enableGazeEvenWhenNoPointerLock: boolean;
  42242. /**
  42243. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  42244. */
  42245. exitVROnDoubleTap: boolean;
  42246. /**
  42247. * Observable raised right before entering VR.
  42248. */
  42249. onEnteringVRObservable: Observable<VRExperienceHelper>;
  42250. /**
  42251. * Observable raised when entering VR has completed.
  42252. */
  42253. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  42254. /**
  42255. * Observable raised when exiting VR.
  42256. */
  42257. onExitingVRObservable: Observable<VRExperienceHelper>;
  42258. /**
  42259. * Observable raised when controller mesh is loaded.
  42260. */
  42261. onControllerMeshLoadedObservable: Observable<WebVRController>;
  42262. /** Return this.onEnteringVRObservable
  42263. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  42264. */
  42265. readonly onEnteringVR: Observable<VRExperienceHelper>;
  42266. /** Return this.onExitingVRObservable
  42267. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  42268. */
  42269. readonly onExitingVR: Observable<VRExperienceHelper>;
  42270. /** Return this.onControllerMeshLoadedObservable
  42271. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  42272. */
  42273. readonly onControllerMeshLoaded: Observable<WebVRController>;
  42274. private _rayLength;
  42275. private _useCustomVRButton;
  42276. private _teleportationRequested;
  42277. private _teleportActive;
  42278. private _floorMeshName;
  42279. private _floorMeshesCollection;
  42280. private _rotationAllowed;
  42281. private _teleportBackwardsVector;
  42282. private _teleportationTarget;
  42283. private _isDefaultTeleportationTarget;
  42284. private _postProcessMove;
  42285. private _teleportationFillColor;
  42286. private _teleportationBorderColor;
  42287. private _rotationAngle;
  42288. private _haloCenter;
  42289. private _cameraGazer;
  42290. private _padSensibilityUp;
  42291. private _padSensibilityDown;
  42292. private _leftController;
  42293. private _rightController;
  42294. /**
  42295. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  42296. */
  42297. onNewMeshSelected: Observable<AbstractMesh>;
  42298. /**
  42299. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  42300. */
  42301. onNewMeshPicked: Observable<PickingInfo>;
  42302. private _circleEase;
  42303. /**
  42304. * Observable raised before camera teleportation
  42305. */
  42306. onBeforeCameraTeleport: Observable<Vector3>;
  42307. /**
  42308. * Observable raised after camera teleportation
  42309. */
  42310. onAfterCameraTeleport: Observable<Vector3>;
  42311. /**
  42312. * Observable raised when current selected mesh gets unselected
  42313. */
  42314. onSelectedMeshUnselected: Observable<AbstractMesh>;
  42315. private _raySelectionPredicate;
  42316. /**
  42317. * To be optionaly changed by user to define custom ray selection
  42318. */
  42319. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  42320. /**
  42321. * To be optionaly changed by user to define custom selection logic (after ray selection)
  42322. */
  42323. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  42324. /**
  42325. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  42326. */
  42327. teleportationEnabled: boolean;
  42328. private _defaultHeight;
  42329. private _teleportationInitialized;
  42330. private _interactionsEnabled;
  42331. private _interactionsRequested;
  42332. private _displayGaze;
  42333. private _displayLaserPointer;
  42334. /**
  42335. * The mesh used to display where the user is going to teleport.
  42336. */
  42337. /**
  42338. * Sets the mesh to be used to display where the user is going to teleport.
  42339. */
  42340. teleportationTarget: Mesh;
  42341. /**
  42342. * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
  42343. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  42344. * See http://doc.babylonjs.com/resources/baking_transformations
  42345. */
  42346. gazeTrackerMesh: Mesh;
  42347. /**
  42348. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  42349. */
  42350. updateGazeTrackerScale: boolean;
  42351. /**
  42352. * If the gaze trackers color should be updated when selecting meshes
  42353. */
  42354. updateGazeTrackerColor: boolean;
  42355. /**
  42356. * The gaze tracking mesh corresponding to the left controller
  42357. */
  42358. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  42359. /**
  42360. * The gaze tracking mesh corresponding to the right controller
  42361. */
  42362. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  42363. /**
  42364. * If the ray of the gaze should be displayed.
  42365. */
  42366. /**
  42367. * Sets if the ray of the gaze should be displayed.
  42368. */
  42369. displayGaze: boolean;
  42370. /**
  42371. * If the ray of the LaserPointer should be displayed.
  42372. */
  42373. /**
  42374. * Sets if the ray of the LaserPointer should be displayed.
  42375. */
  42376. displayLaserPointer: boolean;
  42377. /**
  42378. * The deviceOrientationCamera used as the camera when not in VR.
  42379. */
  42380. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  42381. /**
  42382. * Based on the current WebVR support, returns the current VR camera used.
  42383. */
  42384. readonly currentVRCamera: Nullable<Camera>;
  42385. /**
  42386. * The webVRCamera which is used when in VR.
  42387. */
  42388. readonly webVRCamera: WebVRFreeCamera;
  42389. /**
  42390. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  42391. */
  42392. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  42393. /**
  42394. * The html button that is used to trigger entering into VR.
  42395. */
  42396. readonly vrButton: Nullable<HTMLButtonElement>;
  42397. private readonly _teleportationRequestInitiated;
  42398. /**
  42399. * Defines wether or not Pointer lock should be requested when switching to
  42400. * full screen.
  42401. */
  42402. requestPointerLockOnFullScreen: boolean;
  42403. /**
  42404. * Instantiates a VRExperienceHelper.
  42405. * Helps to quickly add VR support to an existing scene.
  42406. * @param scene The scene the VRExperienceHelper belongs to.
  42407. * @param webVROptions Options to modify the vr experience helper's behavior.
  42408. */
  42409. constructor(scene: Scene,
  42410. /** Options to modify the vr experience helper's behavior. */
  42411. webVROptions?: VRExperienceHelperOptions);
  42412. private _onDefaultMeshLoaded;
  42413. private _onResize;
  42414. private _onFullscreenChange;
  42415. /**
  42416. * Gets a value indicating if we are currently in VR mode.
  42417. */
  42418. readonly isInVRMode: boolean;
  42419. private onVrDisplayPresentChange;
  42420. private onVRDisplayChanged;
  42421. private moveButtonToBottomRight;
  42422. private displayVRButton;
  42423. private updateButtonVisibility;
  42424. private _cachedAngularSensibility;
  42425. /**
  42426. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  42427. * Otherwise, will use the fullscreen API.
  42428. */
  42429. enterVR(): void;
  42430. /**
  42431. * Attempt to exit VR, or fullscreen.
  42432. */
  42433. exitVR(): void;
  42434. /**
  42435. * The position of the vr experience helper.
  42436. */
  42437. /**
  42438. * Sets the position of the vr experience helper.
  42439. */
  42440. position: Vector3;
  42441. /**
  42442. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  42443. */
  42444. enableInteractions(): void;
  42445. private readonly _noControllerIsActive;
  42446. private beforeRender;
  42447. private _isTeleportationFloor;
  42448. /**
  42449. * Adds a floor mesh to be used for teleportation.
  42450. * @param floorMesh the mesh to be used for teleportation.
  42451. */
  42452. addFloorMesh(floorMesh: Mesh): void;
  42453. /**
  42454. * Removes a floor mesh from being used for teleportation.
  42455. * @param floorMesh the mesh to be removed.
  42456. */
  42457. removeFloorMesh(floorMesh: Mesh): void;
  42458. /**
  42459. * Enables interactions and teleportation using the VR controllers and gaze.
  42460. * @param vrTeleportationOptions options to modify teleportation behavior.
  42461. */
  42462. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  42463. private _onNewGamepadConnected;
  42464. private _tryEnableInteractionOnController;
  42465. private _onNewGamepadDisconnected;
  42466. private _enableInteractionOnController;
  42467. private _checkTeleportWithRay;
  42468. private _checkRotate;
  42469. private _checkTeleportBackwards;
  42470. private _enableTeleportationOnController;
  42471. private _createTeleportationCircles;
  42472. private _displayTeleportationTarget;
  42473. private _hideTeleportationTarget;
  42474. private _rotateCamera;
  42475. private _moveTeleportationSelectorTo;
  42476. private _workingVector;
  42477. private _workingQuaternion;
  42478. private _workingMatrix;
  42479. /**
  42480. * Teleports the users feet to the desired location
  42481. * @param location The location where the user's feet should be placed
  42482. */
  42483. teleportCamera(location: Vector3): void;
  42484. private _convertNormalToDirectionOfRay;
  42485. private _castRayAndSelectObject;
  42486. private _notifySelectedMeshUnselected;
  42487. /**
  42488. * Sets the color of the laser ray from the vr controllers.
  42489. * @param color new color for the ray.
  42490. */
  42491. changeLaserColor(color: Color3): void;
  42492. /**
  42493. * Sets the color of the ray from the vr headsets gaze.
  42494. * @param color new color for the ray.
  42495. */
  42496. changeGazeColor(color: Color3): void;
  42497. /**
  42498. * Exits VR and disposes of the vr experience helper
  42499. */
  42500. dispose(): void;
  42501. /**
  42502. * Gets the name of the VRExperienceHelper class
  42503. * @returns "VRExperienceHelper"
  42504. */
  42505. getClassName(): string;
  42506. }
  42507. }
  42508. declare module "babylonjs/Cameras/VR/index" {
  42509. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  42510. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  42511. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42512. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  42513. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  42514. export * from "babylonjs/Cameras/VR/webVRCamera";
  42515. }
  42516. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  42517. import { Observable } from "babylonjs/Misc/observable";
  42518. import { Nullable } from "babylonjs/types";
  42519. import { IDisposable, Scene } from "babylonjs/scene";
  42520. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  42521. /**
  42522. * Manages an XRSession to work with Babylon's engine
  42523. * @see https://doc.babylonjs.com/how_to/webxr
  42524. */
  42525. export class WebXRSessionManager implements IDisposable {
  42526. private scene;
  42527. /**
  42528. * Fires every time a new xrFrame arrives which can be used to update the camera
  42529. */
  42530. onXRFrameObservable: Observable<any>;
  42531. /**
  42532. * Fires when the xr session is ended either by the device or manually done
  42533. */
  42534. onXRSessionEnded: Observable<any>;
  42535. /**
  42536. * Underlying xr session
  42537. */
  42538. session: XRSession;
  42539. /**
  42540. * Type of reference space used when creating the session
  42541. */
  42542. referenceSpace: XRReferenceSpace;
  42543. /** @hidden */
  42544. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  42545. /**
  42546. * Current XR frame
  42547. */
  42548. currentFrame: Nullable<XRFrame>;
  42549. private _xrNavigator;
  42550. private baseLayer;
  42551. /**
  42552. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  42553. * @param scene The scene which the session should be created for
  42554. */
  42555. constructor(scene: Scene);
  42556. /**
  42557. * Initializes the manager
  42558. * After initialization enterXR can be called to start an XR session
  42559. * @returns Promise which resolves after it is initialized
  42560. */
  42561. initializeAsync(): Promise<void>;
  42562. /**
  42563. * Initializes an xr session
  42564. * @param xrSessionMode mode to initialize
  42565. * @returns a promise which will resolve once the session has been initialized
  42566. */
  42567. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  42568. /**
  42569. * Sets the reference space on the xr session
  42570. * @param referenceSpace space to set
  42571. * @returns a promise that will resolve once the reference space has been set
  42572. */
  42573. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  42574. /**
  42575. * Updates the render state of the session
  42576. * @param state state to set
  42577. * @returns a promise that resolves once the render state has been updated
  42578. */
  42579. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  42580. /**
  42581. * Starts rendering to the xr layer
  42582. * @returns a promise that will resolve once rendering has started
  42583. */
  42584. startRenderingToXRAsync(): Promise<void>;
  42585. /**
  42586. * Stops the xrSession and restores the renderloop
  42587. * @returns Promise which resolves after it exits XR
  42588. */
  42589. exitXRAsync(): Promise<unknown>;
  42590. /**
  42591. * Checks if a session would be supported for the creation options specified
  42592. * @param sessionMode session mode to check if supported eg. immersive-vr
  42593. * @returns true if supported
  42594. */
  42595. supportsSessionAsync(sessionMode: XRSessionMode): any;
  42596. /**
  42597. * @hidden
  42598. * Converts the render layer of xrSession to a render target
  42599. * @param session session to create render target for
  42600. * @param scene scene the new render target should be created for
  42601. */
  42602. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  42603. /**
  42604. * Disposes of the session manager
  42605. */
  42606. dispose(): void;
  42607. }
  42608. }
  42609. declare module "babylonjs/Cameras/XR/webXRCamera" {
  42610. import { Scene } from "babylonjs/scene";
  42611. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42612. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42613. /**
  42614. * WebXR Camera which holds the views for the xrSession
  42615. * @see https://doc.babylonjs.com/how_to/webxr
  42616. */
  42617. export class WebXRCamera extends FreeCamera {
  42618. private static _TmpMatrix;
  42619. /**
  42620. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  42621. * @param name the name of the camera
  42622. * @param scene the scene to add the camera to
  42623. */
  42624. constructor(name: string, scene: Scene);
  42625. private _updateNumberOfRigCameras;
  42626. /** @hidden */
  42627. _updateForDualEyeDebugging(pupilDistance?: number): void;
  42628. /**
  42629. * Updates the cameras position from the current pose information of the XR session
  42630. * @param xrSessionManager the session containing pose information
  42631. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  42632. */
  42633. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  42634. }
  42635. }
  42636. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  42637. import { Nullable } from "babylonjs/types";
  42638. import { IDisposable } from "babylonjs/scene";
  42639. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42640. /**
  42641. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  42642. */
  42643. export class WebXRManagedOutputCanvas implements IDisposable {
  42644. private helper;
  42645. private _canvas;
  42646. /**
  42647. * xrpresent context of the canvas which can be used to display/mirror xr content
  42648. */
  42649. canvasContext: WebGLRenderingContext;
  42650. /**
  42651. * xr layer for the canvas
  42652. */
  42653. xrLayer: Nullable<XRWebGLLayer>;
  42654. /**
  42655. * Initializes the xr layer for the session
  42656. * @param xrSession xr session
  42657. * @returns a promise that will resolve once the XR Layer has been created
  42658. */
  42659. initializeXRLayerAsync(xrSession: any): any;
  42660. /**
  42661. * Initializes the canvas to be added/removed upon entering/exiting xr
  42662. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  42663. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  42664. */
  42665. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  42666. /**
  42667. * Disposes of the object
  42668. */
  42669. dispose(): void;
  42670. private _setManagedOutputCanvas;
  42671. private _addCanvas;
  42672. private _removeCanvas;
  42673. }
  42674. }
  42675. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  42676. import { Observable } from "babylonjs/Misc/observable";
  42677. import { IDisposable, Scene } from "babylonjs/scene";
  42678. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  42679. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42680. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  42681. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  42682. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42683. /**
  42684. * States of the webXR experience
  42685. */
  42686. export enum WebXRState {
  42687. /**
  42688. * Transitioning to being in XR mode
  42689. */
  42690. ENTERING_XR = 0,
  42691. /**
  42692. * Transitioning to non XR mode
  42693. */
  42694. EXITING_XR = 1,
  42695. /**
  42696. * In XR mode and presenting
  42697. */
  42698. IN_XR = 2,
  42699. /**
  42700. * Not entered XR mode
  42701. */
  42702. NOT_IN_XR = 3
  42703. }
  42704. /**
  42705. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  42706. * @see https://doc.babylonjs.com/how_to/webxr
  42707. */
  42708. export class WebXRExperienceHelper implements IDisposable {
  42709. private scene;
  42710. /**
  42711. * Container which stores the xr camera and controllers as children. This can be used to move the camera/user as the camera's position is updated by the xr device
  42712. */
  42713. container: AbstractMesh;
  42714. /**
  42715. * Camera used to render xr content
  42716. */
  42717. camera: WebXRCamera;
  42718. /**
  42719. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  42720. */
  42721. state: WebXRState;
  42722. private _setState;
  42723. private static _TmpVector;
  42724. /**
  42725. * Fires when the state of the experience helper has changed
  42726. */
  42727. onStateChangedObservable: Observable<WebXRState>;
  42728. /** Session manager used to keep track of xr session */
  42729. sessionManager: WebXRSessionManager;
  42730. private _nonVRCamera;
  42731. private _originalSceneAutoClear;
  42732. private _supported;
  42733. /**
  42734. * Creates the experience helper
  42735. * @param scene the scene to attach the experience helper to
  42736. * @returns a promise for the experience helper
  42737. */
  42738. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  42739. /**
  42740. * Creates a WebXRExperienceHelper
  42741. * @param scene The scene the helper should be created in
  42742. */
  42743. private constructor();
  42744. /**
  42745. * Exits XR mode and returns the scene to its original state
  42746. * @returns promise that resolves after xr mode has exited
  42747. */
  42748. exitXRAsync(): Promise<unknown>;
  42749. /**
  42750. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  42751. * @param sessionCreationOptions options for the XR session
  42752. * @param referenceSpaceType frame of reference of the XR session
  42753. * @param outputCanvas the output canvas that will be used to enter XR mode
  42754. * @returns promise that resolves after xr mode has entered
  42755. */
  42756. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  42757. /**
  42758. * Updates the global position of the camera by moving the camera's container
  42759. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  42760. * @param position The desired global position of the camera
  42761. */
  42762. setPositionOfCameraUsingContainer(position: Vector3): void;
  42763. /**
  42764. * Rotates the xr camera by rotating the camera's container around the camera's position
  42765. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  42766. * @param rotation the desired quaternion rotation to apply to the camera
  42767. */
  42768. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  42769. /**
  42770. * Disposes of the experience helper
  42771. */
  42772. dispose(): void;
  42773. }
  42774. }
  42775. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  42776. import { Nullable } from "babylonjs/types";
  42777. import { Observable } from "babylonjs/Misc/observable";
  42778. import { IDisposable, Scene } from "babylonjs/scene";
  42779. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42780. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  42781. /**
  42782. * Button which can be used to enter a different mode of XR
  42783. */
  42784. export class WebXREnterExitUIButton {
  42785. /** button element */
  42786. element: HTMLElement;
  42787. /** XR initialization options for the button */
  42788. sessionMode: XRSessionMode;
  42789. /** Reference space type */
  42790. referenceSpaceType: XRReferenceSpaceType;
  42791. /**
  42792. * Creates a WebXREnterExitUIButton
  42793. * @param element button element
  42794. * @param sessionMode XR initialization session mode
  42795. * @param referenceSpaceType the type of reference space to be used
  42796. */
  42797. constructor(
  42798. /** button element */
  42799. element: HTMLElement,
  42800. /** XR initialization options for the button */
  42801. sessionMode: XRSessionMode,
  42802. /** Reference space type */
  42803. referenceSpaceType: XRReferenceSpaceType);
  42804. /**
  42805. * Overwritable function which can be used to update the button's visuals when the state changes
  42806. * @param activeButton the current active button in the UI
  42807. */
  42808. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  42809. }
  42810. /**
  42811. * Options to create the webXR UI
  42812. */
  42813. export class WebXREnterExitUIOptions {
  42814. /**
  42815. * Context to enter xr with
  42816. */
  42817. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  42818. /**
  42819. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  42820. */
  42821. customButtons?: Array<WebXREnterExitUIButton>;
  42822. }
  42823. /**
  42824. * UI to allow the user to enter/exit XR mode
  42825. */
  42826. export class WebXREnterExitUI implements IDisposable {
  42827. private scene;
  42828. private _overlay;
  42829. private _buttons;
  42830. private _activeButton;
  42831. /**
  42832. * Fired every time the active button is changed.
  42833. *
  42834. * When xr is entered via a button that launches xr that button will be the callback parameter
  42835. *
  42836. * When exiting xr the callback parameter will be null)
  42837. */
  42838. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  42839. /**
  42840. * Creates UI to allow the user to enter/exit XR mode
  42841. * @param scene the scene to add the ui to
  42842. * @param helper the xr experience helper to enter/exit xr with
  42843. * @param options options to configure the UI
  42844. * @returns the created ui
  42845. */
  42846. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  42847. private constructor();
  42848. private _updateButtons;
  42849. /**
  42850. * Disposes of the object
  42851. */
  42852. dispose(): void;
  42853. }
  42854. }
  42855. declare module "babylonjs/Cameras/XR/webXRController" {
  42856. import { Nullable } from "babylonjs/types";
  42857. import { Observable } from "babylonjs/Misc/observable";
  42858. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42859. import { Ray } from "babylonjs/Culling/ray";
  42860. import { Scene } from "babylonjs/scene";
  42861. /**
  42862. * Represents an XR input
  42863. */
  42864. export class WebXRController {
  42865. private scene;
  42866. /** The underlying input source for the controller */
  42867. inputSource: XRInputSource;
  42868. private parentContainer;
  42869. /**
  42870. * Represents the part of the controller that is held. This may not exist if the controller is the head mounted display itself, if thats the case only the pointer from the head will be availible
  42871. */
  42872. grip?: AbstractMesh;
  42873. /**
  42874. * Pointer which can be used to select objects or attach a visible laser to
  42875. */
  42876. pointer: AbstractMesh;
  42877. /**
  42878. * Event that fires when the controller is removed/disposed
  42879. */
  42880. onDisposeObservable: Observable<{}>;
  42881. private _tmpMatrix;
  42882. private _tmpQuaternion;
  42883. private _tmpVector;
  42884. /**
  42885. * Creates the controller
  42886. * @see https://doc.babylonjs.com/how_to/webxr
  42887. * @param scene the scene which the controller should be associated to
  42888. * @param inputSource the underlying input source for the controller
  42889. * @param parentContainer parent that the controller meshes should be children of
  42890. */
  42891. constructor(scene: Scene,
  42892. /** The underlying input source for the controller */
  42893. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  42894. /**
  42895. * Updates the controller pose based on the given XRFrame
  42896. * @param xrFrame xr frame to update the pose with
  42897. * @param referenceSpace reference space to use
  42898. */
  42899. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  42900. /**
  42901. * Gets a world space ray coming from the controller
  42902. * @param result the resulting ray
  42903. */
  42904. getWorldPointerRayToRef(result: Ray): void;
  42905. /**
  42906. * Disposes of the object
  42907. */
  42908. dispose(): void;
  42909. }
  42910. }
  42911. declare module "babylonjs/Cameras/XR/webXRInput" {
  42912. import { Observable } from "babylonjs/Misc/observable";
  42913. import { IDisposable } from "babylonjs/scene";
  42914. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  42915. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  42916. /**
  42917. * XR input used to track XR inputs such as controllers/rays
  42918. */
  42919. export class WebXRInput implements IDisposable {
  42920. /**
  42921. * Base experience the input listens to
  42922. */
  42923. baseExperience: WebXRExperienceHelper;
  42924. /**
  42925. * XR controllers being tracked
  42926. */
  42927. controllers: Array<WebXRController>;
  42928. private _frameObserver;
  42929. private _stateObserver;
  42930. /**
  42931. * Event when a controller has been connected/added
  42932. */
  42933. onControllerAddedObservable: Observable<WebXRController>;
  42934. /**
  42935. * Event when a controller has been removed/disconnected
  42936. */
  42937. onControllerRemovedObservable: Observable<WebXRController>;
  42938. /**
  42939. * Initializes the WebXRInput
  42940. * @param baseExperience experience helper which the input should be created for
  42941. */
  42942. constructor(
  42943. /**
  42944. * Base experience the input listens to
  42945. */
  42946. baseExperience: WebXRExperienceHelper);
  42947. private _onInputSourcesChange;
  42948. private _addAndRemoveControllers;
  42949. /**
  42950. * Disposes of the object
  42951. */
  42952. dispose(): void;
  42953. }
  42954. }
  42955. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  42956. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42957. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  42958. /**
  42959. * Enables teleportation
  42960. */
  42961. export class WebXRControllerTeleportation {
  42962. private _teleportationFillColor;
  42963. private _teleportationBorderColor;
  42964. private _tmpRay;
  42965. private _tmpVector;
  42966. /**
  42967. * Creates a WebXRControllerTeleportation
  42968. * @param input input manager to add teleportation to
  42969. * @param floorMeshes floormeshes which can be teleported to
  42970. */
  42971. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  42972. }
  42973. }
  42974. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  42975. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  42976. /**
  42977. * Handles pointer input automatically for the pointer of XR controllers
  42978. */
  42979. export class WebXRControllerPointerSelection {
  42980. private static _idCounter;
  42981. private _tmpRay;
  42982. /**
  42983. * Creates a WebXRControllerPointerSelection
  42984. * @param input input manager to setup pointer selection
  42985. */
  42986. constructor(input: WebXRInput);
  42987. private _convertNormalToDirectionOfRay;
  42988. private _updatePointerDistance;
  42989. }
  42990. }
  42991. declare module "babylonjs/Loading/sceneLoader" {
  42992. import { Observable } from "babylonjs/Misc/observable";
  42993. import { Nullable } from "babylonjs/types";
  42994. import { Scene } from "babylonjs/scene";
  42995. import { Engine } from "babylonjs/Engines/engine";
  42996. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42997. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  42998. import { AssetContainer } from "babylonjs/assetContainer";
  42999. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43000. import { Skeleton } from "babylonjs/Bones/skeleton";
  43001. /**
  43002. * Class used to represent data loading progression
  43003. */
  43004. export class SceneLoaderProgressEvent {
  43005. /** defines if data length to load can be evaluated */
  43006. readonly lengthComputable: boolean;
  43007. /** defines the loaded data length */
  43008. readonly loaded: number;
  43009. /** defines the data length to load */
  43010. readonly total: number;
  43011. /**
  43012. * Create a new progress event
  43013. * @param lengthComputable defines if data length to load can be evaluated
  43014. * @param loaded defines the loaded data length
  43015. * @param total defines the data length to load
  43016. */
  43017. constructor(
  43018. /** defines if data length to load can be evaluated */
  43019. lengthComputable: boolean,
  43020. /** defines the loaded data length */
  43021. loaded: number,
  43022. /** defines the data length to load */
  43023. total: number);
  43024. /**
  43025. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  43026. * @param event defines the source event
  43027. * @returns a new SceneLoaderProgressEvent
  43028. */
  43029. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  43030. }
  43031. /**
  43032. * Interface used by SceneLoader plugins to define supported file extensions
  43033. */
  43034. export interface ISceneLoaderPluginExtensions {
  43035. /**
  43036. * Defines the list of supported extensions
  43037. */
  43038. [extension: string]: {
  43039. isBinary: boolean;
  43040. };
  43041. }
  43042. /**
  43043. * Interface used by SceneLoader plugin factory
  43044. */
  43045. export interface ISceneLoaderPluginFactory {
  43046. /**
  43047. * Defines the name of the factory
  43048. */
  43049. name: string;
  43050. /**
  43051. * Function called to create a new plugin
  43052. * @return the new plugin
  43053. */
  43054. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  43055. /**
  43056. * Boolean indicating if the plugin can direct load specific data
  43057. */
  43058. canDirectLoad?: (data: string) => boolean;
  43059. }
  43060. /**
  43061. * Interface used to define a SceneLoader plugin
  43062. */
  43063. export interface ISceneLoaderPlugin {
  43064. /**
  43065. * The friendly name of this plugin.
  43066. */
  43067. name: string;
  43068. /**
  43069. * The file extensions supported by this plugin.
  43070. */
  43071. extensions: string | ISceneLoaderPluginExtensions;
  43072. /**
  43073. * Import meshes into a scene.
  43074. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43075. * @param scene The scene to import into
  43076. * @param data The data to import
  43077. * @param rootUrl The root url for scene and resources
  43078. * @param meshes The meshes array to import into
  43079. * @param particleSystems The particle systems array to import into
  43080. * @param skeletons The skeletons array to import into
  43081. * @param onError The callback when import fails
  43082. * @returns True if successful or false otherwise
  43083. */
  43084. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  43085. /**
  43086. * Load into a scene.
  43087. * @param scene The scene to load into
  43088. * @param data The data to import
  43089. * @param rootUrl The root url for scene and resources
  43090. * @param onError The callback when import fails
  43091. * @returns true if successful or false otherwise
  43092. */
  43093. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  43094. /**
  43095. * The callback that returns true if the data can be directly loaded.
  43096. */
  43097. canDirectLoad?: (data: string) => boolean;
  43098. /**
  43099. * The callback that allows custom handling of the root url based on the response url.
  43100. */
  43101. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43102. /**
  43103. * Load into an asset container.
  43104. * @param scene The scene to load into
  43105. * @param data The data to import
  43106. * @param rootUrl The root url for scene and resources
  43107. * @param onError The callback when import fails
  43108. * @returns The loaded asset container
  43109. */
  43110. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  43111. }
  43112. /**
  43113. * Interface used to define an async SceneLoader plugin
  43114. */
  43115. export interface ISceneLoaderPluginAsync {
  43116. /**
  43117. * The friendly name of this plugin.
  43118. */
  43119. name: string;
  43120. /**
  43121. * The file extensions supported by this plugin.
  43122. */
  43123. extensions: string | ISceneLoaderPluginExtensions;
  43124. /**
  43125. * Import meshes into a scene.
  43126. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43127. * @param scene The scene to import into
  43128. * @param data The data to import
  43129. * @param rootUrl The root url for scene and resources
  43130. * @param onProgress The callback when the load progresses
  43131. * @param fileName Defines the name of the file to load
  43132. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  43133. */
  43134. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  43135. meshes: AbstractMesh[];
  43136. particleSystems: IParticleSystem[];
  43137. skeletons: Skeleton[];
  43138. animationGroups: AnimationGroup[];
  43139. }>;
  43140. /**
  43141. * Load into a scene.
  43142. * @param scene The scene to load into
  43143. * @param data The data to import
  43144. * @param rootUrl The root url for scene and resources
  43145. * @param onProgress The callback when the load progresses
  43146. * @param fileName Defines the name of the file to load
  43147. * @returns Nothing
  43148. */
  43149. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  43150. /**
  43151. * The callback that returns true if the data can be directly loaded.
  43152. */
  43153. canDirectLoad?: (data: string) => boolean;
  43154. /**
  43155. * The callback that allows custom handling of the root url based on the response url.
  43156. */
  43157. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  43158. /**
  43159. * Load into an asset container.
  43160. * @param scene The scene to load into
  43161. * @param data The data to import
  43162. * @param rootUrl The root url for scene and resources
  43163. * @param onProgress The callback when the load progresses
  43164. * @param fileName Defines the name of the file to load
  43165. * @returns The loaded asset container
  43166. */
  43167. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  43168. }
  43169. /**
  43170. * Class used to load scene from various file formats using registered plugins
  43171. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  43172. */
  43173. export class SceneLoader {
  43174. /**
  43175. * No logging while loading
  43176. */
  43177. static readonly NO_LOGGING: number;
  43178. /**
  43179. * Minimal logging while loading
  43180. */
  43181. static readonly MINIMAL_LOGGING: number;
  43182. /**
  43183. * Summary logging while loading
  43184. */
  43185. static readonly SUMMARY_LOGGING: number;
  43186. /**
  43187. * Detailled logging while loading
  43188. */
  43189. static readonly DETAILED_LOGGING: number;
  43190. /**
  43191. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  43192. */
  43193. static ForceFullSceneLoadingForIncremental: boolean;
  43194. /**
  43195. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  43196. */
  43197. static ShowLoadingScreen: boolean;
  43198. /**
  43199. * Defines the current logging level (while loading the scene)
  43200. * @ignorenaming
  43201. */
  43202. static loggingLevel: number;
  43203. /**
  43204. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  43205. */
  43206. static CleanBoneMatrixWeights: boolean;
  43207. /**
  43208. * Event raised when a plugin is used to load a scene
  43209. */
  43210. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43211. private static _registeredPlugins;
  43212. private static _getDefaultPlugin;
  43213. private static _getPluginForExtension;
  43214. private static _getPluginForDirectLoad;
  43215. private static _getPluginForFilename;
  43216. private static _getDirectLoad;
  43217. private static _loadData;
  43218. private static _getFileInfo;
  43219. /**
  43220. * Gets a plugin that can load the given extension
  43221. * @param extension defines the extension to load
  43222. * @returns a plugin or null if none works
  43223. */
  43224. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  43225. /**
  43226. * Gets a boolean indicating that the given extension can be loaded
  43227. * @param extension defines the extension to load
  43228. * @returns true if the extension is supported
  43229. */
  43230. static IsPluginForExtensionAvailable(extension: string): boolean;
  43231. /**
  43232. * Adds a new plugin to the list of registered plugins
  43233. * @param plugin defines the plugin to add
  43234. */
  43235. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  43236. /**
  43237. * Import meshes into a scene
  43238. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43239. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43240. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43241. * @param scene the instance of BABYLON.Scene to append to
  43242. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  43243. * @param onProgress a callback with a progress event for each file being loaded
  43244. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43245. * @param pluginExtension the extension used to determine the plugin
  43246. * @returns The loaded plugin
  43247. */
  43248. static ImportMesh(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43249. /**
  43250. * Import meshes into a scene
  43251. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43252. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43253. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43254. * @param scene the instance of BABYLON.Scene to append to
  43255. * @param onProgress a callback with a progress event for each file being loaded
  43256. * @param pluginExtension the extension used to determine the plugin
  43257. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  43258. */
  43259. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  43260. meshes: AbstractMesh[];
  43261. particleSystems: IParticleSystem[];
  43262. skeletons: Skeleton[];
  43263. animationGroups: AnimationGroup[];
  43264. }>;
  43265. /**
  43266. * Load a scene
  43267. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43268. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43269. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43270. * @param onSuccess a callback with the scene when import succeeds
  43271. * @param onProgress a callback with a progress event for each file being loaded
  43272. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43273. * @param pluginExtension the extension used to determine the plugin
  43274. * @returns The loaded plugin
  43275. */
  43276. static Load(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43277. /**
  43278. * Load a scene
  43279. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43280. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43281. * @param engine is the instance of BABYLON.Engine to use to create the scene
  43282. * @param onProgress a callback with a progress event for each file being loaded
  43283. * @param pluginExtension the extension used to determine the plugin
  43284. * @returns The loaded scene
  43285. */
  43286. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43287. /**
  43288. * Append a scene
  43289. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43290. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43291. * @param scene is the instance of BABYLON.Scene to append to
  43292. * @param onSuccess a callback with the scene when import succeeds
  43293. * @param onProgress a callback with a progress event for each file being loaded
  43294. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43295. * @param pluginExtension the extension used to determine the plugin
  43296. * @returns The loaded plugin
  43297. */
  43298. static Append(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43299. /**
  43300. * Append a scene
  43301. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43302. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43303. * @param scene is the instance of BABYLON.Scene to append to
  43304. * @param onProgress a callback with a progress event for each file being loaded
  43305. * @param pluginExtension the extension used to determine the plugin
  43306. * @returns The given scene
  43307. */
  43308. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  43309. /**
  43310. * Load a scene into an asset container
  43311. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43312. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  43313. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  43314. * @param onSuccess a callback with the scene when import succeeds
  43315. * @param onProgress a callback with a progress event for each file being loaded
  43316. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  43317. * @param pluginExtension the extension used to determine the plugin
  43318. * @returns The loaded plugin
  43319. */
  43320. static LoadAssetContainer(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(assets: AssetContainer) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43321. /**
  43322. * Load a scene into an asset container
  43323. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  43324. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  43325. * @param scene is the instance of Scene to append to
  43326. * @param onProgress a callback with a progress event for each file being loaded
  43327. * @param pluginExtension the extension used to determine the plugin
  43328. * @returns The loaded asset container
  43329. */
  43330. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  43331. }
  43332. }
  43333. declare module "babylonjs/Gamepads/Controllers/genericController" {
  43334. import { Scene } from "babylonjs/scene";
  43335. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43336. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43337. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43338. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43339. /**
  43340. * Generic Controller
  43341. */
  43342. export class GenericController extends WebVRController {
  43343. /**
  43344. * Base Url for the controller model.
  43345. */
  43346. static readonly MODEL_BASE_URL: string;
  43347. /**
  43348. * File name for the controller model.
  43349. */
  43350. static readonly MODEL_FILENAME: string;
  43351. /**
  43352. * Creates a new GenericController from a gamepad
  43353. * @param vrGamepad the gamepad that the controller should be created from
  43354. */
  43355. constructor(vrGamepad: any);
  43356. /**
  43357. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43358. * @param scene scene in which to add meshes
  43359. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43360. */
  43361. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43362. /**
  43363. * Called once for each button that changed state since the last frame
  43364. * @param buttonIdx Which button index changed
  43365. * @param state New state of the button
  43366. * @param changes Which properties on the state changed since last frame
  43367. */
  43368. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43369. }
  43370. }
  43371. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  43372. import { Observable } from "babylonjs/Misc/observable";
  43373. import { Scene } from "babylonjs/scene";
  43374. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43375. import { Ray } from "babylonjs/Culling/ray";
  43376. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43377. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43378. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43379. /**
  43380. * Defines the WindowsMotionController object that the state of the windows motion controller
  43381. */
  43382. export class WindowsMotionController extends WebVRController {
  43383. /**
  43384. * The base url used to load the left and right controller models
  43385. */
  43386. static MODEL_BASE_URL: string;
  43387. /**
  43388. * The name of the left controller model file
  43389. */
  43390. static MODEL_LEFT_FILENAME: string;
  43391. /**
  43392. * The name of the right controller model file
  43393. */
  43394. static MODEL_RIGHT_FILENAME: string;
  43395. /**
  43396. * The controller name prefix for this controller type
  43397. */
  43398. static readonly GAMEPAD_ID_PREFIX: string;
  43399. /**
  43400. * The controller id pattern for this controller type
  43401. */
  43402. private static readonly GAMEPAD_ID_PATTERN;
  43403. private _loadedMeshInfo;
  43404. private readonly _mapping;
  43405. /**
  43406. * Fired when the trackpad on this controller is clicked
  43407. */
  43408. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  43409. /**
  43410. * Fired when the trackpad on this controller is modified
  43411. */
  43412. onTrackpadValuesChangedObservable: Observable<StickValues>;
  43413. /**
  43414. * The current x and y values of this controller's trackpad
  43415. */
  43416. trackpad: StickValues;
  43417. /**
  43418. * Creates a new WindowsMotionController from a gamepad
  43419. * @param vrGamepad the gamepad that the controller should be created from
  43420. */
  43421. constructor(vrGamepad: any);
  43422. /**
  43423. * Fired when the trigger on this controller is modified
  43424. */
  43425. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43426. /**
  43427. * Fired when the menu button on this controller is modified
  43428. */
  43429. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43430. /**
  43431. * Fired when the grip button on this controller is modified
  43432. */
  43433. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43434. /**
  43435. * Fired when the thumbstick button on this controller is modified
  43436. */
  43437. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43438. /**
  43439. * Fired when the touchpad button on this controller is modified
  43440. */
  43441. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43442. /**
  43443. * Fired when the touchpad values on this controller are modified
  43444. */
  43445. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  43446. private _updateTrackpad;
  43447. /**
  43448. * Called once per frame by the engine.
  43449. */
  43450. update(): void;
  43451. /**
  43452. * Called once for each button that changed state since the last frame
  43453. * @param buttonIdx Which button index changed
  43454. * @param state New state of the button
  43455. * @param changes Which properties on the state changed since last frame
  43456. */
  43457. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43458. /**
  43459. * Moves the buttons on the controller mesh based on their current state
  43460. * @param buttonName the name of the button to move
  43461. * @param buttonValue the value of the button which determines the buttons new position
  43462. */
  43463. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  43464. /**
  43465. * Moves the axis on the controller mesh based on its current state
  43466. * @param axis the index of the axis
  43467. * @param axisValue the value of the axis which determines the meshes new position
  43468. * @hidden
  43469. */
  43470. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  43471. /**
  43472. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43473. * @param scene scene in which to add meshes
  43474. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43475. */
  43476. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  43477. /**
  43478. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  43479. * can be transformed by button presses and axes values, based on this._mapping.
  43480. *
  43481. * @param scene scene in which the meshes exist
  43482. * @param meshes list of meshes that make up the controller model to process
  43483. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  43484. */
  43485. private processModel;
  43486. private createMeshInfo;
  43487. /**
  43488. * Gets the ray of the controller in the direction the controller is pointing
  43489. * @param length the length the resulting ray should be
  43490. * @returns a ray in the direction the controller is pointing
  43491. */
  43492. getForwardRay(length?: number): Ray;
  43493. /**
  43494. * Disposes of the controller
  43495. */
  43496. dispose(): void;
  43497. }
  43498. }
  43499. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  43500. import { Observable } from "babylonjs/Misc/observable";
  43501. import { Scene } from "babylonjs/scene";
  43502. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43503. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43504. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43505. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43506. /**
  43507. * Oculus Touch Controller
  43508. */
  43509. export class OculusTouchController extends WebVRController {
  43510. /**
  43511. * Base Url for the controller model.
  43512. */
  43513. static MODEL_BASE_URL: string;
  43514. /**
  43515. * File name for the left controller model.
  43516. */
  43517. static MODEL_LEFT_FILENAME: string;
  43518. /**
  43519. * File name for the right controller model.
  43520. */
  43521. static MODEL_RIGHT_FILENAME: string;
  43522. /**
  43523. * Base Url for the Quest controller model.
  43524. */
  43525. static QUEST_MODEL_BASE_URL: string;
  43526. /**
  43527. * @hidden
  43528. * If the controllers are running on a device that needs the updated Quest controller models
  43529. */
  43530. static _IsQuest: boolean;
  43531. /**
  43532. * Fired when the secondary trigger on this controller is modified
  43533. */
  43534. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  43535. /**
  43536. * Fired when the thumb rest on this controller is modified
  43537. */
  43538. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  43539. /**
  43540. * Creates a new OculusTouchController from a gamepad
  43541. * @param vrGamepad the gamepad that the controller should be created from
  43542. */
  43543. constructor(vrGamepad: any);
  43544. /**
  43545. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43546. * @param scene scene in which to add meshes
  43547. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43548. */
  43549. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43550. /**
  43551. * Fired when the A button on this controller is modified
  43552. */
  43553. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43554. /**
  43555. * Fired when the B button on this controller is modified
  43556. */
  43557. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43558. /**
  43559. * Fired when the X button on this controller is modified
  43560. */
  43561. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43562. /**
  43563. * Fired when the Y button on this controller is modified
  43564. */
  43565. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43566. /**
  43567. * Called once for each button that changed state since the last frame
  43568. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  43569. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  43570. * 2) secondary trigger (same)
  43571. * 3) A (right) X (left), touch, pressed = value
  43572. * 4) B / Y
  43573. * 5) thumb rest
  43574. * @param buttonIdx Which button index changed
  43575. * @param state New state of the button
  43576. * @param changes Which properties on the state changed since last frame
  43577. */
  43578. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43579. }
  43580. }
  43581. declare module "babylonjs/Gamepads/Controllers/viveController" {
  43582. import { Scene } from "babylonjs/scene";
  43583. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43584. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43585. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  43586. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  43587. import { Observable } from "babylonjs/Misc/observable";
  43588. /**
  43589. * Vive Controller
  43590. */
  43591. export class ViveController extends WebVRController {
  43592. /**
  43593. * Base Url for the controller model.
  43594. */
  43595. static MODEL_BASE_URL: string;
  43596. /**
  43597. * File name for the controller model.
  43598. */
  43599. static MODEL_FILENAME: string;
  43600. /**
  43601. * Creates a new ViveController from a gamepad
  43602. * @param vrGamepad the gamepad that the controller should be created from
  43603. */
  43604. constructor(vrGamepad: any);
  43605. /**
  43606. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  43607. * @param scene scene in which to add meshes
  43608. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  43609. */
  43610. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  43611. /**
  43612. * Fired when the left button on this controller is modified
  43613. */
  43614. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43615. /**
  43616. * Fired when the right button on this controller is modified
  43617. */
  43618. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43619. /**
  43620. * Fired when the menu button on this controller is modified
  43621. */
  43622. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  43623. /**
  43624. * Called once for each button that changed state since the last frame
  43625. * Vive mapping:
  43626. * 0: touchpad
  43627. * 1: trigger
  43628. * 2: left AND right buttons
  43629. * 3: menu button
  43630. * @param buttonIdx Which button index changed
  43631. * @param state New state of the button
  43632. * @param changes Which properties on the state changed since last frame
  43633. */
  43634. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  43635. }
  43636. }
  43637. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  43638. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43639. /**
  43640. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  43641. */
  43642. export class WebXRControllerModelLoader {
  43643. /**
  43644. * Creates the WebXRControllerModelLoader
  43645. * @param input xr input that creates the controllers
  43646. */
  43647. constructor(input: WebXRInput);
  43648. }
  43649. }
  43650. declare module "babylonjs/Cameras/XR/index" {
  43651. export * from "babylonjs/Cameras/XR/webXRCamera";
  43652. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  43653. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43654. export * from "babylonjs/Cameras/XR/webXRInput";
  43655. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  43656. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  43657. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  43658. export * from "babylonjs/Cameras/XR/webXRController";
  43659. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43660. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  43661. }
  43662. declare module "babylonjs/Cameras/RigModes/index" {
  43663. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  43664. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43665. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  43666. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  43667. }
  43668. declare module "babylonjs/Cameras/index" {
  43669. export * from "babylonjs/Cameras/Inputs/index";
  43670. export * from "babylonjs/Cameras/cameraInputsManager";
  43671. export * from "babylonjs/Cameras/camera";
  43672. export * from "babylonjs/Cameras/targetCamera";
  43673. export * from "babylonjs/Cameras/freeCamera";
  43674. export * from "babylonjs/Cameras/freeCameraInputsManager";
  43675. export * from "babylonjs/Cameras/touchCamera";
  43676. export * from "babylonjs/Cameras/arcRotateCamera";
  43677. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  43678. export * from "babylonjs/Cameras/deviceOrientationCamera";
  43679. export * from "babylonjs/Cameras/flyCamera";
  43680. export * from "babylonjs/Cameras/flyCameraInputsManager";
  43681. export * from "babylonjs/Cameras/followCamera";
  43682. export * from "babylonjs/Cameras/gamepadCamera";
  43683. export * from "babylonjs/Cameras/Stereoscopic/index";
  43684. export * from "babylonjs/Cameras/universalCamera";
  43685. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  43686. export * from "babylonjs/Cameras/VR/index";
  43687. export * from "babylonjs/Cameras/XR/index";
  43688. export * from "babylonjs/Cameras/RigModes/index";
  43689. }
  43690. declare module "babylonjs/Collisions/index" {
  43691. export * from "babylonjs/Collisions/collider";
  43692. export * from "babylonjs/Collisions/collisionCoordinator";
  43693. export * from "babylonjs/Collisions/pickingInfo";
  43694. export * from "babylonjs/Collisions/intersectionInfo";
  43695. export * from "babylonjs/Collisions/meshCollisionData";
  43696. }
  43697. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  43698. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  43699. import { Vector3 } from "babylonjs/Maths/math.vector";
  43700. import { Ray } from "babylonjs/Culling/ray";
  43701. import { Plane } from "babylonjs/Maths/math.plane";
  43702. /**
  43703. * Contains an array of blocks representing the octree
  43704. */
  43705. export interface IOctreeContainer<T> {
  43706. /**
  43707. * Blocks within the octree
  43708. */
  43709. blocks: Array<OctreeBlock<T>>;
  43710. }
  43711. /**
  43712. * Class used to store a cell in an octree
  43713. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43714. */
  43715. export class OctreeBlock<T> {
  43716. /**
  43717. * Gets the content of the current block
  43718. */
  43719. entries: T[];
  43720. /**
  43721. * Gets the list of block children
  43722. */
  43723. blocks: Array<OctreeBlock<T>>;
  43724. private _depth;
  43725. private _maxDepth;
  43726. private _capacity;
  43727. private _minPoint;
  43728. private _maxPoint;
  43729. private _boundingVectors;
  43730. private _creationFunc;
  43731. /**
  43732. * Creates a new block
  43733. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  43734. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  43735. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43736. * @param depth defines the current depth of this block in the octree
  43737. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  43738. * @param creationFunc defines a callback to call when an element is added to the block
  43739. */
  43740. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  43741. /**
  43742. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  43743. */
  43744. readonly capacity: number;
  43745. /**
  43746. * Gets the minimum vector (in world space) of the block's bounding box
  43747. */
  43748. readonly minPoint: Vector3;
  43749. /**
  43750. * Gets the maximum vector (in world space) of the block's bounding box
  43751. */
  43752. readonly maxPoint: Vector3;
  43753. /**
  43754. * Add a new element to this block
  43755. * @param entry defines the element to add
  43756. */
  43757. addEntry(entry: T): void;
  43758. /**
  43759. * Remove an element from this block
  43760. * @param entry defines the element to remove
  43761. */
  43762. removeEntry(entry: T): void;
  43763. /**
  43764. * Add an array of elements to this block
  43765. * @param entries defines the array of elements to add
  43766. */
  43767. addEntries(entries: T[]): void;
  43768. /**
  43769. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  43770. * @param frustumPlanes defines the frustum planes to test
  43771. * @param selection defines the array to store current content if selection is positive
  43772. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43773. */
  43774. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43775. /**
  43776. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  43777. * @param sphereCenter defines the bounding sphere center
  43778. * @param sphereRadius defines the bounding sphere radius
  43779. * @param selection defines the array to store current content if selection is positive
  43780. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43781. */
  43782. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  43783. /**
  43784. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  43785. * @param ray defines the ray to test with
  43786. * @param selection defines the array to store current content if selection is positive
  43787. */
  43788. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  43789. /**
  43790. * Subdivide the content into child blocks (this block will then be empty)
  43791. */
  43792. createInnerBlocks(): void;
  43793. /**
  43794. * @hidden
  43795. */
  43796. 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;
  43797. }
  43798. }
  43799. declare module "babylonjs/Culling/Octrees/octree" {
  43800. import { SmartArray } from "babylonjs/Misc/smartArray";
  43801. import { Vector3 } from "babylonjs/Maths/math.vector";
  43802. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43803. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43804. import { Ray } from "babylonjs/Culling/ray";
  43805. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  43806. import { Plane } from "babylonjs/Maths/math.plane";
  43807. /**
  43808. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  43809. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43810. */
  43811. export class Octree<T> {
  43812. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  43813. maxDepth: number;
  43814. /**
  43815. * Blocks within the octree containing objects
  43816. */
  43817. blocks: Array<OctreeBlock<T>>;
  43818. /**
  43819. * Content stored in the octree
  43820. */
  43821. dynamicContent: T[];
  43822. private _maxBlockCapacity;
  43823. private _selectionContent;
  43824. private _creationFunc;
  43825. /**
  43826. * Creates a octree
  43827. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43828. * @param creationFunc function to be used to instatiate the octree
  43829. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  43830. * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
  43831. */
  43832. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  43833. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  43834. maxDepth?: number);
  43835. /**
  43836. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  43837. * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  43838. * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  43839. * @param entries meshes to be added to the octree blocks
  43840. */
  43841. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  43842. /**
  43843. * Adds a mesh to the octree
  43844. * @param entry Mesh to add to the octree
  43845. */
  43846. addMesh(entry: T): void;
  43847. /**
  43848. * Remove an element from the octree
  43849. * @param entry defines the element to remove
  43850. */
  43851. removeMesh(entry: T): void;
  43852. /**
  43853. * Selects an array of meshes within the frustum
  43854. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  43855. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  43856. * @returns array of meshes within the frustum
  43857. */
  43858. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  43859. /**
  43860. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  43861. * @param sphereCenter defines the bounding sphere center
  43862. * @param sphereRadius defines the bounding sphere radius
  43863. * @param allowDuplicate defines if the selection array can contains duplicated entries
  43864. * @returns an array of objects that intersect the sphere
  43865. */
  43866. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  43867. /**
  43868. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  43869. * @param ray defines the ray to test with
  43870. * @returns array of intersected objects
  43871. */
  43872. intersectsRay(ray: Ray): SmartArray<T>;
  43873. /**
  43874. * Adds a mesh into the octree block if it intersects the block
  43875. */
  43876. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  43877. /**
  43878. * Adds a submesh into the octree block if it intersects the block
  43879. */
  43880. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  43881. }
  43882. }
  43883. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  43884. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  43885. import { Scene } from "babylonjs/scene";
  43886. import { SubMesh } from "babylonjs/Meshes/subMesh";
  43887. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43888. import { Ray } from "babylonjs/Culling/ray";
  43889. import { Octree } from "babylonjs/Culling/Octrees/octree";
  43890. import { Collider } from "babylonjs/Collisions/collider";
  43891. module "babylonjs/scene" {
  43892. interface Scene {
  43893. /**
  43894. * @hidden
  43895. * Backing Filed
  43896. */
  43897. _selectionOctree: Octree<AbstractMesh>;
  43898. /**
  43899. * Gets the octree used to boost mesh selection (picking)
  43900. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43901. */
  43902. selectionOctree: Octree<AbstractMesh>;
  43903. /**
  43904. * Creates or updates the octree used to boost selection (picking)
  43905. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43906. * @param maxCapacity defines the maximum capacity per leaf
  43907. * @param maxDepth defines the maximum depth of the octree
  43908. * @returns an octree of AbstractMesh
  43909. */
  43910. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  43911. }
  43912. }
  43913. module "babylonjs/Meshes/abstractMesh" {
  43914. interface AbstractMesh {
  43915. /**
  43916. * @hidden
  43917. * Backing Field
  43918. */
  43919. _submeshesOctree: Octree<SubMesh>;
  43920. /**
  43921. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  43922. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  43923. * @param maxCapacity defines the maximum size of each block (64 by default)
  43924. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  43925. * @returns the new octree
  43926. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  43927. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  43928. */
  43929. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  43930. }
  43931. }
  43932. /**
  43933. * Defines the octree scene component responsible to manage any octrees
  43934. * in a given scene.
  43935. */
  43936. export class OctreeSceneComponent {
  43937. /**
  43938. * The component name help to identify the component in the list of scene components.
  43939. */
  43940. readonly name: string;
  43941. /**
  43942. * The scene the component belongs to.
  43943. */
  43944. scene: Scene;
  43945. /**
  43946. * Indicates if the meshes have been checked to make sure they are isEnabled()
  43947. */
  43948. readonly checksIsEnabled: boolean;
  43949. /**
  43950. * Creates a new instance of the component for the given scene
  43951. * @param scene Defines the scene to register the component in
  43952. */
  43953. constructor(scene: Scene);
  43954. /**
  43955. * Registers the component in a given scene
  43956. */
  43957. register(): void;
  43958. /**
  43959. * Return the list of active meshes
  43960. * @returns the list of active meshes
  43961. */
  43962. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  43963. /**
  43964. * Return the list of active sub meshes
  43965. * @param mesh The mesh to get the candidates sub meshes from
  43966. * @returns the list of active sub meshes
  43967. */
  43968. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  43969. private _tempRay;
  43970. /**
  43971. * Return the list of sub meshes intersecting with a given local ray
  43972. * @param mesh defines the mesh to find the submesh for
  43973. * @param localRay defines the ray in local space
  43974. * @returns the list of intersecting sub meshes
  43975. */
  43976. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  43977. /**
  43978. * Return the list of sub meshes colliding with a collider
  43979. * @param mesh defines the mesh to find the submesh for
  43980. * @param collider defines the collider to evaluate the collision against
  43981. * @returns the list of colliding sub meshes
  43982. */
  43983. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  43984. /**
  43985. * Rebuilds the elements related to this component in case of
  43986. * context lost for instance.
  43987. */
  43988. rebuild(): void;
  43989. /**
  43990. * Disposes the component and the associated ressources.
  43991. */
  43992. dispose(): void;
  43993. }
  43994. }
  43995. declare module "babylonjs/Culling/Octrees/index" {
  43996. export * from "babylonjs/Culling/Octrees/octree";
  43997. export * from "babylonjs/Culling/Octrees/octreeBlock";
  43998. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  43999. }
  44000. declare module "babylonjs/Culling/index" {
  44001. export * from "babylonjs/Culling/boundingBox";
  44002. export * from "babylonjs/Culling/boundingInfo";
  44003. export * from "babylonjs/Culling/boundingSphere";
  44004. export * from "babylonjs/Culling/Octrees/index";
  44005. export * from "babylonjs/Culling/ray";
  44006. }
  44007. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  44008. import { IDisposable, Scene } from "babylonjs/scene";
  44009. import { Nullable } from "babylonjs/types";
  44010. import { Observable } from "babylonjs/Misc/observable";
  44011. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44012. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  44013. import { Camera } from "babylonjs/Cameras/camera";
  44014. /**
  44015. * Renders a layer on top of an existing scene
  44016. */
  44017. export class UtilityLayerRenderer implements IDisposable {
  44018. /** the original scene that will be rendered on top of */
  44019. originalScene: Scene;
  44020. private _pointerCaptures;
  44021. private _lastPointerEvents;
  44022. private static _DefaultUtilityLayer;
  44023. private static _DefaultKeepDepthUtilityLayer;
  44024. private _sharedGizmoLight;
  44025. private _renderCamera;
  44026. /**
  44027. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  44028. * @returns the camera that is used when rendering the utility layer
  44029. */
  44030. getRenderCamera(): Nullable<Camera>;
  44031. /**
  44032. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  44033. * @param cam the camera that should be used when rendering the utility layer
  44034. */
  44035. setRenderCamera(cam: Nullable<Camera>): void;
  44036. /**
  44037. * @hidden
  44038. * Light which used by gizmos to get light shading
  44039. */
  44040. _getSharedGizmoLight(): HemisphericLight;
  44041. /**
  44042. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  44043. */
  44044. pickUtilitySceneFirst: boolean;
  44045. /**
  44046. * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
  44047. */
  44048. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  44049. /**
  44050. * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
  44051. */
  44052. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  44053. /**
  44054. * The scene that is rendered on top of the original scene
  44055. */
  44056. utilityLayerScene: Scene;
  44057. /**
  44058. * If the utility layer should automatically be rendered on top of existing scene
  44059. */
  44060. shouldRender: boolean;
  44061. /**
  44062. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  44063. */
  44064. onlyCheckPointerDownEvents: boolean;
  44065. /**
  44066. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  44067. */
  44068. processAllEvents: boolean;
  44069. /**
  44070. * Observable raised when the pointer move from the utility layer scene to the main scene
  44071. */
  44072. onPointerOutObservable: Observable<number>;
  44073. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  44074. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  44075. private _afterRenderObserver;
  44076. private _sceneDisposeObserver;
  44077. private _originalPointerObserver;
  44078. /**
  44079. * Instantiates a UtilityLayerRenderer
  44080. * @param originalScene the original scene that will be rendered on top of
  44081. * @param handleEvents boolean indicating if the utility layer should handle events
  44082. */
  44083. constructor(
  44084. /** the original scene that will be rendered on top of */
  44085. originalScene: Scene, handleEvents?: boolean);
  44086. private _notifyObservers;
  44087. /**
  44088. * Renders the utility layers scene on top of the original scene
  44089. */
  44090. render(): void;
  44091. /**
  44092. * Disposes of the renderer
  44093. */
  44094. dispose(): void;
  44095. private _updateCamera;
  44096. }
  44097. }
  44098. declare module "babylonjs/Gizmos/gizmo" {
  44099. import { Nullable } from "babylonjs/types";
  44100. import { IDisposable } from "babylonjs/scene";
  44101. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44102. import { Mesh } from "babylonjs/Meshes/mesh";
  44103. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44104. /**
  44105. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  44106. */
  44107. export class Gizmo implements IDisposable {
  44108. /** The utility layer the gizmo will be added to */
  44109. gizmoLayer: UtilityLayerRenderer;
  44110. /**
  44111. * The root mesh of the gizmo
  44112. */
  44113. _rootMesh: Mesh;
  44114. private _attachedMesh;
  44115. /**
  44116. * Ratio for the scale of the gizmo (Default: 1)
  44117. */
  44118. scaleRatio: number;
  44119. /**
  44120. * If a custom mesh has been set (Default: false)
  44121. */
  44122. protected _customMeshSet: boolean;
  44123. /**
  44124. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  44125. * * When set, interactions will be enabled
  44126. */
  44127. attachedMesh: Nullable<AbstractMesh>;
  44128. /**
  44129. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  44130. * @param mesh The mesh to replace the default mesh of the gizmo
  44131. */
  44132. setCustomMesh(mesh: Mesh): void;
  44133. /**
  44134. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  44135. */
  44136. updateGizmoRotationToMatchAttachedMesh: boolean;
  44137. /**
  44138. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  44139. */
  44140. updateGizmoPositionToMatchAttachedMesh: boolean;
  44141. /**
  44142. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  44143. */
  44144. updateScale: boolean;
  44145. protected _interactionsEnabled: boolean;
  44146. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44147. private _beforeRenderObserver;
  44148. private _tempVector;
  44149. /**
  44150. * Creates a gizmo
  44151. * @param gizmoLayer The utility layer the gizmo will be added to
  44152. */
  44153. constructor(
  44154. /** The utility layer the gizmo will be added to */
  44155. gizmoLayer?: UtilityLayerRenderer);
  44156. /**
  44157. * Updates the gizmo to match the attached mesh's position/rotation
  44158. */
  44159. protected _update(): void;
  44160. /**
  44161. * Disposes of the gizmo
  44162. */
  44163. dispose(): void;
  44164. }
  44165. }
  44166. declare module "babylonjs/Gizmos/planeDragGizmo" {
  44167. import { Observable } from "babylonjs/Misc/observable";
  44168. import { Nullable } from "babylonjs/types";
  44169. import { Vector3 } from "babylonjs/Maths/math.vector";
  44170. import { Color3 } from "babylonjs/Maths/math.color";
  44171. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44172. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44173. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44174. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44175. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44176. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44177. import { Scene } from "babylonjs/scene";
  44178. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44179. /**
  44180. * Single plane drag gizmo
  44181. */
  44182. export class PlaneDragGizmo extends Gizmo {
  44183. /**
  44184. * Drag behavior responsible for the gizmos dragging interactions
  44185. */
  44186. dragBehavior: PointerDragBehavior;
  44187. private _pointerObserver;
  44188. /**
  44189. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44190. */
  44191. snapDistance: number;
  44192. /**
  44193. * Event that fires each time the gizmo snaps to a new location.
  44194. * * snapDistance is the the change in distance
  44195. */
  44196. onSnapObservable: Observable<{
  44197. snapDistance: number;
  44198. }>;
  44199. private _plane;
  44200. private _coloredMaterial;
  44201. private _hoverMaterial;
  44202. private _isEnabled;
  44203. private _parent;
  44204. /** @hidden */
  44205. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  44206. /** @hidden */
  44207. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44208. /**
  44209. * Creates a PlaneDragGizmo
  44210. * @param gizmoLayer The utility layer the gizmo will be added to
  44211. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  44212. * @param color The color of the gizmo
  44213. */
  44214. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44215. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44216. /**
  44217. * If the gizmo is enabled
  44218. */
  44219. isEnabled: boolean;
  44220. /**
  44221. * Disposes of the gizmo
  44222. */
  44223. dispose(): void;
  44224. }
  44225. }
  44226. declare module "babylonjs/Gizmos/positionGizmo" {
  44227. import { Observable } from "babylonjs/Misc/observable";
  44228. import { Nullable } from "babylonjs/types";
  44229. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44230. import { Mesh } from "babylonjs/Meshes/mesh";
  44231. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44232. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  44233. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  44234. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44235. /**
  44236. * Gizmo that enables dragging a mesh along 3 axis
  44237. */
  44238. export class PositionGizmo extends Gizmo {
  44239. /**
  44240. * Internal gizmo used for interactions on the x axis
  44241. */
  44242. xGizmo: AxisDragGizmo;
  44243. /**
  44244. * Internal gizmo used for interactions on the y axis
  44245. */
  44246. yGizmo: AxisDragGizmo;
  44247. /**
  44248. * Internal gizmo used for interactions on the z axis
  44249. */
  44250. zGizmo: AxisDragGizmo;
  44251. /**
  44252. * Internal gizmo used for interactions on the yz plane
  44253. */
  44254. xPlaneGizmo: PlaneDragGizmo;
  44255. /**
  44256. * Internal gizmo used for interactions on the xz plane
  44257. */
  44258. yPlaneGizmo: PlaneDragGizmo;
  44259. /**
  44260. * Internal gizmo used for interactions on the xy plane
  44261. */
  44262. zPlaneGizmo: PlaneDragGizmo;
  44263. /**
  44264. * private variables
  44265. */
  44266. private _meshAttached;
  44267. private _updateGizmoRotationToMatchAttachedMesh;
  44268. private _snapDistance;
  44269. private _scaleRatio;
  44270. /** Fires an event when any of it's sub gizmos are dragged */
  44271. onDragStartObservable: Observable<unknown>;
  44272. /** Fires an event when any of it's sub gizmos are released from dragging */
  44273. onDragEndObservable: Observable<unknown>;
  44274. /**
  44275. * If set to true, planar drag is enabled
  44276. */
  44277. private _planarGizmoEnabled;
  44278. attachedMesh: Nullable<AbstractMesh>;
  44279. /**
  44280. * Creates a PositionGizmo
  44281. * @param gizmoLayer The utility layer the gizmo will be added to
  44282. */
  44283. constructor(gizmoLayer?: UtilityLayerRenderer);
  44284. /**
  44285. * If the planar drag gizmo is enabled
  44286. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  44287. */
  44288. planarGizmoEnabled: boolean;
  44289. updateGizmoRotationToMatchAttachedMesh: boolean;
  44290. /**
  44291. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44292. */
  44293. snapDistance: number;
  44294. /**
  44295. * Ratio for the scale of the gizmo (Default: 1)
  44296. */
  44297. scaleRatio: number;
  44298. /**
  44299. * Disposes of the gizmo
  44300. */
  44301. dispose(): void;
  44302. /**
  44303. * CustomMeshes are not supported by this gizmo
  44304. * @param mesh The mesh to replace the default mesh of the gizmo
  44305. */
  44306. setCustomMesh(mesh: Mesh): void;
  44307. }
  44308. }
  44309. declare module "babylonjs/Gizmos/axisDragGizmo" {
  44310. import { Observable } from "babylonjs/Misc/observable";
  44311. import { Nullable } from "babylonjs/types";
  44312. import { Vector3 } from "babylonjs/Maths/math.vector";
  44313. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44314. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44315. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44316. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44317. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44318. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44319. import { Scene } from "babylonjs/scene";
  44320. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44321. import { Color3 } from "babylonjs/Maths/math.color";
  44322. /**
  44323. * Single axis drag gizmo
  44324. */
  44325. export class AxisDragGizmo extends Gizmo {
  44326. /**
  44327. * Drag behavior responsible for the gizmos dragging interactions
  44328. */
  44329. dragBehavior: PointerDragBehavior;
  44330. private _pointerObserver;
  44331. /**
  44332. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44333. */
  44334. snapDistance: number;
  44335. /**
  44336. * Event that fires each time the gizmo snaps to a new location.
  44337. * * snapDistance is the the change in distance
  44338. */
  44339. onSnapObservable: Observable<{
  44340. snapDistance: number;
  44341. }>;
  44342. private _isEnabled;
  44343. private _parent;
  44344. private _arrow;
  44345. private _coloredMaterial;
  44346. private _hoverMaterial;
  44347. /** @hidden */
  44348. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  44349. /** @hidden */
  44350. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44351. /**
  44352. * Creates an AxisDragGizmo
  44353. * @param gizmoLayer The utility layer the gizmo will be added to
  44354. * @param dragAxis The axis which the gizmo will be able to drag on
  44355. * @param color The color of the gizmo
  44356. */
  44357. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44358. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44359. /**
  44360. * If the gizmo is enabled
  44361. */
  44362. isEnabled: boolean;
  44363. /**
  44364. * Disposes of the gizmo
  44365. */
  44366. dispose(): void;
  44367. }
  44368. }
  44369. declare module "babylonjs/Debug/axesViewer" {
  44370. import { Vector3 } from "babylonjs/Maths/math.vector";
  44371. import { Nullable } from "babylonjs/types";
  44372. import { Scene } from "babylonjs/scene";
  44373. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44374. /**
  44375. * The Axes viewer will show 3 axes in a specific point in space
  44376. */
  44377. export class AxesViewer {
  44378. private _xAxis;
  44379. private _yAxis;
  44380. private _zAxis;
  44381. private _scaleLinesFactor;
  44382. private _instanced;
  44383. /**
  44384. * Gets the hosting scene
  44385. */
  44386. scene: Scene;
  44387. /**
  44388. * Gets or sets a number used to scale line length
  44389. */
  44390. scaleLines: number;
  44391. /** Gets the node hierarchy used to render x-axis */
  44392. readonly xAxis: TransformNode;
  44393. /** Gets the node hierarchy used to render y-axis */
  44394. readonly yAxis: TransformNode;
  44395. /** Gets the node hierarchy used to render z-axis */
  44396. readonly zAxis: TransformNode;
  44397. /**
  44398. * Creates a new AxesViewer
  44399. * @param scene defines the hosting scene
  44400. * @param scaleLines defines a number used to scale line length (1 by default)
  44401. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  44402. * @param xAxis defines the node hierarchy used to render the x-axis
  44403. * @param yAxis defines the node hierarchy used to render the y-axis
  44404. * @param zAxis defines the node hierarchy used to render the z-axis
  44405. */
  44406. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  44407. /**
  44408. * Force the viewer to update
  44409. * @param position defines the position of the viewer
  44410. * @param xaxis defines the x axis of the viewer
  44411. * @param yaxis defines the y axis of the viewer
  44412. * @param zaxis defines the z axis of the viewer
  44413. */
  44414. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  44415. /**
  44416. * Creates an instance of this axes viewer.
  44417. * @returns a new axes viewer with instanced meshes
  44418. */
  44419. createInstance(): AxesViewer;
  44420. /** Releases resources */
  44421. dispose(): void;
  44422. private static _SetRenderingGroupId;
  44423. }
  44424. }
  44425. declare module "babylonjs/Debug/boneAxesViewer" {
  44426. import { Nullable } from "babylonjs/types";
  44427. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  44428. import { Vector3 } from "babylonjs/Maths/math.vector";
  44429. import { Mesh } from "babylonjs/Meshes/mesh";
  44430. import { Bone } from "babylonjs/Bones/bone";
  44431. import { Scene } from "babylonjs/scene";
  44432. /**
  44433. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  44434. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  44435. */
  44436. export class BoneAxesViewer extends AxesViewer {
  44437. /**
  44438. * Gets or sets the target mesh where to display the axes viewer
  44439. */
  44440. mesh: Nullable<Mesh>;
  44441. /**
  44442. * Gets or sets the target bone where to display the axes viewer
  44443. */
  44444. bone: Nullable<Bone>;
  44445. /** Gets current position */
  44446. pos: Vector3;
  44447. /** Gets direction of X axis */
  44448. xaxis: Vector3;
  44449. /** Gets direction of Y axis */
  44450. yaxis: Vector3;
  44451. /** Gets direction of Z axis */
  44452. zaxis: Vector3;
  44453. /**
  44454. * Creates a new BoneAxesViewer
  44455. * @param scene defines the hosting scene
  44456. * @param bone defines the target bone
  44457. * @param mesh defines the target mesh
  44458. * @param scaleLines defines a scaling factor for line length (1 by default)
  44459. */
  44460. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  44461. /**
  44462. * Force the viewer to update
  44463. */
  44464. update(): void;
  44465. /** Releases resources */
  44466. dispose(): void;
  44467. }
  44468. }
  44469. declare module "babylonjs/Debug/debugLayer" {
  44470. import { Scene } from "babylonjs/scene";
  44471. /**
  44472. * Interface used to define scene explorer extensibility option
  44473. */
  44474. export interface IExplorerExtensibilityOption {
  44475. /**
  44476. * Define the option label
  44477. */
  44478. label: string;
  44479. /**
  44480. * Defines the action to execute on click
  44481. */
  44482. action: (entity: any) => void;
  44483. }
  44484. /**
  44485. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  44486. */
  44487. export interface IExplorerExtensibilityGroup {
  44488. /**
  44489. * Defines a predicate to test if a given type mut be extended
  44490. */
  44491. predicate: (entity: any) => boolean;
  44492. /**
  44493. * Gets the list of options added to a type
  44494. */
  44495. entries: IExplorerExtensibilityOption[];
  44496. }
  44497. /**
  44498. * Interface used to define the options to use to create the Inspector
  44499. */
  44500. export interface IInspectorOptions {
  44501. /**
  44502. * Display in overlay mode (default: false)
  44503. */
  44504. overlay?: boolean;
  44505. /**
  44506. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  44507. */
  44508. globalRoot?: HTMLElement;
  44509. /**
  44510. * Display the Scene explorer
  44511. */
  44512. showExplorer?: boolean;
  44513. /**
  44514. * Display the property inspector
  44515. */
  44516. showInspector?: boolean;
  44517. /**
  44518. * Display in embed mode (both panes on the right)
  44519. */
  44520. embedMode?: boolean;
  44521. /**
  44522. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  44523. */
  44524. handleResize?: boolean;
  44525. /**
  44526. * Allow the panes to popup (default: true)
  44527. */
  44528. enablePopup?: boolean;
  44529. /**
  44530. * Allow the panes to be closed by users (default: true)
  44531. */
  44532. enableClose?: boolean;
  44533. /**
  44534. * Optional list of extensibility entries
  44535. */
  44536. explorerExtensibility?: IExplorerExtensibilityGroup[];
  44537. /**
  44538. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  44539. */
  44540. inspectorURL?: string;
  44541. }
  44542. module "babylonjs/scene" {
  44543. interface Scene {
  44544. /**
  44545. * @hidden
  44546. * Backing field
  44547. */
  44548. _debugLayer: DebugLayer;
  44549. /**
  44550. * Gets the debug layer (aka Inspector) associated with the scene
  44551. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44552. */
  44553. debugLayer: DebugLayer;
  44554. }
  44555. }
  44556. /**
  44557. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44558. * what is happening in your scene
  44559. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44560. */
  44561. export class DebugLayer {
  44562. /**
  44563. * Define the url to get the inspector script from.
  44564. * By default it uses the babylonjs CDN.
  44565. * @ignoreNaming
  44566. */
  44567. static InspectorURL: string;
  44568. private _scene;
  44569. private BJSINSPECTOR;
  44570. private _onPropertyChangedObservable?;
  44571. /**
  44572. * Observable triggered when a property is changed through the inspector.
  44573. */
  44574. readonly onPropertyChangedObservable: any;
  44575. /**
  44576. * Instantiates a new debug layer.
  44577. * The debug layer (aka Inspector) is the go to tool in order to better understand
  44578. * what is happening in your scene
  44579. * @see http://doc.babylonjs.com/features/playground_debuglayer
  44580. * @param scene Defines the scene to inspect
  44581. */
  44582. constructor(scene: Scene);
  44583. /** Creates the inspector window. */
  44584. private _createInspector;
  44585. /**
  44586. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  44587. * @param entity defines the entity to select
  44588. * @param lineContainerTitle defines the specific block to highlight
  44589. */
  44590. select(entity: any, lineContainerTitle?: string): void;
  44591. /** Get the inspector from bundle or global */
  44592. private _getGlobalInspector;
  44593. /**
  44594. * Get if the inspector is visible or not.
  44595. * @returns true if visible otherwise, false
  44596. */
  44597. isVisible(): boolean;
  44598. /**
  44599. * Hide the inspector and close its window.
  44600. */
  44601. hide(): void;
  44602. /**
  44603. * Launch the debugLayer.
  44604. * @param config Define the configuration of the inspector
  44605. * @return a promise fulfilled when the debug layer is visible
  44606. */
  44607. show(config?: IInspectorOptions): Promise<DebugLayer>;
  44608. }
  44609. }
  44610. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  44611. import { Nullable } from "babylonjs/types";
  44612. import { Scene } from "babylonjs/scene";
  44613. import { Vector4 } from "babylonjs/Maths/math.vector";
  44614. import { Color4 } from "babylonjs/Maths/math.color";
  44615. import { Mesh } from "babylonjs/Meshes/mesh";
  44616. /**
  44617. * Class containing static functions to help procedurally build meshes
  44618. */
  44619. export class BoxBuilder {
  44620. /**
  44621. * Creates a box mesh
  44622. * * The parameter `size` sets the size (float) of each box side (default 1)
  44623. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  44624. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  44625. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  44626. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44627. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  44628. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44629. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  44630. * @param name defines the name of the mesh
  44631. * @param options defines the options used to create the mesh
  44632. * @param scene defines the hosting scene
  44633. * @returns the box mesh
  44634. */
  44635. static CreateBox(name: string, options: {
  44636. size?: number;
  44637. width?: number;
  44638. height?: number;
  44639. depth?: number;
  44640. faceUV?: Vector4[];
  44641. faceColors?: Color4[];
  44642. sideOrientation?: number;
  44643. frontUVs?: Vector4;
  44644. backUVs?: Vector4;
  44645. wrap?: boolean;
  44646. topBaseAt?: number;
  44647. bottomBaseAt?: number;
  44648. updatable?: boolean;
  44649. }, scene?: Nullable<Scene>): Mesh;
  44650. }
  44651. }
  44652. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  44653. import { Vector4 } from "babylonjs/Maths/math.vector";
  44654. import { Mesh } from "babylonjs/Meshes/mesh";
  44655. /**
  44656. * Class containing static functions to help procedurally build meshes
  44657. */
  44658. export class SphereBuilder {
  44659. /**
  44660. * Creates a sphere mesh
  44661. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  44662. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  44663. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  44664. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  44665. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  44666. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  44667. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  44668. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44669. * @param name defines the name of the mesh
  44670. * @param options defines the options used to create the mesh
  44671. * @param scene defines the hosting scene
  44672. * @returns the sphere mesh
  44673. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  44674. */
  44675. static CreateSphere(name: string, options: {
  44676. segments?: number;
  44677. diameter?: number;
  44678. diameterX?: number;
  44679. diameterY?: number;
  44680. diameterZ?: number;
  44681. arc?: number;
  44682. slice?: number;
  44683. sideOrientation?: number;
  44684. frontUVs?: Vector4;
  44685. backUVs?: Vector4;
  44686. updatable?: boolean;
  44687. }, scene: any): Mesh;
  44688. }
  44689. }
  44690. declare module "babylonjs/Debug/physicsViewer" {
  44691. import { Nullable } from "babylonjs/types";
  44692. import { Scene } from "babylonjs/scene";
  44693. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44694. import { Mesh } from "babylonjs/Meshes/mesh";
  44695. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  44696. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  44697. /**
  44698. * Used to show the physics impostor around the specific mesh
  44699. */
  44700. export class PhysicsViewer {
  44701. /** @hidden */
  44702. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  44703. /** @hidden */
  44704. protected _meshes: Array<Nullable<AbstractMesh>>;
  44705. /** @hidden */
  44706. protected _scene: Nullable<Scene>;
  44707. /** @hidden */
  44708. protected _numMeshes: number;
  44709. /** @hidden */
  44710. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  44711. private _renderFunction;
  44712. private _utilityLayer;
  44713. private _debugBoxMesh;
  44714. private _debugSphereMesh;
  44715. private _debugCylinderMesh;
  44716. private _debugMaterial;
  44717. private _debugMeshMeshes;
  44718. /**
  44719. * Creates a new PhysicsViewer
  44720. * @param scene defines the hosting scene
  44721. */
  44722. constructor(scene: Scene);
  44723. /** @hidden */
  44724. protected _updateDebugMeshes(): void;
  44725. /**
  44726. * Renders a specified physic impostor
  44727. * @param impostor defines the impostor to render
  44728. * @param targetMesh defines the mesh represented by the impostor
  44729. * @returns the new debug mesh used to render the impostor
  44730. */
  44731. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  44732. /**
  44733. * Hides a specified physic impostor
  44734. * @param impostor defines the impostor to hide
  44735. */
  44736. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  44737. private _getDebugMaterial;
  44738. private _getDebugBoxMesh;
  44739. private _getDebugSphereMesh;
  44740. private _getDebugCylinderMesh;
  44741. private _getDebugMeshMesh;
  44742. private _getDebugMesh;
  44743. /** Releases all resources */
  44744. dispose(): void;
  44745. }
  44746. }
  44747. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  44748. import { Vector3 } from "babylonjs/Maths/math.vector";
  44749. import { Color4 } from "babylonjs/Maths/math.color";
  44750. import { Nullable } from "babylonjs/types";
  44751. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44752. import { Scene } from "babylonjs/scene";
  44753. /**
  44754. * Class containing static functions to help procedurally build meshes
  44755. */
  44756. export class LinesBuilder {
  44757. /**
  44758. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  44759. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  44760. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  44761. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  44762. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  44763. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  44764. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  44765. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  44766. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  44767. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44768. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  44769. * @param name defines the name of the new line system
  44770. * @param options defines the options used to create the line system
  44771. * @param scene defines the hosting scene
  44772. * @returns a new line system mesh
  44773. */
  44774. static CreateLineSystem(name: string, options: {
  44775. lines: Vector3[][];
  44776. updatable?: boolean;
  44777. instance?: Nullable<LinesMesh>;
  44778. colors?: Nullable<Color4[][]>;
  44779. useVertexAlpha?: boolean;
  44780. }, scene: Nullable<Scene>): LinesMesh;
  44781. /**
  44782. * Creates a line mesh
  44783. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  44784. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44785. * * The parameter `points` is an array successive Vector3
  44786. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  44787. * * The optional parameter `colors` is an array of successive Color4, one per line point
  44788. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  44789. * * When updating an instance, remember that only point positions can change, not the number of points
  44790. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44791. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  44792. * @param name defines the name of the new line system
  44793. * @param options defines the options used to create the line system
  44794. * @param scene defines the hosting scene
  44795. * @returns a new line mesh
  44796. */
  44797. static CreateLines(name: string, options: {
  44798. points: Vector3[];
  44799. updatable?: boolean;
  44800. instance?: Nullable<LinesMesh>;
  44801. colors?: Color4[];
  44802. useVertexAlpha?: boolean;
  44803. }, scene?: Nullable<Scene>): LinesMesh;
  44804. /**
  44805. * Creates a dashed line mesh
  44806. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  44807. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  44808. * * The parameter `points` is an array successive Vector3
  44809. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  44810. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  44811. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  44812. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  44813. * * When updating an instance, remember that only point positions can change, not the number of points
  44814. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  44815. * @param name defines the name of the mesh
  44816. * @param options defines the options used to create the mesh
  44817. * @param scene defines the hosting scene
  44818. * @returns the dashed line mesh
  44819. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  44820. */
  44821. static CreateDashedLines(name: string, options: {
  44822. points: Vector3[];
  44823. dashSize?: number;
  44824. gapSize?: number;
  44825. dashNb?: number;
  44826. updatable?: boolean;
  44827. instance?: LinesMesh;
  44828. }, scene?: Nullable<Scene>): LinesMesh;
  44829. }
  44830. }
  44831. declare module "babylonjs/Debug/rayHelper" {
  44832. import { Nullable } from "babylonjs/types";
  44833. import { Ray } from "babylonjs/Culling/ray";
  44834. import { Vector3 } from "babylonjs/Maths/math.vector";
  44835. import { Color3 } from "babylonjs/Maths/math.color";
  44836. import { Scene } from "babylonjs/scene";
  44837. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44838. import "babylonjs/Meshes/Builders/linesBuilder";
  44839. /**
  44840. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44841. * in order to better appreciate the issue one might have.
  44842. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44843. */
  44844. export class RayHelper {
  44845. /**
  44846. * Defines the ray we are currently tryin to visualize.
  44847. */
  44848. ray: Nullable<Ray>;
  44849. private _renderPoints;
  44850. private _renderLine;
  44851. private _renderFunction;
  44852. private _scene;
  44853. private _updateToMeshFunction;
  44854. private _attachedToMesh;
  44855. private _meshSpaceDirection;
  44856. private _meshSpaceOrigin;
  44857. /**
  44858. * Helper function to create a colored helper in a scene in one line.
  44859. * @param ray Defines the ray we are currently tryin to visualize
  44860. * @param scene Defines the scene the ray is used in
  44861. * @param color Defines the color we want to see the ray in
  44862. * @returns The newly created ray helper.
  44863. */
  44864. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  44865. /**
  44866. * Instantiate a new ray helper.
  44867. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  44868. * in order to better appreciate the issue one might have.
  44869. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  44870. * @param ray Defines the ray we are currently tryin to visualize
  44871. */
  44872. constructor(ray: Ray);
  44873. /**
  44874. * Shows the ray we are willing to debug.
  44875. * @param scene Defines the scene the ray needs to be rendered in
  44876. * @param color Defines the color the ray needs to be rendered in
  44877. */
  44878. show(scene: Scene, color?: Color3): void;
  44879. /**
  44880. * Hides the ray we are debugging.
  44881. */
  44882. hide(): void;
  44883. private _render;
  44884. /**
  44885. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  44886. * @param mesh Defines the mesh we want the helper attached to
  44887. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  44888. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  44889. * @param length Defines the length of the ray
  44890. */
  44891. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  44892. /**
  44893. * Detach the ray helper from the mesh it has previously been attached to.
  44894. */
  44895. detachFromMesh(): void;
  44896. private _updateToMesh;
  44897. /**
  44898. * Dispose the helper and release its associated resources.
  44899. */
  44900. dispose(): void;
  44901. }
  44902. }
  44903. declare module "babylonjs/Debug/skeletonViewer" {
  44904. import { Color3 } from "babylonjs/Maths/math.color";
  44905. import { Scene } from "babylonjs/scene";
  44906. import { Nullable } from "babylonjs/types";
  44907. import { Skeleton } from "babylonjs/Bones/skeleton";
  44908. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44909. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  44910. /**
  44911. * Class used to render a debug view of a given skeleton
  44912. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  44913. */
  44914. export class SkeletonViewer {
  44915. /** defines the skeleton to render */
  44916. skeleton: Skeleton;
  44917. /** defines the mesh attached to the skeleton */
  44918. mesh: AbstractMesh;
  44919. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44920. autoUpdateBonesMatrices: boolean;
  44921. /** defines the rendering group id to use with the viewer */
  44922. renderingGroupId: number;
  44923. /** Gets or sets the color used to render the skeleton */
  44924. color: Color3;
  44925. private _scene;
  44926. private _debugLines;
  44927. private _debugMesh;
  44928. private _isEnabled;
  44929. private _renderFunction;
  44930. private _utilityLayer;
  44931. /**
  44932. * Returns the mesh used to render the bones
  44933. */
  44934. readonly debugMesh: Nullable<LinesMesh>;
  44935. /**
  44936. * Creates a new SkeletonViewer
  44937. * @param skeleton defines the skeleton to render
  44938. * @param mesh defines the mesh attached to the skeleton
  44939. * @param scene defines the hosting scene
  44940. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  44941. * @param renderingGroupId defines the rendering group id to use with the viewer
  44942. */
  44943. constructor(
  44944. /** defines the skeleton to render */
  44945. skeleton: Skeleton,
  44946. /** defines the mesh attached to the skeleton */
  44947. mesh: AbstractMesh, scene: Scene,
  44948. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  44949. autoUpdateBonesMatrices?: boolean,
  44950. /** defines the rendering group id to use with the viewer */
  44951. renderingGroupId?: number);
  44952. /** Gets or sets a boolean indicating if the viewer is enabled */
  44953. isEnabled: boolean;
  44954. private _getBonePosition;
  44955. private _getLinesForBonesWithLength;
  44956. private _getLinesForBonesNoLength;
  44957. /** Update the viewer to sync with current skeleton state */
  44958. update(): void;
  44959. /** Release associated resources */
  44960. dispose(): void;
  44961. }
  44962. }
  44963. declare module "babylonjs/Debug/index" {
  44964. export * from "babylonjs/Debug/axesViewer";
  44965. export * from "babylonjs/Debug/boneAxesViewer";
  44966. export * from "babylonjs/Debug/debugLayer";
  44967. export * from "babylonjs/Debug/physicsViewer";
  44968. export * from "babylonjs/Debug/rayHelper";
  44969. export * from "babylonjs/Debug/skeletonViewer";
  44970. }
  44971. declare module "babylonjs/Engines/nullEngine" {
  44972. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  44973. import { Scene } from "babylonjs/scene";
  44974. import { Engine } from "babylonjs/Engines/engine";
  44975. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  44976. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  44977. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  44978. import { Effect } from "babylonjs/Materials/effect";
  44979. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  44980. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  44981. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  44982. /**
  44983. * Options to create the null engine
  44984. */
  44985. export class NullEngineOptions {
  44986. /**
  44987. * Render width (Default: 512)
  44988. */
  44989. renderWidth: number;
  44990. /**
  44991. * Render height (Default: 256)
  44992. */
  44993. renderHeight: number;
  44994. /**
  44995. * Texture size (Default: 512)
  44996. */
  44997. textureSize: number;
  44998. /**
  44999. * If delta time between frames should be constant
  45000. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45001. */
  45002. deterministicLockstep: boolean;
  45003. /**
  45004. * Maximum about of steps between frames (Default: 4)
  45005. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45006. */
  45007. lockstepMaxSteps: number;
  45008. }
  45009. /**
  45010. * The null engine class provides support for headless version of babylon.js.
  45011. * This can be used in server side scenario or for testing purposes
  45012. */
  45013. export class NullEngine extends Engine {
  45014. private _options;
  45015. /**
  45016. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45017. */
  45018. isDeterministicLockStep(): boolean;
  45019. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  45020. getLockstepMaxSteps(): number;
  45021. /**
  45022. * Sets hardware scaling, used to save performance if needed
  45023. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  45024. */
  45025. getHardwareScalingLevel(): number;
  45026. constructor(options?: NullEngineOptions);
  45027. createVertexBuffer(vertices: FloatArray): DataBuffer;
  45028. createIndexBuffer(indices: IndicesArray): DataBuffer;
  45029. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45030. getRenderWidth(useScreen?: boolean): number;
  45031. getRenderHeight(useScreen?: boolean): number;
  45032. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  45033. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  45034. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  45035. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45036. bindSamplers(effect: Effect): void;
  45037. enableEffect(effect: Effect): void;
  45038. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45039. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45040. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45041. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45042. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45043. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45044. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45045. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45046. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45047. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45048. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45049. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45050. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45051. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45052. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45053. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45054. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45055. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45056. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45057. setBool(uniform: WebGLUniformLocation, bool: number): void;
  45058. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  45059. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  45060. bindBuffers(vertexBuffers: {
  45061. [key: string]: VertexBuffer;
  45062. }, indexBuffer: DataBuffer, effect: Effect): void;
  45063. wipeCaches(bruteForce?: boolean): void;
  45064. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  45065. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  45066. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  45067. /** @hidden */
  45068. _createTexture(): WebGLTexture;
  45069. /** @hidden */
  45070. _releaseTexture(texture: InternalTexture): void;
  45071. createTexture(urlArg: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<ArrayBuffer | HTMLImageElement>, fallBack?: InternalTexture, format?: number): InternalTexture;
  45072. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  45073. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  45074. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  45075. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  45076. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  45077. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  45078. areAllEffectsReady(): boolean;
  45079. /**
  45080. * @hidden
  45081. * Get the current error code of the webGL context
  45082. * @returns the error code
  45083. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  45084. */
  45085. getError(): number;
  45086. /** @hidden */
  45087. _getUnpackAlignement(): number;
  45088. /** @hidden */
  45089. _unpackFlipY(value: boolean): void;
  45090. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  45091. /**
  45092. * Updates a dynamic vertex buffer.
  45093. * @param vertexBuffer the vertex buffer to update
  45094. * @param data the data used to update the vertex buffer
  45095. * @param byteOffset the byte offset of the data (optional)
  45096. * @param byteLength the byte length of the data (optional)
  45097. */
  45098. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  45099. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  45100. /** @hidden */
  45101. _bindTexture(channel: number, texture: InternalTexture): void;
  45102. /** @hidden */
  45103. _releaseBuffer(buffer: DataBuffer): boolean;
  45104. releaseEffects(): void;
  45105. displayLoadingUI(): void;
  45106. hideLoadingUI(): void;
  45107. /** @hidden */
  45108. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45109. /** @hidden */
  45110. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45111. /** @hidden */
  45112. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  45113. /** @hidden */
  45114. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  45115. }
  45116. }
  45117. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  45118. import { Nullable, int } from "babylonjs/types";
  45119. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  45120. /** @hidden */
  45121. export class _OcclusionDataStorage {
  45122. /** @hidden */
  45123. occlusionInternalRetryCounter: number;
  45124. /** @hidden */
  45125. isOcclusionQueryInProgress: boolean;
  45126. /** @hidden */
  45127. isOccluded: boolean;
  45128. /** @hidden */
  45129. occlusionRetryCount: number;
  45130. /** @hidden */
  45131. occlusionType: number;
  45132. /** @hidden */
  45133. occlusionQueryAlgorithmType: number;
  45134. }
  45135. module "babylonjs/Engines/engine" {
  45136. interface Engine {
  45137. /**
  45138. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  45139. * @return the new query
  45140. */
  45141. createQuery(): WebGLQuery;
  45142. /**
  45143. * Delete and release a webGL query
  45144. * @param query defines the query to delete
  45145. * @return the current engine
  45146. */
  45147. deleteQuery(query: WebGLQuery): Engine;
  45148. /**
  45149. * Check if a given query has resolved and got its value
  45150. * @param query defines the query to check
  45151. * @returns true if the query got its value
  45152. */
  45153. isQueryResultAvailable(query: WebGLQuery): boolean;
  45154. /**
  45155. * Gets the value of a given query
  45156. * @param query defines the query to check
  45157. * @returns the value of the query
  45158. */
  45159. getQueryResult(query: WebGLQuery): number;
  45160. /**
  45161. * Initiates an occlusion query
  45162. * @param algorithmType defines the algorithm to use
  45163. * @param query defines the query to use
  45164. * @returns the current engine
  45165. * @see http://doc.babylonjs.com/features/occlusionquery
  45166. */
  45167. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  45168. /**
  45169. * Ends an occlusion query
  45170. * @see http://doc.babylonjs.com/features/occlusionquery
  45171. * @param algorithmType defines the algorithm to use
  45172. * @returns the current engine
  45173. */
  45174. endOcclusionQuery(algorithmType: number): Engine;
  45175. /**
  45176. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  45177. * Please note that only one query can be issued at a time
  45178. * @returns a time token used to track the time span
  45179. */
  45180. startTimeQuery(): Nullable<_TimeToken>;
  45181. /**
  45182. * Ends a time query
  45183. * @param token defines the token used to measure the time span
  45184. * @returns the time spent (in ns)
  45185. */
  45186. endTimeQuery(token: _TimeToken): int;
  45187. /** @hidden */
  45188. _currentNonTimestampToken: Nullable<_TimeToken>;
  45189. /** @hidden */
  45190. _createTimeQuery(): WebGLQuery;
  45191. /** @hidden */
  45192. _deleteTimeQuery(query: WebGLQuery): void;
  45193. /** @hidden */
  45194. _getGlAlgorithmType(algorithmType: number): number;
  45195. /** @hidden */
  45196. _getTimeQueryResult(query: WebGLQuery): any;
  45197. /** @hidden */
  45198. _getTimeQueryAvailability(query: WebGLQuery): any;
  45199. }
  45200. }
  45201. module "babylonjs/Meshes/abstractMesh" {
  45202. interface AbstractMesh {
  45203. /**
  45204. * Backing filed
  45205. * @hidden
  45206. */
  45207. __occlusionDataStorage: _OcclusionDataStorage;
  45208. /**
  45209. * Access property
  45210. * @hidden
  45211. */
  45212. _occlusionDataStorage: _OcclusionDataStorage;
  45213. /**
  45214. * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decideds to show or hide the object.
  45215. * The default value is -1 which means don't break the query and wait till the result
  45216. * @see http://doc.babylonjs.com/features/occlusionquery
  45217. */
  45218. occlusionRetryCount: number;
  45219. /**
  45220. * This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:
  45221. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  45222. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  45223. * * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.
  45224. * @see http://doc.babylonjs.com/features/occlusionquery
  45225. */
  45226. occlusionType: number;
  45227. /**
  45228. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  45229. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  45230. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.
  45231. * @see http://doc.babylonjs.com/features/occlusionquery
  45232. */
  45233. occlusionQueryAlgorithmType: number;
  45234. /**
  45235. * Gets or sets whether the mesh is occluded or not, it is used also to set the intial state of the mesh to be occluded or not
  45236. * @see http://doc.babylonjs.com/features/occlusionquery
  45237. */
  45238. isOccluded: boolean;
  45239. /**
  45240. * Flag to check the progress status of the query
  45241. * @see http://doc.babylonjs.com/features/occlusionquery
  45242. */
  45243. isOcclusionQueryInProgress: boolean;
  45244. }
  45245. }
  45246. }
  45247. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  45248. import { Nullable } from "babylonjs/types";
  45249. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45250. /** @hidden */
  45251. export var _forceTransformFeedbackToBundle: boolean;
  45252. module "babylonjs/Engines/engine" {
  45253. interface Engine {
  45254. /**
  45255. * Creates a webGL transform feedback object
  45256. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  45257. * @returns the webGL transform feedback object
  45258. */
  45259. createTransformFeedback(): WebGLTransformFeedback;
  45260. /**
  45261. * Delete a webGL transform feedback object
  45262. * @param value defines the webGL transform feedback object to delete
  45263. */
  45264. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  45265. /**
  45266. * Bind a webGL transform feedback object to the webgl context
  45267. * @param value defines the webGL transform feedback object to bind
  45268. */
  45269. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  45270. /**
  45271. * Begins a transform feedback operation
  45272. * @param usePoints defines if points or triangles must be used
  45273. */
  45274. beginTransformFeedback(usePoints: boolean): void;
  45275. /**
  45276. * Ends a transform feedback operation
  45277. */
  45278. endTransformFeedback(): void;
  45279. /**
  45280. * Specify the varyings to use with transform feedback
  45281. * @param program defines the associated webGL program
  45282. * @param value defines the list of strings representing the varying names
  45283. */
  45284. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  45285. /**
  45286. * Bind a webGL buffer for a transform feedback operation
  45287. * @param value defines the webGL buffer to bind
  45288. */
  45289. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  45290. }
  45291. }
  45292. }
  45293. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  45294. import { Scene } from "babylonjs/scene";
  45295. import { Engine } from "babylonjs/Engines/engine";
  45296. import { Texture } from "babylonjs/Materials/Textures/texture";
  45297. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  45298. import "babylonjs/Engines/Extensions/engine.multiRender";
  45299. /**
  45300. * Creation options of the multi render target texture.
  45301. */
  45302. export interface IMultiRenderTargetOptions {
  45303. /**
  45304. * Define if the texture needs to create mip maps after render.
  45305. */
  45306. generateMipMaps?: boolean;
  45307. /**
  45308. * Define the types of all the draw buffers we want to create
  45309. */
  45310. types?: number[];
  45311. /**
  45312. * Define the sampling modes of all the draw buffers we want to create
  45313. */
  45314. samplingModes?: number[];
  45315. /**
  45316. * Define if a depth buffer is required
  45317. */
  45318. generateDepthBuffer?: boolean;
  45319. /**
  45320. * Define if a stencil buffer is required
  45321. */
  45322. generateStencilBuffer?: boolean;
  45323. /**
  45324. * Define if a depth texture is required instead of a depth buffer
  45325. */
  45326. generateDepthTexture?: boolean;
  45327. /**
  45328. * Define the number of desired draw buffers
  45329. */
  45330. textureCount?: number;
  45331. /**
  45332. * Define if aspect ratio should be adapted to the texture or stay the scene one
  45333. */
  45334. doNotChangeAspectRatio?: boolean;
  45335. /**
  45336. * Define the default type of the buffers we are creating
  45337. */
  45338. defaultType?: number;
  45339. }
  45340. /**
  45341. * A multi render target, like a render target provides the ability to render to a texture.
  45342. * Unlike the render target, it can render to several draw buffers in one draw.
  45343. * This is specially interesting in deferred rendering or for any effects requiring more than
  45344. * just one color from a single pass.
  45345. */
  45346. export class MultiRenderTarget extends RenderTargetTexture {
  45347. private _internalTextures;
  45348. private _textures;
  45349. private _multiRenderTargetOptions;
  45350. /**
  45351. * Get if draw buffers are currently supported by the used hardware and browser.
  45352. */
  45353. readonly isSupported: boolean;
  45354. /**
  45355. * Get the list of textures generated by the multi render target.
  45356. */
  45357. readonly textures: Texture[];
  45358. /**
  45359. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  45360. */
  45361. readonly depthTexture: Texture;
  45362. /**
  45363. * Set the wrapping mode on U of all the textures we are rendering to.
  45364. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45365. */
  45366. wrapU: number;
  45367. /**
  45368. * Set the wrapping mode on V of all the textures we are rendering to.
  45369. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  45370. */
  45371. wrapV: number;
  45372. /**
  45373. * Instantiate a new multi render target texture.
  45374. * A multi render target, like a render target provides the ability to render to a texture.
  45375. * Unlike the render target, it can render to several draw buffers in one draw.
  45376. * This is specially interesting in deferred rendering or for any effects requiring more than
  45377. * just one color from a single pass.
  45378. * @param name Define the name of the texture
  45379. * @param size Define the size of the buffers to render to
  45380. * @param count Define the number of target we are rendering into
  45381. * @param scene Define the scene the texture belongs to
  45382. * @param options Define the options used to create the multi render target
  45383. */
  45384. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  45385. /** @hidden */
  45386. _rebuild(): void;
  45387. private _createInternalTextures;
  45388. private _createTextures;
  45389. /**
  45390. * Define the number of samples used if MSAA is enabled.
  45391. */
  45392. samples: number;
  45393. /**
  45394. * Resize all the textures in the multi render target.
  45395. * Be carrefull as it will recreate all the data in the new texture.
  45396. * @param size Define the new size
  45397. */
  45398. resize(size: any): void;
  45399. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  45400. /**
  45401. * Dispose the render targets and their associated resources
  45402. */
  45403. dispose(): void;
  45404. /**
  45405. * Release all the underlying texture used as draw buffers.
  45406. */
  45407. releaseInternalTextures(): void;
  45408. }
  45409. }
  45410. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  45411. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45412. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  45413. import { Nullable } from "babylonjs/types";
  45414. module "babylonjs/Engines/engine" {
  45415. interface Engine {
  45416. /**
  45417. * Unbind a list of render target textures from the webGL context
  45418. * This is used only when drawBuffer extension or webGL2 are active
  45419. * @param textures defines the render target textures to unbind
  45420. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  45421. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  45422. */
  45423. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  45424. /**
  45425. * Create a multi render target texture
  45426. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  45427. * @param size defines the size of the texture
  45428. * @param options defines the creation options
  45429. * @returns the cube texture as an InternalTexture
  45430. */
  45431. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  45432. /**
  45433. * Update the sample count for a given multiple render target texture
  45434. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  45435. * @param textures defines the textures to update
  45436. * @param samples defines the sample count to set
  45437. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  45438. */
  45439. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  45440. }
  45441. }
  45442. }
  45443. declare module "babylonjs/Engines/Extensions/index" {
  45444. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  45445. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  45446. export * from "babylonjs/Engines/Extensions/engine.multiview";
  45447. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  45448. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  45449. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  45450. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  45451. export * from "babylonjs/Engines/Extensions/engine.webVR";
  45452. }
  45453. declare module "babylonjs/Engines/index" {
  45454. export * from "babylonjs/Engines/constants";
  45455. export * from "babylonjs/Engines/engine";
  45456. export * from "babylonjs/Engines/engineStore";
  45457. export * from "babylonjs/Engines/nullEngine";
  45458. export * from "babylonjs/Engines/Extensions/index";
  45459. export * from "babylonjs/Engines/IPipelineContext";
  45460. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  45461. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  45462. }
  45463. declare module "babylonjs/Events/clipboardEvents" {
  45464. /**
  45465. * Gather the list of clipboard event types as constants.
  45466. */
  45467. export class ClipboardEventTypes {
  45468. /**
  45469. * The clipboard event is fired when a copy command is active (pressed).
  45470. */
  45471. static readonly COPY: number;
  45472. /**
  45473. * The clipboard event is fired when a cut command is active (pressed).
  45474. */
  45475. static readonly CUT: number;
  45476. /**
  45477. * The clipboard event is fired when a paste command is active (pressed).
  45478. */
  45479. static readonly PASTE: number;
  45480. }
  45481. /**
  45482. * This class is used to store clipboard related info for the onClipboardObservable event.
  45483. */
  45484. export class ClipboardInfo {
  45485. /**
  45486. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45487. */
  45488. type: number;
  45489. /**
  45490. * Defines the related dom event
  45491. */
  45492. event: ClipboardEvent;
  45493. /**
  45494. *Creates an instance of ClipboardInfo.
  45495. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  45496. * @param event Defines the related dom event
  45497. */
  45498. constructor(
  45499. /**
  45500. * Defines the type of event (BABYLON.ClipboardEventTypes)
  45501. */
  45502. type: number,
  45503. /**
  45504. * Defines the related dom event
  45505. */
  45506. event: ClipboardEvent);
  45507. /**
  45508. * Get the clipboard event's type from the keycode.
  45509. * @param keyCode Defines the keyCode for the current keyboard event.
  45510. * @return {number}
  45511. */
  45512. static GetTypeFromCharacter(keyCode: number): number;
  45513. }
  45514. }
  45515. declare module "babylonjs/Events/index" {
  45516. export * from "babylonjs/Events/keyboardEvents";
  45517. export * from "babylonjs/Events/pointerEvents";
  45518. export * from "babylonjs/Events/clipboardEvents";
  45519. }
  45520. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  45521. import { Scene } from "babylonjs/scene";
  45522. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45523. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45524. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45525. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45526. /**
  45527. * Google Daydream controller
  45528. */
  45529. export class DaydreamController extends WebVRController {
  45530. /**
  45531. * Base Url for the controller model.
  45532. */
  45533. static MODEL_BASE_URL: string;
  45534. /**
  45535. * File name for the controller model.
  45536. */
  45537. static MODEL_FILENAME: string;
  45538. /**
  45539. * Gamepad Id prefix used to identify Daydream Controller.
  45540. */
  45541. static readonly GAMEPAD_ID_PREFIX: string;
  45542. /**
  45543. * Creates a new DaydreamController from a gamepad
  45544. * @param vrGamepad the gamepad that the controller should be created from
  45545. */
  45546. constructor(vrGamepad: any);
  45547. /**
  45548. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45549. * @param scene scene in which to add meshes
  45550. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45551. */
  45552. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45553. /**
  45554. * Called once for each button that changed state since the last frame
  45555. * @param buttonIdx Which button index changed
  45556. * @param state New state of the button
  45557. * @param changes Which properties on the state changed since last frame
  45558. */
  45559. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45560. }
  45561. }
  45562. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  45563. import { Scene } from "babylonjs/scene";
  45564. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45565. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  45566. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  45567. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45568. /**
  45569. * Gear VR Controller
  45570. */
  45571. export class GearVRController extends WebVRController {
  45572. /**
  45573. * Base Url for the controller model.
  45574. */
  45575. static MODEL_BASE_URL: string;
  45576. /**
  45577. * File name for the controller model.
  45578. */
  45579. static MODEL_FILENAME: string;
  45580. /**
  45581. * Gamepad Id prefix used to identify this controller.
  45582. */
  45583. static readonly GAMEPAD_ID_PREFIX: string;
  45584. private readonly _buttonIndexToObservableNameMap;
  45585. /**
  45586. * Creates a new GearVRController from a gamepad
  45587. * @param vrGamepad the gamepad that the controller should be created from
  45588. */
  45589. constructor(vrGamepad: any);
  45590. /**
  45591. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  45592. * @param scene scene in which to add meshes
  45593. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  45594. */
  45595. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  45596. /**
  45597. * Called once for each button that changed state since the last frame
  45598. * @param buttonIdx Which button index changed
  45599. * @param state New state of the button
  45600. * @param changes Which properties on the state changed since last frame
  45601. */
  45602. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  45603. }
  45604. }
  45605. declare module "babylonjs/Gamepads/Controllers/index" {
  45606. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  45607. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  45608. export * from "babylonjs/Gamepads/Controllers/genericController";
  45609. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  45610. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  45611. export * from "babylonjs/Gamepads/Controllers/viveController";
  45612. export * from "babylonjs/Gamepads/Controllers/webVRController";
  45613. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  45614. }
  45615. declare module "babylonjs/Gamepads/index" {
  45616. export * from "babylonjs/Gamepads/Controllers/index";
  45617. export * from "babylonjs/Gamepads/gamepad";
  45618. export * from "babylonjs/Gamepads/gamepadManager";
  45619. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  45620. export * from "babylonjs/Gamepads/xboxGamepad";
  45621. export * from "babylonjs/Gamepads/dualShockGamepad";
  45622. }
  45623. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  45624. import { Scene } from "babylonjs/scene";
  45625. import { Vector4 } from "babylonjs/Maths/math.vector";
  45626. import { Color4 } from "babylonjs/Maths/math.color";
  45627. import { Mesh } from "babylonjs/Meshes/mesh";
  45628. import { Nullable } from "babylonjs/types";
  45629. /**
  45630. * Class containing static functions to help procedurally build meshes
  45631. */
  45632. export class PolyhedronBuilder {
  45633. /**
  45634. * Creates a polyhedron mesh
  45635. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  45636. * * The parameter `size` (positive float, default 1) sets the polygon size
  45637. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  45638. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  45639. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  45640. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  45641. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  45642. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  45643. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45644. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  45645. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45646. * @param name defines the name of the mesh
  45647. * @param options defines the options used to create the mesh
  45648. * @param scene defines the hosting scene
  45649. * @returns the polyhedron mesh
  45650. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  45651. */
  45652. static CreatePolyhedron(name: string, options: {
  45653. type?: number;
  45654. size?: number;
  45655. sizeX?: number;
  45656. sizeY?: number;
  45657. sizeZ?: number;
  45658. custom?: any;
  45659. faceUV?: Vector4[];
  45660. faceColors?: Color4[];
  45661. flat?: boolean;
  45662. updatable?: boolean;
  45663. sideOrientation?: number;
  45664. frontUVs?: Vector4;
  45665. backUVs?: Vector4;
  45666. }, scene?: Nullable<Scene>): Mesh;
  45667. }
  45668. }
  45669. declare module "babylonjs/Gizmos/scaleGizmo" {
  45670. import { Observable } from "babylonjs/Misc/observable";
  45671. import { Nullable } from "babylonjs/types";
  45672. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45673. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45674. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  45675. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45676. /**
  45677. * Gizmo that enables scaling a mesh along 3 axis
  45678. */
  45679. export class ScaleGizmo extends Gizmo {
  45680. /**
  45681. * Internal gizmo used for interactions on the x axis
  45682. */
  45683. xGizmo: AxisScaleGizmo;
  45684. /**
  45685. * Internal gizmo used for interactions on the y axis
  45686. */
  45687. yGizmo: AxisScaleGizmo;
  45688. /**
  45689. * Internal gizmo used for interactions on the z axis
  45690. */
  45691. zGizmo: AxisScaleGizmo;
  45692. /**
  45693. * Internal gizmo used to scale all axis equally
  45694. */
  45695. uniformScaleGizmo: AxisScaleGizmo;
  45696. private _meshAttached;
  45697. private _updateGizmoRotationToMatchAttachedMesh;
  45698. private _snapDistance;
  45699. private _scaleRatio;
  45700. private _uniformScalingMesh;
  45701. private _octahedron;
  45702. /** Fires an event when any of it's sub gizmos are dragged */
  45703. onDragStartObservable: Observable<unknown>;
  45704. /** Fires an event when any of it's sub gizmos are released from dragging */
  45705. onDragEndObservable: Observable<unknown>;
  45706. attachedMesh: Nullable<AbstractMesh>;
  45707. /**
  45708. * Creates a ScaleGizmo
  45709. * @param gizmoLayer The utility layer the gizmo will be added to
  45710. */
  45711. constructor(gizmoLayer?: UtilityLayerRenderer);
  45712. updateGizmoRotationToMatchAttachedMesh: boolean;
  45713. /**
  45714. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45715. */
  45716. snapDistance: number;
  45717. /**
  45718. * Ratio for the scale of the gizmo (Default: 1)
  45719. */
  45720. scaleRatio: number;
  45721. /**
  45722. * Disposes of the gizmo
  45723. */
  45724. dispose(): void;
  45725. }
  45726. }
  45727. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  45728. import { Observable } from "babylonjs/Misc/observable";
  45729. import { Nullable } from "babylonjs/types";
  45730. import { Vector3 } from "babylonjs/Maths/math.vector";
  45731. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45732. import { Mesh } from "babylonjs/Meshes/mesh";
  45733. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45734. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45735. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45736. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  45737. import { Color3 } from "babylonjs/Maths/math.color";
  45738. /**
  45739. * Single axis scale gizmo
  45740. */
  45741. export class AxisScaleGizmo extends Gizmo {
  45742. /**
  45743. * Drag behavior responsible for the gizmos dragging interactions
  45744. */
  45745. dragBehavior: PointerDragBehavior;
  45746. private _pointerObserver;
  45747. /**
  45748. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45749. */
  45750. snapDistance: number;
  45751. /**
  45752. * Event that fires each time the gizmo snaps to a new location.
  45753. * * snapDistance is the the change in distance
  45754. */
  45755. onSnapObservable: Observable<{
  45756. snapDistance: number;
  45757. }>;
  45758. /**
  45759. * If the scaling operation should be done on all axis (default: false)
  45760. */
  45761. uniformScaling: boolean;
  45762. private _isEnabled;
  45763. private _parent;
  45764. private _arrow;
  45765. private _coloredMaterial;
  45766. private _hoverMaterial;
  45767. /**
  45768. * Creates an AxisScaleGizmo
  45769. * @param gizmoLayer The utility layer the gizmo will be added to
  45770. * @param dragAxis The axis which the gizmo will be able to scale on
  45771. * @param color The color of the gizmo
  45772. */
  45773. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  45774. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45775. /**
  45776. * If the gizmo is enabled
  45777. */
  45778. isEnabled: boolean;
  45779. /**
  45780. * Disposes of the gizmo
  45781. */
  45782. dispose(): void;
  45783. /**
  45784. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  45785. * @param mesh The mesh to replace the default mesh of the gizmo
  45786. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  45787. */
  45788. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  45789. }
  45790. }
  45791. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  45792. import { Observable } from "babylonjs/Misc/observable";
  45793. import { Nullable } from "babylonjs/types";
  45794. import { Vector3 } from "babylonjs/Maths/math.vector";
  45795. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45796. import { Mesh } from "babylonjs/Meshes/mesh";
  45797. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45798. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45799. import { Color3 } from "babylonjs/Maths/math.color";
  45800. import "babylonjs/Meshes/Builders/boxBuilder";
  45801. /**
  45802. * Bounding box gizmo
  45803. */
  45804. export class BoundingBoxGizmo extends Gizmo {
  45805. private _lineBoundingBox;
  45806. private _rotateSpheresParent;
  45807. private _scaleBoxesParent;
  45808. private _boundingDimensions;
  45809. private _renderObserver;
  45810. private _pointerObserver;
  45811. private _scaleDragSpeed;
  45812. private _tmpQuaternion;
  45813. private _tmpVector;
  45814. private _tmpRotationMatrix;
  45815. /**
  45816. * If child meshes should be ignored when calculating the boudning box. This should be set to true to avoid perf hits with heavily nested meshes (Default: false)
  45817. */
  45818. ignoreChildren: boolean;
  45819. /**
  45820. * Returns true if a descendant should be included when computing the bounding box. When null, all descendants are included. If ignoreChildren is set this will be ignored. (Default: null)
  45821. */
  45822. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  45823. /**
  45824. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  45825. */
  45826. rotationSphereSize: number;
  45827. /**
  45828. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  45829. */
  45830. scaleBoxSize: number;
  45831. /**
  45832. * If set, the rotation spheres and scale boxes will increase in size based on the distance away from the camera to have a consistent screen size (Default: false)
  45833. */
  45834. fixedDragMeshScreenSize: boolean;
  45835. /**
  45836. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  45837. */
  45838. fixedDragMeshScreenSizeDistanceFactor: number;
  45839. /**
  45840. * Fired when a rotation sphere or scale box is dragged
  45841. */
  45842. onDragStartObservable: Observable<{}>;
  45843. /**
  45844. * Fired when a scale box is dragged
  45845. */
  45846. onScaleBoxDragObservable: Observable<{}>;
  45847. /**
  45848. * Fired when a scale box drag is ended
  45849. */
  45850. onScaleBoxDragEndObservable: Observable<{}>;
  45851. /**
  45852. * Fired when a rotation sphere is dragged
  45853. */
  45854. onRotationSphereDragObservable: Observable<{}>;
  45855. /**
  45856. * Fired when a rotation sphere drag is ended
  45857. */
  45858. onRotationSphereDragEndObservable: Observable<{}>;
  45859. /**
  45860. * Relative bounding box pivot used when scaling the attached mesh. When null object with scale from the opposite corner. 0.5,0.5,0.5 for center and 0.5,0,0.5 for bottom (Default: null)
  45861. */
  45862. scalePivot: Nullable<Vector3>;
  45863. /**
  45864. * Mesh used as a pivot to rotate the attached mesh
  45865. */
  45866. private _anchorMesh;
  45867. private _existingMeshScale;
  45868. private _dragMesh;
  45869. private pointerDragBehavior;
  45870. private coloredMaterial;
  45871. private hoverColoredMaterial;
  45872. /**
  45873. * Sets the color of the bounding box gizmo
  45874. * @param color the color to set
  45875. */
  45876. setColor(color: Color3): void;
  45877. /**
  45878. * Creates an BoundingBoxGizmo
  45879. * @param gizmoLayer The utility layer the gizmo will be added to
  45880. * @param color The color of the gizmo
  45881. */
  45882. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  45883. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45884. private _selectNode;
  45885. /**
  45886. * Updates the bounding box information for the Gizmo
  45887. */
  45888. updateBoundingBox(): void;
  45889. private _updateRotationSpheres;
  45890. private _updateScaleBoxes;
  45891. /**
  45892. * Enables rotation on the specified axis and disables rotation on the others
  45893. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  45894. */
  45895. setEnabledRotationAxis(axis: string): void;
  45896. /**
  45897. * Enables/disables scaling
  45898. * @param enable if scaling should be enabled
  45899. */
  45900. setEnabledScaling(enable: boolean): void;
  45901. private _updateDummy;
  45902. /**
  45903. * Enables a pointer drag behavior on the bounding box of the gizmo
  45904. */
  45905. enableDragBehavior(): void;
  45906. /**
  45907. * Disposes of the gizmo
  45908. */
  45909. dispose(): void;
  45910. /**
  45911. * Makes a mesh not pickable and wraps the mesh inside of a bounding box mesh that is pickable. (This is useful to avoid picking within complex geometry)
  45912. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  45913. * @returns the bounding box mesh with the passed in mesh as a child
  45914. */
  45915. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  45916. /**
  45917. * CustomMeshes are not supported by this gizmo
  45918. * @param mesh The mesh to replace the default mesh of the gizmo
  45919. */
  45920. setCustomMesh(mesh: Mesh): void;
  45921. }
  45922. }
  45923. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  45924. import { Observable } from "babylonjs/Misc/observable";
  45925. import { Nullable } from "babylonjs/types";
  45926. import { Vector3 } from "babylonjs/Maths/math.vector";
  45927. import { Color3 } from "babylonjs/Maths/math.color";
  45928. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45929. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45930. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45931. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45932. import "babylonjs/Meshes/Builders/linesBuilder";
  45933. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  45934. /**
  45935. * Single plane rotation gizmo
  45936. */
  45937. export class PlaneRotationGizmo extends Gizmo {
  45938. /**
  45939. * Drag behavior responsible for the gizmos dragging interactions
  45940. */
  45941. dragBehavior: PointerDragBehavior;
  45942. private _pointerObserver;
  45943. /**
  45944. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  45945. */
  45946. snapDistance: number;
  45947. /**
  45948. * Event that fires each time the gizmo snaps to a new location.
  45949. * * snapDistance is the the change in distance
  45950. */
  45951. onSnapObservable: Observable<{
  45952. snapDistance: number;
  45953. }>;
  45954. private _isEnabled;
  45955. private _parent;
  45956. /**
  45957. * Creates a PlaneRotationGizmo
  45958. * @param gizmoLayer The utility layer the gizmo will be added to
  45959. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  45960. * @param color The color of the gizmo
  45961. * @param tessellation Amount of tessellation to be used when creating rotation circles
  45962. * @param useEulerRotation Use and update Euler angle instead of quaternion
  45963. */
  45964. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  45965. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45966. /**
  45967. * If the gizmo is enabled
  45968. */
  45969. isEnabled: boolean;
  45970. /**
  45971. * Disposes of the gizmo
  45972. */
  45973. dispose(): void;
  45974. }
  45975. }
  45976. declare module "babylonjs/Gizmos/rotationGizmo" {
  45977. import { Observable } from "babylonjs/Misc/observable";
  45978. import { Nullable } from "babylonjs/types";
  45979. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45980. import { Mesh } from "babylonjs/Meshes/mesh";
  45981. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45982. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  45983. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45984. /**
  45985. * Gizmo that enables rotating a mesh along 3 axis
  45986. */
  45987. export class RotationGizmo extends Gizmo {
  45988. /**
  45989. * Internal gizmo used for interactions on the x axis
  45990. */
  45991. xGizmo: PlaneRotationGizmo;
  45992. /**
  45993. * Internal gizmo used for interactions on the y axis
  45994. */
  45995. yGizmo: PlaneRotationGizmo;
  45996. /**
  45997. * Internal gizmo used for interactions on the z axis
  45998. */
  45999. zGizmo: PlaneRotationGizmo;
  46000. /** Fires an event when any of it's sub gizmos are dragged */
  46001. onDragStartObservable: Observable<unknown>;
  46002. /** Fires an event when any of it's sub gizmos are released from dragging */
  46003. onDragEndObservable: Observable<unknown>;
  46004. private _meshAttached;
  46005. attachedMesh: Nullable<AbstractMesh>;
  46006. /**
  46007. * Creates a RotationGizmo
  46008. * @param gizmoLayer The utility layer the gizmo will be added to
  46009. * @param tessellation Amount of tessellation to be used when creating rotation circles
  46010. * @param useEulerRotation Use and update Euler angle instead of quaternion
  46011. */
  46012. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  46013. updateGizmoRotationToMatchAttachedMesh: boolean;
  46014. /**
  46015. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  46016. */
  46017. snapDistance: number;
  46018. /**
  46019. * Ratio for the scale of the gizmo (Default: 1)
  46020. */
  46021. scaleRatio: number;
  46022. /**
  46023. * Disposes of the gizmo
  46024. */
  46025. dispose(): void;
  46026. /**
  46027. * CustomMeshes are not supported by this gizmo
  46028. * @param mesh The mesh to replace the default mesh of the gizmo
  46029. */
  46030. setCustomMesh(mesh: Mesh): void;
  46031. }
  46032. }
  46033. declare module "babylonjs/Gizmos/gizmoManager" {
  46034. import { Observable } from "babylonjs/Misc/observable";
  46035. import { Nullable } from "babylonjs/types";
  46036. import { Scene, IDisposable } from "babylonjs/scene";
  46037. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46038. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46039. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  46040. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  46041. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  46042. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  46043. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  46044. /**
  46045. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  46046. */
  46047. export class GizmoManager implements IDisposable {
  46048. private scene;
  46049. /**
  46050. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  46051. */
  46052. gizmos: {
  46053. positionGizmo: Nullable<PositionGizmo>;
  46054. rotationGizmo: Nullable<RotationGizmo>;
  46055. scaleGizmo: Nullable<ScaleGizmo>;
  46056. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  46057. };
  46058. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  46059. clearGizmoOnEmptyPointerEvent: boolean;
  46060. /** Fires an event when the manager is attached to a mesh */
  46061. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  46062. private _gizmosEnabled;
  46063. private _pointerObserver;
  46064. private _attachedMesh;
  46065. private _boundingBoxColor;
  46066. private _defaultUtilityLayer;
  46067. private _defaultKeepDepthUtilityLayer;
  46068. /**
  46069. * When bounding box gizmo is enabled, this can be used to track drag/end events
  46070. */
  46071. boundingBoxDragBehavior: SixDofDragBehavior;
  46072. /**
  46073. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  46074. */
  46075. attachableMeshes: Nullable<Array<AbstractMesh>>;
  46076. /**
  46077. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  46078. */
  46079. usePointerToAttachGizmos: boolean;
  46080. /**
  46081. * Utility layer that the bounding box gizmo belongs to
  46082. */
  46083. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  46084. /**
  46085. * Utility layer that all gizmos besides bounding box belong to
  46086. */
  46087. readonly utilityLayer: UtilityLayerRenderer;
  46088. /**
  46089. * Instatiates a gizmo manager
  46090. * @param scene the scene to overlay the gizmos on top of
  46091. */
  46092. constructor(scene: Scene);
  46093. /**
  46094. * Attaches a set of gizmos to the specified mesh
  46095. * @param mesh The mesh the gizmo's should be attached to
  46096. */
  46097. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  46098. /**
  46099. * If the position gizmo is enabled
  46100. */
  46101. positionGizmoEnabled: boolean;
  46102. /**
  46103. * If the rotation gizmo is enabled
  46104. */
  46105. rotationGizmoEnabled: boolean;
  46106. /**
  46107. * If the scale gizmo is enabled
  46108. */
  46109. scaleGizmoEnabled: boolean;
  46110. /**
  46111. * If the boundingBox gizmo is enabled
  46112. */
  46113. boundingBoxGizmoEnabled: boolean;
  46114. /**
  46115. * Disposes of the gizmo manager
  46116. */
  46117. dispose(): void;
  46118. }
  46119. }
  46120. declare module "babylonjs/Lights/directionalLight" {
  46121. import { Camera } from "babylonjs/Cameras/camera";
  46122. import { Scene } from "babylonjs/scene";
  46123. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46124. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46125. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46126. import { Effect } from "babylonjs/Materials/effect";
  46127. /**
  46128. * A directional light is defined by a direction (what a surprise!).
  46129. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  46130. * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
  46131. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46132. */
  46133. export class DirectionalLight extends ShadowLight {
  46134. private _shadowFrustumSize;
  46135. /**
  46136. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  46137. */
  46138. /**
  46139. * Specifies a fix frustum size for the shadow generation.
  46140. */
  46141. shadowFrustumSize: number;
  46142. private _shadowOrthoScale;
  46143. /**
  46144. * Gets the shadow projection scale against the optimal computed one.
  46145. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46146. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46147. */
  46148. /**
  46149. * Sets the shadow projection scale against the optimal computed one.
  46150. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  46151. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  46152. */
  46153. shadowOrthoScale: number;
  46154. /**
  46155. * Automatically compute the projection matrix to best fit (including all the casters)
  46156. * on each frame.
  46157. */
  46158. autoUpdateExtends: boolean;
  46159. private _orthoLeft;
  46160. private _orthoRight;
  46161. private _orthoTop;
  46162. private _orthoBottom;
  46163. /**
  46164. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  46165. * The directional light is emitted from everywhere in the given direction.
  46166. * It can cast shadows.
  46167. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46168. * @param name The friendly name of the light
  46169. * @param direction The direction of the light
  46170. * @param scene The scene the light belongs to
  46171. */
  46172. constructor(name: string, direction: Vector3, scene: Scene);
  46173. /**
  46174. * Returns the string "DirectionalLight".
  46175. * @return The class name
  46176. */
  46177. getClassName(): string;
  46178. /**
  46179. * Returns the integer 1.
  46180. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46181. */
  46182. getTypeID(): number;
  46183. /**
  46184. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  46185. * Returns the DirectionalLight Shadow projection matrix.
  46186. */
  46187. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46188. /**
  46189. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  46190. * Returns the DirectionalLight Shadow projection matrix.
  46191. */
  46192. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  46193. /**
  46194. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  46195. * Returns the DirectionalLight Shadow projection matrix.
  46196. */
  46197. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46198. protected _buildUniformLayout(): void;
  46199. /**
  46200. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  46201. * @param effect The effect to update
  46202. * @param lightIndex The index of the light in the effect to update
  46203. * @returns The directional light
  46204. */
  46205. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  46206. /**
  46207. * Gets the minZ used for shadow according to both the scene and the light.
  46208. *
  46209. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46210. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46211. * @param activeCamera The camera we are returning the min for
  46212. * @returns the depth min z
  46213. */
  46214. getDepthMinZ(activeCamera: Camera): number;
  46215. /**
  46216. * Gets the maxZ used for shadow according to both the scene and the light.
  46217. *
  46218. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  46219. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  46220. * @param activeCamera The camera we are returning the max for
  46221. * @returns the depth max z
  46222. */
  46223. getDepthMaxZ(activeCamera: Camera): number;
  46224. /**
  46225. * Prepares the list of defines specific to the light type.
  46226. * @param defines the list of defines
  46227. * @param lightIndex defines the index of the light for the effect
  46228. */
  46229. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46230. }
  46231. }
  46232. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  46233. import { Mesh } from "babylonjs/Meshes/mesh";
  46234. /**
  46235. * Class containing static functions to help procedurally build meshes
  46236. */
  46237. export class HemisphereBuilder {
  46238. /**
  46239. * Creates a hemisphere mesh
  46240. * @param name defines the name of the mesh
  46241. * @param options defines the options used to create the mesh
  46242. * @param scene defines the hosting scene
  46243. * @returns the hemisphere mesh
  46244. */
  46245. static CreateHemisphere(name: string, options: {
  46246. segments?: number;
  46247. diameter?: number;
  46248. sideOrientation?: number;
  46249. }, scene: any): Mesh;
  46250. }
  46251. }
  46252. declare module "babylonjs/Lights/spotLight" {
  46253. import { Nullable } from "babylonjs/types";
  46254. import { Scene } from "babylonjs/scene";
  46255. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46256. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46257. import { Effect } from "babylonjs/Materials/effect";
  46258. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46259. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  46260. /**
  46261. * A spot light is defined by a position, a direction, an angle, and an exponent.
  46262. * These values define a cone of light starting from the position, emitting toward the direction.
  46263. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  46264. * and the exponent defines the speed of the decay of the light with distance (reach).
  46265. * Documentation: https://doc.babylonjs.com/babylon101/lights
  46266. */
  46267. export class SpotLight extends ShadowLight {
  46268. private _angle;
  46269. private _innerAngle;
  46270. private _cosHalfAngle;
  46271. private _lightAngleScale;
  46272. private _lightAngleOffset;
  46273. /**
  46274. * Gets the cone angle of the spot light in Radians.
  46275. */
  46276. /**
  46277. * Sets the cone angle of the spot light in Radians.
  46278. */
  46279. angle: number;
  46280. /**
  46281. * Only used in gltf falloff mode, this defines the angle where
  46282. * the directional falloff will start before cutting at angle which could be seen
  46283. * as outer angle.
  46284. */
  46285. /**
  46286. * Only used in gltf falloff mode, this defines the angle where
  46287. * the directional falloff will start before cutting at angle which could be seen
  46288. * as outer angle.
  46289. */
  46290. innerAngle: number;
  46291. private _shadowAngleScale;
  46292. /**
  46293. * Allows scaling the angle of the light for shadow generation only.
  46294. */
  46295. /**
  46296. * Allows scaling the angle of the light for shadow generation only.
  46297. */
  46298. shadowAngleScale: number;
  46299. /**
  46300. * The light decay speed with the distance from the emission spot.
  46301. */
  46302. exponent: number;
  46303. private _projectionTextureMatrix;
  46304. /**
  46305. * Allows reading the projecton texture
  46306. */
  46307. readonly projectionTextureMatrix: Matrix;
  46308. protected _projectionTextureLightNear: number;
  46309. /**
  46310. * Gets the near clip of the Spotlight for texture projection.
  46311. */
  46312. /**
  46313. * Sets the near clip of the Spotlight for texture projection.
  46314. */
  46315. projectionTextureLightNear: number;
  46316. protected _projectionTextureLightFar: number;
  46317. /**
  46318. * Gets the far clip of the Spotlight for texture projection.
  46319. */
  46320. /**
  46321. * Sets the far clip of the Spotlight for texture projection.
  46322. */
  46323. projectionTextureLightFar: number;
  46324. protected _projectionTextureUpDirection: Vector3;
  46325. /**
  46326. * Gets the Up vector of the Spotlight for texture projection.
  46327. */
  46328. /**
  46329. * Sets the Up vector of the Spotlight for texture projection.
  46330. */
  46331. projectionTextureUpDirection: Vector3;
  46332. private _projectionTexture;
  46333. /**
  46334. * Gets the projection texture of the light.
  46335. */
  46336. /**
  46337. * Sets the projection texture of the light.
  46338. */
  46339. projectionTexture: Nullable<BaseTexture>;
  46340. private _projectionTextureViewLightDirty;
  46341. private _projectionTextureProjectionLightDirty;
  46342. private _projectionTextureDirty;
  46343. private _projectionTextureViewTargetVector;
  46344. private _projectionTextureViewLightMatrix;
  46345. private _projectionTextureProjectionLightMatrix;
  46346. private _projectionTextureScalingMatrix;
  46347. /**
  46348. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  46349. * It can cast shadows.
  46350. * Documentation : https://doc.babylonjs.com/babylon101/lights
  46351. * @param name The light friendly name
  46352. * @param position The position of the spot light in the scene
  46353. * @param direction The direction of the light in the scene
  46354. * @param angle The cone angle of the light in Radians
  46355. * @param exponent The light decay speed with the distance from the emission spot
  46356. * @param scene The scene the lights belongs to
  46357. */
  46358. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  46359. /**
  46360. * Returns the string "SpotLight".
  46361. * @returns the class name
  46362. */
  46363. getClassName(): string;
  46364. /**
  46365. * Returns the integer 2.
  46366. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  46367. */
  46368. getTypeID(): number;
  46369. /**
  46370. * Overrides the direction setter to recompute the projection texture view light Matrix.
  46371. */
  46372. protected _setDirection(value: Vector3): void;
  46373. /**
  46374. * Overrides the position setter to recompute the projection texture view light Matrix.
  46375. */
  46376. protected _setPosition(value: Vector3): void;
  46377. /**
  46378. * Sets the passed matrix "matrix" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.
  46379. * Returns the SpotLight.
  46380. */
  46381. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  46382. protected _computeProjectionTextureViewLightMatrix(): void;
  46383. protected _computeProjectionTextureProjectionLightMatrix(): void;
  46384. /**
  46385. * Main function for light texture projection matrix computing.
  46386. */
  46387. protected _computeProjectionTextureMatrix(): void;
  46388. protected _buildUniformLayout(): void;
  46389. private _computeAngleValues;
  46390. /**
  46391. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  46392. * @param effect The effect to update
  46393. * @param lightIndex The index of the light in the effect to update
  46394. * @returns The spot light
  46395. */
  46396. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  46397. /**
  46398. * Disposes the light and the associated resources.
  46399. */
  46400. dispose(): void;
  46401. /**
  46402. * Prepares the list of defines specific to the light type.
  46403. * @param defines the list of defines
  46404. * @param lightIndex defines the index of the light for the effect
  46405. */
  46406. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  46407. }
  46408. }
  46409. declare module "babylonjs/Gizmos/lightGizmo" {
  46410. import { Nullable } from "babylonjs/types";
  46411. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  46412. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  46413. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  46414. import { Light } from "babylonjs/Lights/light";
  46415. /**
  46416. * Gizmo that enables viewing a light
  46417. */
  46418. export class LightGizmo extends Gizmo {
  46419. private _lightMesh;
  46420. private _material;
  46421. private cachedPosition;
  46422. private cachedForward;
  46423. /**
  46424. * Creates a LightGizmo
  46425. * @param gizmoLayer The utility layer the gizmo will be added to
  46426. */
  46427. constructor(gizmoLayer?: UtilityLayerRenderer);
  46428. private _light;
  46429. /**
  46430. * The light that the gizmo is attached to
  46431. */
  46432. light: Nullable<Light>;
  46433. /**
  46434. * Gets the material used to render the light gizmo
  46435. */
  46436. readonly material: StandardMaterial;
  46437. /**
  46438. * @hidden
  46439. * Updates the gizmo to match the attached mesh's position/rotation
  46440. */
  46441. protected _update(): void;
  46442. private static _Scale;
  46443. /**
  46444. * Creates the lines for a light mesh
  46445. */
  46446. private static _createLightLines;
  46447. /**
  46448. * Disposes of the light gizmo
  46449. */
  46450. dispose(): void;
  46451. private static _CreateHemisphericLightMesh;
  46452. private static _CreatePointLightMesh;
  46453. private static _CreateSpotLightMesh;
  46454. private static _CreateDirectionalLightMesh;
  46455. }
  46456. }
  46457. declare module "babylonjs/Gizmos/index" {
  46458. export * from "babylonjs/Gizmos/axisDragGizmo";
  46459. export * from "babylonjs/Gizmos/axisScaleGizmo";
  46460. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  46461. export * from "babylonjs/Gizmos/gizmo";
  46462. export * from "babylonjs/Gizmos/gizmoManager";
  46463. export * from "babylonjs/Gizmos/planeRotationGizmo";
  46464. export * from "babylonjs/Gizmos/positionGizmo";
  46465. export * from "babylonjs/Gizmos/rotationGizmo";
  46466. export * from "babylonjs/Gizmos/scaleGizmo";
  46467. export * from "babylonjs/Gizmos/lightGizmo";
  46468. export * from "babylonjs/Gizmos/planeDragGizmo";
  46469. }
  46470. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  46471. /** @hidden */
  46472. export var backgroundFragmentDeclaration: {
  46473. name: string;
  46474. shader: string;
  46475. };
  46476. }
  46477. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  46478. /** @hidden */
  46479. export var backgroundUboDeclaration: {
  46480. name: string;
  46481. shader: string;
  46482. };
  46483. }
  46484. declare module "babylonjs/Shaders/background.fragment" {
  46485. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  46486. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46487. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  46488. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  46489. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46490. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46491. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46492. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  46493. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  46494. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  46495. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  46496. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  46497. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  46498. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  46499. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  46500. /** @hidden */
  46501. export var backgroundPixelShader: {
  46502. name: string;
  46503. shader: string;
  46504. };
  46505. }
  46506. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  46507. /** @hidden */
  46508. export var backgroundVertexDeclaration: {
  46509. name: string;
  46510. shader: string;
  46511. };
  46512. }
  46513. declare module "babylonjs/Shaders/background.vertex" {
  46514. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  46515. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  46516. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46517. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  46518. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  46519. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  46520. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  46521. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  46522. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  46523. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  46524. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  46525. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  46526. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  46527. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  46528. /** @hidden */
  46529. export var backgroundVertexShader: {
  46530. name: string;
  46531. shader: string;
  46532. };
  46533. }
  46534. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  46535. import { Nullable, int, float } from "babylonjs/types";
  46536. import { Scene } from "babylonjs/scene";
  46537. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  46538. import { SubMesh } from "babylonjs/Meshes/subMesh";
  46539. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46540. import { Mesh } from "babylonjs/Meshes/mesh";
  46541. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  46542. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  46543. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  46544. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46545. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  46546. import { Color3 } from "babylonjs/Maths/math.color";
  46547. import "babylonjs/Shaders/background.fragment";
  46548. import "babylonjs/Shaders/background.vertex";
  46549. /**
  46550. * Background material used to create an efficient environement around your scene.
  46551. */
  46552. export class BackgroundMaterial extends PushMaterial {
  46553. /**
  46554. * Standard reflectance value at parallel view angle.
  46555. */
  46556. static StandardReflectance0: number;
  46557. /**
  46558. * Standard reflectance value at grazing angle.
  46559. */
  46560. static StandardReflectance90: number;
  46561. protected _primaryColor: Color3;
  46562. /**
  46563. * Key light Color (multiply against the environement texture)
  46564. */
  46565. primaryColor: Color3;
  46566. protected __perceptualColor: Nullable<Color3>;
  46567. /**
  46568. * Experimental Internal Use Only.
  46569. *
  46570. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  46571. * This acts as a helper to set the primary color to a more "human friendly" value.
  46572. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  46573. * output color as close as possible from the chosen value.
  46574. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  46575. * part of lighting setup.)
  46576. */
  46577. _perceptualColor: Nullable<Color3>;
  46578. protected _primaryColorShadowLevel: float;
  46579. /**
  46580. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  46581. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  46582. */
  46583. primaryColorShadowLevel: float;
  46584. protected _primaryColorHighlightLevel: float;
  46585. /**
  46586. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  46587. * The primary color is used at the level chosen to define what the white area would look.
  46588. */
  46589. primaryColorHighlightLevel: float;
  46590. protected _reflectionTexture: Nullable<BaseTexture>;
  46591. /**
  46592. * Reflection Texture used in the material.
  46593. * Should be author in a specific way for the best result (refer to the documentation).
  46594. */
  46595. reflectionTexture: Nullable<BaseTexture>;
  46596. protected _reflectionBlur: float;
  46597. /**
  46598. * Reflection Texture level of blur.
  46599. *
  46600. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  46601. * texture twice.
  46602. */
  46603. reflectionBlur: float;
  46604. protected _diffuseTexture: Nullable<BaseTexture>;
  46605. /**
  46606. * Diffuse Texture used in the material.
  46607. * Should be author in a specific way for the best result (refer to the documentation).
  46608. */
  46609. diffuseTexture: Nullable<BaseTexture>;
  46610. protected _shadowLights: Nullable<IShadowLight[]>;
  46611. /**
  46612. * Specify the list of lights casting shadow on the material.
  46613. * All scene shadow lights will be included if null.
  46614. */
  46615. shadowLights: Nullable<IShadowLight[]>;
  46616. protected _shadowLevel: float;
  46617. /**
  46618. * Helps adjusting the shadow to a softer level if required.
  46619. * 0 means black shadows and 1 means no shadows.
  46620. */
  46621. shadowLevel: float;
  46622. protected _sceneCenter: Vector3;
  46623. /**
  46624. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  46625. * It is usually zero but might be interesting to modify according to your setup.
  46626. */
  46627. sceneCenter: Vector3;
  46628. protected _opacityFresnel: boolean;
  46629. /**
  46630. * This helps specifying that the material is falling off to the sky box at grazing angle.
  46631. * This helps ensuring a nice transition when the camera goes under the ground.
  46632. */
  46633. opacityFresnel: boolean;
  46634. protected _reflectionFresnel: boolean;
  46635. /**
  46636. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  46637. * This helps adding a mirror texture on the ground.
  46638. */
  46639. reflectionFresnel: boolean;
  46640. protected _reflectionFalloffDistance: number;
  46641. /**
  46642. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  46643. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  46644. */
  46645. reflectionFalloffDistance: number;
  46646. protected _reflectionAmount: number;
  46647. /**
  46648. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  46649. */
  46650. reflectionAmount: number;
  46651. protected _reflectionReflectance0: number;
  46652. /**
  46653. * This specifies the weight of the reflection at grazing angle.
  46654. */
  46655. reflectionReflectance0: number;
  46656. protected _reflectionReflectance90: number;
  46657. /**
  46658. * This specifies the weight of the reflection at a perpendicular point of view.
  46659. */
  46660. reflectionReflectance90: number;
  46661. /**
  46662. * Sets the reflection reflectance fresnel values according to the default standard
  46663. * empirically know to work well :-)
  46664. */
  46665. reflectionStandardFresnelWeight: number;
  46666. protected _useRGBColor: boolean;
  46667. /**
  46668. * Helps to directly use the maps channels instead of their level.
  46669. */
  46670. useRGBColor: boolean;
  46671. protected _enableNoise: boolean;
  46672. /**
  46673. * This helps reducing the banding effect that could occur on the background.
  46674. */
  46675. enableNoise: boolean;
  46676. /**
  46677. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  46678. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  46679. * Recommended to be keep at 1.0 except for special cases.
  46680. */
  46681. fovMultiplier: number;
  46682. private _fovMultiplier;
  46683. /**
  46684. * Enable the FOV adjustment feature controlled by fovMultiplier.
  46685. */
  46686. useEquirectangularFOV: boolean;
  46687. private _maxSimultaneousLights;
  46688. /**
  46689. * Number of Simultaneous lights allowed on the material.
  46690. */
  46691. maxSimultaneousLights: int;
  46692. /**
  46693. * Default configuration related to image processing available in the Background Material.
  46694. */
  46695. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  46696. /**
  46697. * Keep track of the image processing observer to allow dispose and replace.
  46698. */
  46699. private _imageProcessingObserver;
  46700. /**
  46701. * Attaches a new image processing configuration to the PBR Material.
  46702. * @param configuration (if null the scene configuration will be use)
  46703. */
  46704. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  46705. /**
  46706. * Gets the image processing configuration used either in this material.
  46707. */
  46708. /**
  46709. * Sets the Default image processing configuration used either in the this material.
  46710. *
  46711. * If sets to null, the scene one is in use.
  46712. */
  46713. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  46714. /**
  46715. * Gets wether the color curves effect is enabled.
  46716. */
  46717. /**
  46718. * Sets wether the color curves effect is enabled.
  46719. */
  46720. cameraColorCurvesEnabled: boolean;
  46721. /**
  46722. * Gets wether the color grading effect is enabled.
  46723. */
  46724. /**
  46725. * Gets wether the color grading effect is enabled.
  46726. */
  46727. cameraColorGradingEnabled: boolean;
  46728. /**
  46729. * Gets wether tonemapping is enabled or not.
  46730. */
  46731. /**
  46732. * Sets wether tonemapping is enabled or not
  46733. */
  46734. cameraToneMappingEnabled: boolean;
  46735. /**
  46736. * The camera exposure used on this material.
  46737. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46738. * This corresponds to a photographic exposure.
  46739. */
  46740. /**
  46741. * The camera exposure used on this material.
  46742. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  46743. * This corresponds to a photographic exposure.
  46744. */
  46745. cameraExposure: float;
  46746. /**
  46747. * Gets The camera contrast used on this material.
  46748. */
  46749. /**
  46750. * Sets The camera contrast used on this material.
  46751. */
  46752. cameraContrast: float;
  46753. /**
  46754. * Gets the Color Grading 2D Lookup Texture.
  46755. */
  46756. /**
  46757. * Sets the Color Grading 2D Lookup Texture.
  46758. */
  46759. cameraColorGradingTexture: Nullable<BaseTexture>;
  46760. /**
  46761. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46762. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46763. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  46764. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46765. */
  46766. /**
  46767. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  46768. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  46769. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  46770. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  46771. */
  46772. cameraColorCurves: Nullable<ColorCurves>;
  46773. /**
  46774. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  46775. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  46776. */
  46777. switchToBGR: boolean;
  46778. private _renderTargets;
  46779. private _reflectionControls;
  46780. private _white;
  46781. private _primaryShadowColor;
  46782. private _primaryHighlightColor;
  46783. /**
  46784. * Instantiates a Background Material in the given scene
  46785. * @param name The friendly name of the material
  46786. * @param scene The scene to add the material to
  46787. */
  46788. constructor(name: string, scene: Scene);
  46789. /**
  46790. * Gets a boolean indicating that current material needs to register RTT
  46791. */
  46792. readonly hasRenderTargetTextures: boolean;
  46793. /**
  46794. * The entire material has been created in order to prevent overdraw.
  46795. * @returns false
  46796. */
  46797. needAlphaTesting(): boolean;
  46798. /**
  46799. * The entire material has been created in order to prevent overdraw.
  46800. * @returns true if blending is enable
  46801. */
  46802. needAlphaBlending(): boolean;
  46803. /**
  46804. * Checks wether the material is ready to be rendered for a given mesh.
  46805. * @param mesh The mesh to render
  46806. * @param subMesh The submesh to check against
  46807. * @param useInstances Specify wether or not the material is used with instances
  46808. * @returns true if all the dependencies are ready (Textures, Effects...)
  46809. */
  46810. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  46811. /**
  46812. * Compute the primary color according to the chosen perceptual color.
  46813. */
  46814. private _computePrimaryColorFromPerceptualColor;
  46815. /**
  46816. * Compute the highlights and shadow colors according to their chosen levels.
  46817. */
  46818. private _computePrimaryColors;
  46819. /**
  46820. * Build the uniform buffer used in the material.
  46821. */
  46822. buildUniformLayout(): void;
  46823. /**
  46824. * Unbind the material.
  46825. */
  46826. unbind(): void;
  46827. /**
  46828. * Bind only the world matrix to the material.
  46829. * @param world The world matrix to bind.
  46830. */
  46831. bindOnlyWorldMatrix(world: Matrix): void;
  46832. /**
  46833. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  46834. * @param world The world matrix to bind.
  46835. * @param subMesh The submesh to bind for.
  46836. */
  46837. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  46838. /**
  46839. * Dispose the material.
  46840. * @param forceDisposeEffect Force disposal of the associated effect.
  46841. * @param forceDisposeTextures Force disposal of the associated textures.
  46842. */
  46843. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  46844. /**
  46845. * Clones the material.
  46846. * @param name The cloned name.
  46847. * @returns The cloned material.
  46848. */
  46849. clone(name: string): BackgroundMaterial;
  46850. /**
  46851. * Serializes the current material to its JSON representation.
  46852. * @returns The JSON representation.
  46853. */
  46854. serialize(): any;
  46855. /**
  46856. * Gets the class name of the material
  46857. * @returns "BackgroundMaterial"
  46858. */
  46859. getClassName(): string;
  46860. /**
  46861. * Parse a JSON input to create back a background material.
  46862. * @param source The JSON data to parse
  46863. * @param scene The scene to create the parsed material in
  46864. * @param rootUrl The root url of the assets the material depends upon
  46865. * @returns the instantiated BackgroundMaterial.
  46866. */
  46867. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  46868. }
  46869. }
  46870. declare module "babylonjs/Helpers/environmentHelper" {
  46871. import { Observable } from "babylonjs/Misc/observable";
  46872. import { Nullable } from "babylonjs/types";
  46873. import { Scene } from "babylonjs/scene";
  46874. import { Vector3 } from "babylonjs/Maths/math.vector";
  46875. import { Color3 } from "babylonjs/Maths/math.color";
  46876. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46877. import { Mesh } from "babylonjs/Meshes/mesh";
  46878. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46879. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  46880. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  46881. import "babylonjs/Meshes/Builders/planeBuilder";
  46882. import "babylonjs/Meshes/Builders/boxBuilder";
  46883. /**
  46884. * Represents the different options available during the creation of
  46885. * a Environment helper.
  46886. *
  46887. * This can control the default ground, skybox and image processing setup of your scene.
  46888. */
  46889. export interface IEnvironmentHelperOptions {
  46890. /**
  46891. * Specifies wether or not to create a ground.
  46892. * True by default.
  46893. */
  46894. createGround: boolean;
  46895. /**
  46896. * Specifies the ground size.
  46897. * 15 by default.
  46898. */
  46899. groundSize: number;
  46900. /**
  46901. * The texture used on the ground for the main color.
  46902. * Comes from the BabylonJS CDN by default.
  46903. *
  46904. * Remarks: Can be either a texture or a url.
  46905. */
  46906. groundTexture: string | BaseTexture;
  46907. /**
  46908. * The color mixed in the ground texture by default.
  46909. * BabylonJS clearColor by default.
  46910. */
  46911. groundColor: Color3;
  46912. /**
  46913. * Specifies the ground opacity.
  46914. * 1 by default.
  46915. */
  46916. groundOpacity: number;
  46917. /**
  46918. * Enables the ground to receive shadows.
  46919. * True by default.
  46920. */
  46921. enableGroundShadow: boolean;
  46922. /**
  46923. * Helps preventing the shadow to be fully black on the ground.
  46924. * 0.5 by default.
  46925. */
  46926. groundShadowLevel: number;
  46927. /**
  46928. * Creates a mirror texture attach to the ground.
  46929. * false by default.
  46930. */
  46931. enableGroundMirror: boolean;
  46932. /**
  46933. * Specifies the ground mirror size ratio.
  46934. * 0.3 by default as the default kernel is 64.
  46935. */
  46936. groundMirrorSizeRatio: number;
  46937. /**
  46938. * Specifies the ground mirror blur kernel size.
  46939. * 64 by default.
  46940. */
  46941. groundMirrorBlurKernel: number;
  46942. /**
  46943. * Specifies the ground mirror visibility amount.
  46944. * 1 by default
  46945. */
  46946. groundMirrorAmount: number;
  46947. /**
  46948. * Specifies the ground mirror reflectance weight.
  46949. * This uses the standard weight of the background material to setup the fresnel effect
  46950. * of the mirror.
  46951. * 1 by default.
  46952. */
  46953. groundMirrorFresnelWeight: number;
  46954. /**
  46955. * Specifies the ground mirror Falloff distance.
  46956. * This can helps reducing the size of the reflection.
  46957. * 0 by Default.
  46958. */
  46959. groundMirrorFallOffDistance: number;
  46960. /**
  46961. * Specifies the ground mirror texture type.
  46962. * Unsigned Int by Default.
  46963. */
  46964. groundMirrorTextureType: number;
  46965. /**
  46966. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  46967. * the shown objects.
  46968. */
  46969. groundYBias: number;
  46970. /**
  46971. * Specifies wether or not to create a skybox.
  46972. * True by default.
  46973. */
  46974. createSkybox: boolean;
  46975. /**
  46976. * Specifies the skybox size.
  46977. * 20 by default.
  46978. */
  46979. skyboxSize: number;
  46980. /**
  46981. * The texture used on the skybox for the main color.
  46982. * Comes from the BabylonJS CDN by default.
  46983. *
  46984. * Remarks: Can be either a texture or a url.
  46985. */
  46986. skyboxTexture: string | BaseTexture;
  46987. /**
  46988. * The color mixed in the skybox texture by default.
  46989. * BabylonJS clearColor by default.
  46990. */
  46991. skyboxColor: Color3;
  46992. /**
  46993. * The background rotation around the Y axis of the scene.
  46994. * This helps aligning the key lights of your scene with the background.
  46995. * 0 by default.
  46996. */
  46997. backgroundYRotation: number;
  46998. /**
  46999. * Compute automatically the size of the elements to best fit with the scene.
  47000. */
  47001. sizeAuto: boolean;
  47002. /**
  47003. * Default position of the rootMesh if autoSize is not true.
  47004. */
  47005. rootPosition: Vector3;
  47006. /**
  47007. * Sets up the image processing in the scene.
  47008. * true by default.
  47009. */
  47010. setupImageProcessing: boolean;
  47011. /**
  47012. * The texture used as your environment texture in the scene.
  47013. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  47014. *
  47015. * Remarks: Can be either a texture or a url.
  47016. */
  47017. environmentTexture: string | BaseTexture;
  47018. /**
  47019. * The value of the exposure to apply to the scene.
  47020. * 0.6 by default if setupImageProcessing is true.
  47021. */
  47022. cameraExposure: number;
  47023. /**
  47024. * The value of the contrast to apply to the scene.
  47025. * 1.6 by default if setupImageProcessing is true.
  47026. */
  47027. cameraContrast: number;
  47028. /**
  47029. * Specifies wether or not tonemapping should be enabled in the scene.
  47030. * true by default if setupImageProcessing is true.
  47031. */
  47032. toneMappingEnabled: boolean;
  47033. }
  47034. /**
  47035. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  47036. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  47037. * It also helps with the default setup of your imageProcessing configuration.
  47038. */
  47039. export class EnvironmentHelper {
  47040. /**
  47041. * Default ground texture URL.
  47042. */
  47043. private static _groundTextureCDNUrl;
  47044. /**
  47045. * Default skybox texture URL.
  47046. */
  47047. private static _skyboxTextureCDNUrl;
  47048. /**
  47049. * Default environment texture URL.
  47050. */
  47051. private static _environmentTextureCDNUrl;
  47052. /**
  47053. * Creates the default options for the helper.
  47054. */
  47055. private static _getDefaultOptions;
  47056. private _rootMesh;
  47057. /**
  47058. * Gets the root mesh created by the helper.
  47059. */
  47060. readonly rootMesh: Mesh;
  47061. private _skybox;
  47062. /**
  47063. * Gets the skybox created by the helper.
  47064. */
  47065. readonly skybox: Nullable<Mesh>;
  47066. private _skyboxTexture;
  47067. /**
  47068. * Gets the skybox texture created by the helper.
  47069. */
  47070. readonly skyboxTexture: Nullable<BaseTexture>;
  47071. private _skyboxMaterial;
  47072. /**
  47073. * Gets the skybox material created by the helper.
  47074. */
  47075. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  47076. private _ground;
  47077. /**
  47078. * Gets the ground mesh created by the helper.
  47079. */
  47080. readonly ground: Nullable<Mesh>;
  47081. private _groundTexture;
  47082. /**
  47083. * Gets the ground texture created by the helper.
  47084. */
  47085. readonly groundTexture: Nullable<BaseTexture>;
  47086. private _groundMirror;
  47087. /**
  47088. * Gets the ground mirror created by the helper.
  47089. */
  47090. readonly groundMirror: Nullable<MirrorTexture>;
  47091. /**
  47092. * Gets the ground mirror render list to helps pushing the meshes
  47093. * you wish in the ground reflection.
  47094. */
  47095. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  47096. private _groundMaterial;
  47097. /**
  47098. * Gets the ground material created by the helper.
  47099. */
  47100. readonly groundMaterial: Nullable<BackgroundMaterial>;
  47101. /**
  47102. * Stores the creation options.
  47103. */
  47104. private readonly _scene;
  47105. private _options;
  47106. /**
  47107. * This observable will be notified with any error during the creation of the environment,
  47108. * mainly texture creation errors.
  47109. */
  47110. onErrorObservable: Observable<{
  47111. message?: string;
  47112. exception?: any;
  47113. }>;
  47114. /**
  47115. * constructor
  47116. * @param options Defines the options we want to customize the helper
  47117. * @param scene The scene to add the material to
  47118. */
  47119. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  47120. /**
  47121. * Updates the background according to the new options
  47122. * @param options
  47123. */
  47124. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  47125. /**
  47126. * Sets the primary color of all the available elements.
  47127. * @param color the main color to affect to the ground and the background
  47128. */
  47129. setMainColor(color: Color3): void;
  47130. /**
  47131. * Setup the image processing according to the specified options.
  47132. */
  47133. private _setupImageProcessing;
  47134. /**
  47135. * Setup the environment texture according to the specified options.
  47136. */
  47137. private _setupEnvironmentTexture;
  47138. /**
  47139. * Setup the background according to the specified options.
  47140. */
  47141. private _setupBackground;
  47142. /**
  47143. * Get the scene sizes according to the setup.
  47144. */
  47145. private _getSceneSize;
  47146. /**
  47147. * Setup the ground according to the specified options.
  47148. */
  47149. private _setupGround;
  47150. /**
  47151. * Setup the ground material according to the specified options.
  47152. */
  47153. private _setupGroundMaterial;
  47154. /**
  47155. * Setup the ground diffuse texture according to the specified options.
  47156. */
  47157. private _setupGroundDiffuseTexture;
  47158. /**
  47159. * Setup the ground mirror texture according to the specified options.
  47160. */
  47161. private _setupGroundMirrorTexture;
  47162. /**
  47163. * Setup the ground to receive the mirror texture.
  47164. */
  47165. private _setupMirrorInGroundMaterial;
  47166. /**
  47167. * Setup the skybox according to the specified options.
  47168. */
  47169. private _setupSkybox;
  47170. /**
  47171. * Setup the skybox material according to the specified options.
  47172. */
  47173. private _setupSkyboxMaterial;
  47174. /**
  47175. * Setup the skybox reflection texture according to the specified options.
  47176. */
  47177. private _setupSkyboxReflectionTexture;
  47178. private _errorHandler;
  47179. /**
  47180. * Dispose all the elements created by the Helper.
  47181. */
  47182. dispose(): void;
  47183. }
  47184. }
  47185. declare module "babylonjs/Helpers/photoDome" {
  47186. import { Observable } from "babylonjs/Misc/observable";
  47187. import { Nullable } from "babylonjs/types";
  47188. import { Scene } from "babylonjs/scene";
  47189. import { TransformNode } from "babylonjs/Meshes/transformNode";
  47190. import { Mesh } from "babylonjs/Meshes/mesh";
  47191. import { Texture } from "babylonjs/Materials/Textures/texture";
  47192. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  47193. import "babylonjs/Meshes/Builders/sphereBuilder";
  47194. /**
  47195. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  47196. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  47197. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  47198. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  47199. */
  47200. export class PhotoDome extends TransformNode {
  47201. /**
  47202. * Define the image as a Monoscopic panoramic 360 image.
  47203. */
  47204. static readonly MODE_MONOSCOPIC: number;
  47205. /**
  47206. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47207. */
  47208. static readonly MODE_TOPBOTTOM: number;
  47209. /**
  47210. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47211. */
  47212. static readonly MODE_SIDEBYSIDE: number;
  47213. private _useDirectMapping;
  47214. /**
  47215. * The texture being displayed on the sphere
  47216. */
  47217. protected _photoTexture: Texture;
  47218. /**
  47219. * Gets or sets the texture being displayed on the sphere
  47220. */
  47221. photoTexture: Texture;
  47222. /**
  47223. * Observable raised when an error occured while loading the 360 image
  47224. */
  47225. onLoadErrorObservable: Observable<string>;
  47226. /**
  47227. * The skybox material
  47228. */
  47229. protected _material: BackgroundMaterial;
  47230. /**
  47231. * The surface used for the skybox
  47232. */
  47233. protected _mesh: Mesh;
  47234. /**
  47235. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  47236. * Also see the options.resolution property.
  47237. */
  47238. fovMultiplier: number;
  47239. private _imageMode;
  47240. /**
  47241. * Gets or set the current video mode for the video. It can be:
  47242. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  47243. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  47244. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  47245. */
  47246. imageMode: number;
  47247. /**
  47248. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  47249. * @param name Element's name, child elements will append suffixes for their own names.
  47250. * @param urlsOfPhoto defines the url of the photo to display
  47251. * @param options defines an object containing optional or exposed sub element properties
  47252. * @param onError defines a callback called when an error occured while loading the texture
  47253. */
  47254. constructor(name: string, urlOfPhoto: string, options: {
  47255. resolution?: number;
  47256. size?: number;
  47257. useDirectMapping?: boolean;
  47258. faceForward?: boolean;
  47259. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  47260. private _onBeforeCameraRenderObserver;
  47261. private _changeImageMode;
  47262. /**
  47263. * Releases resources associated with this node.
  47264. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  47265. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  47266. */
  47267. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  47268. }
  47269. }
  47270. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  47271. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  47272. /** @hidden */
  47273. export var rgbdDecodePixelShader: {
  47274. name: string;
  47275. shader: string;
  47276. };
  47277. }
  47278. declare module "babylonjs/Misc/brdfTextureTools" {
  47279. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47280. import { Scene } from "babylonjs/scene";
  47281. import "babylonjs/Shaders/rgbdDecode.fragment";
  47282. /**
  47283. * Class used to host texture specific utilities
  47284. */
  47285. export class BRDFTextureTools {
  47286. /**
  47287. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  47288. * @param texture the texture to expand.
  47289. */
  47290. private static _ExpandDefaultBRDFTexture;
  47291. /**
  47292. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  47293. * @param scene defines the hosting scene
  47294. * @returns the environment BRDF texture
  47295. */
  47296. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  47297. private static _environmentBRDFBase64Texture;
  47298. }
  47299. }
  47300. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  47301. import { Nullable } from "babylonjs/types";
  47302. import { Color3 } from "babylonjs/Maths/math.color";
  47303. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47304. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47305. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47306. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47307. import { Engine } from "babylonjs/Engines/engine";
  47308. import { Scene } from "babylonjs/scene";
  47309. /**
  47310. * @hidden
  47311. */
  47312. export interface IMaterialClearCoatDefines {
  47313. CLEARCOAT: boolean;
  47314. CLEARCOAT_DEFAULTIOR: boolean;
  47315. CLEARCOAT_TEXTURE: boolean;
  47316. CLEARCOAT_TEXTUREDIRECTUV: number;
  47317. CLEARCOAT_BUMP: boolean;
  47318. CLEARCOAT_BUMPDIRECTUV: number;
  47319. CLEARCOAT_TINT: boolean;
  47320. CLEARCOAT_TINT_TEXTURE: boolean;
  47321. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  47322. /** @hidden */
  47323. _areTexturesDirty: boolean;
  47324. }
  47325. /**
  47326. * Define the code related to the clear coat parameters of the pbr material.
  47327. */
  47328. export class PBRClearCoatConfiguration {
  47329. /**
  47330. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47331. * The default fits with a polyurethane material.
  47332. */
  47333. private static readonly _DefaultIndexOfRefraction;
  47334. private _isEnabled;
  47335. /**
  47336. * Defines if the clear coat is enabled in the material.
  47337. */
  47338. isEnabled: boolean;
  47339. /**
  47340. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  47341. */
  47342. intensity: number;
  47343. /**
  47344. * Defines the clear coat layer roughness.
  47345. */
  47346. roughness: number;
  47347. private _indexOfRefraction;
  47348. /**
  47349. * Defines the index of refraction of the clear coat.
  47350. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  47351. * The default fits with a polyurethane material.
  47352. * Changing the default value is more performance intensive.
  47353. */
  47354. indexOfRefraction: number;
  47355. private _texture;
  47356. /**
  47357. * Stores the clear coat values in a texture.
  47358. */
  47359. texture: Nullable<BaseTexture>;
  47360. private _bumpTexture;
  47361. /**
  47362. * Define the clear coat specific bump texture.
  47363. */
  47364. bumpTexture: Nullable<BaseTexture>;
  47365. private _isTintEnabled;
  47366. /**
  47367. * Defines if the clear coat tint is enabled in the material.
  47368. */
  47369. isTintEnabled: boolean;
  47370. /**
  47371. * Defines the clear coat tint of the material.
  47372. * This is only use if tint is enabled
  47373. */
  47374. tintColor: Color3;
  47375. /**
  47376. * Defines the distance at which the tint color should be found in the
  47377. * clear coat media.
  47378. * This is only use if tint is enabled
  47379. */
  47380. tintColorAtDistance: number;
  47381. /**
  47382. * Defines the clear coat layer thickness.
  47383. * This is only use if tint is enabled
  47384. */
  47385. tintThickness: number;
  47386. private _tintTexture;
  47387. /**
  47388. * Stores the clear tint values in a texture.
  47389. * rgb is tint
  47390. * a is a thickness factor
  47391. */
  47392. tintTexture: Nullable<BaseTexture>;
  47393. /** @hidden */
  47394. private _internalMarkAllSubMeshesAsTexturesDirty;
  47395. /** @hidden */
  47396. _markAllSubMeshesAsTexturesDirty(): void;
  47397. /**
  47398. * Instantiate a new istance of clear coat configuration.
  47399. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47400. */
  47401. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47402. /**
  47403. * Gets wehter the submesh is ready to be used or not.
  47404. * @param defines the list of "defines" to update.
  47405. * @param scene defines the scene the material belongs to.
  47406. * @param engine defines the engine the material belongs to.
  47407. * @param disableBumpMap defines wether the material disables bump or not.
  47408. * @returns - boolean indicating that the submesh is ready or not.
  47409. */
  47410. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  47411. /**
  47412. * Checks to see if a texture is used in the material.
  47413. * @param defines the list of "defines" to update.
  47414. * @param scene defines the scene to the material belongs to.
  47415. */
  47416. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  47417. /**
  47418. * Binds the material data.
  47419. * @param uniformBuffer defines the Uniform buffer to fill in.
  47420. * @param scene defines the scene the material belongs to.
  47421. * @param engine defines the engine the material belongs to.
  47422. * @param disableBumpMap defines wether the material disables bump or not.
  47423. * @param isFrozen defines wether the material is frozen or not.
  47424. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  47425. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  47426. */
  47427. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  47428. /**
  47429. * Checks to see if a texture is used in the material.
  47430. * @param texture - Base texture to use.
  47431. * @returns - Boolean specifying if a texture is used in the material.
  47432. */
  47433. hasTexture(texture: BaseTexture): boolean;
  47434. /**
  47435. * Returns an array of the actively used textures.
  47436. * @param activeTextures Array of BaseTextures
  47437. */
  47438. getActiveTextures(activeTextures: BaseTexture[]): void;
  47439. /**
  47440. * Returns the animatable textures.
  47441. * @param animatables Array of animatable textures.
  47442. */
  47443. getAnimatables(animatables: IAnimatable[]): void;
  47444. /**
  47445. * Disposes the resources of the material.
  47446. * @param forceDisposeTextures - Forces the disposal of all textures.
  47447. */
  47448. dispose(forceDisposeTextures?: boolean): void;
  47449. /**
  47450. * Get the current class name of the texture useful for serialization or dynamic coding.
  47451. * @returns "PBRClearCoatConfiguration"
  47452. */
  47453. getClassName(): string;
  47454. /**
  47455. * Add fallbacks to the effect fallbacks list.
  47456. * @param defines defines the Base texture to use.
  47457. * @param fallbacks defines the current fallback list.
  47458. * @param currentRank defines the current fallback rank.
  47459. * @returns the new fallback rank.
  47460. */
  47461. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47462. /**
  47463. * Add the required uniforms to the current list.
  47464. * @param uniforms defines the current uniform list.
  47465. */
  47466. static AddUniforms(uniforms: string[]): void;
  47467. /**
  47468. * Add the required samplers to the current list.
  47469. * @param samplers defines the current sampler list.
  47470. */
  47471. static AddSamplers(samplers: string[]): void;
  47472. /**
  47473. * Add the required uniforms to the current buffer.
  47474. * @param uniformBuffer defines the current uniform buffer.
  47475. */
  47476. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47477. /**
  47478. * Makes a duplicate of the current configuration into another one.
  47479. * @param clearCoatConfiguration define the config where to copy the info
  47480. */
  47481. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  47482. /**
  47483. * Serializes this clear coat configuration.
  47484. * @returns - An object with the serialized config.
  47485. */
  47486. serialize(): any;
  47487. /**
  47488. * Parses a anisotropy Configuration from a serialized object.
  47489. * @param source - Serialized object.
  47490. * @param scene Defines the scene we are parsing for
  47491. * @param rootUrl Defines the rootUrl to load from
  47492. */
  47493. parse(source: any, scene: Scene, rootUrl: string): void;
  47494. }
  47495. }
  47496. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  47497. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47498. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47499. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47500. import { Vector2 } from "babylonjs/Maths/math.vector";
  47501. import { Scene } from "babylonjs/scene";
  47502. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47503. import { Nullable } from "babylonjs/types";
  47504. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47505. /**
  47506. * @hidden
  47507. */
  47508. export interface IMaterialAnisotropicDefines {
  47509. ANISOTROPIC: boolean;
  47510. ANISOTROPIC_TEXTURE: boolean;
  47511. ANISOTROPIC_TEXTUREDIRECTUV: number;
  47512. MAINUV1: boolean;
  47513. _areTexturesDirty: boolean;
  47514. _needUVs: boolean;
  47515. }
  47516. /**
  47517. * Define the code related to the anisotropic parameters of the pbr material.
  47518. */
  47519. export class PBRAnisotropicConfiguration {
  47520. private _isEnabled;
  47521. /**
  47522. * Defines if the anisotropy is enabled in the material.
  47523. */
  47524. isEnabled: boolean;
  47525. /**
  47526. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  47527. */
  47528. intensity: number;
  47529. /**
  47530. * Defines if the effect is along the tangents, bitangents or in between.
  47531. * By default, the effect is "strectching" the highlights along the tangents.
  47532. */
  47533. direction: Vector2;
  47534. private _texture;
  47535. /**
  47536. * Stores the anisotropy values in a texture.
  47537. * rg is direction (like normal from -1 to 1)
  47538. * b is a intensity
  47539. */
  47540. texture: Nullable<BaseTexture>;
  47541. /** @hidden */
  47542. private _internalMarkAllSubMeshesAsTexturesDirty;
  47543. /** @hidden */
  47544. _markAllSubMeshesAsTexturesDirty(): void;
  47545. /**
  47546. * Instantiate a new istance of anisotropy configuration.
  47547. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47548. */
  47549. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47550. /**
  47551. * Specifies that the submesh is ready to be used.
  47552. * @param defines the list of "defines" to update.
  47553. * @param scene defines the scene the material belongs to.
  47554. * @returns - boolean indicating that the submesh is ready or not.
  47555. */
  47556. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  47557. /**
  47558. * Checks to see if a texture is used in the material.
  47559. * @param defines the list of "defines" to update.
  47560. * @param mesh the mesh we are preparing the defines for.
  47561. * @param scene defines the scene the material belongs to.
  47562. */
  47563. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  47564. /**
  47565. * Binds the material data.
  47566. * @param uniformBuffer defines the Uniform buffer to fill in.
  47567. * @param scene defines the scene the material belongs to.
  47568. * @param isFrozen defines wether the material is frozen or not.
  47569. */
  47570. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47571. /**
  47572. * Checks to see if a texture is used in the material.
  47573. * @param texture - Base texture to use.
  47574. * @returns - Boolean specifying if a texture is used in the material.
  47575. */
  47576. hasTexture(texture: BaseTexture): boolean;
  47577. /**
  47578. * Returns an array of the actively used textures.
  47579. * @param activeTextures Array of BaseTextures
  47580. */
  47581. getActiveTextures(activeTextures: BaseTexture[]): void;
  47582. /**
  47583. * Returns the animatable textures.
  47584. * @param animatables Array of animatable textures.
  47585. */
  47586. getAnimatables(animatables: IAnimatable[]): void;
  47587. /**
  47588. * Disposes the resources of the material.
  47589. * @param forceDisposeTextures - Forces the disposal of all textures.
  47590. */
  47591. dispose(forceDisposeTextures?: boolean): void;
  47592. /**
  47593. * Get the current class name of the texture useful for serialization or dynamic coding.
  47594. * @returns "PBRAnisotropicConfiguration"
  47595. */
  47596. getClassName(): string;
  47597. /**
  47598. * Add fallbacks to the effect fallbacks list.
  47599. * @param defines defines the Base texture to use.
  47600. * @param fallbacks defines the current fallback list.
  47601. * @param currentRank defines the current fallback rank.
  47602. * @returns the new fallback rank.
  47603. */
  47604. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47605. /**
  47606. * Add the required uniforms to the current list.
  47607. * @param uniforms defines the current uniform list.
  47608. */
  47609. static AddUniforms(uniforms: string[]): void;
  47610. /**
  47611. * Add the required uniforms to the current buffer.
  47612. * @param uniformBuffer defines the current uniform buffer.
  47613. */
  47614. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47615. /**
  47616. * Add the required samplers to the current list.
  47617. * @param samplers defines the current sampler list.
  47618. */
  47619. static AddSamplers(samplers: string[]): void;
  47620. /**
  47621. * Makes a duplicate of the current configuration into another one.
  47622. * @param anisotropicConfiguration define the config where to copy the info
  47623. */
  47624. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  47625. /**
  47626. * Serializes this anisotropy configuration.
  47627. * @returns - An object with the serialized config.
  47628. */
  47629. serialize(): any;
  47630. /**
  47631. * Parses a anisotropy Configuration from a serialized object.
  47632. * @param source - Serialized object.
  47633. * @param scene Defines the scene we are parsing for
  47634. * @param rootUrl Defines the rootUrl to load from
  47635. */
  47636. parse(source: any, scene: Scene, rootUrl: string): void;
  47637. }
  47638. }
  47639. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  47640. import { Scene } from "babylonjs/scene";
  47641. /**
  47642. * @hidden
  47643. */
  47644. export interface IMaterialBRDFDefines {
  47645. BRDF_V_HEIGHT_CORRELATED: boolean;
  47646. MS_BRDF_ENERGY_CONSERVATION: boolean;
  47647. SPHERICAL_HARMONICS: boolean;
  47648. /** @hidden */
  47649. _areMiscDirty: boolean;
  47650. }
  47651. /**
  47652. * Define the code related to the BRDF parameters of the pbr material.
  47653. */
  47654. export class PBRBRDFConfiguration {
  47655. /**
  47656. * Default value used for the energy conservation.
  47657. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47658. */
  47659. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  47660. /**
  47661. * Default value used for the Smith Visibility Height Correlated mode.
  47662. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  47663. */
  47664. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  47665. /**
  47666. * Default value used for the IBL diffuse part.
  47667. * This can help switching back to the polynomials mode globally which is a tiny bit
  47668. * less GPU intensive at the drawback of a lower quality.
  47669. */
  47670. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  47671. private _useEnergyConservation;
  47672. /**
  47673. * Defines if the material uses energy conservation.
  47674. */
  47675. useEnergyConservation: boolean;
  47676. private _useSmithVisibilityHeightCorrelated;
  47677. /**
  47678. * LEGACY Mode set to false
  47679. * Defines if the material uses height smith correlated visibility term.
  47680. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  47681. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  47682. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  47683. * Not relying on height correlated will also disable energy conservation.
  47684. */
  47685. useSmithVisibilityHeightCorrelated: boolean;
  47686. private _useSphericalHarmonics;
  47687. /**
  47688. * LEGACY Mode set to false
  47689. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  47690. * diffuse part of the IBL.
  47691. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  47692. * to the ground truth.
  47693. */
  47694. useSphericalHarmonics: boolean;
  47695. /** @hidden */
  47696. private _internalMarkAllSubMeshesAsMiscDirty;
  47697. /** @hidden */
  47698. _markAllSubMeshesAsMiscDirty(): void;
  47699. /**
  47700. * Instantiate a new istance of clear coat configuration.
  47701. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  47702. */
  47703. constructor(markAllSubMeshesAsMiscDirty: () => void);
  47704. /**
  47705. * Checks to see if a texture is used in the material.
  47706. * @param defines the list of "defines" to update.
  47707. */
  47708. prepareDefines(defines: IMaterialBRDFDefines): void;
  47709. /**
  47710. * Get the current class name of the texture useful for serialization or dynamic coding.
  47711. * @returns "PBRClearCoatConfiguration"
  47712. */
  47713. getClassName(): string;
  47714. /**
  47715. * Makes a duplicate of the current configuration into another one.
  47716. * @param brdfConfiguration define the config where to copy the info
  47717. */
  47718. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  47719. /**
  47720. * Serializes this BRDF configuration.
  47721. * @returns - An object with the serialized config.
  47722. */
  47723. serialize(): any;
  47724. /**
  47725. * Parses a anisotropy Configuration from a serialized object.
  47726. * @param source - Serialized object.
  47727. * @param scene Defines the scene we are parsing for
  47728. * @param rootUrl Defines the rootUrl to load from
  47729. */
  47730. parse(source: any, scene: Scene, rootUrl: string): void;
  47731. }
  47732. }
  47733. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  47734. import { EffectFallbacks } from "babylonjs/Materials/effect";
  47735. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47736. import { Color3 } from "babylonjs/Maths/math.color";
  47737. import { Scene } from "babylonjs/scene";
  47738. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47739. import { Nullable } from "babylonjs/types";
  47740. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47741. /**
  47742. * @hidden
  47743. */
  47744. export interface IMaterialSheenDefines {
  47745. SHEEN: boolean;
  47746. SHEEN_TEXTURE: boolean;
  47747. SHEEN_TEXTUREDIRECTUV: number;
  47748. SHEEN_LINKWITHALBEDO: boolean;
  47749. /** @hidden */
  47750. _areTexturesDirty: boolean;
  47751. }
  47752. /**
  47753. * Define the code related to the Sheen parameters of the pbr material.
  47754. */
  47755. export class PBRSheenConfiguration {
  47756. private _isEnabled;
  47757. /**
  47758. * Defines if the material uses sheen.
  47759. */
  47760. isEnabled: boolean;
  47761. private _linkSheenWithAlbedo;
  47762. /**
  47763. * Defines if the sheen is linked to the sheen color.
  47764. */
  47765. linkSheenWithAlbedo: boolean;
  47766. /**
  47767. * Defines the sheen intensity.
  47768. */
  47769. intensity: number;
  47770. /**
  47771. * Defines the sheen color.
  47772. */
  47773. color: Color3;
  47774. private _texture;
  47775. /**
  47776. * Stores the sheen tint values in a texture.
  47777. * rgb is tint
  47778. * a is a intensity
  47779. */
  47780. texture: Nullable<BaseTexture>;
  47781. /** @hidden */
  47782. private _internalMarkAllSubMeshesAsTexturesDirty;
  47783. /** @hidden */
  47784. _markAllSubMeshesAsTexturesDirty(): void;
  47785. /**
  47786. * Instantiate a new istance of clear coat configuration.
  47787. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  47788. */
  47789. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  47790. /**
  47791. * Specifies that the submesh is ready to be used.
  47792. * @param defines the list of "defines" to update.
  47793. * @param scene defines the scene the material belongs to.
  47794. * @returns - boolean indicating that the submesh is ready or not.
  47795. */
  47796. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  47797. /**
  47798. * Checks to see if a texture is used in the material.
  47799. * @param defines the list of "defines" to update.
  47800. * @param scene defines the scene the material belongs to.
  47801. */
  47802. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  47803. /**
  47804. * Binds the material data.
  47805. * @param uniformBuffer defines the Uniform buffer to fill in.
  47806. * @param scene defines the scene the material belongs to.
  47807. * @param isFrozen defines wether the material is frozen or not.
  47808. */
  47809. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  47810. /**
  47811. * Checks to see if a texture is used in the material.
  47812. * @param texture - Base texture to use.
  47813. * @returns - Boolean specifying if a texture is used in the material.
  47814. */
  47815. hasTexture(texture: BaseTexture): boolean;
  47816. /**
  47817. * Returns an array of the actively used textures.
  47818. * @param activeTextures Array of BaseTextures
  47819. */
  47820. getActiveTextures(activeTextures: BaseTexture[]): void;
  47821. /**
  47822. * Returns the animatable textures.
  47823. * @param animatables Array of animatable textures.
  47824. */
  47825. getAnimatables(animatables: IAnimatable[]): void;
  47826. /**
  47827. * Disposes the resources of the material.
  47828. * @param forceDisposeTextures - Forces the disposal of all textures.
  47829. */
  47830. dispose(forceDisposeTextures?: boolean): void;
  47831. /**
  47832. * Get the current class name of the texture useful for serialization or dynamic coding.
  47833. * @returns "PBRSheenConfiguration"
  47834. */
  47835. getClassName(): string;
  47836. /**
  47837. * Add fallbacks to the effect fallbacks list.
  47838. * @param defines defines the Base texture to use.
  47839. * @param fallbacks defines the current fallback list.
  47840. * @param currentRank defines the current fallback rank.
  47841. * @returns the new fallback rank.
  47842. */
  47843. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  47844. /**
  47845. * Add the required uniforms to the current list.
  47846. * @param uniforms defines the current uniform list.
  47847. */
  47848. static AddUniforms(uniforms: string[]): void;
  47849. /**
  47850. * Add the required uniforms to the current buffer.
  47851. * @param uniformBuffer defines the current uniform buffer.
  47852. */
  47853. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  47854. /**
  47855. * Add the required samplers to the current list.
  47856. * @param samplers defines the current sampler list.
  47857. */
  47858. static AddSamplers(samplers: string[]): void;
  47859. /**
  47860. * Makes a duplicate of the current configuration into another one.
  47861. * @param sheenConfiguration define the config where to copy the info
  47862. */
  47863. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  47864. /**
  47865. * Serializes this BRDF configuration.
  47866. * @returns - An object with the serialized config.
  47867. */
  47868. serialize(): any;
  47869. /**
  47870. * Parses a anisotropy Configuration from a serialized object.
  47871. * @param source - Serialized object.
  47872. * @param scene Defines the scene we are parsing for
  47873. * @param rootUrl Defines the rootUrl to load from
  47874. */
  47875. parse(source: any, scene: Scene, rootUrl: string): void;
  47876. }
  47877. }
  47878. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  47879. import { Nullable } from "babylonjs/types";
  47880. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  47881. import { Color3 } from "babylonjs/Maths/math.color";
  47882. import { SmartArray } from "babylonjs/Misc/smartArray";
  47883. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47884. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  47885. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  47886. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  47887. import { Engine } from "babylonjs/Engines/engine";
  47888. import { Scene } from "babylonjs/scene";
  47889. /**
  47890. * @hidden
  47891. */
  47892. export interface IMaterialSubSurfaceDefines {
  47893. SUBSURFACE: boolean;
  47894. SS_REFRACTION: boolean;
  47895. SS_TRANSLUCENCY: boolean;
  47896. SS_SCATERRING: boolean;
  47897. SS_THICKNESSANDMASK_TEXTURE: boolean;
  47898. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  47899. SS_REFRACTIONMAP_3D: boolean;
  47900. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  47901. SS_LODINREFRACTIONALPHA: boolean;
  47902. SS_GAMMAREFRACTION: boolean;
  47903. SS_RGBDREFRACTION: boolean;
  47904. SS_LINEARSPECULARREFRACTION: boolean;
  47905. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  47906. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  47907. /** @hidden */
  47908. _areTexturesDirty: boolean;
  47909. }
  47910. /**
  47911. * Define the code related to the sub surface parameters of the pbr material.
  47912. */
  47913. export class PBRSubSurfaceConfiguration {
  47914. private _isRefractionEnabled;
  47915. /**
  47916. * Defines if the refraction is enabled in the material.
  47917. */
  47918. isRefractionEnabled: boolean;
  47919. private _isTranslucencyEnabled;
  47920. /**
  47921. * Defines if the translucency is enabled in the material.
  47922. */
  47923. isTranslucencyEnabled: boolean;
  47924. private _isScatteringEnabled;
  47925. /**
  47926. * Defines the refraction intensity of the material.
  47927. * The refraction when enabled replaces the Diffuse part of the material.
  47928. * The intensity helps transitionning between diffuse and refraction.
  47929. */
  47930. refractionIntensity: number;
  47931. /**
  47932. * Defines the translucency intensity of the material.
  47933. * When translucency has been enabled, this defines how much of the "translucency"
  47934. * is addded to the diffuse part of the material.
  47935. */
  47936. translucencyIntensity: number;
  47937. /**
  47938. * Defines the scattering intensity of the material.
  47939. * When scattering has been enabled, this defines how much of the "scattered light"
  47940. * is addded to the diffuse part of the material.
  47941. */
  47942. scatteringIntensity: number;
  47943. private _thicknessTexture;
  47944. /**
  47945. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  47946. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  47947. * 0 would mean minimumThickness
  47948. * 1 would mean maximumThickness
  47949. * The other channels might be use as a mask to vary the different effects intensity.
  47950. */
  47951. thicknessTexture: Nullable<BaseTexture>;
  47952. private _refractionTexture;
  47953. /**
  47954. * Defines the texture to use for refraction.
  47955. */
  47956. refractionTexture: Nullable<BaseTexture>;
  47957. private _indexOfRefraction;
  47958. /**
  47959. * Defines the index of refraction used in the material.
  47960. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  47961. */
  47962. indexOfRefraction: number;
  47963. private _invertRefractionY;
  47964. /**
  47965. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47966. */
  47967. invertRefractionY: boolean;
  47968. private _linkRefractionWithTransparency;
  47969. /**
  47970. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47971. * Materials half opaque for instance using refraction could benefit from this control.
  47972. */
  47973. linkRefractionWithTransparency: boolean;
  47974. /**
  47975. * Defines the minimum thickness stored in the thickness map.
  47976. * If no thickness map is defined, this value will be used to simulate thickness.
  47977. */
  47978. minimumThickness: number;
  47979. /**
  47980. * Defines the maximum thickness stored in the thickness map.
  47981. */
  47982. maximumThickness: number;
  47983. /**
  47984. * Defines the volume tint of the material.
  47985. * This is used for both translucency and scattering.
  47986. */
  47987. tintColor: Color3;
  47988. /**
  47989. * Defines the distance at which the tint color should be found in the media.
  47990. * This is used for refraction only.
  47991. */
  47992. tintColorAtDistance: number;
  47993. /**
  47994. * Defines how far each channel transmit through the media.
  47995. * It is defined as a color to simplify it selection.
  47996. */
  47997. diffusionDistance: Color3;
  47998. private _useMaskFromThicknessTexture;
  47999. /**
  48000. * Stores the intensity of the different subsurface effects in the thickness texture.
  48001. * * the green channel is the translucency intensity.
  48002. * * the blue channel is the scattering intensity.
  48003. * * the alpha channel is the refraction intensity.
  48004. */
  48005. useMaskFromThicknessTexture: boolean;
  48006. /** @hidden */
  48007. private _internalMarkAllSubMeshesAsTexturesDirty;
  48008. /** @hidden */
  48009. _markAllSubMeshesAsTexturesDirty(): void;
  48010. /**
  48011. * Instantiate a new istance of sub surface configuration.
  48012. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  48013. */
  48014. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  48015. /**
  48016. * Gets wehter the submesh is ready to be used or not.
  48017. * @param defines the list of "defines" to update.
  48018. * @param scene defines the scene the material belongs to.
  48019. * @returns - boolean indicating that the submesh is ready or not.
  48020. */
  48021. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  48022. /**
  48023. * Checks to see if a texture is used in the material.
  48024. * @param defines the list of "defines" to update.
  48025. * @param scene defines the scene to the material belongs to.
  48026. */
  48027. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  48028. /**
  48029. * Binds the material data.
  48030. * @param uniformBuffer defines the Uniform buffer to fill in.
  48031. * @param scene defines the scene the material belongs to.
  48032. * @param engine defines the engine the material belongs to.
  48033. * @param isFrozen defines wether the material is frozen or not.
  48034. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  48035. */
  48036. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  48037. /**
  48038. * Unbinds the material from the mesh.
  48039. * @param activeEffect defines the effect that should be unbound from.
  48040. * @returns true if unbound, otherwise false
  48041. */
  48042. unbind(activeEffect: Effect): boolean;
  48043. /**
  48044. * Returns the texture used for refraction or null if none is used.
  48045. * @param scene defines the scene the material belongs to.
  48046. * @returns - Refraction texture if present. If no refraction texture and refraction
  48047. * is linked with transparency, returns environment texture. Otherwise, returns null.
  48048. */
  48049. private _getRefractionTexture;
  48050. /**
  48051. * Returns true if alpha blending should be disabled.
  48052. */
  48053. readonly disableAlphaBlending: boolean;
  48054. /**
  48055. * Fills the list of render target textures.
  48056. * @param renderTargets the list of render targets to update
  48057. */
  48058. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  48059. /**
  48060. * Checks to see if a texture is used in the material.
  48061. * @param texture - Base texture to use.
  48062. * @returns - Boolean specifying if a texture is used in the material.
  48063. */
  48064. hasTexture(texture: BaseTexture): boolean;
  48065. /**
  48066. * Gets a boolean indicating that current material needs to register RTT
  48067. * @returns true if this uses a render target otherwise false.
  48068. */
  48069. hasRenderTargetTextures(): boolean;
  48070. /**
  48071. * Returns an array of the actively used textures.
  48072. * @param activeTextures Array of BaseTextures
  48073. */
  48074. getActiveTextures(activeTextures: BaseTexture[]): void;
  48075. /**
  48076. * Returns the animatable textures.
  48077. * @param animatables Array of animatable textures.
  48078. */
  48079. getAnimatables(animatables: IAnimatable[]): void;
  48080. /**
  48081. * Disposes the resources of the material.
  48082. * @param forceDisposeTextures - Forces the disposal of all textures.
  48083. */
  48084. dispose(forceDisposeTextures?: boolean): void;
  48085. /**
  48086. * Get the current class name of the texture useful for serialization or dynamic coding.
  48087. * @returns "PBRSubSurfaceConfiguration"
  48088. */
  48089. getClassName(): string;
  48090. /**
  48091. * Add fallbacks to the effect fallbacks list.
  48092. * @param defines defines the Base texture to use.
  48093. * @param fallbacks defines the current fallback list.
  48094. * @param currentRank defines the current fallback rank.
  48095. * @returns the new fallback rank.
  48096. */
  48097. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  48098. /**
  48099. * Add the required uniforms to the current list.
  48100. * @param uniforms defines the current uniform list.
  48101. */
  48102. static AddUniforms(uniforms: string[]): void;
  48103. /**
  48104. * Add the required samplers to the current list.
  48105. * @param samplers defines the current sampler list.
  48106. */
  48107. static AddSamplers(samplers: string[]): void;
  48108. /**
  48109. * Add the required uniforms to the current buffer.
  48110. * @param uniformBuffer defines the current uniform buffer.
  48111. */
  48112. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  48113. /**
  48114. * Makes a duplicate of the current configuration into another one.
  48115. * @param configuration define the config where to copy the info
  48116. */
  48117. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  48118. /**
  48119. * Serializes this Sub Surface configuration.
  48120. * @returns - An object with the serialized config.
  48121. */
  48122. serialize(): any;
  48123. /**
  48124. * Parses a anisotropy Configuration from a serialized object.
  48125. * @param source - Serialized object.
  48126. * @param scene Defines the scene we are parsing for
  48127. * @param rootUrl Defines the rootUrl to load from
  48128. */
  48129. parse(source: any, scene: Scene, rootUrl: string): void;
  48130. }
  48131. }
  48132. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  48133. /** @hidden */
  48134. export var pbrFragmentDeclaration: {
  48135. name: string;
  48136. shader: string;
  48137. };
  48138. }
  48139. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  48140. /** @hidden */
  48141. export var pbrUboDeclaration: {
  48142. name: string;
  48143. shader: string;
  48144. };
  48145. }
  48146. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  48147. /** @hidden */
  48148. export var pbrFragmentExtraDeclaration: {
  48149. name: string;
  48150. shader: string;
  48151. };
  48152. }
  48153. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  48154. /** @hidden */
  48155. export var pbrFragmentSamplersDeclaration: {
  48156. name: string;
  48157. shader: string;
  48158. };
  48159. }
  48160. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  48161. /** @hidden */
  48162. export var pbrHelperFunctions: {
  48163. name: string;
  48164. shader: string;
  48165. };
  48166. }
  48167. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  48168. /** @hidden */
  48169. export var harmonicsFunctions: {
  48170. name: string;
  48171. shader: string;
  48172. };
  48173. }
  48174. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  48175. /** @hidden */
  48176. export var pbrDirectLightingSetupFunctions: {
  48177. name: string;
  48178. shader: string;
  48179. };
  48180. }
  48181. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  48182. /** @hidden */
  48183. export var pbrDirectLightingFalloffFunctions: {
  48184. name: string;
  48185. shader: string;
  48186. };
  48187. }
  48188. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  48189. /** @hidden */
  48190. export var pbrBRDFFunctions: {
  48191. name: string;
  48192. shader: string;
  48193. };
  48194. }
  48195. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  48196. /** @hidden */
  48197. export var pbrDirectLightingFunctions: {
  48198. name: string;
  48199. shader: string;
  48200. };
  48201. }
  48202. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  48203. /** @hidden */
  48204. export var pbrIBLFunctions: {
  48205. name: string;
  48206. shader: string;
  48207. };
  48208. }
  48209. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  48210. /** @hidden */
  48211. export var pbrDebug: {
  48212. name: string;
  48213. shader: string;
  48214. };
  48215. }
  48216. declare module "babylonjs/Shaders/pbr.fragment" {
  48217. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  48218. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48219. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  48220. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48221. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48222. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  48223. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  48224. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  48225. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48226. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  48227. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48228. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  48229. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  48230. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  48231. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48232. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  48233. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  48234. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  48235. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  48236. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  48237. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  48238. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  48239. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  48240. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  48241. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  48242. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  48243. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  48244. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  48245. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  48246. /** @hidden */
  48247. export var pbrPixelShader: {
  48248. name: string;
  48249. shader: string;
  48250. };
  48251. }
  48252. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  48253. /** @hidden */
  48254. export var pbrVertexDeclaration: {
  48255. name: string;
  48256. shader: string;
  48257. };
  48258. }
  48259. declare module "babylonjs/Shaders/pbr.vertex" {
  48260. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  48261. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  48262. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48263. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  48264. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  48265. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  48266. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  48267. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  48268. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  48269. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48270. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48271. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  48272. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  48273. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  48274. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  48275. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  48276. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  48277. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  48278. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  48279. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  48280. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  48281. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  48282. /** @hidden */
  48283. export var pbrVertexShader: {
  48284. name: string;
  48285. shader: string;
  48286. };
  48287. }
  48288. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  48289. import { Nullable } from "babylonjs/types";
  48290. import { Scene } from "babylonjs/scene";
  48291. import { Matrix } from "babylonjs/Maths/math.vector";
  48292. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48293. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48294. import { Mesh } from "babylonjs/Meshes/mesh";
  48295. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  48296. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  48297. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  48298. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  48299. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  48300. import { Color3 } from "babylonjs/Maths/math.color";
  48301. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  48302. import { Material } from "babylonjs/Materials/material";
  48303. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  48304. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48305. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48306. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  48307. import "babylonjs/Shaders/pbr.fragment";
  48308. import "babylonjs/Shaders/pbr.vertex";
  48309. /**
  48310. * Manages the defines for the PBR Material.
  48311. * @hidden
  48312. */
  48313. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  48314. PBR: boolean;
  48315. MAINUV1: boolean;
  48316. MAINUV2: boolean;
  48317. UV1: boolean;
  48318. UV2: boolean;
  48319. ALBEDO: boolean;
  48320. ALBEDODIRECTUV: number;
  48321. VERTEXCOLOR: boolean;
  48322. AMBIENT: boolean;
  48323. AMBIENTDIRECTUV: number;
  48324. AMBIENTINGRAYSCALE: boolean;
  48325. OPACITY: boolean;
  48326. VERTEXALPHA: boolean;
  48327. OPACITYDIRECTUV: number;
  48328. OPACITYRGB: boolean;
  48329. ALPHATEST: boolean;
  48330. DEPTHPREPASS: boolean;
  48331. ALPHABLEND: boolean;
  48332. ALPHAFROMALBEDO: boolean;
  48333. ALPHATESTVALUE: string;
  48334. SPECULAROVERALPHA: boolean;
  48335. RADIANCEOVERALPHA: boolean;
  48336. ALPHAFRESNEL: boolean;
  48337. LINEARALPHAFRESNEL: boolean;
  48338. PREMULTIPLYALPHA: boolean;
  48339. EMISSIVE: boolean;
  48340. EMISSIVEDIRECTUV: number;
  48341. REFLECTIVITY: boolean;
  48342. REFLECTIVITYDIRECTUV: number;
  48343. SPECULARTERM: boolean;
  48344. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  48345. MICROSURFACEAUTOMATIC: boolean;
  48346. LODBASEDMICROSFURACE: boolean;
  48347. MICROSURFACEMAP: boolean;
  48348. MICROSURFACEMAPDIRECTUV: number;
  48349. METALLICWORKFLOW: boolean;
  48350. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  48351. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  48352. METALLNESSSTOREINMETALMAPBLUE: boolean;
  48353. AOSTOREINMETALMAPRED: boolean;
  48354. ENVIRONMENTBRDF: boolean;
  48355. ENVIRONMENTBRDF_RGBD: boolean;
  48356. NORMAL: boolean;
  48357. TANGENT: boolean;
  48358. BUMP: boolean;
  48359. BUMPDIRECTUV: number;
  48360. OBJECTSPACE_NORMALMAP: boolean;
  48361. PARALLAX: boolean;
  48362. PARALLAXOCCLUSION: boolean;
  48363. NORMALXYSCALE: boolean;
  48364. LIGHTMAP: boolean;
  48365. LIGHTMAPDIRECTUV: number;
  48366. USELIGHTMAPASSHADOWMAP: boolean;
  48367. GAMMALIGHTMAP: boolean;
  48368. REFLECTION: boolean;
  48369. REFLECTIONMAP_3D: boolean;
  48370. REFLECTIONMAP_SPHERICAL: boolean;
  48371. REFLECTIONMAP_PLANAR: boolean;
  48372. REFLECTIONMAP_CUBIC: boolean;
  48373. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  48374. REFLECTIONMAP_PROJECTION: boolean;
  48375. REFLECTIONMAP_SKYBOX: boolean;
  48376. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  48377. REFLECTIONMAP_EXPLICIT: boolean;
  48378. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  48379. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  48380. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  48381. INVERTCUBICMAP: boolean;
  48382. USESPHERICALFROMREFLECTIONMAP: boolean;
  48383. USEIRRADIANCEMAP: boolean;
  48384. SPHERICAL_HARMONICS: boolean;
  48385. USESPHERICALINVERTEX: boolean;
  48386. REFLECTIONMAP_OPPOSITEZ: boolean;
  48387. LODINREFLECTIONALPHA: boolean;
  48388. GAMMAREFLECTION: boolean;
  48389. RGBDREFLECTION: boolean;
  48390. LINEARSPECULARREFLECTION: boolean;
  48391. RADIANCEOCCLUSION: boolean;
  48392. HORIZONOCCLUSION: boolean;
  48393. INSTANCES: boolean;
  48394. NUM_BONE_INFLUENCERS: number;
  48395. BonesPerMesh: number;
  48396. BONETEXTURE: boolean;
  48397. NONUNIFORMSCALING: boolean;
  48398. MORPHTARGETS: boolean;
  48399. MORPHTARGETS_NORMAL: boolean;
  48400. MORPHTARGETS_TANGENT: boolean;
  48401. MORPHTARGETS_UV: boolean;
  48402. NUM_MORPH_INFLUENCERS: number;
  48403. IMAGEPROCESSING: boolean;
  48404. VIGNETTE: boolean;
  48405. VIGNETTEBLENDMODEMULTIPLY: boolean;
  48406. VIGNETTEBLENDMODEOPAQUE: boolean;
  48407. TONEMAPPING: boolean;
  48408. TONEMAPPING_ACES: boolean;
  48409. CONTRAST: boolean;
  48410. COLORCURVES: boolean;
  48411. COLORGRADING: boolean;
  48412. COLORGRADING3D: boolean;
  48413. SAMPLER3DGREENDEPTH: boolean;
  48414. SAMPLER3DBGRMAP: boolean;
  48415. IMAGEPROCESSINGPOSTPROCESS: boolean;
  48416. EXPOSURE: boolean;
  48417. MULTIVIEW: boolean;
  48418. USEPHYSICALLIGHTFALLOFF: boolean;
  48419. USEGLTFLIGHTFALLOFF: boolean;
  48420. TWOSIDEDLIGHTING: boolean;
  48421. SHADOWFLOAT: boolean;
  48422. CLIPPLANE: boolean;
  48423. CLIPPLANE2: boolean;
  48424. CLIPPLANE3: boolean;
  48425. CLIPPLANE4: boolean;
  48426. POINTSIZE: boolean;
  48427. FOG: boolean;
  48428. LOGARITHMICDEPTH: boolean;
  48429. FORCENORMALFORWARD: boolean;
  48430. SPECULARAA: boolean;
  48431. CLEARCOAT: boolean;
  48432. CLEARCOAT_DEFAULTIOR: boolean;
  48433. CLEARCOAT_TEXTURE: boolean;
  48434. CLEARCOAT_TEXTUREDIRECTUV: number;
  48435. CLEARCOAT_BUMP: boolean;
  48436. CLEARCOAT_BUMPDIRECTUV: number;
  48437. CLEARCOAT_TINT: boolean;
  48438. CLEARCOAT_TINT_TEXTURE: boolean;
  48439. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  48440. ANISOTROPIC: boolean;
  48441. ANISOTROPIC_TEXTURE: boolean;
  48442. ANISOTROPIC_TEXTUREDIRECTUV: number;
  48443. BRDF_V_HEIGHT_CORRELATED: boolean;
  48444. MS_BRDF_ENERGY_CONSERVATION: boolean;
  48445. SHEEN: boolean;
  48446. SHEEN_TEXTURE: boolean;
  48447. SHEEN_TEXTUREDIRECTUV: number;
  48448. SHEEN_LINKWITHALBEDO: boolean;
  48449. SUBSURFACE: boolean;
  48450. SS_REFRACTION: boolean;
  48451. SS_TRANSLUCENCY: boolean;
  48452. SS_SCATERRING: boolean;
  48453. SS_THICKNESSANDMASK_TEXTURE: boolean;
  48454. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  48455. SS_REFRACTIONMAP_3D: boolean;
  48456. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  48457. SS_LODINREFRACTIONALPHA: boolean;
  48458. SS_GAMMAREFRACTION: boolean;
  48459. SS_RGBDREFRACTION: boolean;
  48460. SS_LINEARSPECULARREFRACTION: boolean;
  48461. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  48462. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  48463. UNLIT: boolean;
  48464. DEBUGMODE: number;
  48465. /**
  48466. * Initializes the PBR Material defines.
  48467. */
  48468. constructor();
  48469. /**
  48470. * Resets the PBR Material defines.
  48471. */
  48472. reset(): void;
  48473. }
  48474. /**
  48475. * The Physically based material base class of BJS.
  48476. *
  48477. * This offers the main features of a standard PBR material.
  48478. * For more information, please refer to the documentation :
  48479. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48480. */
  48481. export abstract class PBRBaseMaterial extends PushMaterial {
  48482. /**
  48483. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48484. */
  48485. static readonly PBRMATERIAL_OPAQUE: number;
  48486. /**
  48487. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48488. */
  48489. static readonly PBRMATERIAL_ALPHATEST: number;
  48490. /**
  48491. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48492. */
  48493. static readonly PBRMATERIAL_ALPHABLEND: number;
  48494. /**
  48495. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48496. * They are also discarded below the alpha cutoff threshold to improve performances.
  48497. */
  48498. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  48499. /**
  48500. * Defines the default value of how much AO map is occluding the analytical lights
  48501. * (point spot...).
  48502. */
  48503. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  48504. /**
  48505. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  48506. */
  48507. static readonly LIGHTFALLOFF_PHYSICAL: number;
  48508. /**
  48509. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  48510. * to enhance interoperability with other engines.
  48511. */
  48512. static readonly LIGHTFALLOFF_GLTF: number;
  48513. /**
  48514. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  48515. * to enhance interoperability with other materials.
  48516. */
  48517. static readonly LIGHTFALLOFF_STANDARD: number;
  48518. /**
  48519. * Intensity of the direct lights e.g. the four lights available in your scene.
  48520. * This impacts both the direct diffuse and specular highlights.
  48521. */
  48522. protected _directIntensity: number;
  48523. /**
  48524. * Intensity of the emissive part of the material.
  48525. * This helps controlling the emissive effect without modifying the emissive color.
  48526. */
  48527. protected _emissiveIntensity: number;
  48528. /**
  48529. * Intensity of the environment e.g. how much the environment will light the object
  48530. * either through harmonics for rough material or through the refelction for shiny ones.
  48531. */
  48532. protected _environmentIntensity: number;
  48533. /**
  48534. * This is a special control allowing the reduction of the specular highlights coming from the
  48535. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  48536. */
  48537. protected _specularIntensity: number;
  48538. /**
  48539. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  48540. */
  48541. private _lightingInfos;
  48542. /**
  48543. * Debug Control allowing disabling the bump map on this material.
  48544. */
  48545. protected _disableBumpMap: boolean;
  48546. /**
  48547. * AKA Diffuse Texture in standard nomenclature.
  48548. */
  48549. protected _albedoTexture: Nullable<BaseTexture>;
  48550. /**
  48551. * AKA Occlusion Texture in other nomenclature.
  48552. */
  48553. protected _ambientTexture: Nullable<BaseTexture>;
  48554. /**
  48555. * AKA Occlusion Texture Intensity in other nomenclature.
  48556. */
  48557. protected _ambientTextureStrength: number;
  48558. /**
  48559. * Defines how much the AO map is occluding the analytical lights (point spot...).
  48560. * 1 means it completely occludes it
  48561. * 0 mean it has no impact
  48562. */
  48563. protected _ambientTextureImpactOnAnalyticalLights: number;
  48564. /**
  48565. * Stores the alpha values in a texture.
  48566. */
  48567. protected _opacityTexture: Nullable<BaseTexture>;
  48568. /**
  48569. * Stores the reflection values in a texture.
  48570. */
  48571. protected _reflectionTexture: Nullable<BaseTexture>;
  48572. /**
  48573. * Stores the emissive values in a texture.
  48574. */
  48575. protected _emissiveTexture: Nullable<BaseTexture>;
  48576. /**
  48577. * AKA Specular texture in other nomenclature.
  48578. */
  48579. protected _reflectivityTexture: Nullable<BaseTexture>;
  48580. /**
  48581. * Used to switch from specular/glossiness to metallic/roughness workflow.
  48582. */
  48583. protected _metallicTexture: Nullable<BaseTexture>;
  48584. /**
  48585. * Specifies the metallic scalar of the metallic/roughness workflow.
  48586. * Can also be used to scale the metalness values of the metallic texture.
  48587. */
  48588. protected _metallic: Nullable<number>;
  48589. /**
  48590. * Specifies the roughness scalar of the metallic/roughness workflow.
  48591. * Can also be used to scale the roughness values of the metallic texture.
  48592. */
  48593. protected _roughness: Nullable<number>;
  48594. /**
  48595. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  48596. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  48597. */
  48598. protected _microSurfaceTexture: Nullable<BaseTexture>;
  48599. /**
  48600. * Stores surface normal data used to displace a mesh in a texture.
  48601. */
  48602. protected _bumpTexture: Nullable<BaseTexture>;
  48603. /**
  48604. * Stores the pre-calculated light information of a mesh in a texture.
  48605. */
  48606. protected _lightmapTexture: Nullable<BaseTexture>;
  48607. /**
  48608. * The color of a material in ambient lighting.
  48609. */
  48610. protected _ambientColor: Color3;
  48611. /**
  48612. * AKA Diffuse Color in other nomenclature.
  48613. */
  48614. protected _albedoColor: Color3;
  48615. /**
  48616. * AKA Specular Color in other nomenclature.
  48617. */
  48618. protected _reflectivityColor: Color3;
  48619. /**
  48620. * The color applied when light is reflected from a material.
  48621. */
  48622. protected _reflectionColor: Color3;
  48623. /**
  48624. * The color applied when light is emitted from a material.
  48625. */
  48626. protected _emissiveColor: Color3;
  48627. /**
  48628. * AKA Glossiness in other nomenclature.
  48629. */
  48630. protected _microSurface: number;
  48631. /**
  48632. * Specifies that the material will use the light map as a show map.
  48633. */
  48634. protected _useLightmapAsShadowmap: boolean;
  48635. /**
  48636. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  48637. * makes the reflect vector face the model (under horizon).
  48638. */
  48639. protected _useHorizonOcclusion: boolean;
  48640. /**
  48641. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  48642. * too much the area relying on ambient texture to define their ambient occlusion.
  48643. */
  48644. protected _useRadianceOcclusion: boolean;
  48645. /**
  48646. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  48647. */
  48648. protected _useAlphaFromAlbedoTexture: boolean;
  48649. /**
  48650. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  48651. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  48652. */
  48653. protected _useSpecularOverAlpha: boolean;
  48654. /**
  48655. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  48656. */
  48657. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  48658. /**
  48659. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  48660. */
  48661. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  48662. /**
  48663. * Specifies if the metallic texture contains the roughness information in its green channel.
  48664. */
  48665. protected _useRoughnessFromMetallicTextureGreen: boolean;
  48666. /**
  48667. * Specifies if the metallic texture contains the metallness information in its blue channel.
  48668. */
  48669. protected _useMetallnessFromMetallicTextureBlue: boolean;
  48670. /**
  48671. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  48672. */
  48673. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  48674. /**
  48675. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  48676. */
  48677. protected _useAmbientInGrayScale: boolean;
  48678. /**
  48679. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  48680. * The material will try to infer what glossiness each pixel should be.
  48681. */
  48682. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  48683. /**
  48684. * Defines the falloff type used in this material.
  48685. * It by default is Physical.
  48686. */
  48687. protected _lightFalloff: number;
  48688. /**
  48689. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  48690. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  48691. */
  48692. protected _useRadianceOverAlpha: boolean;
  48693. /**
  48694. * Allows using an object space normal map (instead of tangent space).
  48695. */
  48696. protected _useObjectSpaceNormalMap: boolean;
  48697. /**
  48698. * Allows using the bump map in parallax mode.
  48699. */
  48700. protected _useParallax: boolean;
  48701. /**
  48702. * Allows using the bump map in parallax occlusion mode.
  48703. */
  48704. protected _useParallaxOcclusion: boolean;
  48705. /**
  48706. * Controls the scale bias of the parallax mode.
  48707. */
  48708. protected _parallaxScaleBias: number;
  48709. /**
  48710. * If sets to true, disables all the lights affecting the material.
  48711. */
  48712. protected _disableLighting: boolean;
  48713. /**
  48714. * Number of Simultaneous lights allowed on the material.
  48715. */
  48716. protected _maxSimultaneousLights: number;
  48717. /**
  48718. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  48719. */
  48720. protected _invertNormalMapX: boolean;
  48721. /**
  48722. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  48723. */
  48724. protected _invertNormalMapY: boolean;
  48725. /**
  48726. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  48727. */
  48728. protected _twoSidedLighting: boolean;
  48729. /**
  48730. * Defines the alpha limits in alpha test mode.
  48731. */
  48732. protected _alphaCutOff: number;
  48733. /**
  48734. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  48735. */
  48736. protected _forceAlphaTest: boolean;
  48737. /**
  48738. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48739. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  48740. */
  48741. protected _useAlphaFresnel: boolean;
  48742. /**
  48743. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  48744. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  48745. */
  48746. protected _useLinearAlphaFresnel: boolean;
  48747. /**
  48748. * The transparency mode of the material.
  48749. */
  48750. protected _transparencyMode: Nullable<number>;
  48751. /**
  48752. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  48753. * from cos thetav and roughness:
  48754. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  48755. */
  48756. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  48757. /**
  48758. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  48759. */
  48760. protected _forceIrradianceInFragment: boolean;
  48761. /**
  48762. * Force normal to face away from face.
  48763. */
  48764. protected _forceNormalForward: boolean;
  48765. /**
  48766. * Enables specular anti aliasing in the PBR shader.
  48767. * It will both interacts on the Geometry for analytical and IBL lighting.
  48768. * It also prefilter the roughness map based on the bump values.
  48769. */
  48770. protected _enableSpecularAntiAliasing: boolean;
  48771. /**
  48772. * Default configuration related to image processing available in the PBR Material.
  48773. */
  48774. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48775. /**
  48776. * Keep track of the image processing observer to allow dispose and replace.
  48777. */
  48778. private _imageProcessingObserver;
  48779. /**
  48780. * Attaches a new image processing configuration to the PBR Material.
  48781. * @param configuration
  48782. */
  48783. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48784. /**
  48785. * Stores the available render targets.
  48786. */
  48787. private _renderTargets;
  48788. /**
  48789. * Sets the global ambient color for the material used in lighting calculations.
  48790. */
  48791. private _globalAmbientColor;
  48792. /**
  48793. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  48794. */
  48795. private _useLogarithmicDepth;
  48796. /**
  48797. * If set to true, no lighting calculations will be applied.
  48798. */
  48799. private _unlit;
  48800. private _debugMode;
  48801. /**
  48802. * @hidden
  48803. * This is reserved for the inspector.
  48804. * Defines the material debug mode.
  48805. * It helps seeing only some components of the material while troubleshooting.
  48806. */
  48807. debugMode: number;
  48808. /**
  48809. * @hidden
  48810. * This is reserved for the inspector.
  48811. * Specify from where on screen the debug mode should start.
  48812. * The value goes from -1 (full screen) to 1 (not visible)
  48813. * It helps with side by side comparison against the final render
  48814. * This defaults to -1
  48815. */
  48816. private debugLimit;
  48817. /**
  48818. * @hidden
  48819. * This is reserved for the inspector.
  48820. * As the default viewing range might not be enough (if the ambient is really small for instance)
  48821. * You can use the factor to better multiply the final value.
  48822. */
  48823. private debugFactor;
  48824. /**
  48825. * Defines the clear coat layer parameters for the material.
  48826. */
  48827. readonly clearCoat: PBRClearCoatConfiguration;
  48828. /**
  48829. * Defines the anisotropic parameters for the material.
  48830. */
  48831. readonly anisotropy: PBRAnisotropicConfiguration;
  48832. /**
  48833. * Defines the BRDF parameters for the material.
  48834. */
  48835. readonly brdf: PBRBRDFConfiguration;
  48836. /**
  48837. * Defines the Sheen parameters for the material.
  48838. */
  48839. readonly sheen: PBRSheenConfiguration;
  48840. /**
  48841. * Defines the SubSurface parameters for the material.
  48842. */
  48843. readonly subSurface: PBRSubSurfaceConfiguration;
  48844. /**
  48845. * Custom callback helping to override the default shader used in the material.
  48846. */
  48847. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  48848. /**
  48849. * Instantiates a new PBRMaterial instance.
  48850. *
  48851. * @param name The material name
  48852. * @param scene The scene the material will be use in.
  48853. */
  48854. constructor(name: string, scene: Scene);
  48855. /**
  48856. * Gets a boolean indicating that current material needs to register RTT
  48857. */
  48858. readonly hasRenderTargetTextures: boolean;
  48859. /**
  48860. * Gets the name of the material class.
  48861. */
  48862. getClassName(): string;
  48863. /**
  48864. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48865. */
  48866. /**
  48867. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  48868. */
  48869. useLogarithmicDepth: boolean;
  48870. /**
  48871. * Gets the current transparency mode.
  48872. */
  48873. /**
  48874. * Sets the transparency mode of the material.
  48875. *
  48876. * | Value | Type | Description |
  48877. * | ----- | ----------------------------------- | ----------- |
  48878. * | 0 | OPAQUE | |
  48879. * | 1 | ALPHATEST | |
  48880. * | 2 | ALPHABLEND | |
  48881. * | 3 | ALPHATESTANDBLEND | |
  48882. *
  48883. */
  48884. transparencyMode: Nullable<number>;
  48885. /**
  48886. * Returns true if alpha blending should be disabled.
  48887. */
  48888. private readonly _disableAlphaBlending;
  48889. /**
  48890. * Specifies whether or not this material should be rendered in alpha blend mode.
  48891. */
  48892. needAlphaBlending(): boolean;
  48893. /**
  48894. * Specifies if the mesh will require alpha blending.
  48895. * @param mesh - BJS mesh.
  48896. */
  48897. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  48898. /**
  48899. * Specifies whether or not this material should be rendered in alpha test mode.
  48900. */
  48901. needAlphaTesting(): boolean;
  48902. /**
  48903. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  48904. */
  48905. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  48906. /**
  48907. * Gets the texture used for the alpha test.
  48908. */
  48909. getAlphaTestTexture(): Nullable<BaseTexture>;
  48910. /**
  48911. * Specifies that the submesh is ready to be used.
  48912. * @param mesh - BJS mesh.
  48913. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  48914. * @param useInstances - Specifies that instances should be used.
  48915. * @returns - boolean indicating that the submesh is ready or not.
  48916. */
  48917. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48918. /**
  48919. * Specifies if the material uses metallic roughness workflow.
  48920. * @returns boolean specifiying if the material uses metallic roughness workflow.
  48921. */
  48922. isMetallicWorkflow(): boolean;
  48923. private _prepareEffect;
  48924. private _prepareDefines;
  48925. /**
  48926. * Force shader compilation
  48927. */
  48928. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  48929. clipPlane: boolean;
  48930. }>): void;
  48931. /**
  48932. * Initializes the uniform buffer layout for the shader.
  48933. */
  48934. buildUniformLayout(): void;
  48935. /**
  48936. * Unbinds the material from the mesh
  48937. */
  48938. unbind(): void;
  48939. /**
  48940. * Binds the submesh data.
  48941. * @param world - The world matrix.
  48942. * @param mesh - The BJS mesh.
  48943. * @param subMesh - A submesh of the BJS mesh.
  48944. */
  48945. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48946. /**
  48947. * Returns the animatable textures.
  48948. * @returns - Array of animatable textures.
  48949. */
  48950. getAnimatables(): IAnimatable[];
  48951. /**
  48952. * Returns the texture used for reflections.
  48953. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  48954. */
  48955. private _getReflectionTexture;
  48956. /**
  48957. * Returns an array of the actively used textures.
  48958. * @returns - Array of BaseTextures
  48959. */
  48960. getActiveTextures(): BaseTexture[];
  48961. /**
  48962. * Checks to see if a texture is used in the material.
  48963. * @param texture - Base texture to use.
  48964. * @returns - Boolean specifying if a texture is used in the material.
  48965. */
  48966. hasTexture(texture: BaseTexture): boolean;
  48967. /**
  48968. * Disposes the resources of the material.
  48969. * @param forceDisposeEffect - Forces the disposal of effects.
  48970. * @param forceDisposeTextures - Forces the disposal of all textures.
  48971. */
  48972. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48973. }
  48974. }
  48975. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  48976. import { Nullable } from "babylonjs/types";
  48977. import { Scene } from "babylonjs/scene";
  48978. import { Color3 } from "babylonjs/Maths/math.color";
  48979. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  48980. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  48981. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48982. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  48983. /**
  48984. * The Physically based material of BJS.
  48985. *
  48986. * This offers the main features of a standard PBR material.
  48987. * For more information, please refer to the documentation :
  48988. * https://doc.babylonjs.com/how_to/physically_based_rendering
  48989. */
  48990. export class PBRMaterial extends PBRBaseMaterial {
  48991. /**
  48992. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48993. */
  48994. static readonly PBRMATERIAL_OPAQUE: number;
  48995. /**
  48996. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48997. */
  48998. static readonly PBRMATERIAL_ALPHATEST: number;
  48999. /**
  49000. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49001. */
  49002. static readonly PBRMATERIAL_ALPHABLEND: number;
  49003. /**
  49004. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  49005. * They are also discarded below the alpha cutoff threshold to improve performances.
  49006. */
  49007. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  49008. /**
  49009. * Defines the default value of how much AO map is occluding the analytical lights
  49010. * (point spot...).
  49011. */
  49012. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  49013. /**
  49014. * Intensity of the direct lights e.g. the four lights available in your scene.
  49015. * This impacts both the direct diffuse and specular highlights.
  49016. */
  49017. directIntensity: number;
  49018. /**
  49019. * Intensity of the emissive part of the material.
  49020. * This helps controlling the emissive effect without modifying the emissive color.
  49021. */
  49022. emissiveIntensity: number;
  49023. /**
  49024. * Intensity of the environment e.g. how much the environment will light the object
  49025. * either through harmonics for rough material or through the refelction for shiny ones.
  49026. */
  49027. environmentIntensity: number;
  49028. /**
  49029. * This is a special control allowing the reduction of the specular highlights coming from the
  49030. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  49031. */
  49032. specularIntensity: number;
  49033. /**
  49034. * Debug Control allowing disabling the bump map on this material.
  49035. */
  49036. disableBumpMap: boolean;
  49037. /**
  49038. * AKA Diffuse Texture in standard nomenclature.
  49039. */
  49040. albedoTexture: BaseTexture;
  49041. /**
  49042. * AKA Occlusion Texture in other nomenclature.
  49043. */
  49044. ambientTexture: BaseTexture;
  49045. /**
  49046. * AKA Occlusion Texture Intensity in other nomenclature.
  49047. */
  49048. ambientTextureStrength: number;
  49049. /**
  49050. * Defines how much the AO map is occluding the analytical lights (point spot...).
  49051. * 1 means it completely occludes it
  49052. * 0 mean it has no impact
  49053. */
  49054. ambientTextureImpactOnAnalyticalLights: number;
  49055. /**
  49056. * Stores the alpha values in a texture.
  49057. */
  49058. opacityTexture: BaseTexture;
  49059. /**
  49060. * Stores the reflection values in a texture.
  49061. */
  49062. reflectionTexture: Nullable<BaseTexture>;
  49063. /**
  49064. * Stores the emissive values in a texture.
  49065. */
  49066. emissiveTexture: BaseTexture;
  49067. /**
  49068. * AKA Specular texture in other nomenclature.
  49069. */
  49070. reflectivityTexture: BaseTexture;
  49071. /**
  49072. * Used to switch from specular/glossiness to metallic/roughness workflow.
  49073. */
  49074. metallicTexture: BaseTexture;
  49075. /**
  49076. * Specifies the metallic scalar of the metallic/roughness workflow.
  49077. * Can also be used to scale the metalness values of the metallic texture.
  49078. */
  49079. metallic: Nullable<number>;
  49080. /**
  49081. * Specifies the roughness scalar of the metallic/roughness workflow.
  49082. * Can also be used to scale the roughness values of the metallic texture.
  49083. */
  49084. roughness: Nullable<number>;
  49085. /**
  49086. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  49087. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  49088. */
  49089. microSurfaceTexture: BaseTexture;
  49090. /**
  49091. * Stores surface normal data used to displace a mesh in a texture.
  49092. */
  49093. bumpTexture: BaseTexture;
  49094. /**
  49095. * Stores the pre-calculated light information of a mesh in a texture.
  49096. */
  49097. lightmapTexture: BaseTexture;
  49098. /**
  49099. * Stores the refracted light information in a texture.
  49100. */
  49101. refractionTexture: Nullable<BaseTexture>;
  49102. /**
  49103. * The color of a material in ambient lighting.
  49104. */
  49105. ambientColor: Color3;
  49106. /**
  49107. * AKA Diffuse Color in other nomenclature.
  49108. */
  49109. albedoColor: Color3;
  49110. /**
  49111. * AKA Specular Color in other nomenclature.
  49112. */
  49113. reflectivityColor: Color3;
  49114. /**
  49115. * The color reflected from the material.
  49116. */
  49117. reflectionColor: Color3;
  49118. /**
  49119. * The color emitted from the material.
  49120. */
  49121. emissiveColor: Color3;
  49122. /**
  49123. * AKA Glossiness in other nomenclature.
  49124. */
  49125. microSurface: number;
  49126. /**
  49127. * source material index of refraction (IOR)' / 'destination material IOR.
  49128. */
  49129. indexOfRefraction: number;
  49130. /**
  49131. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49132. */
  49133. invertRefractionY: boolean;
  49134. /**
  49135. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49136. * Materials half opaque for instance using refraction could benefit from this control.
  49137. */
  49138. linkRefractionWithTransparency: boolean;
  49139. /**
  49140. * If true, the light map contains occlusion information instead of lighting info.
  49141. */
  49142. useLightmapAsShadowmap: boolean;
  49143. /**
  49144. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  49145. */
  49146. useAlphaFromAlbedoTexture: boolean;
  49147. /**
  49148. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  49149. */
  49150. forceAlphaTest: boolean;
  49151. /**
  49152. * Defines the alpha limits in alpha test mode.
  49153. */
  49154. alphaCutOff: number;
  49155. /**
  49156. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  49157. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  49158. */
  49159. useSpecularOverAlpha: boolean;
  49160. /**
  49161. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  49162. */
  49163. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  49164. /**
  49165. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  49166. */
  49167. useRoughnessFromMetallicTextureAlpha: boolean;
  49168. /**
  49169. * Specifies if the metallic texture contains the roughness information in its green channel.
  49170. */
  49171. useRoughnessFromMetallicTextureGreen: boolean;
  49172. /**
  49173. * Specifies if the metallic texture contains the metallness information in its blue channel.
  49174. */
  49175. useMetallnessFromMetallicTextureBlue: boolean;
  49176. /**
  49177. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  49178. */
  49179. useAmbientOcclusionFromMetallicTextureRed: boolean;
  49180. /**
  49181. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  49182. */
  49183. useAmbientInGrayScale: boolean;
  49184. /**
  49185. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  49186. * The material will try to infer what glossiness each pixel should be.
  49187. */
  49188. useAutoMicroSurfaceFromReflectivityMap: boolean;
  49189. /**
  49190. * BJS is using an harcoded light falloff based on a manually sets up range.
  49191. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49192. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49193. */
  49194. /**
  49195. * BJS is using an harcoded light falloff based on a manually sets up range.
  49196. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  49197. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  49198. */
  49199. usePhysicalLightFalloff: boolean;
  49200. /**
  49201. * In order to support the falloff compatibility with gltf, a special mode has been added
  49202. * to reproduce the gltf light falloff.
  49203. */
  49204. /**
  49205. * In order to support the falloff compatibility with gltf, a special mode has been added
  49206. * to reproduce the gltf light falloff.
  49207. */
  49208. useGLTFLightFalloff: boolean;
  49209. /**
  49210. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  49211. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  49212. */
  49213. useRadianceOverAlpha: boolean;
  49214. /**
  49215. * Allows using an object space normal map (instead of tangent space).
  49216. */
  49217. useObjectSpaceNormalMap: boolean;
  49218. /**
  49219. * Allows using the bump map in parallax mode.
  49220. */
  49221. useParallax: boolean;
  49222. /**
  49223. * Allows using the bump map in parallax occlusion mode.
  49224. */
  49225. useParallaxOcclusion: boolean;
  49226. /**
  49227. * Controls the scale bias of the parallax mode.
  49228. */
  49229. parallaxScaleBias: number;
  49230. /**
  49231. * If sets to true, disables all the lights affecting the material.
  49232. */
  49233. disableLighting: boolean;
  49234. /**
  49235. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  49236. */
  49237. forceIrradianceInFragment: boolean;
  49238. /**
  49239. * Number of Simultaneous lights allowed on the material.
  49240. */
  49241. maxSimultaneousLights: number;
  49242. /**
  49243. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  49244. */
  49245. invertNormalMapX: boolean;
  49246. /**
  49247. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  49248. */
  49249. invertNormalMapY: boolean;
  49250. /**
  49251. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  49252. */
  49253. twoSidedLighting: boolean;
  49254. /**
  49255. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49256. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  49257. */
  49258. useAlphaFresnel: boolean;
  49259. /**
  49260. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  49261. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  49262. */
  49263. useLinearAlphaFresnel: boolean;
  49264. /**
  49265. * Let user defines the brdf lookup texture used for IBL.
  49266. * A default 8bit version is embedded but you could point at :
  49267. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  49268. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  49269. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  49270. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  49271. */
  49272. environmentBRDFTexture: Nullable<BaseTexture>;
  49273. /**
  49274. * Force normal to face away from face.
  49275. */
  49276. forceNormalForward: boolean;
  49277. /**
  49278. * Enables specular anti aliasing in the PBR shader.
  49279. * It will both interacts on the Geometry for analytical and IBL lighting.
  49280. * It also prefilter the roughness map based on the bump values.
  49281. */
  49282. enableSpecularAntiAliasing: boolean;
  49283. /**
  49284. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  49285. * makes the reflect vector face the model (under horizon).
  49286. */
  49287. useHorizonOcclusion: boolean;
  49288. /**
  49289. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  49290. * too much the area relying on ambient texture to define their ambient occlusion.
  49291. */
  49292. useRadianceOcclusion: boolean;
  49293. /**
  49294. * If set to true, no lighting calculations will be applied.
  49295. */
  49296. unlit: boolean;
  49297. /**
  49298. * Gets the image processing configuration used either in this material.
  49299. */
  49300. /**
  49301. * Sets the Default image processing configuration used either in the this material.
  49302. *
  49303. * If sets to null, the scene one is in use.
  49304. */
  49305. imageProcessingConfiguration: ImageProcessingConfiguration;
  49306. /**
  49307. * Gets wether the color curves effect is enabled.
  49308. */
  49309. /**
  49310. * Sets wether the color curves effect is enabled.
  49311. */
  49312. cameraColorCurvesEnabled: boolean;
  49313. /**
  49314. * Gets wether the color grading effect is enabled.
  49315. */
  49316. /**
  49317. * Gets wether the color grading effect is enabled.
  49318. */
  49319. cameraColorGradingEnabled: boolean;
  49320. /**
  49321. * Gets wether tonemapping is enabled or not.
  49322. */
  49323. /**
  49324. * Sets wether tonemapping is enabled or not
  49325. */
  49326. cameraToneMappingEnabled: boolean;
  49327. /**
  49328. * The camera exposure used on this material.
  49329. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49330. * This corresponds to a photographic exposure.
  49331. */
  49332. /**
  49333. * The camera exposure used on this material.
  49334. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  49335. * This corresponds to a photographic exposure.
  49336. */
  49337. cameraExposure: number;
  49338. /**
  49339. * Gets The camera contrast used on this material.
  49340. */
  49341. /**
  49342. * Sets The camera contrast used on this material.
  49343. */
  49344. cameraContrast: number;
  49345. /**
  49346. * Gets the Color Grading 2D Lookup Texture.
  49347. */
  49348. /**
  49349. * Sets the Color Grading 2D Lookup Texture.
  49350. */
  49351. cameraColorGradingTexture: Nullable<BaseTexture>;
  49352. /**
  49353. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49354. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49355. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  49356. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49357. */
  49358. /**
  49359. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  49360. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  49361. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  49362. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  49363. */
  49364. cameraColorCurves: Nullable<ColorCurves>;
  49365. /**
  49366. * Instantiates a new PBRMaterial instance.
  49367. *
  49368. * @param name The material name
  49369. * @param scene The scene the material will be use in.
  49370. */
  49371. constructor(name: string, scene: Scene);
  49372. /**
  49373. * Returns the name of this material class.
  49374. */
  49375. getClassName(): string;
  49376. /**
  49377. * Makes a duplicate of the current material.
  49378. * @param name - name to use for the new material.
  49379. */
  49380. clone(name: string): PBRMaterial;
  49381. /**
  49382. * Serializes this PBR Material.
  49383. * @returns - An object with the serialized material.
  49384. */
  49385. serialize(): any;
  49386. /**
  49387. * Parses a PBR Material from a serialized object.
  49388. * @param source - Serialized object.
  49389. * @param scene - BJS scene instance.
  49390. * @param rootUrl - url for the scene object
  49391. * @returns - PBRMaterial
  49392. */
  49393. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  49394. }
  49395. }
  49396. declare module "babylonjs/Misc/dds" {
  49397. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49398. import { Engine } from "babylonjs/Engines/engine";
  49399. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49400. import { Nullable } from "babylonjs/types";
  49401. import { Scene } from "babylonjs/scene";
  49402. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  49403. /**
  49404. * Direct draw surface info
  49405. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  49406. */
  49407. export interface DDSInfo {
  49408. /**
  49409. * Width of the texture
  49410. */
  49411. width: number;
  49412. /**
  49413. * Width of the texture
  49414. */
  49415. height: number;
  49416. /**
  49417. * Number of Mipmaps for the texture
  49418. * @see https://en.wikipedia.org/wiki/Mipmap
  49419. */
  49420. mipmapCount: number;
  49421. /**
  49422. * If the textures format is a known fourCC format
  49423. * @see https://www.fourcc.org/
  49424. */
  49425. isFourCC: boolean;
  49426. /**
  49427. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  49428. */
  49429. isRGB: boolean;
  49430. /**
  49431. * If the texture is a lumincance format
  49432. */
  49433. isLuminance: boolean;
  49434. /**
  49435. * If this is a cube texture
  49436. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  49437. */
  49438. isCube: boolean;
  49439. /**
  49440. * If the texture is a compressed format eg. FOURCC_DXT1
  49441. */
  49442. isCompressed: boolean;
  49443. /**
  49444. * The dxgiFormat of the texture
  49445. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  49446. */
  49447. dxgiFormat: number;
  49448. /**
  49449. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  49450. */
  49451. textureType: number;
  49452. /**
  49453. * Sphericle polynomial created for the dds texture
  49454. */
  49455. sphericalPolynomial?: SphericalPolynomial;
  49456. }
  49457. /**
  49458. * Class used to provide DDS decompression tools
  49459. */
  49460. export class DDSTools {
  49461. /**
  49462. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  49463. */
  49464. static StoreLODInAlphaChannel: boolean;
  49465. /**
  49466. * Gets DDS information from an array buffer
  49467. * @param arrayBuffer defines the array buffer to read data from
  49468. * @returns the DDS information
  49469. */
  49470. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  49471. private static _FloatView;
  49472. private static _Int32View;
  49473. private static _ToHalfFloat;
  49474. private static _FromHalfFloat;
  49475. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  49476. private static _GetHalfFloatRGBAArrayBuffer;
  49477. private static _GetFloatRGBAArrayBuffer;
  49478. private static _GetFloatAsUIntRGBAArrayBuffer;
  49479. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  49480. private static _GetRGBAArrayBuffer;
  49481. private static _ExtractLongWordOrder;
  49482. private static _GetRGBArrayBuffer;
  49483. private static _GetLuminanceArrayBuffer;
  49484. /**
  49485. * Uploads DDS Levels to a Babylon Texture
  49486. * @hidden
  49487. */
  49488. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  49489. }
  49490. module "babylonjs/Engines/engine" {
  49491. interface Engine {
  49492. /**
  49493. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  49494. * @param rootUrl defines the url where the file to load is located
  49495. * @param scene defines the current scene
  49496. * @param lodScale defines scale to apply to the mip map selection
  49497. * @param lodOffset defines offset to apply to the mip map selection
  49498. * @param onLoad defines an optional callback raised when the texture is loaded
  49499. * @param onError defines an optional callback raised if there is an issue to load the texture
  49500. * @param format defines the format of the data
  49501. * @param forcedExtension defines the extension to use to pick the right loader
  49502. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  49503. * @returns the cube texture as an InternalTexture
  49504. */
  49505. createPrefilteredCubeTexture(rootUrl: string, scene: Nullable<Scene>, lodScale: number, lodOffset: number, onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean): InternalTexture;
  49506. }
  49507. }
  49508. }
  49509. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  49510. import { Nullable } from "babylonjs/types";
  49511. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49512. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49513. /**
  49514. * Implementation of the DDS Texture Loader.
  49515. * @hidden
  49516. */
  49517. export class _DDSTextureLoader implements IInternalTextureLoader {
  49518. /**
  49519. * Defines wether the loader supports cascade loading the different faces.
  49520. */
  49521. readonly supportCascades: boolean;
  49522. /**
  49523. * This returns if the loader support the current file information.
  49524. * @param extension defines the file extension of the file being loaded
  49525. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49526. * @param fallback defines the fallback internal texture if any
  49527. * @param isBase64 defines whether the texture is encoded as a base64
  49528. * @param isBuffer defines whether the texture data are stored as a buffer
  49529. * @returns true if the loader can load the specified file
  49530. */
  49531. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49532. /**
  49533. * Transform the url before loading if required.
  49534. * @param rootUrl the url of the texture
  49535. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49536. * @returns the transformed texture
  49537. */
  49538. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49539. /**
  49540. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49541. * @param rootUrl the url of the texture
  49542. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49543. * @returns the fallback texture
  49544. */
  49545. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49546. /**
  49547. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49548. * @param data contains the texture data
  49549. * @param texture defines the BabylonJS internal texture
  49550. * @param createPolynomials will be true if polynomials have been requested
  49551. * @param onLoad defines the callback to trigger once the texture is ready
  49552. * @param onError defines the callback to trigger in case of error
  49553. */
  49554. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49555. /**
  49556. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49557. * @param data contains the texture data
  49558. * @param texture defines the BabylonJS internal texture
  49559. * @param callback defines the method to call once ready to upload
  49560. */
  49561. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49562. }
  49563. }
  49564. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  49565. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49566. /** @hidden */
  49567. export var rgbdEncodePixelShader: {
  49568. name: string;
  49569. shader: string;
  49570. };
  49571. }
  49572. declare module "babylonjs/Misc/environmentTextureTools" {
  49573. import { Nullable } from "babylonjs/types";
  49574. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49575. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49576. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  49577. import "babylonjs/Engines/Extensions/engine.renderTarget";
  49578. import "babylonjs/Shaders/rgbdEncode.fragment";
  49579. import "babylonjs/Shaders/rgbdDecode.fragment";
  49580. /**
  49581. * Raw texture data and descriptor sufficient for WebGL texture upload
  49582. */
  49583. export interface EnvironmentTextureInfo {
  49584. /**
  49585. * Version of the environment map
  49586. */
  49587. version: number;
  49588. /**
  49589. * Width of image
  49590. */
  49591. width: number;
  49592. /**
  49593. * Irradiance information stored in the file.
  49594. */
  49595. irradiance: any;
  49596. /**
  49597. * Specular information stored in the file.
  49598. */
  49599. specular: any;
  49600. }
  49601. /**
  49602. * Sets of helpers addressing the serialization and deserialization of environment texture
  49603. * stored in a BabylonJS env file.
  49604. * Those files are usually stored as .env files.
  49605. */
  49606. export class EnvironmentTextureTools {
  49607. /**
  49608. * Magic number identifying the env file.
  49609. */
  49610. private static _MagicBytes;
  49611. /**
  49612. * Gets the environment info from an env file.
  49613. * @param data The array buffer containing the .env bytes.
  49614. * @returns the environment file info (the json header) if successfully parsed.
  49615. */
  49616. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  49617. /**
  49618. * Creates an environment texture from a loaded cube texture.
  49619. * @param texture defines the cube texture to convert in env file
  49620. * @return a promise containing the environment data if succesfull.
  49621. */
  49622. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  49623. /**
  49624. * Creates a JSON representation of the spherical data.
  49625. * @param texture defines the texture containing the polynomials
  49626. * @return the JSON representation of the spherical info
  49627. */
  49628. private static _CreateEnvTextureIrradiance;
  49629. /**
  49630. * Uploads the texture info contained in the env file to the GPU.
  49631. * @param texture defines the internal texture to upload to
  49632. * @param arrayBuffer defines the buffer cotaining the data to load
  49633. * @param info defines the texture info retrieved through the GetEnvInfo method
  49634. * @returns a promise
  49635. */
  49636. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  49637. /**
  49638. * Uploads the levels of image data to the GPU.
  49639. * @param texture defines the internal texture to upload to
  49640. * @param imageData defines the array buffer views of image data [mipmap][face]
  49641. * @returns a promise
  49642. */
  49643. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  49644. /**
  49645. * Uploads spherical polynomials information to the texture.
  49646. * @param texture defines the texture we are trying to upload the information to
  49647. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  49648. */
  49649. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  49650. /** @hidden */
  49651. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  49652. }
  49653. }
  49654. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  49655. import { Nullable } from "babylonjs/types";
  49656. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49657. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49658. /**
  49659. * Implementation of the ENV Texture Loader.
  49660. * @hidden
  49661. */
  49662. export class _ENVTextureLoader implements IInternalTextureLoader {
  49663. /**
  49664. * Defines wether the loader supports cascade loading the different faces.
  49665. */
  49666. readonly supportCascades: boolean;
  49667. /**
  49668. * This returns if the loader support the current file information.
  49669. * @param extension defines the file extension of the file being loaded
  49670. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49671. * @param fallback defines the fallback internal texture if any
  49672. * @param isBase64 defines whether the texture is encoded as a base64
  49673. * @param isBuffer defines whether the texture data are stored as a buffer
  49674. * @returns true if the loader can load the specified file
  49675. */
  49676. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49677. /**
  49678. * Transform the url before loading if required.
  49679. * @param rootUrl the url of the texture
  49680. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49681. * @returns the transformed texture
  49682. */
  49683. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49684. /**
  49685. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49686. * @param rootUrl the url of the texture
  49687. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49688. * @returns the fallback texture
  49689. */
  49690. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49691. /**
  49692. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49693. * @param data contains the texture data
  49694. * @param texture defines the BabylonJS internal texture
  49695. * @param createPolynomials will be true if polynomials have been requested
  49696. * @param onLoad defines the callback to trigger once the texture is ready
  49697. * @param onError defines the callback to trigger in case of error
  49698. */
  49699. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49700. /**
  49701. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49702. * @param data contains the texture data
  49703. * @param texture defines the BabylonJS internal texture
  49704. * @param callback defines the method to call once ready to upload
  49705. */
  49706. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  49707. }
  49708. }
  49709. declare module "babylonjs/Misc/khronosTextureContainer" {
  49710. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49711. /**
  49712. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  49713. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  49714. */
  49715. export class KhronosTextureContainer {
  49716. /** contents of the KTX container file */
  49717. arrayBuffer: any;
  49718. private static HEADER_LEN;
  49719. private static COMPRESSED_2D;
  49720. private static COMPRESSED_3D;
  49721. private static TEX_2D;
  49722. private static TEX_3D;
  49723. /**
  49724. * Gets the openGL type
  49725. */
  49726. glType: number;
  49727. /**
  49728. * Gets the openGL type size
  49729. */
  49730. glTypeSize: number;
  49731. /**
  49732. * Gets the openGL format
  49733. */
  49734. glFormat: number;
  49735. /**
  49736. * Gets the openGL internal format
  49737. */
  49738. glInternalFormat: number;
  49739. /**
  49740. * Gets the base internal format
  49741. */
  49742. glBaseInternalFormat: number;
  49743. /**
  49744. * Gets image width in pixel
  49745. */
  49746. pixelWidth: number;
  49747. /**
  49748. * Gets image height in pixel
  49749. */
  49750. pixelHeight: number;
  49751. /**
  49752. * Gets image depth in pixels
  49753. */
  49754. pixelDepth: number;
  49755. /**
  49756. * Gets the number of array elements
  49757. */
  49758. numberOfArrayElements: number;
  49759. /**
  49760. * Gets the number of faces
  49761. */
  49762. numberOfFaces: number;
  49763. /**
  49764. * Gets the number of mipmap levels
  49765. */
  49766. numberOfMipmapLevels: number;
  49767. /**
  49768. * Gets the bytes of key value data
  49769. */
  49770. bytesOfKeyValueData: number;
  49771. /**
  49772. * Gets the load type
  49773. */
  49774. loadType: number;
  49775. /**
  49776. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  49777. */
  49778. isInvalid: boolean;
  49779. /**
  49780. * Creates a new KhronosTextureContainer
  49781. * @param arrayBuffer contents of the KTX container file
  49782. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  49783. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  49784. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  49785. */
  49786. constructor(
  49787. /** contents of the KTX container file */
  49788. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  49789. /**
  49790. * Uploads KTX content to a Babylon Texture.
  49791. * It is assumed that the texture has already been created & is currently bound
  49792. * @hidden
  49793. */
  49794. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  49795. private _upload2DCompressedLevels;
  49796. }
  49797. }
  49798. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  49799. import { Nullable } from "babylonjs/types";
  49800. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49801. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  49802. /**
  49803. * Implementation of the KTX Texture Loader.
  49804. * @hidden
  49805. */
  49806. export class _KTXTextureLoader implements IInternalTextureLoader {
  49807. /**
  49808. * Defines wether the loader supports cascade loading the different faces.
  49809. */
  49810. readonly supportCascades: boolean;
  49811. /**
  49812. * This returns if the loader support the current file information.
  49813. * @param extension defines the file extension of the file being loaded
  49814. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49815. * @param fallback defines the fallback internal texture if any
  49816. * @param isBase64 defines whether the texture is encoded as a base64
  49817. * @param isBuffer defines whether the texture data are stored as a buffer
  49818. * @returns true if the loader can load the specified file
  49819. */
  49820. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  49821. /**
  49822. * Transform the url before loading if required.
  49823. * @param rootUrl the url of the texture
  49824. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49825. * @returns the transformed texture
  49826. */
  49827. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  49828. /**
  49829. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  49830. * @param rootUrl the url of the texture
  49831. * @param textureFormatInUse defines the current compressed format in use iun the engine
  49832. * @returns the fallback texture
  49833. */
  49834. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  49835. /**
  49836. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  49837. * @param data contains the texture data
  49838. * @param texture defines the BabylonJS internal texture
  49839. * @param createPolynomials will be true if polynomials have been requested
  49840. * @param onLoad defines the callback to trigger once the texture is ready
  49841. * @param onError defines the callback to trigger in case of error
  49842. */
  49843. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  49844. /**
  49845. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  49846. * @param data contains the texture data
  49847. * @param texture defines the BabylonJS internal texture
  49848. * @param callback defines the method to call once ready to upload
  49849. */
  49850. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  49851. }
  49852. }
  49853. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  49854. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  49855. import { Scene } from "babylonjs/scene";
  49856. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  49857. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  49858. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  49859. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  49860. import { WebXRManagedOutputCanvas } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  49861. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  49862. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49863. /**
  49864. * Options for the default xr helper
  49865. */
  49866. export class WebXRDefaultExperienceOptions {
  49867. /**
  49868. * Floor meshes that should be used for teleporting
  49869. */
  49870. floorMeshes: Array<AbstractMesh>;
  49871. }
  49872. /**
  49873. * Default experience which provides a similar setup to the previous webVRExperience
  49874. */
  49875. export class WebXRDefaultExperience {
  49876. /**
  49877. * Base experience
  49878. */
  49879. baseExperience: WebXRExperienceHelper;
  49880. /**
  49881. * Input experience extension
  49882. */
  49883. input: WebXRInput;
  49884. /**
  49885. * Loads the controller models
  49886. */
  49887. controllerModelLoader: WebXRControllerModelLoader;
  49888. /**
  49889. * Enables laser pointer and selection
  49890. */
  49891. pointerSelection: WebXRControllerPointerSelection;
  49892. /**
  49893. * Enables teleportation
  49894. */
  49895. teleportation: WebXRControllerTeleportation;
  49896. /**
  49897. * Enables ui for enetering/exiting xr
  49898. */
  49899. enterExitUI: WebXREnterExitUI;
  49900. /**
  49901. * Default output canvas xr should render to
  49902. */
  49903. outputCanvas: WebXRManagedOutputCanvas;
  49904. /**
  49905. * Creates the default xr experience
  49906. * @param scene scene
  49907. * @param options options for basic configuration
  49908. * @returns resulting WebXRDefaultExperience
  49909. */
  49910. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49911. private constructor();
  49912. /**
  49913. * DIsposes of the experience helper
  49914. */
  49915. dispose(): void;
  49916. }
  49917. }
  49918. declare module "babylonjs/Helpers/sceneHelpers" {
  49919. import { Nullable } from "babylonjs/types";
  49920. import { Mesh } from "babylonjs/Meshes/mesh";
  49921. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49922. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  49923. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  49924. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  49925. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  49926. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  49927. import "babylonjs/Meshes/Builders/boxBuilder";
  49928. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  49929. /** @hidden */
  49930. export var _forceSceneHelpersToBundle: boolean;
  49931. module "babylonjs/scene" {
  49932. interface Scene {
  49933. /**
  49934. * Creates a default light for the scene.
  49935. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  49936. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  49937. */
  49938. createDefaultLight(replace?: boolean): void;
  49939. /**
  49940. * Creates a default camera for the scene.
  49941. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  49942. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49943. * @param replace has default false, when true replaces the active camera in the scene
  49944. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  49945. */
  49946. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  49947. /**
  49948. * Creates a default camera and a default light.
  49949. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  49950. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  49951. * @param replace has the default false, when true replaces the active camera/light in the scene
  49952. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  49953. */
  49954. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  49955. /**
  49956. * Creates a new sky box
  49957. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  49958. * @param environmentTexture defines the texture to use as environment texture
  49959. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  49960. * @param scale defines the overall scale of the skybox
  49961. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  49962. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  49963. * @returns a new mesh holding the sky box
  49964. */
  49965. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  49966. /**
  49967. * Creates a new environment
  49968. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  49969. * @param options defines the options you can use to configure the environment
  49970. * @returns the new EnvironmentHelper
  49971. */
  49972. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  49973. /**
  49974. * Creates a new VREXperienceHelper
  49975. * @see http://doc.babylonjs.com/how_to/webvr_helper
  49976. * @param webVROptions defines the options used to create the new VREXperienceHelper
  49977. * @returns a new VREXperienceHelper
  49978. */
  49979. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  49980. /**
  49981. * Creates a new WebXRDefaultExperience
  49982. * @see http://doc.babylonjs.com/how_to/webxr
  49983. * @param options experience options
  49984. * @returns a promise for a new WebXRDefaultExperience
  49985. */
  49986. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  49987. }
  49988. }
  49989. }
  49990. declare module "babylonjs/Maths/math.vertexFormat" {
  49991. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  49992. /**
  49993. * Contains position and normal vectors for a vertex
  49994. */
  49995. export class PositionNormalVertex {
  49996. /** the position of the vertex (defaut: 0,0,0) */
  49997. position: Vector3;
  49998. /** the normal of the vertex (defaut: 0,1,0) */
  49999. normal: Vector3;
  50000. /**
  50001. * Creates a PositionNormalVertex
  50002. * @param position the position of the vertex (defaut: 0,0,0)
  50003. * @param normal the normal of the vertex (defaut: 0,1,0)
  50004. */
  50005. constructor(
  50006. /** the position of the vertex (defaut: 0,0,0) */
  50007. position?: Vector3,
  50008. /** the normal of the vertex (defaut: 0,1,0) */
  50009. normal?: Vector3);
  50010. /**
  50011. * Clones the PositionNormalVertex
  50012. * @returns the cloned PositionNormalVertex
  50013. */
  50014. clone(): PositionNormalVertex;
  50015. }
  50016. /**
  50017. * Contains position, normal and uv vectors for a vertex
  50018. */
  50019. export class PositionNormalTextureVertex {
  50020. /** the position of the vertex (defaut: 0,0,0) */
  50021. position: Vector3;
  50022. /** the normal of the vertex (defaut: 0,1,0) */
  50023. normal: Vector3;
  50024. /** the uv of the vertex (default: 0,0) */
  50025. uv: Vector2;
  50026. /**
  50027. * Creates a PositionNormalTextureVertex
  50028. * @param position the position of the vertex (defaut: 0,0,0)
  50029. * @param normal the normal of the vertex (defaut: 0,1,0)
  50030. * @param uv the uv of the vertex (default: 0,0)
  50031. */
  50032. constructor(
  50033. /** the position of the vertex (defaut: 0,0,0) */
  50034. position?: Vector3,
  50035. /** the normal of the vertex (defaut: 0,1,0) */
  50036. normal?: Vector3,
  50037. /** the uv of the vertex (default: 0,0) */
  50038. uv?: Vector2);
  50039. /**
  50040. * Clones the PositionNormalTextureVertex
  50041. * @returns the cloned PositionNormalTextureVertex
  50042. */
  50043. clone(): PositionNormalTextureVertex;
  50044. }
  50045. }
  50046. declare module "babylonjs/Maths/math" {
  50047. export * from "babylonjs/Maths/math.axis";
  50048. export * from "babylonjs/Maths/math.color";
  50049. export * from "babylonjs/Maths/math.constants";
  50050. export * from "babylonjs/Maths/math.frustum";
  50051. export * from "babylonjs/Maths/math.path";
  50052. export * from "babylonjs/Maths/math.plane";
  50053. export * from "babylonjs/Maths/math.size";
  50054. export * from "babylonjs/Maths/math.vector";
  50055. export * from "babylonjs/Maths/math.vertexFormat";
  50056. export * from "babylonjs/Maths/math.viewport";
  50057. }
  50058. declare module "babylonjs/Helpers/videoDome" {
  50059. import { Scene } from "babylonjs/scene";
  50060. import { TransformNode } from "babylonjs/Meshes/transformNode";
  50061. import { Mesh } from "babylonjs/Meshes/mesh";
  50062. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  50063. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  50064. import "babylonjs/Meshes/Builders/sphereBuilder";
  50065. /**
  50066. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  50067. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  50068. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  50069. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  50070. */
  50071. export class VideoDome extends TransformNode {
  50072. /**
  50073. * Define the video source as a Monoscopic panoramic 360 video.
  50074. */
  50075. static readonly MODE_MONOSCOPIC: number;
  50076. /**
  50077. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50078. */
  50079. static readonly MODE_TOPBOTTOM: number;
  50080. /**
  50081. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50082. */
  50083. static readonly MODE_SIDEBYSIDE: number;
  50084. private _halfDome;
  50085. private _useDirectMapping;
  50086. /**
  50087. * The video texture being displayed on the sphere
  50088. */
  50089. protected _videoTexture: VideoTexture;
  50090. /**
  50091. * Gets the video texture being displayed on the sphere
  50092. */
  50093. readonly videoTexture: VideoTexture;
  50094. /**
  50095. * The skybox material
  50096. */
  50097. protected _material: BackgroundMaterial;
  50098. /**
  50099. * The surface used for the skybox
  50100. */
  50101. protected _mesh: Mesh;
  50102. /**
  50103. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  50104. */
  50105. private _halfDomeMask;
  50106. /**
  50107. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  50108. * Also see the options.resolution property.
  50109. */
  50110. fovMultiplier: number;
  50111. private _videoMode;
  50112. /**
  50113. * Gets or set the current video mode for the video. It can be:
  50114. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  50115. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  50116. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  50117. */
  50118. videoMode: number;
  50119. /**
  50120. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  50121. *
  50122. */
  50123. /**
  50124. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  50125. */
  50126. halfDome: boolean;
  50127. /**
  50128. * Oberserver used in Stereoscopic VR Mode.
  50129. */
  50130. private _onBeforeCameraRenderObserver;
  50131. /**
  50132. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  50133. * @param name Element's name, child elements will append suffixes for their own names.
  50134. * @param urlsOrVideo defines the url(s) or the video element to use
  50135. * @param options An object containing optional or exposed sub element properties
  50136. */
  50137. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  50138. resolution?: number;
  50139. clickToPlay?: boolean;
  50140. autoPlay?: boolean;
  50141. loop?: boolean;
  50142. size?: number;
  50143. poster?: string;
  50144. faceForward?: boolean;
  50145. useDirectMapping?: boolean;
  50146. halfDomeMode?: boolean;
  50147. }, scene: Scene);
  50148. private _changeVideoMode;
  50149. /**
  50150. * Releases resources associated with this node.
  50151. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  50152. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  50153. */
  50154. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  50155. }
  50156. }
  50157. declare module "babylonjs/Helpers/index" {
  50158. export * from "babylonjs/Helpers/environmentHelper";
  50159. export * from "babylonjs/Helpers/photoDome";
  50160. export * from "babylonjs/Helpers/sceneHelpers";
  50161. export * from "babylonjs/Helpers/videoDome";
  50162. }
  50163. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  50164. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50165. import { IDisposable } from "babylonjs/scene";
  50166. import { Engine } from "babylonjs/Engines/engine";
  50167. /**
  50168. * This class can be used to get instrumentation data from a Babylon engine
  50169. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50170. */
  50171. export class EngineInstrumentation implements IDisposable {
  50172. /**
  50173. * Define the instrumented engine.
  50174. */
  50175. engine: Engine;
  50176. private _captureGPUFrameTime;
  50177. private _gpuFrameTimeToken;
  50178. private _gpuFrameTime;
  50179. private _captureShaderCompilationTime;
  50180. private _shaderCompilationTime;
  50181. private _onBeginFrameObserver;
  50182. private _onEndFrameObserver;
  50183. private _onBeforeShaderCompilationObserver;
  50184. private _onAfterShaderCompilationObserver;
  50185. /**
  50186. * Gets the perf counter used for GPU frame time
  50187. */
  50188. readonly gpuFrameTimeCounter: PerfCounter;
  50189. /**
  50190. * Gets the GPU frame time capture status
  50191. */
  50192. /**
  50193. * Enable or disable the GPU frame time capture
  50194. */
  50195. captureGPUFrameTime: boolean;
  50196. /**
  50197. * Gets the perf counter used for shader compilation time
  50198. */
  50199. readonly shaderCompilationTimeCounter: PerfCounter;
  50200. /**
  50201. * Gets the shader compilation time capture status
  50202. */
  50203. /**
  50204. * Enable or disable the shader compilation time capture
  50205. */
  50206. captureShaderCompilationTime: boolean;
  50207. /**
  50208. * Instantiates a new engine instrumentation.
  50209. * This class can be used to get instrumentation data from a Babylon engine
  50210. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  50211. * @param engine Defines the engine to instrument
  50212. */
  50213. constructor(
  50214. /**
  50215. * Define the instrumented engine.
  50216. */
  50217. engine: Engine);
  50218. /**
  50219. * Dispose and release associated resources.
  50220. */
  50221. dispose(): void;
  50222. }
  50223. }
  50224. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  50225. import { Scene, IDisposable } from "babylonjs/scene";
  50226. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  50227. /**
  50228. * This class can be used to get instrumentation data from a Babylon engine
  50229. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50230. */
  50231. export class SceneInstrumentation implements IDisposable {
  50232. /**
  50233. * Defines the scene to instrument
  50234. */
  50235. scene: Scene;
  50236. private _captureActiveMeshesEvaluationTime;
  50237. private _activeMeshesEvaluationTime;
  50238. private _captureRenderTargetsRenderTime;
  50239. private _renderTargetsRenderTime;
  50240. private _captureFrameTime;
  50241. private _frameTime;
  50242. private _captureRenderTime;
  50243. private _renderTime;
  50244. private _captureInterFrameTime;
  50245. private _interFrameTime;
  50246. private _captureParticlesRenderTime;
  50247. private _particlesRenderTime;
  50248. private _captureSpritesRenderTime;
  50249. private _spritesRenderTime;
  50250. private _capturePhysicsTime;
  50251. private _physicsTime;
  50252. private _captureAnimationsTime;
  50253. private _animationsTime;
  50254. private _captureCameraRenderTime;
  50255. private _cameraRenderTime;
  50256. private _onBeforeActiveMeshesEvaluationObserver;
  50257. private _onAfterActiveMeshesEvaluationObserver;
  50258. private _onBeforeRenderTargetsRenderObserver;
  50259. private _onAfterRenderTargetsRenderObserver;
  50260. private _onAfterRenderObserver;
  50261. private _onBeforeDrawPhaseObserver;
  50262. private _onAfterDrawPhaseObserver;
  50263. private _onBeforeAnimationsObserver;
  50264. private _onBeforeParticlesRenderingObserver;
  50265. private _onAfterParticlesRenderingObserver;
  50266. private _onBeforeSpritesRenderingObserver;
  50267. private _onAfterSpritesRenderingObserver;
  50268. private _onBeforePhysicsObserver;
  50269. private _onAfterPhysicsObserver;
  50270. private _onAfterAnimationsObserver;
  50271. private _onBeforeCameraRenderObserver;
  50272. private _onAfterCameraRenderObserver;
  50273. /**
  50274. * Gets the perf counter used for active meshes evaluation time
  50275. */
  50276. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  50277. /**
  50278. * Gets the active meshes evaluation time capture status
  50279. */
  50280. /**
  50281. * Enable or disable the active meshes evaluation time capture
  50282. */
  50283. captureActiveMeshesEvaluationTime: boolean;
  50284. /**
  50285. * Gets the perf counter used for render targets render time
  50286. */
  50287. readonly renderTargetsRenderTimeCounter: PerfCounter;
  50288. /**
  50289. * Gets the render targets render time capture status
  50290. */
  50291. /**
  50292. * Enable or disable the render targets render time capture
  50293. */
  50294. captureRenderTargetsRenderTime: boolean;
  50295. /**
  50296. * Gets the perf counter used for particles render time
  50297. */
  50298. readonly particlesRenderTimeCounter: PerfCounter;
  50299. /**
  50300. * Gets the particles render time capture status
  50301. */
  50302. /**
  50303. * Enable or disable the particles render time capture
  50304. */
  50305. captureParticlesRenderTime: boolean;
  50306. /**
  50307. * Gets the perf counter used for sprites render time
  50308. */
  50309. readonly spritesRenderTimeCounter: PerfCounter;
  50310. /**
  50311. * Gets the sprites render time capture status
  50312. */
  50313. /**
  50314. * Enable or disable the sprites render time capture
  50315. */
  50316. captureSpritesRenderTime: boolean;
  50317. /**
  50318. * Gets the perf counter used for physics time
  50319. */
  50320. readonly physicsTimeCounter: PerfCounter;
  50321. /**
  50322. * Gets the physics time capture status
  50323. */
  50324. /**
  50325. * Enable or disable the physics time capture
  50326. */
  50327. capturePhysicsTime: boolean;
  50328. /**
  50329. * Gets the perf counter used for animations time
  50330. */
  50331. readonly animationsTimeCounter: PerfCounter;
  50332. /**
  50333. * Gets the animations time capture status
  50334. */
  50335. /**
  50336. * Enable or disable the animations time capture
  50337. */
  50338. captureAnimationsTime: boolean;
  50339. /**
  50340. * Gets the perf counter used for frame time capture
  50341. */
  50342. readonly frameTimeCounter: PerfCounter;
  50343. /**
  50344. * Gets the frame time capture status
  50345. */
  50346. /**
  50347. * Enable or disable the frame time capture
  50348. */
  50349. captureFrameTime: boolean;
  50350. /**
  50351. * Gets the perf counter used for inter-frames time capture
  50352. */
  50353. readonly interFrameTimeCounter: PerfCounter;
  50354. /**
  50355. * Gets the inter-frames time capture status
  50356. */
  50357. /**
  50358. * Enable or disable the inter-frames time capture
  50359. */
  50360. captureInterFrameTime: boolean;
  50361. /**
  50362. * Gets the perf counter used for render time capture
  50363. */
  50364. readonly renderTimeCounter: PerfCounter;
  50365. /**
  50366. * Gets the render time capture status
  50367. */
  50368. /**
  50369. * Enable or disable the render time capture
  50370. */
  50371. captureRenderTime: boolean;
  50372. /**
  50373. * Gets the perf counter used for camera render time capture
  50374. */
  50375. readonly cameraRenderTimeCounter: PerfCounter;
  50376. /**
  50377. * Gets the camera render time capture status
  50378. */
  50379. /**
  50380. * Enable or disable the camera render time capture
  50381. */
  50382. captureCameraRenderTime: boolean;
  50383. /**
  50384. * Gets the perf counter used for draw calls
  50385. */
  50386. readonly drawCallsCounter: PerfCounter;
  50387. /**
  50388. * Instantiates a new scene instrumentation.
  50389. * This class can be used to get instrumentation data from a Babylon engine
  50390. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  50391. * @param scene Defines the scene to instrument
  50392. */
  50393. constructor(
  50394. /**
  50395. * Defines the scene to instrument
  50396. */
  50397. scene: Scene);
  50398. /**
  50399. * Dispose and release associated resources.
  50400. */
  50401. dispose(): void;
  50402. }
  50403. }
  50404. declare module "babylonjs/Instrumentation/index" {
  50405. export * from "babylonjs/Instrumentation/engineInstrumentation";
  50406. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  50407. export * from "babylonjs/Instrumentation/timeToken";
  50408. }
  50409. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  50410. /** @hidden */
  50411. export var glowMapGenerationPixelShader: {
  50412. name: string;
  50413. shader: string;
  50414. };
  50415. }
  50416. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  50417. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50418. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50419. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50420. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50421. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50422. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50423. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50424. /** @hidden */
  50425. export var glowMapGenerationVertexShader: {
  50426. name: string;
  50427. shader: string;
  50428. };
  50429. }
  50430. declare module "babylonjs/Layers/effectLayer" {
  50431. import { Observable } from "babylonjs/Misc/observable";
  50432. import { Nullable } from "babylonjs/types";
  50433. import { Camera } from "babylonjs/Cameras/camera";
  50434. import { Scene } from "babylonjs/scene";
  50435. import { ISize } from "babylonjs/Maths/math.size";
  50436. import { Color4 } from "babylonjs/Maths/math.color";
  50437. import { Engine } from "babylonjs/Engines/engine";
  50438. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50439. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50440. import { Mesh } from "babylonjs/Meshes/mesh";
  50441. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  50442. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50443. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  50444. import { Effect } from "babylonjs/Materials/effect";
  50445. import { Material } from "babylonjs/Materials/material";
  50446. import "babylonjs/Shaders/glowMapGeneration.fragment";
  50447. import "babylonjs/Shaders/glowMapGeneration.vertex";
  50448. /**
  50449. * Effect layer options. This helps customizing the behaviour
  50450. * of the effect layer.
  50451. */
  50452. export interface IEffectLayerOptions {
  50453. /**
  50454. * Multiplication factor apply to the canvas size to compute the render target size
  50455. * used to generated the objects (the smaller the faster).
  50456. */
  50457. mainTextureRatio: number;
  50458. /**
  50459. * Enforces a fixed size texture to ensure effect stability across devices.
  50460. */
  50461. mainTextureFixedSize?: number;
  50462. /**
  50463. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  50464. */
  50465. alphaBlendingMode: number;
  50466. /**
  50467. * The camera attached to the layer.
  50468. */
  50469. camera: Nullable<Camera>;
  50470. /**
  50471. * The rendering group to draw the layer in.
  50472. */
  50473. renderingGroupId: number;
  50474. }
  50475. /**
  50476. * The effect layer Helps adding post process effect blended with the main pass.
  50477. *
  50478. * This can be for instance use to generate glow or higlight effects on the scene.
  50479. *
  50480. * The effect layer class can not be used directly and is intented to inherited from to be
  50481. * customized per effects.
  50482. */
  50483. export abstract class EffectLayer {
  50484. private _vertexBuffers;
  50485. private _indexBuffer;
  50486. private _cachedDefines;
  50487. private _effectLayerMapGenerationEffect;
  50488. private _effectLayerOptions;
  50489. private _mergeEffect;
  50490. protected _scene: Scene;
  50491. protected _engine: Engine;
  50492. protected _maxSize: number;
  50493. protected _mainTextureDesiredSize: ISize;
  50494. protected _mainTexture: RenderTargetTexture;
  50495. protected _shouldRender: boolean;
  50496. protected _postProcesses: PostProcess[];
  50497. protected _textures: BaseTexture[];
  50498. protected _emissiveTextureAndColor: {
  50499. texture: Nullable<BaseTexture>;
  50500. color: Color4;
  50501. };
  50502. /**
  50503. * The name of the layer
  50504. */
  50505. name: string;
  50506. /**
  50507. * The clear color of the texture used to generate the glow map.
  50508. */
  50509. neutralColor: Color4;
  50510. /**
  50511. * Specifies wether the highlight layer is enabled or not.
  50512. */
  50513. isEnabled: boolean;
  50514. /**
  50515. * Gets the camera attached to the layer.
  50516. */
  50517. readonly camera: Nullable<Camera>;
  50518. /**
  50519. * Gets the rendering group id the layer should render in.
  50520. */
  50521. renderingGroupId: number;
  50522. /**
  50523. * An event triggered when the effect layer has been disposed.
  50524. */
  50525. onDisposeObservable: Observable<EffectLayer>;
  50526. /**
  50527. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  50528. */
  50529. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  50530. /**
  50531. * An event triggered when the generated texture is being merged in the scene.
  50532. */
  50533. onBeforeComposeObservable: Observable<EffectLayer>;
  50534. /**
  50535. * An event triggered when the generated texture has been merged in the scene.
  50536. */
  50537. onAfterComposeObservable: Observable<EffectLayer>;
  50538. /**
  50539. * An event triggered when the efffect layer changes its size.
  50540. */
  50541. onSizeChangedObservable: Observable<EffectLayer>;
  50542. /** @hidden */
  50543. static _SceneComponentInitialization: (scene: Scene) => void;
  50544. /**
  50545. * Instantiates a new effect Layer and references it in the scene.
  50546. * @param name The name of the layer
  50547. * @param scene The scene to use the layer in
  50548. */
  50549. constructor(
  50550. /** The Friendly of the effect in the scene */
  50551. name: string, scene: Scene);
  50552. /**
  50553. * Get the effect name of the layer.
  50554. * @return The effect name
  50555. */
  50556. abstract getEffectName(): string;
  50557. /**
  50558. * Checks for the readiness of the element composing the layer.
  50559. * @param subMesh the mesh to check for
  50560. * @param useInstances specify wether or not to use instances to render the mesh
  50561. * @return true if ready otherwise, false
  50562. */
  50563. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50564. /**
  50565. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50566. * @returns true if the effect requires stencil during the main canvas render pass.
  50567. */
  50568. abstract needStencil(): boolean;
  50569. /**
  50570. * Create the merge effect. This is the shader use to blit the information back
  50571. * to the main canvas at the end of the scene rendering.
  50572. * @returns The effect containing the shader used to merge the effect on the main canvas
  50573. */
  50574. protected abstract _createMergeEffect(): Effect;
  50575. /**
  50576. * Creates the render target textures and post processes used in the effect layer.
  50577. */
  50578. protected abstract _createTextureAndPostProcesses(): void;
  50579. /**
  50580. * Implementation specific of rendering the generating effect on the main canvas.
  50581. * @param effect The effect used to render through
  50582. */
  50583. protected abstract _internalRender(effect: Effect): void;
  50584. /**
  50585. * Sets the required values for both the emissive texture and and the main color.
  50586. */
  50587. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50588. /**
  50589. * Free any resources and references associated to a mesh.
  50590. * Internal use
  50591. * @param mesh The mesh to free.
  50592. */
  50593. abstract _disposeMesh(mesh: Mesh): void;
  50594. /**
  50595. * Serializes this layer (Glow or Highlight for example)
  50596. * @returns a serialized layer object
  50597. */
  50598. abstract serialize?(): any;
  50599. /**
  50600. * Initializes the effect layer with the required options.
  50601. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  50602. */
  50603. protected _init(options: Partial<IEffectLayerOptions>): void;
  50604. /**
  50605. * Generates the index buffer of the full screen quad blending to the main canvas.
  50606. */
  50607. private _generateIndexBuffer;
  50608. /**
  50609. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  50610. */
  50611. private _generateVertexBuffer;
  50612. /**
  50613. * Sets the main texture desired size which is the closest power of two
  50614. * of the engine canvas size.
  50615. */
  50616. private _setMainTextureSize;
  50617. /**
  50618. * Creates the main texture for the effect layer.
  50619. */
  50620. protected _createMainTexture(): void;
  50621. /**
  50622. * Adds specific effects defines.
  50623. * @param defines The defines to add specifics to.
  50624. */
  50625. protected _addCustomEffectDefines(defines: string[]): void;
  50626. /**
  50627. * Checks for the readiness of the element composing the layer.
  50628. * @param subMesh the mesh to check for
  50629. * @param useInstances specify wether or not to use instances to render the mesh
  50630. * @param emissiveTexture the associated emissive texture used to generate the glow
  50631. * @return true if ready otherwise, false
  50632. */
  50633. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  50634. /**
  50635. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  50636. */
  50637. render(): void;
  50638. /**
  50639. * Determine if a given mesh will be used in the current effect.
  50640. * @param mesh mesh to test
  50641. * @returns true if the mesh will be used
  50642. */
  50643. hasMesh(mesh: AbstractMesh): boolean;
  50644. /**
  50645. * Returns true if the layer contains information to display, otherwise false.
  50646. * @returns true if the glow layer should be rendered
  50647. */
  50648. shouldRender(): boolean;
  50649. /**
  50650. * Returns true if the mesh should render, otherwise false.
  50651. * @param mesh The mesh to render
  50652. * @returns true if it should render otherwise false
  50653. */
  50654. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  50655. /**
  50656. * Returns true if the mesh can be rendered, otherwise false.
  50657. * @param mesh The mesh to render
  50658. * @param material The material used on the mesh
  50659. * @returns true if it can be rendered otherwise false
  50660. */
  50661. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50662. /**
  50663. * Returns true if the mesh should render, otherwise false.
  50664. * @param mesh The mesh to render
  50665. * @returns true if it should render otherwise false
  50666. */
  50667. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  50668. /**
  50669. * Renders the submesh passed in parameter to the generation map.
  50670. */
  50671. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  50672. /**
  50673. * Rebuild the required buffers.
  50674. * @hidden Internal use only.
  50675. */
  50676. _rebuild(): void;
  50677. /**
  50678. * Dispose only the render target textures and post process.
  50679. */
  50680. private _disposeTextureAndPostProcesses;
  50681. /**
  50682. * Dispose the highlight layer and free resources.
  50683. */
  50684. dispose(): void;
  50685. /**
  50686. * Gets the class name of the effect layer
  50687. * @returns the string with the class name of the effect layer
  50688. */
  50689. getClassName(): string;
  50690. /**
  50691. * Creates an effect layer from parsed effect layer data
  50692. * @param parsedEffectLayer defines effect layer data
  50693. * @param scene defines the current scene
  50694. * @param rootUrl defines the root URL containing the effect layer information
  50695. * @returns a parsed effect Layer
  50696. */
  50697. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  50698. }
  50699. }
  50700. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  50701. import { Scene } from "babylonjs/scene";
  50702. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  50703. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50704. import { AbstractScene } from "babylonjs/abstractScene";
  50705. module "babylonjs/abstractScene" {
  50706. interface AbstractScene {
  50707. /**
  50708. * The list of effect layers (highlights/glow) added to the scene
  50709. * @see http://doc.babylonjs.com/how_to/highlight_layer
  50710. * @see http://doc.babylonjs.com/how_to/glow_layer
  50711. */
  50712. effectLayers: Array<EffectLayer>;
  50713. /**
  50714. * Removes the given effect layer from this scene.
  50715. * @param toRemove defines the effect layer to remove
  50716. * @returns the index of the removed effect layer
  50717. */
  50718. removeEffectLayer(toRemove: EffectLayer): number;
  50719. /**
  50720. * Adds the given effect layer to this scene
  50721. * @param newEffectLayer defines the effect layer to add
  50722. */
  50723. addEffectLayer(newEffectLayer: EffectLayer): void;
  50724. }
  50725. }
  50726. /**
  50727. * Defines the layer scene component responsible to manage any effect layers
  50728. * in a given scene.
  50729. */
  50730. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  50731. /**
  50732. * The component name helpfull to identify the component in the list of scene components.
  50733. */
  50734. readonly name: string;
  50735. /**
  50736. * The scene the component belongs to.
  50737. */
  50738. scene: Scene;
  50739. private _engine;
  50740. private _renderEffects;
  50741. private _needStencil;
  50742. private _previousStencilState;
  50743. /**
  50744. * Creates a new instance of the component for the given scene
  50745. * @param scene Defines the scene to register the component in
  50746. */
  50747. constructor(scene: Scene);
  50748. /**
  50749. * Registers the component in a given scene
  50750. */
  50751. register(): void;
  50752. /**
  50753. * Rebuilds the elements related to this component in case of
  50754. * context lost for instance.
  50755. */
  50756. rebuild(): void;
  50757. /**
  50758. * Serializes the component data to the specified json object
  50759. * @param serializationObject The object to serialize to
  50760. */
  50761. serialize(serializationObject: any): void;
  50762. /**
  50763. * Adds all the elements from the container to the scene
  50764. * @param container the container holding the elements
  50765. */
  50766. addFromContainer(container: AbstractScene): void;
  50767. /**
  50768. * Removes all the elements in the container from the scene
  50769. * @param container contains the elements to remove
  50770. * @param dispose if the removed element should be disposed (default: false)
  50771. */
  50772. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  50773. /**
  50774. * Disposes the component and the associated ressources.
  50775. */
  50776. dispose(): void;
  50777. private _isReadyForMesh;
  50778. private _renderMainTexture;
  50779. private _setStencil;
  50780. private _setStencilBack;
  50781. private _draw;
  50782. private _drawCamera;
  50783. private _drawRenderingGroup;
  50784. }
  50785. }
  50786. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  50787. /** @hidden */
  50788. export var glowMapMergePixelShader: {
  50789. name: string;
  50790. shader: string;
  50791. };
  50792. }
  50793. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  50794. /** @hidden */
  50795. export var glowMapMergeVertexShader: {
  50796. name: string;
  50797. shader: string;
  50798. };
  50799. }
  50800. declare module "babylonjs/Layers/glowLayer" {
  50801. import { Nullable } from "babylonjs/types";
  50802. import { Camera } from "babylonjs/Cameras/camera";
  50803. import { Scene } from "babylonjs/scene";
  50804. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50805. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50806. import { Mesh } from "babylonjs/Meshes/mesh";
  50807. import { Texture } from "babylonjs/Materials/Textures/texture";
  50808. import { Effect } from "babylonjs/Materials/effect";
  50809. import { Material } from "babylonjs/Materials/material";
  50810. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  50811. import { Color4 } from "babylonjs/Maths/math.color";
  50812. import "babylonjs/Shaders/glowMapMerge.fragment";
  50813. import "babylonjs/Shaders/glowMapMerge.vertex";
  50814. import "babylonjs/Layers/effectLayerSceneComponent";
  50815. module "babylonjs/abstractScene" {
  50816. interface AbstractScene {
  50817. /**
  50818. * Return a the first highlight layer of the scene with a given name.
  50819. * @param name The name of the highlight layer to look for.
  50820. * @return The highlight layer if found otherwise null.
  50821. */
  50822. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  50823. }
  50824. }
  50825. /**
  50826. * Glow layer options. This helps customizing the behaviour
  50827. * of the glow layer.
  50828. */
  50829. export interface IGlowLayerOptions {
  50830. /**
  50831. * Multiplication factor apply to the canvas size to compute the render target size
  50832. * used to generated the glowing objects (the smaller the faster).
  50833. */
  50834. mainTextureRatio: number;
  50835. /**
  50836. * Enforces a fixed size texture to ensure resize independant blur.
  50837. */
  50838. mainTextureFixedSize?: number;
  50839. /**
  50840. * How big is the kernel of the blur texture.
  50841. */
  50842. blurKernelSize: number;
  50843. /**
  50844. * The camera attached to the layer.
  50845. */
  50846. camera: Nullable<Camera>;
  50847. /**
  50848. * Enable MSAA by chosing the number of samples.
  50849. */
  50850. mainTextureSamples?: number;
  50851. /**
  50852. * The rendering group to draw the layer in.
  50853. */
  50854. renderingGroupId: number;
  50855. }
  50856. /**
  50857. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  50858. *
  50859. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  50860. * glowy meshes to your scene.
  50861. *
  50862. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  50863. */
  50864. export class GlowLayer extends EffectLayer {
  50865. /**
  50866. * Effect Name of the layer.
  50867. */
  50868. static readonly EffectName: string;
  50869. /**
  50870. * The default blur kernel size used for the glow.
  50871. */
  50872. static DefaultBlurKernelSize: number;
  50873. /**
  50874. * The default texture size ratio used for the glow.
  50875. */
  50876. static DefaultTextureRatio: number;
  50877. /**
  50878. * Sets the kernel size of the blur.
  50879. */
  50880. /**
  50881. * Gets the kernel size of the blur.
  50882. */
  50883. blurKernelSize: number;
  50884. /**
  50885. * Sets the glow intensity.
  50886. */
  50887. /**
  50888. * Gets the glow intensity.
  50889. */
  50890. intensity: number;
  50891. private _options;
  50892. private _intensity;
  50893. private _horizontalBlurPostprocess1;
  50894. private _verticalBlurPostprocess1;
  50895. private _horizontalBlurPostprocess2;
  50896. private _verticalBlurPostprocess2;
  50897. private _blurTexture1;
  50898. private _blurTexture2;
  50899. private _postProcesses1;
  50900. private _postProcesses2;
  50901. private _includedOnlyMeshes;
  50902. private _excludedMeshes;
  50903. /**
  50904. * Callback used to let the user override the color selection on a per mesh basis
  50905. */
  50906. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  50907. /**
  50908. * Callback used to let the user override the texture selection on a per mesh basis
  50909. */
  50910. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  50911. /**
  50912. * Instantiates a new glow Layer and references it to the scene.
  50913. * @param name The name of the layer
  50914. * @param scene The scene to use the layer in
  50915. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  50916. */
  50917. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  50918. /**
  50919. * Get the effect name of the layer.
  50920. * @return The effect name
  50921. */
  50922. getEffectName(): string;
  50923. /**
  50924. * Create the merge effect. This is the shader use to blit the information back
  50925. * to the main canvas at the end of the scene rendering.
  50926. */
  50927. protected _createMergeEffect(): Effect;
  50928. /**
  50929. * Creates the render target textures and post processes used in the glow layer.
  50930. */
  50931. protected _createTextureAndPostProcesses(): void;
  50932. /**
  50933. * Checks for the readiness of the element composing the layer.
  50934. * @param subMesh the mesh to check for
  50935. * @param useInstances specify wether or not to use instances to render the mesh
  50936. * @param emissiveTexture the associated emissive texture used to generate the glow
  50937. * @return true if ready otherwise, false
  50938. */
  50939. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  50940. /**
  50941. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  50942. */
  50943. needStencil(): boolean;
  50944. /**
  50945. * Returns true if the mesh can be rendered, otherwise false.
  50946. * @param mesh The mesh to render
  50947. * @param material The material used on the mesh
  50948. * @returns true if it can be rendered otherwise false
  50949. */
  50950. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  50951. /**
  50952. * Implementation specific of rendering the generating effect on the main canvas.
  50953. * @param effect The effect used to render through
  50954. */
  50955. protected _internalRender(effect: Effect): void;
  50956. /**
  50957. * Sets the required values for both the emissive texture and and the main color.
  50958. */
  50959. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  50960. /**
  50961. * Returns true if the mesh should render, otherwise false.
  50962. * @param mesh The mesh to render
  50963. * @returns true if it should render otherwise false
  50964. */
  50965. protected _shouldRenderMesh(mesh: Mesh): boolean;
  50966. /**
  50967. * Adds specific effects defines.
  50968. * @param defines The defines to add specifics to.
  50969. */
  50970. protected _addCustomEffectDefines(defines: string[]): void;
  50971. /**
  50972. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  50973. * @param mesh The mesh to exclude from the glow layer
  50974. */
  50975. addExcludedMesh(mesh: Mesh): void;
  50976. /**
  50977. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  50978. * @param mesh The mesh to remove
  50979. */
  50980. removeExcludedMesh(mesh: Mesh): void;
  50981. /**
  50982. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  50983. * @param mesh The mesh to include in the glow layer
  50984. */
  50985. addIncludedOnlyMesh(mesh: Mesh): void;
  50986. /**
  50987. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  50988. * @param mesh The mesh to remove
  50989. */
  50990. removeIncludedOnlyMesh(mesh: Mesh): void;
  50991. /**
  50992. * Determine if a given mesh will be used in the glow layer
  50993. * @param mesh The mesh to test
  50994. * @returns true if the mesh will be highlighted by the current glow layer
  50995. */
  50996. hasMesh(mesh: AbstractMesh): boolean;
  50997. /**
  50998. * Free any resources and references associated to a mesh.
  50999. * Internal use
  51000. * @param mesh The mesh to free.
  51001. * @hidden
  51002. */
  51003. _disposeMesh(mesh: Mesh): void;
  51004. /**
  51005. * Gets the class name of the effect layer
  51006. * @returns the string with the class name of the effect layer
  51007. */
  51008. getClassName(): string;
  51009. /**
  51010. * Serializes this glow layer
  51011. * @returns a serialized glow layer object
  51012. */
  51013. serialize(): any;
  51014. /**
  51015. * Creates a Glow Layer from parsed glow layer data
  51016. * @param parsedGlowLayer defines glow layer data
  51017. * @param scene defines the current scene
  51018. * @param rootUrl defines the root URL containing the glow layer information
  51019. * @returns a parsed Glow Layer
  51020. */
  51021. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  51022. }
  51023. }
  51024. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  51025. /** @hidden */
  51026. export var glowBlurPostProcessPixelShader: {
  51027. name: string;
  51028. shader: string;
  51029. };
  51030. }
  51031. declare module "babylonjs/Layers/highlightLayer" {
  51032. import { Observable } from "babylonjs/Misc/observable";
  51033. import { Nullable } from "babylonjs/types";
  51034. import { Camera } from "babylonjs/Cameras/camera";
  51035. import { Scene } from "babylonjs/scene";
  51036. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51037. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51038. import { Mesh } from "babylonjs/Meshes/mesh";
  51039. import { Effect } from "babylonjs/Materials/effect";
  51040. import { Material } from "babylonjs/Materials/material";
  51041. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  51042. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  51043. import "babylonjs/Shaders/glowMapMerge.fragment";
  51044. import "babylonjs/Shaders/glowMapMerge.vertex";
  51045. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  51046. module "babylonjs/abstractScene" {
  51047. interface AbstractScene {
  51048. /**
  51049. * Return a the first highlight layer of the scene with a given name.
  51050. * @param name The name of the highlight layer to look for.
  51051. * @return The highlight layer if found otherwise null.
  51052. */
  51053. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  51054. }
  51055. }
  51056. /**
  51057. * Highlight layer options. This helps customizing the behaviour
  51058. * of the highlight layer.
  51059. */
  51060. export interface IHighlightLayerOptions {
  51061. /**
  51062. * Multiplication factor apply to the canvas size to compute the render target size
  51063. * used to generated the glowing objects (the smaller the faster).
  51064. */
  51065. mainTextureRatio: number;
  51066. /**
  51067. * Enforces a fixed size texture to ensure resize independant blur.
  51068. */
  51069. mainTextureFixedSize?: number;
  51070. /**
  51071. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  51072. * of the picture to blur (the smaller the faster).
  51073. */
  51074. blurTextureSizeRatio: number;
  51075. /**
  51076. * How big in texel of the blur texture is the vertical blur.
  51077. */
  51078. blurVerticalSize: number;
  51079. /**
  51080. * How big in texel of the blur texture is the horizontal blur.
  51081. */
  51082. blurHorizontalSize: number;
  51083. /**
  51084. * Alpha blending mode used to apply the blur. Default is combine.
  51085. */
  51086. alphaBlendingMode: number;
  51087. /**
  51088. * The camera attached to the layer.
  51089. */
  51090. camera: Nullable<Camera>;
  51091. /**
  51092. * Should we display highlight as a solid stroke?
  51093. */
  51094. isStroke?: boolean;
  51095. /**
  51096. * The rendering group to draw the layer in.
  51097. */
  51098. renderingGroupId: number;
  51099. }
  51100. /**
  51101. * The highlight layer Helps adding a glow effect around a mesh.
  51102. *
  51103. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  51104. * glowy meshes to your scene.
  51105. *
  51106. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  51107. */
  51108. export class HighlightLayer extends EffectLayer {
  51109. name: string;
  51110. /**
  51111. * Effect Name of the highlight layer.
  51112. */
  51113. static readonly EffectName: string;
  51114. /**
  51115. * The neutral color used during the preparation of the glow effect.
  51116. * This is black by default as the blend operation is a blend operation.
  51117. */
  51118. static NeutralColor: Color4;
  51119. /**
  51120. * Stencil value used for glowing meshes.
  51121. */
  51122. static GlowingMeshStencilReference: number;
  51123. /**
  51124. * Stencil value used for the other meshes in the scene.
  51125. */
  51126. static NormalMeshStencilReference: number;
  51127. /**
  51128. * Specifies whether or not the inner glow is ACTIVE in the layer.
  51129. */
  51130. innerGlow: boolean;
  51131. /**
  51132. * Specifies whether or not the outer glow is ACTIVE in the layer.
  51133. */
  51134. outerGlow: boolean;
  51135. /**
  51136. * Specifies the horizontal size of the blur.
  51137. */
  51138. /**
  51139. * Gets the horizontal size of the blur.
  51140. */
  51141. blurHorizontalSize: number;
  51142. /**
  51143. * Specifies the vertical size of the blur.
  51144. */
  51145. /**
  51146. * Gets the vertical size of the blur.
  51147. */
  51148. blurVerticalSize: number;
  51149. /**
  51150. * An event triggered when the highlight layer is being blurred.
  51151. */
  51152. onBeforeBlurObservable: Observable<HighlightLayer>;
  51153. /**
  51154. * An event triggered when the highlight layer has been blurred.
  51155. */
  51156. onAfterBlurObservable: Observable<HighlightLayer>;
  51157. private _instanceGlowingMeshStencilReference;
  51158. private _options;
  51159. private _downSamplePostprocess;
  51160. private _horizontalBlurPostprocess;
  51161. private _verticalBlurPostprocess;
  51162. private _blurTexture;
  51163. private _meshes;
  51164. private _excludedMeshes;
  51165. /**
  51166. * Instantiates a new highlight Layer and references it to the scene..
  51167. * @param name The name of the layer
  51168. * @param scene The scene to use the layer in
  51169. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  51170. */
  51171. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  51172. /**
  51173. * Get the effect name of the layer.
  51174. * @return The effect name
  51175. */
  51176. getEffectName(): string;
  51177. /**
  51178. * Create the merge effect. This is the shader use to blit the information back
  51179. * to the main canvas at the end of the scene rendering.
  51180. */
  51181. protected _createMergeEffect(): Effect;
  51182. /**
  51183. * Creates the render target textures and post processes used in the highlight layer.
  51184. */
  51185. protected _createTextureAndPostProcesses(): void;
  51186. /**
  51187. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  51188. */
  51189. needStencil(): boolean;
  51190. /**
  51191. * Checks for the readiness of the element composing the layer.
  51192. * @param subMesh the mesh to check for
  51193. * @param useInstances specify wether or not to use instances to render the mesh
  51194. * @param emissiveTexture the associated emissive texture used to generate the glow
  51195. * @return true if ready otherwise, false
  51196. */
  51197. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  51198. /**
  51199. * Implementation specific of rendering the generating effect on the main canvas.
  51200. * @param effect The effect used to render through
  51201. */
  51202. protected _internalRender(effect: Effect): void;
  51203. /**
  51204. * Returns true if the layer contains information to display, otherwise false.
  51205. */
  51206. shouldRender(): boolean;
  51207. /**
  51208. * Returns true if the mesh should render, otherwise false.
  51209. * @param mesh The mesh to render
  51210. * @returns true if it should render otherwise false
  51211. */
  51212. protected _shouldRenderMesh(mesh: Mesh): boolean;
  51213. /**
  51214. * Sets the required values for both the emissive texture and and the main color.
  51215. */
  51216. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  51217. /**
  51218. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  51219. * @param mesh The mesh to exclude from the highlight layer
  51220. */
  51221. addExcludedMesh(mesh: Mesh): void;
  51222. /**
  51223. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  51224. * @param mesh The mesh to highlight
  51225. */
  51226. removeExcludedMesh(mesh: Mesh): void;
  51227. /**
  51228. * Determine if a given mesh will be highlighted by the current HighlightLayer
  51229. * @param mesh mesh to test
  51230. * @returns true if the mesh will be highlighted by the current HighlightLayer
  51231. */
  51232. hasMesh(mesh: AbstractMesh): boolean;
  51233. /**
  51234. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  51235. * @param mesh The mesh to highlight
  51236. * @param color The color of the highlight
  51237. * @param glowEmissiveOnly Extract the glow from the emissive texture
  51238. */
  51239. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  51240. /**
  51241. * Remove a mesh from the highlight layer in order to make it stop glowing.
  51242. * @param mesh The mesh to highlight
  51243. */
  51244. removeMesh(mesh: Mesh): void;
  51245. /**
  51246. * Force the stencil to the normal expected value for none glowing parts
  51247. */
  51248. private _defaultStencilReference;
  51249. /**
  51250. * Free any resources and references associated to a mesh.
  51251. * Internal use
  51252. * @param mesh The mesh to free.
  51253. * @hidden
  51254. */
  51255. _disposeMesh(mesh: Mesh): void;
  51256. /**
  51257. * Dispose the highlight layer and free resources.
  51258. */
  51259. dispose(): void;
  51260. /**
  51261. * Gets the class name of the effect layer
  51262. * @returns the string with the class name of the effect layer
  51263. */
  51264. getClassName(): string;
  51265. /**
  51266. * Serializes this Highlight layer
  51267. * @returns a serialized Highlight layer object
  51268. */
  51269. serialize(): any;
  51270. /**
  51271. * Creates a Highlight layer from parsed Highlight layer data
  51272. * @param parsedHightlightLayer defines the Highlight layer data
  51273. * @param scene defines the current scene
  51274. * @param rootUrl defines the root URL containing the Highlight layer information
  51275. * @returns a parsed Highlight layer
  51276. */
  51277. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  51278. }
  51279. }
  51280. declare module "babylonjs/Layers/layerSceneComponent" {
  51281. import { Scene } from "babylonjs/scene";
  51282. import { ISceneComponent } from "babylonjs/sceneComponent";
  51283. import { Layer } from "babylonjs/Layers/layer";
  51284. import { AbstractScene } from "babylonjs/abstractScene";
  51285. module "babylonjs/abstractScene" {
  51286. interface AbstractScene {
  51287. /**
  51288. * The list of layers (background and foreground) of the scene
  51289. */
  51290. layers: Array<Layer>;
  51291. }
  51292. }
  51293. /**
  51294. * Defines the layer scene component responsible to manage any layers
  51295. * in a given scene.
  51296. */
  51297. export class LayerSceneComponent implements ISceneComponent {
  51298. /**
  51299. * The component name helpfull to identify the component in the list of scene components.
  51300. */
  51301. readonly name: string;
  51302. /**
  51303. * The scene the component belongs to.
  51304. */
  51305. scene: Scene;
  51306. private _engine;
  51307. /**
  51308. * Creates a new instance of the component for the given scene
  51309. * @param scene Defines the scene to register the component in
  51310. */
  51311. constructor(scene: Scene);
  51312. /**
  51313. * Registers the component in a given scene
  51314. */
  51315. register(): void;
  51316. /**
  51317. * Rebuilds the elements related to this component in case of
  51318. * context lost for instance.
  51319. */
  51320. rebuild(): void;
  51321. /**
  51322. * Disposes the component and the associated ressources.
  51323. */
  51324. dispose(): void;
  51325. private _draw;
  51326. private _drawCameraPredicate;
  51327. private _drawCameraBackground;
  51328. private _drawCameraForeground;
  51329. private _drawRenderTargetPredicate;
  51330. private _drawRenderTargetBackground;
  51331. private _drawRenderTargetForeground;
  51332. /**
  51333. * Adds all the elements from the container to the scene
  51334. * @param container the container holding the elements
  51335. */
  51336. addFromContainer(container: AbstractScene): void;
  51337. /**
  51338. * Removes all the elements in the container from the scene
  51339. * @param container contains the elements to remove
  51340. * @param dispose if the removed element should be disposed (default: false)
  51341. */
  51342. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51343. }
  51344. }
  51345. declare module "babylonjs/Shaders/layer.fragment" {
  51346. /** @hidden */
  51347. export var layerPixelShader: {
  51348. name: string;
  51349. shader: string;
  51350. };
  51351. }
  51352. declare module "babylonjs/Shaders/layer.vertex" {
  51353. /** @hidden */
  51354. export var layerVertexShader: {
  51355. name: string;
  51356. shader: string;
  51357. };
  51358. }
  51359. declare module "babylonjs/Layers/layer" {
  51360. import { Observable } from "babylonjs/Misc/observable";
  51361. import { Nullable } from "babylonjs/types";
  51362. import { Scene } from "babylonjs/scene";
  51363. import { Vector2 } from "babylonjs/Maths/math.vector";
  51364. import { Color4 } from "babylonjs/Maths/math.color";
  51365. import { Texture } from "babylonjs/Materials/Textures/texture";
  51366. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  51367. import "babylonjs/Shaders/layer.fragment";
  51368. import "babylonjs/Shaders/layer.vertex";
  51369. /**
  51370. * This represents a full screen 2d layer.
  51371. * This can be useful to display a picture in the background of your scene for instance.
  51372. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51373. */
  51374. export class Layer {
  51375. /**
  51376. * Define the name of the layer.
  51377. */
  51378. name: string;
  51379. /**
  51380. * Define the texture the layer should display.
  51381. */
  51382. texture: Nullable<Texture>;
  51383. /**
  51384. * Is the layer in background or foreground.
  51385. */
  51386. isBackground: boolean;
  51387. /**
  51388. * Define the color of the layer (instead of texture).
  51389. */
  51390. color: Color4;
  51391. /**
  51392. * Define the scale of the layer in order to zoom in out of the texture.
  51393. */
  51394. scale: Vector2;
  51395. /**
  51396. * Define an offset for the layer in order to shift the texture.
  51397. */
  51398. offset: Vector2;
  51399. /**
  51400. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  51401. */
  51402. alphaBlendingMode: number;
  51403. /**
  51404. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  51405. * Alpha test will not mix with the background color in case of transparency.
  51406. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  51407. */
  51408. alphaTest: boolean;
  51409. /**
  51410. * Define a mask to restrict the layer to only some of the scene cameras.
  51411. */
  51412. layerMask: number;
  51413. /**
  51414. * Define the list of render target the layer is visible into.
  51415. */
  51416. renderTargetTextures: RenderTargetTexture[];
  51417. /**
  51418. * Define if the layer is only used in renderTarget or if it also
  51419. * renders in the main frame buffer of the canvas.
  51420. */
  51421. renderOnlyInRenderTargetTextures: boolean;
  51422. private _scene;
  51423. private _vertexBuffers;
  51424. private _indexBuffer;
  51425. private _effect;
  51426. private _alphaTestEffect;
  51427. /**
  51428. * An event triggered when the layer is disposed.
  51429. */
  51430. onDisposeObservable: Observable<Layer>;
  51431. private _onDisposeObserver;
  51432. /**
  51433. * Back compatibility with callback before the onDisposeObservable existed.
  51434. * The set callback will be triggered when the layer has been disposed.
  51435. */
  51436. onDispose: () => void;
  51437. /**
  51438. * An event triggered before rendering the scene
  51439. */
  51440. onBeforeRenderObservable: Observable<Layer>;
  51441. private _onBeforeRenderObserver;
  51442. /**
  51443. * Back compatibility with callback before the onBeforeRenderObservable existed.
  51444. * The set callback will be triggered just before rendering the layer.
  51445. */
  51446. onBeforeRender: () => void;
  51447. /**
  51448. * An event triggered after rendering the scene
  51449. */
  51450. onAfterRenderObservable: Observable<Layer>;
  51451. private _onAfterRenderObserver;
  51452. /**
  51453. * Back compatibility with callback before the onAfterRenderObservable existed.
  51454. * The set callback will be triggered just after rendering the layer.
  51455. */
  51456. onAfterRender: () => void;
  51457. /**
  51458. * Instantiates a new layer.
  51459. * This represents a full screen 2d layer.
  51460. * This can be useful to display a picture in the background of your scene for instance.
  51461. * @see https://www.babylonjs-playground.com/#08A2BS#1
  51462. * @param name Define the name of the layer in the scene
  51463. * @param imgUrl Define the url of the texture to display in the layer
  51464. * @param scene Define the scene the layer belongs to
  51465. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  51466. * @param color Defines a color for the layer
  51467. */
  51468. constructor(
  51469. /**
  51470. * Define the name of the layer.
  51471. */
  51472. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  51473. private _createIndexBuffer;
  51474. /** @hidden */
  51475. _rebuild(): void;
  51476. /**
  51477. * Renders the layer in the scene.
  51478. */
  51479. render(): void;
  51480. /**
  51481. * Disposes and releases the associated ressources.
  51482. */
  51483. dispose(): void;
  51484. }
  51485. }
  51486. declare module "babylonjs/Layers/index" {
  51487. export * from "babylonjs/Layers/effectLayer";
  51488. export * from "babylonjs/Layers/effectLayerSceneComponent";
  51489. export * from "babylonjs/Layers/glowLayer";
  51490. export * from "babylonjs/Layers/highlightLayer";
  51491. export * from "babylonjs/Layers/layer";
  51492. export * from "babylonjs/Layers/layerSceneComponent";
  51493. }
  51494. declare module "babylonjs/Shaders/lensFlare.fragment" {
  51495. /** @hidden */
  51496. export var lensFlarePixelShader: {
  51497. name: string;
  51498. shader: string;
  51499. };
  51500. }
  51501. declare module "babylonjs/Shaders/lensFlare.vertex" {
  51502. /** @hidden */
  51503. export var lensFlareVertexShader: {
  51504. name: string;
  51505. shader: string;
  51506. };
  51507. }
  51508. declare module "babylonjs/LensFlares/lensFlareSystem" {
  51509. import { Scene } from "babylonjs/scene";
  51510. import { Vector3 } from "babylonjs/Maths/math.vector";
  51511. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51512. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  51513. import "babylonjs/Shaders/lensFlare.fragment";
  51514. import "babylonjs/Shaders/lensFlare.vertex";
  51515. import { Viewport } from "babylonjs/Maths/math.viewport";
  51516. /**
  51517. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51518. * It is usually composed of several `lensFlare`.
  51519. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51520. */
  51521. export class LensFlareSystem {
  51522. /**
  51523. * Define the name of the lens flare system
  51524. */
  51525. name: string;
  51526. /**
  51527. * List of lens flares used in this system.
  51528. */
  51529. lensFlares: LensFlare[];
  51530. /**
  51531. * Define a limit from the border the lens flare can be visible.
  51532. */
  51533. borderLimit: number;
  51534. /**
  51535. * Define a viewport border we do not want to see the lens flare in.
  51536. */
  51537. viewportBorder: number;
  51538. /**
  51539. * Define a predicate which could limit the list of meshes able to occlude the effect.
  51540. */
  51541. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  51542. /**
  51543. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  51544. */
  51545. layerMask: number;
  51546. /**
  51547. * Define the id of the lens flare system in the scene.
  51548. * (equal to name by default)
  51549. */
  51550. id: string;
  51551. private _scene;
  51552. private _emitter;
  51553. private _vertexBuffers;
  51554. private _indexBuffer;
  51555. private _effect;
  51556. private _positionX;
  51557. private _positionY;
  51558. private _isEnabled;
  51559. /** @hidden */
  51560. static _SceneComponentInitialization: (scene: Scene) => void;
  51561. /**
  51562. * Instantiates a lens flare system.
  51563. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  51564. * It is usually composed of several `lensFlare`.
  51565. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51566. * @param name Define the name of the lens flare system in the scene
  51567. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  51568. * @param scene Define the scene the lens flare system belongs to
  51569. */
  51570. constructor(
  51571. /**
  51572. * Define the name of the lens flare system
  51573. */
  51574. name: string, emitter: any, scene: Scene);
  51575. /**
  51576. * Define if the lens flare system is enabled.
  51577. */
  51578. isEnabled: boolean;
  51579. /**
  51580. * Get the scene the effects belongs to.
  51581. * @returns the scene holding the lens flare system
  51582. */
  51583. getScene(): Scene;
  51584. /**
  51585. * Get the emitter of the lens flare system.
  51586. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51587. * @returns the emitter of the lens flare system
  51588. */
  51589. getEmitter(): any;
  51590. /**
  51591. * Set the emitter of the lens flare system.
  51592. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  51593. * @param newEmitter Define the new emitter of the system
  51594. */
  51595. setEmitter(newEmitter: any): void;
  51596. /**
  51597. * Get the lens flare system emitter position.
  51598. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  51599. * @returns the position
  51600. */
  51601. getEmitterPosition(): Vector3;
  51602. /**
  51603. * @hidden
  51604. */
  51605. computeEffectivePosition(globalViewport: Viewport): boolean;
  51606. /** @hidden */
  51607. _isVisible(): boolean;
  51608. /**
  51609. * @hidden
  51610. */
  51611. render(): boolean;
  51612. /**
  51613. * Dispose and release the lens flare with its associated resources.
  51614. */
  51615. dispose(): void;
  51616. /**
  51617. * Parse a lens flare system from a JSON repressentation
  51618. * @param parsedLensFlareSystem Define the JSON to parse
  51619. * @param scene Define the scene the parsed system should be instantiated in
  51620. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  51621. * @returns the parsed system
  51622. */
  51623. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  51624. /**
  51625. * Serialize the current Lens Flare System into a JSON representation.
  51626. * @returns the serialized JSON
  51627. */
  51628. serialize(): any;
  51629. }
  51630. }
  51631. declare module "babylonjs/LensFlares/lensFlare" {
  51632. import { Nullable } from "babylonjs/types";
  51633. import { Color3 } from "babylonjs/Maths/math.color";
  51634. import { Texture } from "babylonjs/Materials/Textures/texture";
  51635. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51636. /**
  51637. * This represents one of the lens effect in a `lensFlareSystem`.
  51638. * It controls one of the indiviual texture used in the effect.
  51639. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51640. */
  51641. export class LensFlare {
  51642. /**
  51643. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51644. */
  51645. size: number;
  51646. /**
  51647. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  51648. */
  51649. position: number;
  51650. /**
  51651. * Define the lens color.
  51652. */
  51653. color: Color3;
  51654. /**
  51655. * Define the lens texture.
  51656. */
  51657. texture: Nullable<Texture>;
  51658. /**
  51659. * Define the alpha mode to render this particular lens.
  51660. */
  51661. alphaMode: number;
  51662. private _system;
  51663. /**
  51664. * Creates a new Lens Flare.
  51665. * This represents one of the lens effect in a `lensFlareSystem`.
  51666. * It controls one of the indiviual texture used in the effect.
  51667. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51668. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  51669. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  51670. * @param color Define the lens color
  51671. * @param imgUrl Define the lens texture url
  51672. * @param system Define the `lensFlareSystem` this flare is part of
  51673. * @returns The newly created Lens Flare
  51674. */
  51675. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  51676. /**
  51677. * Instantiates a new Lens Flare.
  51678. * This represents one of the lens effect in a `lensFlareSystem`.
  51679. * It controls one of the indiviual texture used in the effect.
  51680. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51681. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  51682. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  51683. * @param color Define the lens color
  51684. * @param imgUrl Define the lens texture url
  51685. * @param system Define the `lensFlareSystem` this flare is part of
  51686. */
  51687. constructor(
  51688. /**
  51689. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  51690. */
  51691. size: number,
  51692. /**
  51693. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  51694. */
  51695. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  51696. /**
  51697. * Dispose and release the lens flare with its associated resources.
  51698. */
  51699. dispose(): void;
  51700. }
  51701. }
  51702. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  51703. import { Nullable } from "babylonjs/types";
  51704. import { Scene } from "babylonjs/scene";
  51705. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51706. import { AbstractScene } from "babylonjs/abstractScene";
  51707. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  51708. module "babylonjs/abstractScene" {
  51709. interface AbstractScene {
  51710. /**
  51711. * The list of lens flare system added to the scene
  51712. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  51713. */
  51714. lensFlareSystems: Array<LensFlareSystem>;
  51715. /**
  51716. * Removes the given lens flare system from this scene.
  51717. * @param toRemove The lens flare system to remove
  51718. * @returns The index of the removed lens flare system
  51719. */
  51720. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  51721. /**
  51722. * Adds the given lens flare system to this scene
  51723. * @param newLensFlareSystem The lens flare system to add
  51724. */
  51725. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  51726. /**
  51727. * Gets a lens flare system using its name
  51728. * @param name defines the name to look for
  51729. * @returns the lens flare system or null if not found
  51730. */
  51731. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  51732. /**
  51733. * Gets a lens flare system using its id
  51734. * @param id defines the id to look for
  51735. * @returns the lens flare system or null if not found
  51736. */
  51737. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  51738. }
  51739. }
  51740. /**
  51741. * Defines the lens flare scene component responsible to manage any lens flares
  51742. * in a given scene.
  51743. */
  51744. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  51745. /**
  51746. * The component name helpfull to identify the component in the list of scene components.
  51747. */
  51748. readonly name: string;
  51749. /**
  51750. * The scene the component belongs to.
  51751. */
  51752. scene: Scene;
  51753. /**
  51754. * Creates a new instance of the component for the given scene
  51755. * @param scene Defines the scene to register the component in
  51756. */
  51757. constructor(scene: Scene);
  51758. /**
  51759. * Registers the component in a given scene
  51760. */
  51761. register(): void;
  51762. /**
  51763. * Rebuilds the elements related to this component in case of
  51764. * context lost for instance.
  51765. */
  51766. rebuild(): void;
  51767. /**
  51768. * Adds all the elements from the container to the scene
  51769. * @param container the container holding the elements
  51770. */
  51771. addFromContainer(container: AbstractScene): void;
  51772. /**
  51773. * Removes all the elements in the container from the scene
  51774. * @param container contains the elements to remove
  51775. * @param dispose if the removed element should be disposed (default: false)
  51776. */
  51777. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51778. /**
  51779. * Serializes the component data to the specified json object
  51780. * @param serializationObject The object to serialize to
  51781. */
  51782. serialize(serializationObject: any): void;
  51783. /**
  51784. * Disposes the component and the associated ressources.
  51785. */
  51786. dispose(): void;
  51787. private _draw;
  51788. }
  51789. }
  51790. declare module "babylonjs/LensFlares/index" {
  51791. export * from "babylonjs/LensFlares/lensFlare";
  51792. export * from "babylonjs/LensFlares/lensFlareSystem";
  51793. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  51794. }
  51795. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  51796. import { Scene } from "babylonjs/scene";
  51797. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  51798. import { AbstractScene } from "babylonjs/abstractScene";
  51799. /**
  51800. * Defines the shadow generator component responsible to manage any shadow generators
  51801. * in a given scene.
  51802. */
  51803. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  51804. /**
  51805. * The component name helpfull to identify the component in the list of scene components.
  51806. */
  51807. readonly name: string;
  51808. /**
  51809. * The scene the component belongs to.
  51810. */
  51811. scene: Scene;
  51812. /**
  51813. * Creates a new instance of the component for the given scene
  51814. * @param scene Defines the scene to register the component in
  51815. */
  51816. constructor(scene: Scene);
  51817. /**
  51818. * Registers the component in a given scene
  51819. */
  51820. register(): void;
  51821. /**
  51822. * Rebuilds the elements related to this component in case of
  51823. * context lost for instance.
  51824. */
  51825. rebuild(): void;
  51826. /**
  51827. * Serializes the component data to the specified json object
  51828. * @param serializationObject The object to serialize to
  51829. */
  51830. serialize(serializationObject: any): void;
  51831. /**
  51832. * Adds all the elements from the container to the scene
  51833. * @param container the container holding the elements
  51834. */
  51835. addFromContainer(container: AbstractScene): void;
  51836. /**
  51837. * Removes all the elements in the container from the scene
  51838. * @param container contains the elements to remove
  51839. * @param dispose if the removed element should be disposed (default: false)
  51840. */
  51841. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  51842. /**
  51843. * Rebuilds the elements related to this component in case of
  51844. * context lost for instance.
  51845. */
  51846. dispose(): void;
  51847. private _gatherRenderTargets;
  51848. }
  51849. }
  51850. declare module "babylonjs/Lights/Shadows/index" {
  51851. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  51852. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  51853. }
  51854. declare module "babylonjs/Lights/pointLight" {
  51855. import { Scene } from "babylonjs/scene";
  51856. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51857. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51858. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  51859. import { Effect } from "babylonjs/Materials/effect";
  51860. /**
  51861. * A point light is a light defined by an unique point in world space.
  51862. * The light is emitted in every direction from this point.
  51863. * A good example of a point light is a standard light bulb.
  51864. * Documentation: https://doc.babylonjs.com/babylon101/lights
  51865. */
  51866. export class PointLight extends ShadowLight {
  51867. private _shadowAngle;
  51868. /**
  51869. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51870. * This specifies what angle the shadow will use to be created.
  51871. *
  51872. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51873. */
  51874. /**
  51875. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51876. * This specifies what angle the shadow will use to be created.
  51877. *
  51878. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  51879. */
  51880. shadowAngle: number;
  51881. /**
  51882. * Gets the direction if it has been set.
  51883. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51884. */
  51885. /**
  51886. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  51887. */
  51888. direction: Vector3;
  51889. /**
  51890. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  51891. * A PointLight emits the light in every direction.
  51892. * It can cast shadows.
  51893. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  51894. * ```javascript
  51895. * var pointLight = new PointLight("pl", camera.position, scene);
  51896. * ```
  51897. * Documentation : https://doc.babylonjs.com/babylon101/lights
  51898. * @param name The light friendly name
  51899. * @param position The position of the point light in the scene
  51900. * @param scene The scene the lights belongs to
  51901. */
  51902. constructor(name: string, position: Vector3, scene: Scene);
  51903. /**
  51904. * Returns the string "PointLight"
  51905. * @returns the class name
  51906. */
  51907. getClassName(): string;
  51908. /**
  51909. * Returns the integer 0.
  51910. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  51911. */
  51912. getTypeID(): number;
  51913. /**
  51914. * Specifies wether or not the shadowmap should be a cube texture.
  51915. * @returns true if the shadowmap needs to be a cube texture.
  51916. */
  51917. needCube(): boolean;
  51918. /**
  51919. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  51920. * @param faceIndex The index of the face we are computed the direction to generate shadow
  51921. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  51922. */
  51923. getShadowDirection(faceIndex?: number): Vector3;
  51924. /**
  51925. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  51926. * - fov = PI / 2
  51927. * - aspect ratio : 1.0
  51928. * - z-near and far equal to the active camera minZ and maxZ.
  51929. * Returns the PointLight.
  51930. */
  51931. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  51932. protected _buildUniformLayout(): void;
  51933. /**
  51934. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  51935. * @param effect The effect to update
  51936. * @param lightIndex The index of the light in the effect to update
  51937. * @returns The point light
  51938. */
  51939. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  51940. /**
  51941. * Prepares the list of defines specific to the light type.
  51942. * @param defines the list of defines
  51943. * @param lightIndex defines the index of the light for the effect
  51944. */
  51945. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  51946. }
  51947. }
  51948. declare module "babylonjs/Lights/index" {
  51949. export * from "babylonjs/Lights/light";
  51950. export * from "babylonjs/Lights/shadowLight";
  51951. export * from "babylonjs/Lights/Shadows/index";
  51952. export * from "babylonjs/Lights/directionalLight";
  51953. export * from "babylonjs/Lights/hemisphericLight";
  51954. export * from "babylonjs/Lights/pointLight";
  51955. export * from "babylonjs/Lights/spotLight";
  51956. }
  51957. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  51958. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  51959. /**
  51960. * Header information of HDR texture files.
  51961. */
  51962. export interface HDRInfo {
  51963. /**
  51964. * The height of the texture in pixels.
  51965. */
  51966. height: number;
  51967. /**
  51968. * The width of the texture in pixels.
  51969. */
  51970. width: number;
  51971. /**
  51972. * The index of the beginning of the data in the binary file.
  51973. */
  51974. dataPosition: number;
  51975. }
  51976. /**
  51977. * This groups tools to convert HDR texture to native colors array.
  51978. */
  51979. export class HDRTools {
  51980. private static Ldexp;
  51981. private static Rgbe2float;
  51982. private static readStringLine;
  51983. /**
  51984. * Reads header information from an RGBE texture stored in a native array.
  51985. * More information on this format are available here:
  51986. * https://en.wikipedia.org/wiki/RGBE_image_format
  51987. *
  51988. * @param uint8array The binary file stored in native array.
  51989. * @return The header information.
  51990. */
  51991. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  51992. /**
  51993. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  51994. * This RGBE texture needs to store the information as a panorama.
  51995. *
  51996. * More information on this format are available here:
  51997. * https://en.wikipedia.org/wiki/RGBE_image_format
  51998. *
  51999. * @param buffer The binary file stored in an array buffer.
  52000. * @param size The expected size of the extracted cubemap.
  52001. * @return The Cube Map information.
  52002. */
  52003. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  52004. /**
  52005. * Returns the pixels data extracted from an RGBE texture.
  52006. * This pixels will be stored left to right up to down in the R G B order in one array.
  52007. *
  52008. * More information on this format are available here:
  52009. * https://en.wikipedia.org/wiki/RGBE_image_format
  52010. *
  52011. * @param uint8array The binary file stored in an array buffer.
  52012. * @param hdrInfo The header information of the file.
  52013. * @return The pixels data in RGB right to left up to down order.
  52014. */
  52015. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  52016. private static RGBE_ReadPixels_RLE;
  52017. }
  52018. }
  52019. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  52020. import { Nullable } from "babylonjs/types";
  52021. import { Scene } from "babylonjs/scene";
  52022. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  52023. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52024. import "babylonjs/Engines/Extensions/engine.rawTexture";
  52025. /**
  52026. * This represents a texture coming from an HDR input.
  52027. *
  52028. * The only supported format is currently panorama picture stored in RGBE format.
  52029. * Example of such files can be found on HDRLib: http://hdrlib.com/
  52030. */
  52031. export class HDRCubeTexture extends BaseTexture {
  52032. private static _facesMapping;
  52033. private _generateHarmonics;
  52034. private _noMipmap;
  52035. private _textureMatrix;
  52036. private _size;
  52037. private _onLoad;
  52038. private _onError;
  52039. /**
  52040. * The texture URL.
  52041. */
  52042. url: string;
  52043. /**
  52044. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  52045. */
  52046. coordinatesMode: number;
  52047. protected _isBlocking: boolean;
  52048. /**
  52049. * Sets wether or not the texture is blocking during loading.
  52050. */
  52051. /**
  52052. * Gets wether or not the texture is blocking during loading.
  52053. */
  52054. isBlocking: boolean;
  52055. protected _rotationY: number;
  52056. /**
  52057. * Sets texture matrix rotation angle around Y axis in radians.
  52058. */
  52059. /**
  52060. * Gets texture matrix rotation angle around Y axis radians.
  52061. */
  52062. rotationY: number;
  52063. /**
  52064. * Gets or sets the center of the bounding box associated with the cube texture
  52065. * It must define where the camera used to render the texture was set
  52066. */
  52067. boundingBoxPosition: Vector3;
  52068. private _boundingBoxSize;
  52069. /**
  52070. * Gets or sets the size of the bounding box associated with the cube texture
  52071. * When defined, the cubemap will switch to local mode
  52072. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  52073. * @example https://www.babylonjs-playground.com/#RNASML
  52074. */
  52075. boundingBoxSize: Vector3;
  52076. /**
  52077. * Instantiates an HDRTexture from the following parameters.
  52078. *
  52079. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  52080. * @param scene The scene the texture will be used in
  52081. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  52082. * @param noMipmap Forces to not generate the mipmap if true
  52083. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  52084. * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  52085. * @param reserved Reserved flag for internal use.
  52086. */
  52087. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  52088. /**
  52089. * Get the current class name of the texture useful for serialization or dynamic coding.
  52090. * @returns "HDRCubeTexture"
  52091. */
  52092. getClassName(): string;
  52093. /**
  52094. * Occurs when the file is raw .hdr file.
  52095. */
  52096. private loadTexture;
  52097. clone(): HDRCubeTexture;
  52098. delayLoad(): void;
  52099. /**
  52100. * Get the texture reflection matrix used to rotate/transform the reflection.
  52101. * @returns the reflection matrix
  52102. */
  52103. getReflectionTextureMatrix(): Matrix;
  52104. /**
  52105. * Set the texture reflection matrix used to rotate/transform the reflection.
  52106. * @param value Define the reflection matrix to set
  52107. */
  52108. setReflectionTextureMatrix(value: Matrix): void;
  52109. /**
  52110. * Parses a JSON representation of an HDR Texture in order to create the texture
  52111. * @param parsedTexture Define the JSON representation
  52112. * @param scene Define the scene the texture should be created in
  52113. * @param rootUrl Define the root url in case we need to load relative dependencies
  52114. * @returns the newly created texture after parsing
  52115. */
  52116. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  52117. serialize(): any;
  52118. }
  52119. }
  52120. declare module "babylonjs/Physics/physicsEngine" {
  52121. import { Nullable } from "babylonjs/types";
  52122. import { Vector3 } from "babylonjs/Maths/math.vector";
  52123. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  52124. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  52125. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  52126. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52127. /**
  52128. * Class used to control physics engine
  52129. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  52130. */
  52131. export class PhysicsEngine implements IPhysicsEngine {
  52132. private _physicsPlugin;
  52133. /**
  52134. * Global value used to control the smallest number supported by the simulation
  52135. */
  52136. static Epsilon: number;
  52137. private _impostors;
  52138. private _joints;
  52139. /**
  52140. * Gets the gravity vector used by the simulation
  52141. */
  52142. gravity: Vector3;
  52143. /**
  52144. * Factory used to create the default physics plugin.
  52145. * @returns The default physics plugin
  52146. */
  52147. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  52148. /**
  52149. * Creates a new Physics Engine
  52150. * @param gravity defines the gravity vector used by the simulation
  52151. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  52152. */
  52153. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  52154. /**
  52155. * Sets the gravity vector used by the simulation
  52156. * @param gravity defines the gravity vector to use
  52157. */
  52158. setGravity(gravity: Vector3): void;
  52159. /**
  52160. * Set the time step of the physics engine.
  52161. * Default is 1/60.
  52162. * To slow it down, enter 1/600 for example.
  52163. * To speed it up, 1/30
  52164. * @param newTimeStep defines the new timestep to apply to this world.
  52165. */
  52166. setTimeStep(newTimeStep?: number): void;
  52167. /**
  52168. * Get the time step of the physics engine.
  52169. * @returns the current time step
  52170. */
  52171. getTimeStep(): number;
  52172. /**
  52173. * Release all resources
  52174. */
  52175. dispose(): void;
  52176. /**
  52177. * Gets the name of the current physics plugin
  52178. * @returns the name of the plugin
  52179. */
  52180. getPhysicsPluginName(): string;
  52181. /**
  52182. * Adding a new impostor for the impostor tracking.
  52183. * This will be done by the impostor itself.
  52184. * @param impostor the impostor to add
  52185. */
  52186. addImpostor(impostor: PhysicsImpostor): void;
  52187. /**
  52188. * Remove an impostor from the engine.
  52189. * This impostor and its mesh will not longer be updated by the physics engine.
  52190. * @param impostor the impostor to remove
  52191. */
  52192. removeImpostor(impostor: PhysicsImpostor): void;
  52193. /**
  52194. * Add a joint to the physics engine
  52195. * @param mainImpostor defines the main impostor to which the joint is added.
  52196. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  52197. * @param joint defines the joint that will connect both impostors.
  52198. */
  52199. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52200. /**
  52201. * Removes a joint from the simulation
  52202. * @param mainImpostor defines the impostor used with the joint
  52203. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  52204. * @param joint defines the joint to remove
  52205. */
  52206. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  52207. /**
  52208. * Called by the scene. No need to call it.
  52209. * @param delta defines the timespam between frames
  52210. */
  52211. _step(delta: number): void;
  52212. /**
  52213. * Gets the current plugin used to run the simulation
  52214. * @returns current plugin
  52215. */
  52216. getPhysicsPlugin(): IPhysicsEnginePlugin;
  52217. /**
  52218. * Gets the list of physic impostors
  52219. * @returns an array of PhysicsImpostor
  52220. */
  52221. getImpostors(): Array<PhysicsImpostor>;
  52222. /**
  52223. * Gets the impostor for a physics enabled object
  52224. * @param object defines the object impersonated by the impostor
  52225. * @returns the PhysicsImpostor or null if not found
  52226. */
  52227. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  52228. /**
  52229. * Gets the impostor for a physics body object
  52230. * @param body defines physics body used by the impostor
  52231. * @returns the PhysicsImpostor or null if not found
  52232. */
  52233. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  52234. /**
  52235. * Does a raycast in the physics world
  52236. * @param from when should the ray start?
  52237. * @param to when should the ray end?
  52238. * @returns PhysicsRaycastResult
  52239. */
  52240. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52241. }
  52242. }
  52243. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  52244. import { Nullable } from "babylonjs/types";
  52245. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52246. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52247. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52248. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52249. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52250. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52251. /** @hidden */
  52252. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  52253. private _useDeltaForWorldStep;
  52254. world: any;
  52255. name: string;
  52256. private _physicsMaterials;
  52257. private _fixedTimeStep;
  52258. private _cannonRaycastResult;
  52259. private _raycastResult;
  52260. private _physicsBodysToRemoveAfterStep;
  52261. BJSCANNON: any;
  52262. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  52263. setGravity(gravity: Vector3): void;
  52264. setTimeStep(timeStep: number): void;
  52265. getTimeStep(): number;
  52266. executeStep(delta: number): void;
  52267. private _removeMarkedPhysicsBodiesFromWorld;
  52268. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52269. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52270. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52271. private _processChildMeshes;
  52272. removePhysicsBody(impostor: PhysicsImpostor): void;
  52273. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52274. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52275. private _addMaterial;
  52276. private _checkWithEpsilon;
  52277. private _createShape;
  52278. private _createHeightmap;
  52279. private _minus90X;
  52280. private _plus90X;
  52281. private _tmpPosition;
  52282. private _tmpDeltaPosition;
  52283. private _tmpUnityRotation;
  52284. private _updatePhysicsBodyTransformation;
  52285. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52286. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52287. isSupported(): boolean;
  52288. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52289. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52290. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52291. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52292. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52293. getBodyMass(impostor: PhysicsImpostor): number;
  52294. getBodyFriction(impostor: PhysicsImpostor): number;
  52295. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52296. getBodyRestitution(impostor: PhysicsImpostor): number;
  52297. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52298. sleepBody(impostor: PhysicsImpostor): void;
  52299. wakeUpBody(impostor: PhysicsImpostor): void;
  52300. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  52301. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52302. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52303. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52304. getRadius(impostor: PhysicsImpostor): number;
  52305. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52306. dispose(): void;
  52307. private _extendNamespace;
  52308. /**
  52309. * Does a raycast in the physics world
  52310. * @param from when should the ray start?
  52311. * @param to when should the ray end?
  52312. * @returns PhysicsRaycastResult
  52313. */
  52314. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52315. }
  52316. }
  52317. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  52318. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52319. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52320. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52321. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52322. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  52323. import { Nullable } from "babylonjs/types";
  52324. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52325. /** @hidden */
  52326. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  52327. world: any;
  52328. name: string;
  52329. BJSOIMO: any;
  52330. private _raycastResult;
  52331. constructor(iterations?: number, oimoInjection?: any);
  52332. setGravity(gravity: Vector3): void;
  52333. setTimeStep(timeStep: number): void;
  52334. getTimeStep(): number;
  52335. private _tmpImpostorsArray;
  52336. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52337. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52338. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52339. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52340. private _tmpPositionVector;
  52341. removePhysicsBody(impostor: PhysicsImpostor): void;
  52342. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52343. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52344. isSupported(): boolean;
  52345. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52346. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52347. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52348. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52349. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52350. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52351. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52352. getBodyMass(impostor: PhysicsImpostor): number;
  52353. getBodyFriction(impostor: PhysicsImpostor): number;
  52354. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52355. getBodyRestitution(impostor: PhysicsImpostor): number;
  52356. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52357. sleepBody(impostor: PhysicsImpostor): void;
  52358. wakeUpBody(impostor: PhysicsImpostor): void;
  52359. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52360. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  52361. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  52362. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52363. getRadius(impostor: PhysicsImpostor): number;
  52364. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52365. dispose(): void;
  52366. /**
  52367. * Does a raycast in the physics world
  52368. * @param from when should the ray start?
  52369. * @param to when should the ray end?
  52370. * @returns PhysicsRaycastResult
  52371. */
  52372. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52373. }
  52374. }
  52375. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  52376. import { Nullable } from "babylonjs/types";
  52377. import { Scene } from "babylonjs/scene";
  52378. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  52379. import { Color4 } from "babylonjs/Maths/math.color";
  52380. import { Mesh } from "babylonjs/Meshes/mesh";
  52381. /**
  52382. * Class containing static functions to help procedurally build meshes
  52383. */
  52384. export class RibbonBuilder {
  52385. /**
  52386. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  52387. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  52388. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  52389. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  52390. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  52391. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  52392. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  52393. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52394. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  52395. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52396. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  52397. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  52398. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  52399. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  52400. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52401. * @param name defines the name of the mesh
  52402. * @param options defines the options used to create the mesh
  52403. * @param scene defines the hosting scene
  52404. * @returns the ribbon mesh
  52405. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  52406. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52407. */
  52408. static CreateRibbon(name: string, options: {
  52409. pathArray: Vector3[][];
  52410. closeArray?: boolean;
  52411. closePath?: boolean;
  52412. offset?: number;
  52413. updatable?: boolean;
  52414. sideOrientation?: number;
  52415. frontUVs?: Vector4;
  52416. backUVs?: Vector4;
  52417. instance?: Mesh;
  52418. invertUV?: boolean;
  52419. uvs?: Vector2[];
  52420. colors?: Color4[];
  52421. }, scene?: Nullable<Scene>): Mesh;
  52422. }
  52423. }
  52424. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  52425. import { Nullable } from "babylonjs/types";
  52426. import { Scene } from "babylonjs/scene";
  52427. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  52428. import { Mesh } from "babylonjs/Meshes/mesh";
  52429. /**
  52430. * Class containing static functions to help procedurally build meshes
  52431. */
  52432. export class ShapeBuilder {
  52433. /**
  52434. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  52435. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  52436. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52437. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  52438. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  52439. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  52440. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  52441. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  52442. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52443. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  52444. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  52445. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  52446. * @param name defines the name of the mesh
  52447. * @param options defines the options used to create the mesh
  52448. * @param scene defines the hosting scene
  52449. * @returns the extruded shape mesh
  52450. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52451. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52452. */
  52453. static ExtrudeShape(name: string, options: {
  52454. shape: Vector3[];
  52455. path: Vector3[];
  52456. scale?: number;
  52457. rotation?: number;
  52458. cap?: number;
  52459. updatable?: boolean;
  52460. sideOrientation?: number;
  52461. frontUVs?: Vector4;
  52462. backUVs?: Vector4;
  52463. instance?: Mesh;
  52464. invertUV?: boolean;
  52465. }, scene?: Nullable<Scene>): Mesh;
  52466. /**
  52467. * Creates an custom extruded shape mesh.
  52468. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  52469. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  52470. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  52471. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  52472. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  52473. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  52474. * * It must returns a float value that will be the scale value applied to the shape on each path point
  52475. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  52476. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  52477. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  52478. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  52479. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  52480. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  52481. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  52482. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  52483. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  52484. * @param name defines the name of the mesh
  52485. * @param options defines the options used to create the mesh
  52486. * @param scene defines the hosting scene
  52487. * @returns the custom extruded shape mesh
  52488. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  52489. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  52490. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  52491. */
  52492. static ExtrudeShapeCustom(name: string, options: {
  52493. shape: Vector3[];
  52494. path: Vector3[];
  52495. scaleFunction?: any;
  52496. rotationFunction?: any;
  52497. ribbonCloseArray?: boolean;
  52498. ribbonClosePath?: boolean;
  52499. cap?: number;
  52500. updatable?: boolean;
  52501. sideOrientation?: number;
  52502. frontUVs?: Vector4;
  52503. backUVs?: Vector4;
  52504. instance?: Mesh;
  52505. invertUV?: boolean;
  52506. }, scene?: Nullable<Scene>): Mesh;
  52507. private static _ExtrudeShapeGeneric;
  52508. }
  52509. }
  52510. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  52511. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  52512. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  52513. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  52514. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  52515. import { Nullable } from "babylonjs/types";
  52516. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52517. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  52518. /**
  52519. * AmmoJS Physics plugin
  52520. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  52521. * @see https://github.com/kripken/ammo.js/
  52522. */
  52523. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  52524. private _useDeltaForWorldStep;
  52525. /**
  52526. * Reference to the Ammo library
  52527. */
  52528. bjsAMMO: any;
  52529. /**
  52530. * Created ammoJS world which physics bodies are added to
  52531. */
  52532. world: any;
  52533. /**
  52534. * Name of the plugin
  52535. */
  52536. name: string;
  52537. private _timeStep;
  52538. private _fixedTimeStep;
  52539. private _maxSteps;
  52540. private _tmpQuaternion;
  52541. private _tmpAmmoTransform;
  52542. private _tmpAmmoQuaternion;
  52543. private _tmpAmmoConcreteContactResultCallback;
  52544. private _collisionConfiguration;
  52545. private _dispatcher;
  52546. private _overlappingPairCache;
  52547. private _solver;
  52548. private _softBodySolver;
  52549. private _tmpAmmoVectorA;
  52550. private _tmpAmmoVectorB;
  52551. private _tmpAmmoVectorC;
  52552. private _tmpAmmoVectorD;
  52553. private _tmpContactCallbackResult;
  52554. private _tmpAmmoVectorRCA;
  52555. private _tmpAmmoVectorRCB;
  52556. private _raycastResult;
  52557. private static readonly DISABLE_COLLISION_FLAG;
  52558. private static readonly KINEMATIC_FLAG;
  52559. private static readonly DISABLE_DEACTIVATION_FLAG;
  52560. /**
  52561. * Initializes the ammoJS plugin
  52562. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  52563. * @param ammoInjection can be used to inject your own ammo reference
  52564. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  52565. */
  52566. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  52567. /**
  52568. * Sets the gravity of the physics world (m/(s^2))
  52569. * @param gravity Gravity to set
  52570. */
  52571. setGravity(gravity: Vector3): void;
  52572. /**
  52573. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  52574. * @param timeStep timestep to use in seconds
  52575. */
  52576. setTimeStep(timeStep: number): void;
  52577. /**
  52578. * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)
  52579. * @param fixedTimeStep fixedTimeStep to use in seconds
  52580. */
  52581. setFixedTimeStep(fixedTimeStep: number): void;
  52582. /**
  52583. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  52584. * @param maxSteps the maximum number of steps by the physics engine per frame
  52585. */
  52586. setMaxSteps(maxSteps: number): void;
  52587. /**
  52588. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  52589. * @returns the current timestep in seconds
  52590. */
  52591. getTimeStep(): number;
  52592. private _isImpostorInContact;
  52593. private _isImpostorPairInContact;
  52594. private _stepSimulation;
  52595. /**
  52596. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  52597. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  52598. * After the step the babylon meshes are set to the position of the physics imposters
  52599. * @param delta amount of time to step forward
  52600. * @param impostors array of imposters to update before/after the step
  52601. */
  52602. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  52603. /**
  52604. * Update babylon mesh to match physics world object
  52605. * @param impostor imposter to match
  52606. */
  52607. private _afterSoftStep;
  52608. /**
  52609. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52610. * @param impostor imposter to match
  52611. */
  52612. private _ropeStep;
  52613. /**
  52614. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  52615. * @param impostor imposter to match
  52616. */
  52617. private _softbodyOrClothStep;
  52618. private _tmpVector;
  52619. private _tmpMatrix;
  52620. /**
  52621. * Applies an impulse on the imposter
  52622. * @param impostor imposter to apply impulse to
  52623. * @param force amount of force to be applied to the imposter
  52624. * @param contactPoint the location to apply the impulse on the imposter
  52625. */
  52626. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52627. /**
  52628. * Applies a force on the imposter
  52629. * @param impostor imposter to apply force
  52630. * @param force amount of force to be applied to the imposter
  52631. * @param contactPoint the location to apply the force on the imposter
  52632. */
  52633. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  52634. /**
  52635. * Creates a physics body using the plugin
  52636. * @param impostor the imposter to create the physics body on
  52637. */
  52638. generatePhysicsBody(impostor: PhysicsImpostor): void;
  52639. /**
  52640. * Removes the physics body from the imposter and disposes of the body's memory
  52641. * @param impostor imposter to remove the physics body from
  52642. */
  52643. removePhysicsBody(impostor: PhysicsImpostor): void;
  52644. /**
  52645. * Generates a joint
  52646. * @param impostorJoint the imposter joint to create the joint with
  52647. */
  52648. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  52649. /**
  52650. * Removes a joint
  52651. * @param impostorJoint the imposter joint to remove the joint from
  52652. */
  52653. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  52654. private _addMeshVerts;
  52655. /**
  52656. * Initialise the soft body vertices to match its object's (mesh) vertices
  52657. * Softbody vertices (nodes) are in world space and to match this
  52658. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  52659. * @param impostor to create the softbody for
  52660. */
  52661. private _softVertexData;
  52662. /**
  52663. * Create an impostor's soft body
  52664. * @param impostor to create the softbody for
  52665. */
  52666. private _createSoftbody;
  52667. /**
  52668. * Create cloth for an impostor
  52669. * @param impostor to create the softbody for
  52670. */
  52671. private _createCloth;
  52672. /**
  52673. * Create rope for an impostor
  52674. * @param impostor to create the softbody for
  52675. */
  52676. private _createRope;
  52677. private _addHullVerts;
  52678. private _createShape;
  52679. /**
  52680. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  52681. * @param impostor imposter containing the physics body and babylon object
  52682. */
  52683. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  52684. /**
  52685. * Sets the babylon object's position/rotation from the physics body's position/rotation
  52686. * @param impostor imposter containing the physics body and babylon object
  52687. * @param newPosition new position
  52688. * @param newRotation new rotation
  52689. */
  52690. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  52691. /**
  52692. * If this plugin is supported
  52693. * @returns true if its supported
  52694. */
  52695. isSupported(): boolean;
  52696. /**
  52697. * Sets the linear velocity of the physics body
  52698. * @param impostor imposter to set the velocity on
  52699. * @param velocity velocity to set
  52700. */
  52701. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52702. /**
  52703. * Sets the angular velocity of the physics body
  52704. * @param impostor imposter to set the velocity on
  52705. * @param velocity velocity to set
  52706. */
  52707. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  52708. /**
  52709. * gets the linear velocity
  52710. * @param impostor imposter to get linear velocity from
  52711. * @returns linear velocity
  52712. */
  52713. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52714. /**
  52715. * gets the angular velocity
  52716. * @param impostor imposter to get angular velocity from
  52717. * @returns angular velocity
  52718. */
  52719. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  52720. /**
  52721. * Sets the mass of physics body
  52722. * @param impostor imposter to set the mass on
  52723. * @param mass mass to set
  52724. */
  52725. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  52726. /**
  52727. * Gets the mass of the physics body
  52728. * @param impostor imposter to get the mass from
  52729. * @returns mass
  52730. */
  52731. getBodyMass(impostor: PhysicsImpostor): number;
  52732. /**
  52733. * Gets friction of the impostor
  52734. * @param impostor impostor to get friction from
  52735. * @returns friction value
  52736. */
  52737. getBodyFriction(impostor: PhysicsImpostor): number;
  52738. /**
  52739. * Sets friction of the impostor
  52740. * @param impostor impostor to set friction on
  52741. * @param friction friction value
  52742. */
  52743. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  52744. /**
  52745. * Gets restitution of the impostor
  52746. * @param impostor impostor to get restitution from
  52747. * @returns restitution value
  52748. */
  52749. getBodyRestitution(impostor: PhysicsImpostor): number;
  52750. /**
  52751. * Sets resitution of the impostor
  52752. * @param impostor impostor to set resitution on
  52753. * @param restitution resitution value
  52754. */
  52755. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  52756. /**
  52757. * Gets pressure inside the impostor
  52758. * @param impostor impostor to get pressure from
  52759. * @returns pressure value
  52760. */
  52761. getBodyPressure(impostor: PhysicsImpostor): number;
  52762. /**
  52763. * Sets pressure inside a soft body impostor
  52764. * Cloth and rope must remain 0 pressure
  52765. * @param impostor impostor to set pressure on
  52766. * @param pressure pressure value
  52767. */
  52768. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  52769. /**
  52770. * Gets stiffness of the impostor
  52771. * @param impostor impostor to get stiffness from
  52772. * @returns pressure value
  52773. */
  52774. getBodyStiffness(impostor: PhysicsImpostor): number;
  52775. /**
  52776. * Sets stiffness of the impostor
  52777. * @param impostor impostor to set stiffness on
  52778. * @param stiffness stiffness value from 0 to 1
  52779. */
  52780. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  52781. /**
  52782. * Gets velocityIterations of the impostor
  52783. * @param impostor impostor to get velocity iterations from
  52784. * @returns velocityIterations value
  52785. */
  52786. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  52787. /**
  52788. * Sets velocityIterations of the impostor
  52789. * @param impostor impostor to set velocity iterations on
  52790. * @param velocityIterations velocityIterations value
  52791. */
  52792. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  52793. /**
  52794. * Gets positionIterations of the impostor
  52795. * @param impostor impostor to get position iterations from
  52796. * @returns positionIterations value
  52797. */
  52798. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  52799. /**
  52800. * Sets positionIterations of the impostor
  52801. * @param impostor impostor to set position on
  52802. * @param positionIterations positionIterations value
  52803. */
  52804. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  52805. /**
  52806. * Append an anchor to a cloth object
  52807. * @param impostor is the cloth impostor to add anchor to
  52808. * @param otherImpostor is the rigid impostor to anchor to
  52809. * @param width ratio across width from 0 to 1
  52810. * @param height ratio up height from 0 to 1
  52811. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  52812. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52813. */
  52814. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52815. /**
  52816. * Append an hook to a rope object
  52817. * @param impostor is the rope impostor to add hook to
  52818. * @param otherImpostor is the rigid impostor to hook to
  52819. * @param length ratio along the rope from 0 to 1
  52820. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  52821. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  52822. */
  52823. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  52824. /**
  52825. * Sleeps the physics body and stops it from being active
  52826. * @param impostor impostor to sleep
  52827. */
  52828. sleepBody(impostor: PhysicsImpostor): void;
  52829. /**
  52830. * Activates the physics body
  52831. * @param impostor impostor to activate
  52832. */
  52833. wakeUpBody(impostor: PhysicsImpostor): void;
  52834. /**
  52835. * Updates the distance parameters of the joint
  52836. * @param joint joint to update
  52837. * @param maxDistance maximum distance of the joint
  52838. * @param minDistance minimum distance of the joint
  52839. */
  52840. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  52841. /**
  52842. * Sets a motor on the joint
  52843. * @param joint joint to set motor on
  52844. * @param speed speed of the motor
  52845. * @param maxForce maximum force of the motor
  52846. * @param motorIndex index of the motor
  52847. */
  52848. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  52849. /**
  52850. * Sets the motors limit
  52851. * @param joint joint to set limit on
  52852. * @param upperLimit upper limit
  52853. * @param lowerLimit lower limit
  52854. */
  52855. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  52856. /**
  52857. * Syncs the position and rotation of a mesh with the impostor
  52858. * @param mesh mesh to sync
  52859. * @param impostor impostor to update the mesh with
  52860. */
  52861. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  52862. /**
  52863. * Gets the radius of the impostor
  52864. * @param impostor impostor to get radius from
  52865. * @returns the radius
  52866. */
  52867. getRadius(impostor: PhysicsImpostor): number;
  52868. /**
  52869. * Gets the box size of the impostor
  52870. * @param impostor impostor to get box size from
  52871. * @param result the resulting box size
  52872. */
  52873. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  52874. /**
  52875. * Disposes of the impostor
  52876. */
  52877. dispose(): void;
  52878. /**
  52879. * Does a raycast in the physics world
  52880. * @param from when should the ray start?
  52881. * @param to when should the ray end?
  52882. * @returns PhysicsRaycastResult
  52883. */
  52884. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  52885. }
  52886. }
  52887. declare module "babylonjs/Probes/reflectionProbe" {
  52888. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52889. import { Vector3 } from "babylonjs/Maths/math.vector";
  52890. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52891. import { Nullable } from "babylonjs/types";
  52892. import { Scene } from "babylonjs/scene";
  52893. module "babylonjs/abstractScene" {
  52894. interface AbstractScene {
  52895. /**
  52896. * The list of reflection probes added to the scene
  52897. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52898. */
  52899. reflectionProbes: Array<ReflectionProbe>;
  52900. /**
  52901. * Removes the given reflection probe from this scene.
  52902. * @param toRemove The reflection probe to remove
  52903. * @returns The index of the removed reflection probe
  52904. */
  52905. removeReflectionProbe(toRemove: ReflectionProbe): number;
  52906. /**
  52907. * Adds the given reflection probe to this scene.
  52908. * @param newReflectionProbe The reflection probe to add
  52909. */
  52910. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  52911. }
  52912. }
  52913. /**
  52914. * Class used to generate realtime reflection / refraction cube textures
  52915. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  52916. */
  52917. export class ReflectionProbe {
  52918. /** defines the name of the probe */
  52919. name: string;
  52920. private _scene;
  52921. private _renderTargetTexture;
  52922. private _projectionMatrix;
  52923. private _viewMatrix;
  52924. private _target;
  52925. private _add;
  52926. private _attachedMesh;
  52927. private _invertYAxis;
  52928. /** Gets or sets probe position (center of the cube map) */
  52929. position: Vector3;
  52930. /**
  52931. * Creates a new reflection probe
  52932. * @param name defines the name of the probe
  52933. * @param size defines the texture resolution (for each face)
  52934. * @param scene defines the hosting scene
  52935. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  52936. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  52937. */
  52938. constructor(
  52939. /** defines the name of the probe */
  52940. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  52941. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  52942. samples: number;
  52943. /** Gets or sets the refresh rate to use (on every frame by default) */
  52944. refreshRate: number;
  52945. /**
  52946. * Gets the hosting scene
  52947. * @returns a Scene
  52948. */
  52949. getScene(): Scene;
  52950. /** Gets the internal CubeTexture used to render to */
  52951. readonly cubeTexture: RenderTargetTexture;
  52952. /** Gets the list of meshes to render */
  52953. readonly renderList: Nullable<AbstractMesh[]>;
  52954. /**
  52955. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  52956. * @param mesh defines the mesh to attach to
  52957. */
  52958. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  52959. /**
  52960. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  52961. * @param renderingGroupId The rendering group id corresponding to its index
  52962. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  52963. */
  52964. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  52965. /**
  52966. * Clean all associated resources
  52967. */
  52968. dispose(): void;
  52969. /**
  52970. * Converts the reflection probe information to a readable string for debug purpose.
  52971. * @param fullDetails Supports for multiple levels of logging within scene loading
  52972. * @returns the human readable reflection probe info
  52973. */
  52974. toString(fullDetails?: boolean): string;
  52975. /**
  52976. * Get the class name of the relfection probe.
  52977. * @returns "ReflectionProbe"
  52978. */
  52979. getClassName(): string;
  52980. /**
  52981. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  52982. * @returns The JSON representation of the texture
  52983. */
  52984. serialize(): any;
  52985. /**
  52986. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  52987. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  52988. * @param scene Define the scene the parsed reflection probe should be instantiated in
  52989. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  52990. * @returns The parsed reflection probe if successful
  52991. */
  52992. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  52993. }
  52994. }
  52995. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  52996. /** @hidden */
  52997. export var _BabylonLoaderRegistered: boolean;
  52998. }
  52999. declare module "babylonjs/Loading/Plugins/index" {
  53000. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  53001. }
  53002. declare module "babylonjs/Loading/index" {
  53003. export * from "babylonjs/Loading/loadingScreen";
  53004. export * from "babylonjs/Loading/Plugins/index";
  53005. export * from "babylonjs/Loading/sceneLoader";
  53006. export * from "babylonjs/Loading/sceneLoaderFlags";
  53007. }
  53008. declare module "babylonjs/Materials/Background/index" {
  53009. export * from "babylonjs/Materials/Background/backgroundMaterial";
  53010. }
  53011. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  53012. import { Scene } from "babylonjs/scene";
  53013. import { Color3 } from "babylonjs/Maths/math.color";
  53014. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53015. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53016. /**
  53017. * The Physically based simple base material of BJS.
  53018. *
  53019. * This enables better naming and convention enforcements on top of the pbrMaterial.
  53020. * It is used as the base class for both the specGloss and metalRough conventions.
  53021. */
  53022. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  53023. /**
  53024. * Number of Simultaneous lights allowed on the material.
  53025. */
  53026. maxSimultaneousLights: number;
  53027. /**
  53028. * If sets to true, disables all the lights affecting the material.
  53029. */
  53030. disableLighting: boolean;
  53031. /**
  53032. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  53033. */
  53034. environmentTexture: BaseTexture;
  53035. /**
  53036. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  53037. */
  53038. invertNormalMapX: boolean;
  53039. /**
  53040. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  53041. */
  53042. invertNormalMapY: boolean;
  53043. /**
  53044. * Normal map used in the model.
  53045. */
  53046. normalTexture: BaseTexture;
  53047. /**
  53048. * Emissivie color used to self-illuminate the model.
  53049. */
  53050. emissiveColor: Color3;
  53051. /**
  53052. * Emissivie texture used to self-illuminate the model.
  53053. */
  53054. emissiveTexture: BaseTexture;
  53055. /**
  53056. * Occlusion Channel Strenght.
  53057. */
  53058. occlusionStrength: number;
  53059. /**
  53060. * Occlusion Texture of the material (adding extra occlusion effects).
  53061. */
  53062. occlusionTexture: BaseTexture;
  53063. /**
  53064. * Defines the alpha limits in alpha test mode.
  53065. */
  53066. alphaCutOff: number;
  53067. /**
  53068. * Gets the current double sided mode.
  53069. */
  53070. /**
  53071. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  53072. */
  53073. doubleSided: boolean;
  53074. /**
  53075. * Stores the pre-calculated light information of a mesh in a texture.
  53076. */
  53077. lightmapTexture: BaseTexture;
  53078. /**
  53079. * If true, the light map contains occlusion information instead of lighting info.
  53080. */
  53081. useLightmapAsShadowmap: boolean;
  53082. /**
  53083. * Instantiates a new PBRMaterial instance.
  53084. *
  53085. * @param name The material name
  53086. * @param scene The scene the material will be use in.
  53087. */
  53088. constructor(name: string, scene: Scene);
  53089. getClassName(): string;
  53090. }
  53091. }
  53092. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  53093. import { Scene } from "babylonjs/scene";
  53094. import { Color3 } from "babylonjs/Maths/math.color";
  53095. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53096. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53097. /**
  53098. * The PBR material of BJS following the metal roughness convention.
  53099. *
  53100. * This fits to the PBR convention in the GLTF definition:
  53101. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  53102. */
  53103. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  53104. /**
  53105. * The base color has two different interpretations depending on the value of metalness.
  53106. * When the material is a metal, the base color is the specific measured reflectance value
  53107. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  53108. * of the material.
  53109. */
  53110. baseColor: Color3;
  53111. /**
  53112. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  53113. * well as opacity information in the alpha channel.
  53114. */
  53115. baseTexture: BaseTexture;
  53116. /**
  53117. * Specifies the metallic scalar value of the material.
  53118. * Can also be used to scale the metalness values of the metallic texture.
  53119. */
  53120. metallic: number;
  53121. /**
  53122. * Specifies the roughness scalar value of the material.
  53123. * Can also be used to scale the roughness values of the metallic texture.
  53124. */
  53125. roughness: number;
  53126. /**
  53127. * Texture containing both the metallic value in the B channel and the
  53128. * roughness value in the G channel to keep better precision.
  53129. */
  53130. metallicRoughnessTexture: BaseTexture;
  53131. /**
  53132. * Instantiates a new PBRMetalRoughnessMaterial instance.
  53133. *
  53134. * @param name The material name
  53135. * @param scene The scene the material will be use in.
  53136. */
  53137. constructor(name: string, scene: Scene);
  53138. /**
  53139. * Return the currrent class name of the material.
  53140. */
  53141. getClassName(): string;
  53142. /**
  53143. * Makes a duplicate of the current material.
  53144. * @param name - name to use for the new material.
  53145. */
  53146. clone(name: string): PBRMetallicRoughnessMaterial;
  53147. /**
  53148. * Serialize the material to a parsable JSON object.
  53149. */
  53150. serialize(): any;
  53151. /**
  53152. * Parses a JSON object correponding to the serialize function.
  53153. */
  53154. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  53155. }
  53156. }
  53157. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  53158. import { Scene } from "babylonjs/scene";
  53159. import { Color3 } from "babylonjs/Maths/math.color";
  53160. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53161. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53162. /**
  53163. * The PBR material of BJS following the specular glossiness convention.
  53164. *
  53165. * This fits to the PBR convention in the GLTF definition:
  53166. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  53167. */
  53168. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  53169. /**
  53170. * Specifies the diffuse color of the material.
  53171. */
  53172. diffuseColor: Color3;
  53173. /**
  53174. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  53175. * channel.
  53176. */
  53177. diffuseTexture: BaseTexture;
  53178. /**
  53179. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  53180. */
  53181. specularColor: Color3;
  53182. /**
  53183. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  53184. */
  53185. glossiness: number;
  53186. /**
  53187. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  53188. */
  53189. specularGlossinessTexture: BaseTexture;
  53190. /**
  53191. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  53192. *
  53193. * @param name The material name
  53194. * @param scene The scene the material will be use in.
  53195. */
  53196. constructor(name: string, scene: Scene);
  53197. /**
  53198. * Return the currrent class name of the material.
  53199. */
  53200. getClassName(): string;
  53201. /**
  53202. * Makes a duplicate of the current material.
  53203. * @param name - name to use for the new material.
  53204. */
  53205. clone(name: string): PBRSpecularGlossinessMaterial;
  53206. /**
  53207. * Serialize the material to a parsable JSON object.
  53208. */
  53209. serialize(): any;
  53210. /**
  53211. * Parses a JSON object correponding to the serialize function.
  53212. */
  53213. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  53214. }
  53215. }
  53216. declare module "babylonjs/Materials/PBR/index" {
  53217. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53218. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  53219. export * from "babylonjs/Materials/PBR/pbrMaterial";
  53220. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  53221. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  53222. }
  53223. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  53224. import { Nullable } from "babylonjs/types";
  53225. import { Scene } from "babylonjs/scene";
  53226. import { Matrix } from "babylonjs/Maths/math.vector";
  53227. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53228. /**
  53229. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  53230. * It can help converting any input color in a desired output one. This can then be used to create effects
  53231. * from sepia, black and white to sixties or futuristic rendering...
  53232. *
  53233. * The only supported format is currently 3dl.
  53234. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  53235. */
  53236. export class ColorGradingTexture extends BaseTexture {
  53237. /**
  53238. * The current texture matrix. (will always be identity in color grading texture)
  53239. */
  53240. private _textureMatrix;
  53241. /**
  53242. * The texture URL.
  53243. */
  53244. url: string;
  53245. /**
  53246. * Empty line regex stored for GC.
  53247. */
  53248. private static _noneEmptyLineRegex;
  53249. private _engine;
  53250. /**
  53251. * Instantiates a ColorGradingTexture from the following parameters.
  53252. *
  53253. * @param url The location of the color gradind data (currently only supporting 3dl)
  53254. * @param scene The scene the texture will be used in
  53255. */
  53256. constructor(url: string, scene: Scene);
  53257. /**
  53258. * Returns the texture matrix used in most of the material.
  53259. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  53260. */
  53261. getTextureMatrix(): Matrix;
  53262. /**
  53263. * Occurs when the file being loaded is a .3dl LUT file.
  53264. */
  53265. private load3dlTexture;
  53266. /**
  53267. * Starts the loading process of the texture.
  53268. */
  53269. private loadTexture;
  53270. /**
  53271. * Clones the color gradind texture.
  53272. */
  53273. clone(): ColorGradingTexture;
  53274. /**
  53275. * Called during delayed load for textures.
  53276. */
  53277. delayLoad(): void;
  53278. /**
  53279. * Parses a color grading texture serialized by Babylon.
  53280. * @param parsedTexture The texture information being parsedTexture
  53281. * @param scene The scene to load the texture in
  53282. * @param rootUrl The root url of the data assets to load
  53283. * @return A color gradind texture
  53284. */
  53285. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  53286. /**
  53287. * Serializes the LUT texture to json format.
  53288. */
  53289. serialize(): any;
  53290. }
  53291. }
  53292. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  53293. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53294. import { Scene } from "babylonjs/scene";
  53295. import { Nullable } from "babylonjs/types";
  53296. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53297. /**
  53298. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  53299. */
  53300. export class EquiRectangularCubeTexture extends BaseTexture {
  53301. /** The six faces of the cube. */
  53302. private static _FacesMapping;
  53303. private _noMipmap;
  53304. private _onLoad;
  53305. private _onError;
  53306. /** The size of the cubemap. */
  53307. private _size;
  53308. /** The buffer of the image. */
  53309. private _buffer;
  53310. /** The width of the input image. */
  53311. private _width;
  53312. /** The height of the input image. */
  53313. private _height;
  53314. /** The URL to the image. */
  53315. url: string;
  53316. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  53317. coordinatesMode: number;
  53318. /**
  53319. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  53320. * @param url The location of the image
  53321. * @param scene The scene the texture will be used in
  53322. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53323. * @param noMipmap Forces to not generate the mipmap if true
  53324. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  53325. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  53326. * @param onLoad — defines a callback called when texture is loaded
  53327. * @param onError — defines a callback called if there is an error
  53328. */
  53329. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  53330. /**
  53331. * Load the image data, by putting the image on a canvas and extracting its buffer.
  53332. */
  53333. private loadImage;
  53334. /**
  53335. * Convert the image buffer into a cubemap and create a CubeTexture.
  53336. */
  53337. private loadTexture;
  53338. /**
  53339. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  53340. * @param buffer The ArrayBuffer that should be converted.
  53341. * @returns The buffer as Float32Array.
  53342. */
  53343. private getFloat32ArrayFromArrayBuffer;
  53344. /**
  53345. * Get the current class name of the texture useful for serialization or dynamic coding.
  53346. * @returns "EquiRectangularCubeTexture"
  53347. */
  53348. getClassName(): string;
  53349. /**
  53350. * Create a clone of the current EquiRectangularCubeTexture and return it.
  53351. * @returns A clone of the current EquiRectangularCubeTexture.
  53352. */
  53353. clone(): EquiRectangularCubeTexture;
  53354. }
  53355. }
  53356. declare module "babylonjs/Misc/tga" {
  53357. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53358. /**
  53359. * Based on jsTGALoader - Javascript loader for TGA file
  53360. * By Vincent Thibault
  53361. * @see http://blog.robrowser.com/javascript-tga-loader.html
  53362. */
  53363. export class TGATools {
  53364. private static _TYPE_INDEXED;
  53365. private static _TYPE_RGB;
  53366. private static _TYPE_GREY;
  53367. private static _TYPE_RLE_INDEXED;
  53368. private static _TYPE_RLE_RGB;
  53369. private static _TYPE_RLE_GREY;
  53370. private static _ORIGIN_MASK;
  53371. private static _ORIGIN_SHIFT;
  53372. private static _ORIGIN_BL;
  53373. private static _ORIGIN_BR;
  53374. private static _ORIGIN_UL;
  53375. private static _ORIGIN_UR;
  53376. /**
  53377. * Gets the header of a TGA file
  53378. * @param data defines the TGA data
  53379. * @returns the header
  53380. */
  53381. static GetTGAHeader(data: Uint8Array): any;
  53382. /**
  53383. * Uploads TGA content to a Babylon Texture
  53384. * @hidden
  53385. */
  53386. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  53387. /** @hidden */
  53388. 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;
  53389. /** @hidden */
  53390. 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;
  53391. /** @hidden */
  53392. 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;
  53393. /** @hidden */
  53394. 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;
  53395. /** @hidden */
  53396. 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;
  53397. /** @hidden */
  53398. 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;
  53399. }
  53400. }
  53401. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  53402. import { Nullable } from "babylonjs/types";
  53403. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53404. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53405. /**
  53406. * Implementation of the TGA Texture Loader.
  53407. * @hidden
  53408. */
  53409. export class _TGATextureLoader implements IInternalTextureLoader {
  53410. /**
  53411. * Defines wether the loader supports cascade loading the different faces.
  53412. */
  53413. readonly supportCascades: boolean;
  53414. /**
  53415. * This returns if the loader support the current file information.
  53416. * @param extension defines the file extension of the file being loaded
  53417. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53418. * @param fallback defines the fallback internal texture if any
  53419. * @param isBase64 defines whether the texture is encoded as a base64
  53420. * @param isBuffer defines whether the texture data are stored as a buffer
  53421. * @returns true if the loader can load the specified file
  53422. */
  53423. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53424. /**
  53425. * Transform the url before loading if required.
  53426. * @param rootUrl the url of the texture
  53427. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53428. * @returns the transformed texture
  53429. */
  53430. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53431. /**
  53432. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53433. * @param rootUrl the url of the texture
  53434. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53435. * @returns the fallback texture
  53436. */
  53437. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53438. /**
  53439. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  53440. * @param data contains the texture data
  53441. * @param texture defines the BabylonJS internal texture
  53442. * @param createPolynomials will be true if polynomials have been requested
  53443. * @param onLoad defines the callback to trigger once the texture is ready
  53444. * @param onError defines the callback to trigger in case of error
  53445. */
  53446. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53447. /**
  53448. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53449. * @param data contains the texture data
  53450. * @param texture defines the BabylonJS internal texture
  53451. * @param callback defines the method to call once ready to upload
  53452. */
  53453. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53454. }
  53455. }
  53456. declare module "babylonjs/Misc/basis" {
  53457. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53458. /**
  53459. * Info about the .basis files
  53460. */
  53461. class BasisFileInfo {
  53462. /**
  53463. * If the file has alpha
  53464. */
  53465. hasAlpha: boolean;
  53466. /**
  53467. * Info about each image of the basis file
  53468. */
  53469. images: Array<{
  53470. levels: Array<{
  53471. width: number;
  53472. height: number;
  53473. transcodedPixels: ArrayBufferView;
  53474. }>;
  53475. }>;
  53476. }
  53477. /**
  53478. * Result of transcoding a basis file
  53479. */
  53480. class TranscodeResult {
  53481. /**
  53482. * Info about the .basis file
  53483. */
  53484. fileInfo: BasisFileInfo;
  53485. /**
  53486. * Format to use when loading the file
  53487. */
  53488. format: number;
  53489. }
  53490. /**
  53491. * Configuration options for the Basis transcoder
  53492. */
  53493. export class BasisTranscodeConfiguration {
  53494. /**
  53495. * Supported compression formats used to determine the supported output format of the transcoder
  53496. */
  53497. supportedCompressionFormats?: {
  53498. /**
  53499. * etc1 compression format
  53500. */
  53501. etc1?: boolean;
  53502. /**
  53503. * s3tc compression format
  53504. */
  53505. s3tc?: boolean;
  53506. /**
  53507. * pvrtc compression format
  53508. */
  53509. pvrtc?: boolean;
  53510. /**
  53511. * etc2 compression format
  53512. */
  53513. etc2?: boolean;
  53514. };
  53515. /**
  53516. * If mipmap levels should be loaded for transcoded images (Default: true)
  53517. */
  53518. loadMipmapLevels?: boolean;
  53519. /**
  53520. * Index of a single image to load (Default: all images)
  53521. */
  53522. loadSingleImage?: number;
  53523. }
  53524. /**
  53525. * Used to load .Basis files
  53526. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  53527. */
  53528. export class BasisTools {
  53529. private static _IgnoreSupportedFormats;
  53530. /**
  53531. * URL to use when loading the basis transcoder
  53532. */
  53533. static JSModuleURL: string;
  53534. /**
  53535. * URL to use when loading the wasm module for the transcoder
  53536. */
  53537. static WasmModuleURL: string;
  53538. /**
  53539. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  53540. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  53541. * @returns internal format corresponding to the Basis format
  53542. */
  53543. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  53544. private static _WorkerPromise;
  53545. private static _Worker;
  53546. private static _actionId;
  53547. private static _CreateWorkerAsync;
  53548. /**
  53549. * Transcodes a loaded image file to compressed pixel data
  53550. * @param imageData image data to transcode
  53551. * @param config configuration options for the transcoding
  53552. * @returns a promise resulting in the transcoded image
  53553. */
  53554. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  53555. /**
  53556. * Loads a texture from the transcode result
  53557. * @param texture texture load to
  53558. * @param transcodeResult the result of transcoding the basis file to load from
  53559. */
  53560. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  53561. }
  53562. }
  53563. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  53564. import { Nullable } from "babylonjs/types";
  53565. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53566. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  53567. /**
  53568. * Loader for .basis file format
  53569. */
  53570. export class _BasisTextureLoader implements IInternalTextureLoader {
  53571. /**
  53572. * Defines whether the loader supports cascade loading the different faces.
  53573. */
  53574. readonly supportCascades: boolean;
  53575. /**
  53576. * This returns if the loader support the current file information.
  53577. * @param extension defines the file extension of the file being loaded
  53578. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53579. * @param fallback defines the fallback internal texture if any
  53580. * @param isBase64 defines whether the texture is encoded as a base64
  53581. * @param isBuffer defines whether the texture data are stored as a buffer
  53582. * @returns true if the loader can load the specified file
  53583. */
  53584. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  53585. /**
  53586. * Transform the url before loading if required.
  53587. * @param rootUrl the url of the texture
  53588. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53589. * @returns the transformed texture
  53590. */
  53591. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  53592. /**
  53593. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  53594. * @param rootUrl the url of the texture
  53595. * @param textureFormatInUse defines the current compressed format in use iun the engine
  53596. * @returns the fallback texture
  53597. */
  53598. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  53599. /**
  53600. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  53601. * @param data contains the texture data
  53602. * @param texture defines the BabylonJS internal texture
  53603. * @param createPolynomials will be true if polynomials have been requested
  53604. * @param onLoad defines the callback to trigger once the texture is ready
  53605. * @param onError defines the callback to trigger in case of error
  53606. */
  53607. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  53608. /**
  53609. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  53610. * @param data contains the texture data
  53611. * @param texture defines the BabylonJS internal texture
  53612. * @param callback defines the method to call once ready to upload
  53613. */
  53614. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  53615. }
  53616. }
  53617. declare module "babylonjs/Materials/Textures/Loaders/index" {
  53618. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  53619. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  53620. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  53621. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  53622. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  53623. }
  53624. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  53625. import { Scene } from "babylonjs/scene";
  53626. import { Texture } from "babylonjs/Materials/Textures/texture";
  53627. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53628. /**
  53629. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  53630. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53631. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53632. */
  53633. export class CustomProceduralTexture extends ProceduralTexture {
  53634. private _animate;
  53635. private _time;
  53636. private _config;
  53637. private _texturePath;
  53638. /**
  53639. * Instantiates a new Custom Procedural Texture.
  53640. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  53641. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  53642. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  53643. * @param name Define the name of the texture
  53644. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  53645. * @param size Define the size of the texture to create
  53646. * @param scene Define the scene the texture belongs to
  53647. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  53648. * @param generateMipMaps Define if the texture should creates mip maps or not
  53649. */
  53650. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53651. private _loadJson;
  53652. /**
  53653. * Is the texture ready to be used ? (rendered at least once)
  53654. * @returns true if ready, otherwise, false.
  53655. */
  53656. isReady(): boolean;
  53657. /**
  53658. * Render the texture to its associated render target.
  53659. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  53660. */
  53661. render(useCameraPostProcess?: boolean): void;
  53662. /**
  53663. * Update the list of dependant textures samplers in the shader.
  53664. */
  53665. updateTextures(): void;
  53666. /**
  53667. * Update the uniform values of the procedural texture in the shader.
  53668. */
  53669. updateShaderUniforms(): void;
  53670. /**
  53671. * Define if the texture animates or not.
  53672. */
  53673. animate: boolean;
  53674. }
  53675. }
  53676. declare module "babylonjs/Shaders/noise.fragment" {
  53677. /** @hidden */
  53678. export var noisePixelShader: {
  53679. name: string;
  53680. shader: string;
  53681. };
  53682. }
  53683. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  53684. import { Nullable } from "babylonjs/types";
  53685. import { Scene } from "babylonjs/scene";
  53686. import { Texture } from "babylonjs/Materials/Textures/texture";
  53687. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53688. import "babylonjs/Shaders/noise.fragment";
  53689. /**
  53690. * Class used to generate noise procedural textures
  53691. */
  53692. export class NoiseProceduralTexture extends ProceduralTexture {
  53693. private _time;
  53694. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  53695. brightness: number;
  53696. /** Defines the number of octaves to process */
  53697. octaves: number;
  53698. /** Defines the level of persistence (0.8 by default) */
  53699. persistence: number;
  53700. /** Gets or sets animation speed factor (default is 1) */
  53701. animationSpeedFactor: number;
  53702. /**
  53703. * Creates a new NoiseProceduralTexture
  53704. * @param name defines the name fo the texture
  53705. * @param size defines the size of the texture (default is 256)
  53706. * @param scene defines the hosting scene
  53707. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  53708. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  53709. */
  53710. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  53711. private _updateShaderUniforms;
  53712. protected _getDefines(): string;
  53713. /** Generate the current state of the procedural texture */
  53714. render(useCameraPostProcess?: boolean): void;
  53715. /**
  53716. * Serializes this noise procedural texture
  53717. * @returns a serialized noise procedural texture object
  53718. */
  53719. serialize(): any;
  53720. /**
  53721. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  53722. * @param parsedTexture defines parsed texture data
  53723. * @param scene defines the current scene
  53724. * @param rootUrl defines the root URL containing noise procedural texture information
  53725. * @returns a parsed NoiseProceduralTexture
  53726. */
  53727. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  53728. }
  53729. }
  53730. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  53731. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  53732. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  53733. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  53734. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  53735. }
  53736. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  53737. import { Nullable } from "babylonjs/types";
  53738. import { Scene } from "babylonjs/scene";
  53739. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  53740. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  53741. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  53742. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53743. /**
  53744. * Raw cube texture where the raw buffers are passed in
  53745. */
  53746. export class RawCubeTexture extends CubeTexture {
  53747. /**
  53748. * Creates a cube texture where the raw buffers are passed in.
  53749. * @param scene defines the scene the texture is attached to
  53750. * @param data defines the array of data to use to create each face
  53751. * @param size defines the size of the textures
  53752. * @param format defines the format of the data
  53753. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  53754. * @param generateMipMaps defines if the engine should generate the mip levels
  53755. * @param invertY defines if data must be stored with Y axis inverted
  53756. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  53757. * @param compression defines the compression used (null by default)
  53758. */
  53759. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  53760. /**
  53761. * Updates the raw cube texture.
  53762. * @param data defines the data to store
  53763. * @param format defines the data format
  53764. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  53765. * @param invertY defines if data must be stored with Y axis inverted
  53766. * @param compression defines the compression used (null by default)
  53767. * @param level defines which level of the texture to update
  53768. */
  53769. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  53770. /**
  53771. * Updates a raw cube texture with RGBD encoded data.
  53772. * @param data defines the array of data [mipmap][face] to use to create each face
  53773. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  53774. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  53775. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  53776. * @returns a promsie that resolves when the operation is complete
  53777. */
  53778. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  53779. /**
  53780. * Clones the raw cube texture.
  53781. * @return a new cube texture
  53782. */
  53783. clone(): CubeTexture;
  53784. /** @hidden */
  53785. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  53786. }
  53787. }
  53788. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  53789. import { Scene } from "babylonjs/scene";
  53790. import { Texture } from "babylonjs/Materials/Textures/texture";
  53791. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53792. /**
  53793. * Class used to store 3D textures containing user data
  53794. */
  53795. export class RawTexture3D extends Texture {
  53796. /** Gets or sets the texture format to use */
  53797. format: number;
  53798. private _engine;
  53799. /**
  53800. * Create a new RawTexture3D
  53801. * @param data defines the data of the texture
  53802. * @param width defines the width of the texture
  53803. * @param height defines the height of the texture
  53804. * @param depth defines the depth of the texture
  53805. * @param format defines the texture format to use
  53806. * @param scene defines the hosting scene
  53807. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  53808. * @param invertY defines if texture must be stored with Y axis inverted
  53809. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  53810. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  53811. */
  53812. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  53813. /** Gets or sets the texture format to use */
  53814. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  53815. /**
  53816. * Update the texture with new data
  53817. * @param data defines the data to store in the texture
  53818. */
  53819. update(data: ArrayBufferView): void;
  53820. }
  53821. }
  53822. declare module "babylonjs/Materials/Textures/refractionTexture" {
  53823. import { Scene } from "babylonjs/scene";
  53824. import { Plane } from "babylonjs/Maths/math.plane";
  53825. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53826. /**
  53827. * Creates a refraction texture used by refraction channel of the standard material.
  53828. * It is like a mirror but to see through a material.
  53829. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53830. */
  53831. export class RefractionTexture extends RenderTargetTexture {
  53832. /**
  53833. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  53834. * It is possible to directly set the refractionPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  53835. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53836. */
  53837. refractionPlane: Plane;
  53838. /**
  53839. * Define how deep under the surface we should see.
  53840. */
  53841. depth: number;
  53842. /**
  53843. * Creates a refraction texture used by refraction channel of the standard material.
  53844. * It is like a mirror but to see through a material.
  53845. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  53846. * @param name Define the texture name
  53847. * @param size Define the size of the underlying texture
  53848. * @param scene Define the scene the refraction belongs to
  53849. * @param generateMipMaps Define if we need to generate mips level for the refraction
  53850. */
  53851. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  53852. /**
  53853. * Clone the refraction texture.
  53854. * @returns the cloned texture
  53855. */
  53856. clone(): RefractionTexture;
  53857. /**
  53858. * Serialize the texture to a JSON representation you could use in Parse later on
  53859. * @returns the serialized JSON representation
  53860. */
  53861. serialize(): any;
  53862. }
  53863. }
  53864. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  53865. import { Nullable } from "babylonjs/types";
  53866. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53867. import { Matrix } from "babylonjs/Maths/math.vector";
  53868. import { Engine } from "babylonjs/Engines/engine";
  53869. import { Scene } from "babylonjs/scene";
  53870. /**
  53871. * Defines the options related to the creation of an HtmlElementTexture
  53872. */
  53873. export interface IHtmlElementTextureOptions {
  53874. /**
  53875. * Defines wether mip maps should be created or not.
  53876. */
  53877. generateMipMaps?: boolean;
  53878. /**
  53879. * Defines the sampling mode of the texture.
  53880. */
  53881. samplingMode?: number;
  53882. /**
  53883. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  53884. */
  53885. engine: Nullable<Engine>;
  53886. /**
  53887. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  53888. */
  53889. scene: Nullable<Scene>;
  53890. }
  53891. /**
  53892. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  53893. * To be as efficient as possible depending on your constraints nothing aside the first upload
  53894. * is automatically managed.
  53895. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  53896. * in your application.
  53897. *
  53898. * As the update is not automatic, you need to call them manually.
  53899. */
  53900. export class HtmlElementTexture extends BaseTexture {
  53901. /**
  53902. * The texture URL.
  53903. */
  53904. element: HTMLVideoElement | HTMLCanvasElement;
  53905. private static readonly DefaultOptions;
  53906. private _textureMatrix;
  53907. private _engine;
  53908. private _isVideo;
  53909. private _generateMipMaps;
  53910. private _samplingMode;
  53911. /**
  53912. * Instantiates a HtmlElementTexture from the following parameters.
  53913. *
  53914. * @param name Defines the name of the texture
  53915. * @param element Defines the video or canvas the texture is filled with
  53916. * @param options Defines the other none mandatory texture creation options
  53917. */
  53918. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  53919. private _createInternalTexture;
  53920. /**
  53921. * Returns the texture matrix used in most of the material.
  53922. */
  53923. getTextureMatrix(): Matrix;
  53924. /**
  53925. * Updates the content of the texture.
  53926. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  53927. */
  53928. update(invertY?: Nullable<boolean>): void;
  53929. }
  53930. }
  53931. declare module "babylonjs/Materials/Textures/index" {
  53932. export * from "babylonjs/Materials/Textures/baseTexture";
  53933. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  53934. export * from "babylonjs/Materials/Textures/cubeTexture";
  53935. export * from "babylonjs/Materials/Textures/dynamicTexture";
  53936. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  53937. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  53938. export * from "babylonjs/Materials/Textures/internalTexture";
  53939. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  53940. export * from "babylonjs/Materials/Textures/Loaders/index";
  53941. export * from "babylonjs/Materials/Textures/mirrorTexture";
  53942. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  53943. export * from "babylonjs/Materials/Textures/Procedurals/index";
  53944. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  53945. export * from "babylonjs/Materials/Textures/rawTexture";
  53946. export * from "babylonjs/Materials/Textures/rawTexture3D";
  53947. export * from "babylonjs/Materials/Textures/refractionTexture";
  53948. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  53949. export * from "babylonjs/Materials/Textures/texture";
  53950. export * from "babylonjs/Materials/Textures/videoTexture";
  53951. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  53952. }
  53953. declare module "babylonjs/Materials/Node/nodeMaterialBlockTargets" {
  53954. /**
  53955. * Enum used to define the target of a block
  53956. */
  53957. export enum NodeMaterialBlockTargets {
  53958. /** Vertex shader */
  53959. Vertex = 1,
  53960. /** Fragment shader */
  53961. Fragment = 2,
  53962. /** Neutral */
  53963. Neutral = 4,
  53964. /** Vertex and Fragment */
  53965. VertexAndFragment = 3
  53966. }
  53967. }
  53968. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes" {
  53969. /**
  53970. * Defines the kind of connection point for node based material
  53971. */
  53972. export enum NodeMaterialBlockConnectionPointTypes {
  53973. /** Float */
  53974. Float = 1,
  53975. /** Int */
  53976. Int = 2,
  53977. /** Vector2 */
  53978. Vector2 = 4,
  53979. /** Vector3 */
  53980. Vector3 = 8,
  53981. /** Vector4 */
  53982. Vector4 = 16,
  53983. /** Color3 */
  53984. Color3 = 32,
  53985. /** Color4 */
  53986. Color4 = 64,
  53987. /** Matrix */
  53988. Matrix = 128,
  53989. /** Detect type based on connection */
  53990. AutoDetect = 1024,
  53991. /** Output type that will be defined by input type */
  53992. BasedOnInput = 2048
  53993. }
  53994. }
  53995. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  53996. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  53997. /**
  53998. * Root class for all node material optimizers
  53999. */
  54000. export class NodeMaterialOptimizer {
  54001. /**
  54002. * Function used to optimize a NodeMaterial graph
  54003. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  54004. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  54005. */
  54006. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  54007. }
  54008. }
  54009. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  54010. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54011. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54012. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54013. import { Scene } from "babylonjs/scene";
  54014. /**
  54015. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  54016. */
  54017. export class TransformBlock extends NodeMaterialBlock {
  54018. /**
  54019. * Defines the value to use to complement W value to transform it to a Vector4
  54020. */
  54021. complementW: number;
  54022. /**
  54023. * Defines the value to use to complement z value to transform it to a Vector4
  54024. */
  54025. complementZ: number;
  54026. /**
  54027. * Creates a new TransformBlock
  54028. * @param name defines the block name
  54029. */
  54030. constructor(name: string);
  54031. /**
  54032. * Gets the current class name
  54033. * @returns the class name
  54034. */
  54035. getClassName(): string;
  54036. /**
  54037. * Gets the vector input
  54038. */
  54039. readonly vector: NodeMaterialConnectionPoint;
  54040. /**
  54041. * Gets the output component
  54042. */
  54043. readonly output: NodeMaterialConnectionPoint;
  54044. /**
  54045. * Gets the matrix transform input
  54046. */
  54047. readonly transform: NodeMaterialConnectionPoint;
  54048. protected _buildBlock(state: NodeMaterialBuildState): this;
  54049. serialize(): any;
  54050. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54051. }
  54052. }
  54053. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  54054. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54055. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54056. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54057. /**
  54058. * Block used to output the vertex position
  54059. */
  54060. export class VertexOutputBlock extends NodeMaterialBlock {
  54061. /**
  54062. * Creates a new VertexOutputBlock
  54063. * @param name defines the block name
  54064. */
  54065. constructor(name: string);
  54066. /**
  54067. * Gets the current class name
  54068. * @returns the class name
  54069. */
  54070. getClassName(): string;
  54071. /**
  54072. * Gets the vector input component
  54073. */
  54074. readonly vector: NodeMaterialConnectionPoint;
  54075. protected _buildBlock(state: NodeMaterialBuildState): this;
  54076. }
  54077. }
  54078. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  54079. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54080. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54081. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54082. /**
  54083. * Block used to output the final color
  54084. */
  54085. export class FragmentOutputBlock extends NodeMaterialBlock {
  54086. /**
  54087. * Create a new FragmentOutputBlock
  54088. * @param name defines the block name
  54089. */
  54090. constructor(name: string);
  54091. /**
  54092. * Gets the current class name
  54093. * @returns the class name
  54094. */
  54095. getClassName(): string;
  54096. /**
  54097. * Gets the rgba input component
  54098. */
  54099. readonly rgba: NodeMaterialConnectionPoint;
  54100. /**
  54101. * Gets the rgb input component
  54102. */
  54103. readonly rgb: NodeMaterialConnectionPoint;
  54104. /**
  54105. * Gets the a input component
  54106. */
  54107. readonly a: NodeMaterialConnectionPoint;
  54108. protected _buildBlock(state: NodeMaterialBuildState): this;
  54109. }
  54110. }
  54111. declare module "babylonjs/Materials/Node/nodeMaterial" {
  54112. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54113. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  54114. import { Scene } from "babylonjs/scene";
  54115. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54116. import { Matrix } from "babylonjs/Maths/math.vector";
  54117. import { Mesh } from "babylonjs/Meshes/mesh";
  54118. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54119. import { Observable } from "babylonjs/Misc/observable";
  54120. import { SubMesh } from "babylonjs/Meshes/subMesh";
  54121. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  54122. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  54123. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  54124. import { Nullable } from "babylonjs/types";
  54125. /**
  54126. * Interface used to configure the node material editor
  54127. */
  54128. export interface INodeMaterialEditorOptions {
  54129. /** Define the URl to load node editor script */
  54130. editorURL?: string;
  54131. }
  54132. /** @hidden */
  54133. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  54134. /** BONES */
  54135. NUM_BONE_INFLUENCERS: number;
  54136. BonesPerMesh: number;
  54137. BONETEXTURE: boolean;
  54138. /** MORPH TARGETS */
  54139. MORPHTARGETS: boolean;
  54140. MORPHTARGETS_NORMAL: boolean;
  54141. MORPHTARGETS_TANGENT: boolean;
  54142. MORPHTARGETS_UV: boolean;
  54143. NUM_MORPH_INFLUENCERS: number;
  54144. /** IMAGE PROCESSING */
  54145. IMAGEPROCESSING: boolean;
  54146. VIGNETTE: boolean;
  54147. VIGNETTEBLENDMODEMULTIPLY: boolean;
  54148. VIGNETTEBLENDMODEOPAQUE: boolean;
  54149. TONEMAPPING: boolean;
  54150. TONEMAPPING_ACES: boolean;
  54151. CONTRAST: boolean;
  54152. EXPOSURE: boolean;
  54153. COLORCURVES: boolean;
  54154. COLORGRADING: boolean;
  54155. COLORGRADING3D: boolean;
  54156. SAMPLER3DGREENDEPTH: boolean;
  54157. SAMPLER3DBGRMAP: boolean;
  54158. IMAGEPROCESSINGPOSTPROCESS: boolean;
  54159. constructor();
  54160. setValue(name: string, value: boolean): void;
  54161. }
  54162. /**
  54163. * Class used to configure NodeMaterial
  54164. */
  54165. export interface INodeMaterialOptions {
  54166. /**
  54167. * Defines if blocks should emit comments
  54168. */
  54169. emitComments: boolean;
  54170. }
  54171. /**
  54172. * Class used to create a node based material built by assembling shader blocks
  54173. */
  54174. export class NodeMaterial extends PushMaterial {
  54175. private static _BuildIdGenerator;
  54176. private _options;
  54177. private _vertexCompilationState;
  54178. private _fragmentCompilationState;
  54179. private _sharedData;
  54180. private _buildId;
  54181. private _buildWasSuccessful;
  54182. private _cachedWorldViewMatrix;
  54183. private _cachedWorldViewProjectionMatrix;
  54184. private _optimizers;
  54185. private _animationFrame;
  54186. /** Define the URl to load node editor script */
  54187. static EditorURL: string;
  54188. private BJSNODEMATERIALEDITOR;
  54189. /** Get the inspector from bundle or global */
  54190. private _getGlobalNodeMaterialEditor;
  54191. /**
  54192. * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
  54193. */
  54194. ignoreAlpha: boolean;
  54195. /**
  54196. * Defines the maximum number of lights that can be used in the material
  54197. */
  54198. maxSimultaneousLights: number;
  54199. /**
  54200. * Observable raised when the material is built
  54201. */
  54202. onBuildObservable: Observable<NodeMaterial>;
  54203. /**
  54204. * Gets or sets the root nodes of the material vertex shader
  54205. */
  54206. _vertexOutputNodes: NodeMaterialBlock[];
  54207. /**
  54208. * Gets or sets the root nodes of the material fragment (pixel) shader
  54209. */
  54210. _fragmentOutputNodes: NodeMaterialBlock[];
  54211. /** Gets or sets options to control the node material overall behavior */
  54212. options: INodeMaterialOptions;
  54213. /**
  54214. * Default configuration related to image processing available in the standard Material.
  54215. */
  54216. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  54217. /**
  54218. * Gets the image processing configuration used either in this material.
  54219. */
  54220. /**
  54221. * Sets the Default image processing configuration used either in the this material.
  54222. *
  54223. * If sets to null, the scene one is in use.
  54224. */
  54225. imageProcessingConfiguration: ImageProcessingConfiguration;
  54226. /**
  54227. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  54228. */
  54229. attachedBlocks: NodeMaterialBlock[];
  54230. /**
  54231. * Create a new node based material
  54232. * @param name defines the material name
  54233. * @param scene defines the hosting scene
  54234. * @param options defines creation option
  54235. */
  54236. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  54237. /**
  54238. * Gets the current class name of the material e.g. "NodeMaterial"
  54239. * @returns the class name
  54240. */
  54241. getClassName(): string;
  54242. /**
  54243. * Keep track of the image processing observer to allow dispose and replace.
  54244. */
  54245. private _imageProcessingObserver;
  54246. /**
  54247. * Attaches a new image processing configuration to the Standard Material.
  54248. * @param configuration
  54249. */
  54250. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  54251. /**
  54252. * Adds a new optimizer to the list of optimizers
  54253. * @param optimizer defines the optimizers to add
  54254. * @returns the current material
  54255. */
  54256. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54257. /**
  54258. * Remove an optimizer from the list of optimizers
  54259. * @param optimizer defines the optimizers to remove
  54260. * @returns the current material
  54261. */
  54262. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  54263. /**
  54264. * Add a new block to the list of output nodes
  54265. * @param node defines the node to add
  54266. * @returns the current material
  54267. */
  54268. addOutputNode(node: NodeMaterialBlock): this;
  54269. /**
  54270. * Remove a block from the list of root nodes
  54271. * @param node defines the node to remove
  54272. * @returns the current material
  54273. */
  54274. removeOutputNode(node: NodeMaterialBlock): this;
  54275. private _addVertexOutputNode;
  54276. private _removeVertexOutputNode;
  54277. private _addFragmentOutputNode;
  54278. private _removeFragmentOutputNode;
  54279. /**
  54280. * Specifies if the material will require alpha blending
  54281. * @returns a boolean specifying if alpha blending is needed
  54282. */
  54283. needAlphaBlending(): boolean;
  54284. /**
  54285. * Specifies if this material should be rendered in alpha test mode
  54286. * @returns a boolean specifying if an alpha test is needed.
  54287. */
  54288. needAlphaTesting(): boolean;
  54289. private _initializeBlock;
  54290. private _resetDualBlocks;
  54291. /**
  54292. * Build the material and generates the inner effect
  54293. * @param verbose defines if the build should log activity
  54294. */
  54295. build(verbose?: boolean): void;
  54296. /**
  54297. * Runs an otpimization phase to try to improve the shader code
  54298. */
  54299. optimize(): void;
  54300. private _prepareDefinesForAttributes;
  54301. /**
  54302. * Get if the submesh is ready to be used and all its information available.
  54303. * Child classes can use it to update shaders
  54304. * @param mesh defines the mesh to check
  54305. * @param subMesh defines which submesh to check
  54306. * @param useInstances specifies that instances should be used
  54307. * @returns a boolean indicating that the submesh is ready or not
  54308. */
  54309. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  54310. /**
  54311. * Get a string representing the shaders built by the current node graph
  54312. */
  54313. readonly compiledShaders: string;
  54314. /**
  54315. * Binds the world matrix to the material
  54316. * @param world defines the world transformation matrix
  54317. */
  54318. bindOnlyWorldMatrix(world: Matrix): void;
  54319. /**
  54320. * Binds the submesh to this material by preparing the effect and shader to draw
  54321. * @param world defines the world transformation matrix
  54322. * @param mesh defines the mesh containing the submesh
  54323. * @param subMesh defines the submesh to bind the material to
  54324. */
  54325. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  54326. /**
  54327. * Gets the active textures from the material
  54328. * @returns an array of textures
  54329. */
  54330. getActiveTextures(): BaseTexture[];
  54331. /**
  54332. * Specifies if the material uses a texture
  54333. * @param texture defines the texture to check against the material
  54334. * @returns a boolean specifying if the material uses the texture
  54335. */
  54336. hasTexture(texture: BaseTexture): boolean;
  54337. /**
  54338. * Disposes the material
  54339. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  54340. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  54341. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  54342. */
  54343. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  54344. /** Creates the node editor window. */
  54345. private _createNodeEditor;
  54346. /**
  54347. * Launch the node material editor
  54348. * @param config Define the configuration of the editor
  54349. * @return a promise fulfilled when the node editor is visible
  54350. */
  54351. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  54352. /**
  54353. * Clear the current material
  54354. */
  54355. clear(): void;
  54356. /**
  54357. * Clear the current material and set it to a default state
  54358. */
  54359. setToDefault(): void;
  54360. private _gatherBlocks;
  54361. /**
  54362. * Serializes this material in a JSON representation
  54363. * @returns the serialized material object
  54364. */
  54365. serialize(): any;
  54366. /**
  54367. * Clear the current graph and load a new one from a serialization object
  54368. * @param source defines the JSON representation of the material
  54369. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54370. */
  54371. loadFromSerialization(source: any, rootUrl?: string): void;
  54372. /**
  54373. * Creates a node material from parsed material data
  54374. * @param source defines the JSON representation of the material
  54375. * @param scene defines the hosting scene
  54376. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54377. * @returns a new node material
  54378. */
  54379. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  54380. }
  54381. }
  54382. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  54383. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54384. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54385. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54386. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54387. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54388. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54389. import { Effect } from "babylonjs/Materials/effect";
  54390. import { Mesh } from "babylonjs/Meshes/mesh";
  54391. import { Nullable } from "babylonjs/types";
  54392. import { Scene } from "babylonjs/scene";
  54393. /**
  54394. * Block used to read a texture from a sampler
  54395. */
  54396. export class TextureBlock extends NodeMaterialBlock {
  54397. private _defineName;
  54398. private _samplerName;
  54399. private _transformedUVName;
  54400. private _textureTransformName;
  54401. private _textureInfoName;
  54402. private _mainUVName;
  54403. private _mainUVDefineName;
  54404. /**
  54405. * Gets or sets the texture associated with the node
  54406. */
  54407. texture: Nullable<BaseTexture>;
  54408. /**
  54409. * Create a new TextureBlock
  54410. * @param name defines the block name
  54411. */
  54412. constructor(name: string);
  54413. /**
  54414. * Gets the current class name
  54415. * @returns the class name
  54416. */
  54417. getClassName(): string;
  54418. /**
  54419. * Gets the uv input component
  54420. */
  54421. readonly uv: NodeMaterialConnectionPoint;
  54422. /**
  54423. * Gets the rgba output component
  54424. */
  54425. readonly rgba: NodeMaterialConnectionPoint;
  54426. /**
  54427. * Gets the rgb output component
  54428. */
  54429. readonly rgb: NodeMaterialConnectionPoint;
  54430. /**
  54431. * Gets the r output component
  54432. */
  54433. readonly r: NodeMaterialConnectionPoint;
  54434. /**
  54435. * Gets the g output component
  54436. */
  54437. readonly g: NodeMaterialConnectionPoint;
  54438. /**
  54439. * Gets the b output component
  54440. */
  54441. readonly b: NodeMaterialConnectionPoint;
  54442. /**
  54443. * Gets the a output component
  54444. */
  54445. readonly a: NodeMaterialConnectionPoint;
  54446. autoConfigure(): void;
  54447. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54448. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54449. isReady(): boolean;
  54450. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54451. private _injectVertexCode;
  54452. private _writeOutput;
  54453. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54454. serialize(): any;
  54455. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54456. }
  54457. }
  54458. declare module "babylonjs/Materials/Node/nodeMaterialWellKnownValues" {
  54459. /**
  54460. * Enum used to define well known values e.g. values automatically provided by the system
  54461. */
  54462. export enum NodeMaterialWellKnownValues {
  54463. /** World */
  54464. World = 1,
  54465. /** View */
  54466. View = 2,
  54467. /** Projection */
  54468. Projection = 3,
  54469. /** ViewProjection */
  54470. ViewProjection = 4,
  54471. /** WorldView */
  54472. WorldView = 5,
  54473. /** WorldViewProjection */
  54474. WorldViewProjection = 6,
  54475. /** CameraPosition */
  54476. CameraPosition = 7,
  54477. /** Fog Color */
  54478. FogColor = 8
  54479. }
  54480. }
  54481. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  54482. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54483. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54484. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54485. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54486. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54487. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54488. import { Effect } from "babylonjs/Materials/effect";
  54489. import { Mesh } from "babylonjs/Meshes/mesh";
  54490. import { Nullable } from "babylonjs/types";
  54491. import { Scene } from "babylonjs/scene";
  54492. /**
  54493. * Block used to read a reflection texture from a sampler
  54494. */
  54495. export class ReflectionTextureBlock extends NodeMaterialBlock {
  54496. private _define3DName;
  54497. private _defineCubicName;
  54498. private _defineExplicitName;
  54499. private _defineProjectionName;
  54500. private _defineLocalCubicName;
  54501. private _defineSphericalName;
  54502. private _definePlanarName;
  54503. private _defineEquirectangularName;
  54504. private _defineMirroredEquirectangularFixedName;
  54505. private _defineEquirectangularFixedName;
  54506. private _defineSkyboxName;
  54507. private _cubeSamplerName;
  54508. private _2DSamplerName;
  54509. private _positionUVWName;
  54510. private _directionWName;
  54511. private _reflectionCoordsName;
  54512. private _reflection2DCoordsName;
  54513. private _reflectionColorName;
  54514. private _reflectionMatrixName;
  54515. /**
  54516. * Gets or sets the texture associated with the node
  54517. */
  54518. texture: Nullable<BaseTexture>;
  54519. /**
  54520. * Create a new TextureBlock
  54521. * @param name defines the block name
  54522. */
  54523. constructor(name: string);
  54524. /**
  54525. * Gets the current class name
  54526. * @returns the class name
  54527. */
  54528. getClassName(): string;
  54529. /**
  54530. * Gets the world position input component
  54531. */
  54532. readonly position: NodeMaterialConnectionPoint;
  54533. /**
  54534. * Gets the world position input component
  54535. */
  54536. readonly worldPosition: NodeMaterialConnectionPoint;
  54537. /**
  54538. * Gets the world normal input component
  54539. */
  54540. readonly worldNormal: NodeMaterialConnectionPoint;
  54541. /**
  54542. * Gets the world input component
  54543. */
  54544. readonly world: NodeMaterialConnectionPoint;
  54545. /**
  54546. * Gets the camera (or eye) position component
  54547. */
  54548. readonly cameraPosition: NodeMaterialConnectionPoint;
  54549. /**
  54550. * Gets the view input component
  54551. */
  54552. readonly view: NodeMaterialConnectionPoint;
  54553. /**
  54554. * Gets the rgb output component
  54555. */
  54556. readonly rgb: NodeMaterialConnectionPoint;
  54557. /**
  54558. * Gets the r output component
  54559. */
  54560. readonly r: NodeMaterialConnectionPoint;
  54561. /**
  54562. * Gets the g output component
  54563. */
  54564. readonly g: NodeMaterialConnectionPoint;
  54565. /**
  54566. * Gets the b output component
  54567. */
  54568. readonly b: NodeMaterialConnectionPoint;
  54569. autoConfigure(): void;
  54570. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54571. isReady(): boolean;
  54572. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54573. private _injectVertexCode;
  54574. private _writeOutput;
  54575. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  54576. serialize(): any;
  54577. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54578. }
  54579. }
  54580. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  54581. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54582. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  54583. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  54584. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  54585. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  54586. /**
  54587. * Class used to store shared data between 2 NodeMaterialBuildState
  54588. */
  54589. export class NodeMaterialBuildStateSharedData {
  54590. /**
  54591. * Gets the list of emitted varyings
  54592. */
  54593. varyings: string[];
  54594. /**
  54595. * Gets the varying declaration string
  54596. */
  54597. varyingDeclaration: string;
  54598. /**
  54599. * Input blocks
  54600. */
  54601. inputBlocks: InputBlock[];
  54602. /**
  54603. * Input blocks
  54604. */
  54605. textureBlocks: (TextureBlock | ReflectionTextureBlock)[];
  54606. /**
  54607. * Bindable blocks (Blocks that need to set data to the effect)
  54608. */
  54609. bindableBlocks: NodeMaterialBlock[];
  54610. /**
  54611. * List of blocks that can provide a compilation fallback
  54612. */
  54613. blocksWithFallbacks: NodeMaterialBlock[];
  54614. /**
  54615. * List of blocks that can provide a define update
  54616. */
  54617. blocksWithDefines: NodeMaterialBlock[];
  54618. /**
  54619. * List of blocks that can provide a repeatable content
  54620. */
  54621. repeatableContentBlocks: NodeMaterialBlock[];
  54622. /**
  54623. * List of blocks that can provide a dynamic list of uniforms
  54624. */
  54625. dynamicUniformBlocks: NodeMaterialBlock[];
  54626. /**
  54627. * List of blocks that can block the isReady function for the material
  54628. */
  54629. blockingBlocks: NodeMaterialBlock[];
  54630. /**
  54631. * Gets the list of animated inputs
  54632. */
  54633. animatedInputs: InputBlock[];
  54634. /**
  54635. * Build Id used to avoid multiple recompilations
  54636. */
  54637. buildId: number;
  54638. /** List of emitted variables */
  54639. variableNames: {
  54640. [key: string]: number;
  54641. };
  54642. /** List of emitted defines */
  54643. defineNames: {
  54644. [key: string]: number;
  54645. };
  54646. /** Should emit comments? */
  54647. emitComments: boolean;
  54648. /** Emit build activity */
  54649. verbose: boolean;
  54650. /**
  54651. * Gets the compilation hints emitted at compilation time
  54652. */
  54653. hints: {
  54654. needWorldViewMatrix: boolean;
  54655. needWorldViewProjectionMatrix: boolean;
  54656. needAlphaBlending: boolean;
  54657. needAlphaTesting: boolean;
  54658. };
  54659. /**
  54660. * List of compilation checks
  54661. */
  54662. checks: {
  54663. emitVertex: boolean;
  54664. emitFragment: boolean;
  54665. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  54666. };
  54667. /** Creates a new shared data */
  54668. constructor();
  54669. /**
  54670. * Emits console errors and exceptions if there is a failing check
  54671. */
  54672. emitErrors(): void;
  54673. }
  54674. }
  54675. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  54676. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54677. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54678. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  54679. /**
  54680. * Class used to store node based material build state
  54681. */
  54682. export class NodeMaterialBuildState {
  54683. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  54684. supportUniformBuffers: boolean;
  54685. /**
  54686. * Gets the list of emitted attributes
  54687. */
  54688. attributes: string[];
  54689. /**
  54690. * Gets the list of emitted uniforms
  54691. */
  54692. uniforms: string[];
  54693. /**
  54694. * Gets the list of emitted uniform buffers
  54695. */
  54696. uniformBuffers: string[];
  54697. /**
  54698. * Gets the list of emitted samplers
  54699. */
  54700. samplers: string[];
  54701. /**
  54702. * Gets the list of emitted functions
  54703. */
  54704. functions: {
  54705. [key: string]: string;
  54706. };
  54707. /**
  54708. * Gets the target of the compilation state
  54709. */
  54710. target: NodeMaterialBlockTargets;
  54711. /**
  54712. * Gets the list of emitted counters
  54713. */
  54714. counters: {
  54715. [key: string]: number;
  54716. };
  54717. /**
  54718. * Shared data between multiple NodeMaterialBuildState instances
  54719. */
  54720. sharedData: NodeMaterialBuildStateSharedData;
  54721. /** @hidden */
  54722. _vertexState: NodeMaterialBuildState;
  54723. /** @hidden */
  54724. _attributeDeclaration: string;
  54725. /** @hidden */
  54726. _uniformDeclaration: string;
  54727. /** @hidden */
  54728. _samplerDeclaration: string;
  54729. /** @hidden */
  54730. _varyingTransfer: string;
  54731. private _repeatableContentAnchorIndex;
  54732. /** @hidden */
  54733. _builtCompilationString: string;
  54734. /**
  54735. * Gets the emitted compilation strings
  54736. */
  54737. compilationString: string;
  54738. /**
  54739. * Finalize the compilation strings
  54740. * @param state defines the current compilation state
  54741. */
  54742. finalize(state: NodeMaterialBuildState): void;
  54743. /** @hidden */
  54744. readonly _repeatableContentAnchor: string;
  54745. /** @hidden */
  54746. _getFreeVariableName(prefix: string): string;
  54747. /** @hidden */
  54748. _getFreeDefineName(prefix: string): string;
  54749. /** @hidden */
  54750. _excludeVariableName(name: string): void;
  54751. /** @hidden */
  54752. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  54753. /** @hidden */
  54754. _emitFunction(name: string, code: string, comments: string): void;
  54755. /** @hidden */
  54756. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  54757. replaceStrings?: {
  54758. search: RegExp;
  54759. replace: string;
  54760. }[];
  54761. repeatKey?: string;
  54762. }): string;
  54763. /** @hidden */
  54764. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  54765. repeatKey?: string;
  54766. removeAttributes?: boolean;
  54767. removeUniforms?: boolean;
  54768. removeVaryings?: boolean;
  54769. removeIfDef?: boolean;
  54770. replaceStrings?: {
  54771. search: RegExp;
  54772. replace: string;
  54773. }[];
  54774. }, storeKey?: string): void;
  54775. /** @hidden */
  54776. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  54777. /** @hidden */
  54778. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  54779. }
  54780. }
  54781. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  54782. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  54783. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  54784. import { Nullable } from "babylonjs/types";
  54785. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  54786. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  54787. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  54788. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54789. import { Mesh } from "babylonjs/Meshes/mesh";
  54790. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  54791. import { Scene } from "babylonjs/scene";
  54792. /**
  54793. * Defines a block that can be used inside a node based material
  54794. */
  54795. export class NodeMaterialBlock {
  54796. private _buildId;
  54797. private _buildTarget;
  54798. private _target;
  54799. private _isFinalMerger;
  54800. private _isInput;
  54801. /** @hidden */
  54802. _inputs: NodeMaterialConnectionPoint[];
  54803. /** @hidden */
  54804. _outputs: NodeMaterialConnectionPoint[];
  54805. /**
  54806. * Gets or sets the name of the block
  54807. */
  54808. name: string;
  54809. /**
  54810. * Gets or sets the unique id of the node
  54811. */
  54812. uniqueId: number;
  54813. /**
  54814. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  54815. */
  54816. readonly isFinalMerger: boolean;
  54817. /**
  54818. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  54819. */
  54820. readonly isInput: boolean;
  54821. /**
  54822. * Gets or sets the build Id
  54823. */
  54824. buildId: number;
  54825. /**
  54826. * Gets or sets the target of the block
  54827. */
  54828. target: NodeMaterialBlockTargets;
  54829. /**
  54830. * Gets the list of input points
  54831. */
  54832. readonly inputs: NodeMaterialConnectionPoint[];
  54833. /** Gets the list of output points */
  54834. readonly outputs: NodeMaterialConnectionPoint[];
  54835. /**
  54836. * Find an input by its name
  54837. * @param name defines the name of the input to look for
  54838. * @returns the input or null if not found
  54839. */
  54840. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54841. /**
  54842. * Find an output by its name
  54843. * @param name defines the name of the outputto look for
  54844. * @returns the output or null if not found
  54845. */
  54846. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  54847. /**
  54848. * Creates a new NodeMaterialBlock
  54849. * @param name defines the block name
  54850. * @param target defines the target of that block (Vertex by default)
  54851. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  54852. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  54853. */
  54854. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  54855. /**
  54856. * Initialize the block and prepare the context for build
  54857. * @param state defines the state that will be used for the build
  54858. */
  54859. initialize(state: NodeMaterialBuildState): void;
  54860. /**
  54861. * Bind data to effect. Will only be called for blocks with isBindable === true
  54862. * @param effect defines the effect to bind data to
  54863. * @param nodeMaterial defines the hosting NodeMaterial
  54864. * @param mesh defines the mesh that will be rendered
  54865. */
  54866. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  54867. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  54868. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  54869. protected _writeFloat(value: number): string;
  54870. /**
  54871. * Gets the current class name e.g. "NodeMaterialBlock"
  54872. * @returns the class name
  54873. */
  54874. getClassName(): string;
  54875. /**
  54876. * Register a new input. Must be called inside a block constructor
  54877. * @param name defines the connection point name
  54878. * @param type defines the connection point type
  54879. * @param isOptional defines a boolean indicating that this input can be omitted
  54880. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54881. * @returns the current block
  54882. */
  54883. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  54884. /**
  54885. * Register a new output. Must be called inside a block constructor
  54886. * @param name defines the connection point name
  54887. * @param type defines the connection point type
  54888. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  54889. * @returns the current block
  54890. */
  54891. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  54892. /**
  54893. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  54894. * @param forOutput defines an optional connection point to check compatibility with
  54895. * @returns the first available input or null
  54896. */
  54897. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  54898. /**
  54899. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  54900. * @param forBlock defines an optional block to check compatibility with
  54901. * @returns the first available input or null
  54902. */
  54903. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  54904. /**
  54905. * Gets the sibling of the given output
  54906. * @param current defines the current output
  54907. * @returns the next output in the list or null
  54908. */
  54909. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  54910. /**
  54911. * Connect current block with another block
  54912. * @param other defines the block to connect with
  54913. * @param options define the various options to help pick the right connections
  54914. * @returns the current block
  54915. */
  54916. connectTo(other: NodeMaterialBlock, options?: {
  54917. input?: string;
  54918. output?: string;
  54919. outputSwizzle?: string;
  54920. }): this | undefined;
  54921. protected _buildBlock(state: NodeMaterialBuildState): void;
  54922. /**
  54923. * Add uniforms, samplers and uniform buffers at compilation time
  54924. * @param state defines the state to update
  54925. * @param nodeMaterial defines the node material requesting the update
  54926. * @param defines defines the material defines to update
  54927. */
  54928. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  54929. /**
  54930. * Add potential fallbacks if shader compilation fails
  54931. * @param mesh defines the mesh to be rendered
  54932. * @param fallbacks defines the current prioritized list of fallbacks
  54933. */
  54934. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  54935. /**
  54936. * Update defines for shader compilation
  54937. * @param mesh defines the mesh to be rendered
  54938. * @param nodeMaterial defines the node material requesting the update
  54939. * @param defines defines the material defines to update
  54940. * @param useInstances specifies that instances should be used
  54941. */
  54942. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54943. /**
  54944. * Initialize defines for shader compilation
  54945. * @param mesh defines the mesh to be rendered
  54946. * @param nodeMaterial defines the node material requesting the update
  54947. * @param defines defines the material defines to be prepared
  54948. * @param useInstances specifies that instances should be used
  54949. */
  54950. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  54951. /**
  54952. * Lets the block try to connect some inputs automatically
  54953. */
  54954. autoConfigure(): void;
  54955. /**
  54956. * Function called when a block is declared as repeatable content generator
  54957. * @param vertexShaderState defines the current compilation state for the vertex shader
  54958. * @param fragmentShaderState defines the current compilation state for the fragment shader
  54959. * @param mesh defines the mesh to be rendered
  54960. * @param defines defines the material defines to update
  54961. */
  54962. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  54963. /**
  54964. * Checks if the block is ready
  54965. * @param mesh defines the mesh to be rendered
  54966. * @param nodeMaterial defines the node material requesting the update
  54967. * @param defines defines the material defines to update
  54968. * @param useInstances specifies that instances should be used
  54969. * @returns true if the block is ready
  54970. */
  54971. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  54972. private _processBuild;
  54973. /**
  54974. * Compile the current node and generate the shader code
  54975. * @param state defines the current compilation state (uniforms, samplers, current string)
  54976. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  54977. * @returns true if already built
  54978. */
  54979. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  54980. /**
  54981. * Clone the current block to a new identical block
  54982. * @param scene defines the hosting scene
  54983. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  54984. * @returns a copy of the current block
  54985. */
  54986. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  54987. /**
  54988. * Serializes this block in a JSON representation
  54989. * @returns the serialized block object
  54990. */
  54991. serialize(): any;
  54992. /** @hidden */
  54993. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  54994. }
  54995. }
  54996. declare module "babylonjs/Materials/Node/NodeMaterialBlockConnectionPointMode" {
  54997. /**
  54998. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  54999. */
  55000. export enum NodeMaterialBlockConnectionPointMode {
  55001. /** Value is an uniform */
  55002. Uniform = 0,
  55003. /** Value is a mesh attribute */
  55004. Attribute = 1,
  55005. /** Value is a varying between vertex and fragment shaders */
  55006. Varying = 2,
  55007. /** Mode is undefined */
  55008. Undefined = 3
  55009. }
  55010. }
  55011. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  55012. /**
  55013. * Enum defining the type of animations supported by InputBlock
  55014. */
  55015. export enum AnimatedInputBlockTypes {
  55016. /** No animation */
  55017. None = 0,
  55018. /** Time based animation. Will only work for floats */
  55019. Time = 1
  55020. }
  55021. }
  55022. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  55023. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55024. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55025. import { NodeMaterialWellKnownValues } from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  55026. import { Nullable } from "babylonjs/types";
  55027. import { Effect } from "babylonjs/Materials/effect";
  55028. import { Matrix } from "babylonjs/Maths/math.vector";
  55029. import { Scene } from "babylonjs/scene";
  55030. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55031. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55032. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55033. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  55034. /**
  55035. * Block used to expose an input value
  55036. */
  55037. export class InputBlock extends NodeMaterialBlock {
  55038. private _mode;
  55039. private _associatedVariableName;
  55040. private _storedValue;
  55041. private _valueCallback;
  55042. private _type;
  55043. private _animationType;
  55044. /** @hidden */
  55045. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  55046. /**
  55047. * Gets or sets the connection point type (default is float)
  55048. */
  55049. readonly type: NodeMaterialBlockConnectionPointTypes;
  55050. /**
  55051. * Creates a new InputBlock
  55052. * @param name defines the block name
  55053. * @param target defines the target of that block (Vertex by default)
  55054. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  55055. */
  55056. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  55057. /**
  55058. * Gets the output component
  55059. */
  55060. readonly output: NodeMaterialConnectionPoint;
  55061. /**
  55062. * Set the source of this connection point to a vertex attribute
  55063. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  55064. * @returns the current connection point
  55065. */
  55066. setAsAttribute(attributeName?: string): InputBlock;
  55067. /**
  55068. * Set the source of this connection point to a well known value
  55069. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  55070. * @returns the current connection point
  55071. */
  55072. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  55073. /**
  55074. * Gets or sets the value of that point.
  55075. * Please note that this value will be ignored if valueCallback is defined
  55076. */
  55077. value: any;
  55078. /**
  55079. * Gets or sets a callback used to get the value of that point.
  55080. * Please note that setting this value will force the connection point to ignore the value property
  55081. */
  55082. valueCallback: () => any;
  55083. /**
  55084. * Gets or sets the associated variable name in the shader
  55085. */
  55086. associatedVariableName: string;
  55087. /** Gets or sets the type of animation applied to the input */
  55088. animationType: AnimatedInputBlockTypes;
  55089. /**
  55090. * Gets a boolean indicating that this connection point not defined yet
  55091. */
  55092. readonly isUndefined: boolean;
  55093. /**
  55094. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  55095. * In this case the connection point name must be the name of the uniform to use.
  55096. * Can only be set on inputs
  55097. */
  55098. isUniform: boolean;
  55099. /**
  55100. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  55101. * In this case the connection point name must be the name of the attribute to use
  55102. * Can only be set on inputs
  55103. */
  55104. isAttribute: boolean;
  55105. /**
  55106. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  55107. * Can only be set on exit points
  55108. */
  55109. isVarying: boolean;
  55110. /**
  55111. * Gets a boolean indicating that the current connection point is a well known value
  55112. */
  55113. readonly isWellKnownValue: boolean;
  55114. /**
  55115. * Gets or sets the current well known value or null if not defined as well know value
  55116. */
  55117. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  55118. /**
  55119. * Gets the current class name
  55120. * @returns the class name
  55121. */
  55122. getClassName(): string;
  55123. /**
  55124. * Animate the input if animationType !== None
  55125. * @param scene defines the rendering scene
  55126. */
  55127. animate(scene: Scene): void;
  55128. private _emitDefine;
  55129. /**
  55130. * Set the input block to its default value (based on its type)
  55131. */
  55132. setDefaultValue(): void;
  55133. private _emit;
  55134. /** @hidden */
  55135. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  55136. /** @hidden */
  55137. _transmit(effect: Effect, scene: Scene): void;
  55138. protected _buildBlock(state: NodeMaterialBuildState): void;
  55139. serialize(): any;
  55140. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55141. }
  55142. }
  55143. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  55144. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  55145. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  55146. import { Nullable } from "babylonjs/types";
  55147. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55148. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55149. /**
  55150. * Defines a connection point for a block
  55151. */
  55152. export class NodeMaterialConnectionPoint {
  55153. /** @hidden */
  55154. _ownerBlock: NodeMaterialBlock;
  55155. /** @hidden */
  55156. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55157. private _endpoints;
  55158. private _associatedVariableName;
  55159. /** @hidden */
  55160. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  55161. private _type;
  55162. /** @hidden */
  55163. _enforceAssociatedVariableName: boolean;
  55164. /**
  55165. * Gets or sets the additional types supported byt this connection point
  55166. */
  55167. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  55168. /**
  55169. * Gets or sets the associated variable name in the shader
  55170. */
  55171. associatedVariableName: string;
  55172. /**
  55173. * Gets or sets the connection point type (default is float)
  55174. */
  55175. type: NodeMaterialBlockConnectionPointTypes;
  55176. /**
  55177. * Gets or sets the connection point name
  55178. */
  55179. name: string;
  55180. /**
  55181. * Gets or sets a boolean indicating that this connection point can be omitted
  55182. */
  55183. isOptional: boolean;
  55184. /**
  55185. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  55186. */
  55187. define: string;
  55188. /** Gets or sets the target of that connection point */
  55189. target: NodeMaterialBlockTargets;
  55190. /**
  55191. * Gets a boolean indicating that the current point is connected
  55192. */
  55193. readonly isConnected: boolean;
  55194. /**
  55195. * Gets a boolean indicating that the current point is connected to an input block
  55196. */
  55197. readonly isConnectedToInput: boolean;
  55198. /**
  55199. * Gets a the connected input block (if any)
  55200. */
  55201. readonly connectInputBlock: Nullable<InputBlock>;
  55202. /** Get the other side of the connection (if any) */
  55203. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  55204. /** Get the block that owns this connection point */
  55205. readonly ownerBlock: NodeMaterialBlock;
  55206. /** Get the block connected on the other side of this connection (if any) */
  55207. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  55208. /** Get the block connected on the endpoints of this connection (if any) */
  55209. readonly connectedBlocks: Array<NodeMaterialBlock>;
  55210. /** Gets the list of connected endpoints */
  55211. readonly endpoints: NodeMaterialConnectionPoint[];
  55212. /**
  55213. * Creates a new connection point
  55214. * @param name defines the connection point name
  55215. * @param ownerBlock defines the block hosting this connection point
  55216. */
  55217. constructor(name: string, ownerBlock: NodeMaterialBlock);
  55218. /**
  55219. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  55220. * @returns the class name
  55221. */
  55222. getClassName(): string;
  55223. /**
  55224. * Gets an boolean indicating if the current point can be connected to another point
  55225. * @param connectionPoint defines the other connection point
  55226. * @returns true if the connection is possible
  55227. */
  55228. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  55229. /**
  55230. * Connect this point to another connection point
  55231. * @param connectionPoint defines the other connection point
  55232. * @returns the current connection point
  55233. */
  55234. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  55235. /**
  55236. * Disconnect this point from one of his endpoint
  55237. * @param endpoint defines the other connection point
  55238. * @returns the current connection point
  55239. */
  55240. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  55241. /**
  55242. * Serializes this point in a JSON representation
  55243. * @returns the serialized point object
  55244. */
  55245. serialize(): any;
  55246. }
  55247. }
  55248. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  55249. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55250. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55251. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55252. import { Mesh } from "babylonjs/Meshes/mesh";
  55253. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  55254. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55255. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55256. /**
  55257. * Block used to add support for vertex skinning (bones)
  55258. */
  55259. export class BonesBlock extends NodeMaterialBlock {
  55260. /**
  55261. * Creates a new BonesBlock
  55262. * @param name defines the block name
  55263. */
  55264. constructor(name: string);
  55265. /**
  55266. * Initialize the block and prepare the context for build
  55267. * @param state defines the state that will be used for the build
  55268. */
  55269. initialize(state: NodeMaterialBuildState): void;
  55270. /**
  55271. * Gets the current class name
  55272. * @returns the class name
  55273. */
  55274. getClassName(): string;
  55275. /**
  55276. * Gets the matrix indices input component
  55277. */
  55278. readonly matricesIndices: NodeMaterialConnectionPoint;
  55279. /**
  55280. * Gets the matrix weights input component
  55281. */
  55282. readonly matricesWeights: NodeMaterialConnectionPoint;
  55283. /**
  55284. * Gets the extra matrix indices input component
  55285. */
  55286. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  55287. /**
  55288. * Gets the extra matrix weights input component
  55289. */
  55290. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  55291. /**
  55292. * Gets the world input component
  55293. */
  55294. readonly world: NodeMaterialConnectionPoint;
  55295. /**
  55296. * Gets the output component
  55297. */
  55298. readonly output: NodeMaterialConnectionPoint;
  55299. autoConfigure(): void;
  55300. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  55301. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55302. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55303. protected _buildBlock(state: NodeMaterialBuildState): this;
  55304. }
  55305. }
  55306. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  55307. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55308. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55309. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55310. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55311. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55312. /**
  55313. * Block used to add support for instances
  55314. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  55315. */
  55316. export class InstancesBlock extends NodeMaterialBlock {
  55317. /**
  55318. * Creates a new InstancesBlock
  55319. * @param name defines the block name
  55320. */
  55321. constructor(name: string);
  55322. /**
  55323. * Gets the current class name
  55324. * @returns the class name
  55325. */
  55326. getClassName(): string;
  55327. /**
  55328. * Gets the first world row input component
  55329. */
  55330. readonly world0: NodeMaterialConnectionPoint;
  55331. /**
  55332. * Gets the second world row input component
  55333. */
  55334. readonly world1: NodeMaterialConnectionPoint;
  55335. /**
  55336. * Gets the third world row input component
  55337. */
  55338. readonly world2: NodeMaterialConnectionPoint;
  55339. /**
  55340. * Gets the forth world row input component
  55341. */
  55342. readonly world3: NodeMaterialConnectionPoint;
  55343. /**
  55344. * Gets the world input component
  55345. */
  55346. readonly world: NodeMaterialConnectionPoint;
  55347. /**
  55348. * Gets the output component
  55349. */
  55350. readonly output: NodeMaterialConnectionPoint;
  55351. autoConfigure(): void;
  55352. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  55353. protected _buildBlock(state: NodeMaterialBuildState): this;
  55354. }
  55355. }
  55356. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  55357. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55358. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55359. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55360. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55361. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55362. import { Effect } from "babylonjs/Materials/effect";
  55363. import { Mesh } from "babylonjs/Meshes/mesh";
  55364. /**
  55365. * Block used to add morph targets support to vertex shader
  55366. */
  55367. export class MorphTargetsBlock extends NodeMaterialBlock {
  55368. private _repeatableContentAnchor;
  55369. private _repeatebleContentGenerated;
  55370. /**
  55371. * Create a new MorphTargetsBlock
  55372. * @param name defines the block name
  55373. */
  55374. constructor(name: string);
  55375. /**
  55376. * Gets the current class name
  55377. * @returns the class name
  55378. */
  55379. getClassName(): string;
  55380. /**
  55381. * Gets the position input component
  55382. */
  55383. readonly position: NodeMaterialConnectionPoint;
  55384. /**
  55385. * Gets the normal input component
  55386. */
  55387. readonly normal: NodeMaterialConnectionPoint;
  55388. /**
  55389. * Gets the tangent input component
  55390. */
  55391. readonly tangent: NodeMaterialConnectionPoint;
  55392. /**
  55393. * Gets the tangent input component
  55394. */
  55395. readonly uv: NodeMaterialConnectionPoint;
  55396. /**
  55397. * Gets the position output component
  55398. */
  55399. readonly positionOutput: NodeMaterialConnectionPoint;
  55400. /**
  55401. * Gets the normal output component
  55402. */
  55403. readonly normalOutput: NodeMaterialConnectionPoint;
  55404. /**
  55405. * Gets the tangent output component
  55406. */
  55407. readonly tangentOutput: NodeMaterialConnectionPoint;
  55408. /**
  55409. * Gets the tangent output component
  55410. */
  55411. readonly uvOutput: NodeMaterialConnectionPoint;
  55412. initialize(state: NodeMaterialBuildState): void;
  55413. autoConfigure(): void;
  55414. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55415. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55416. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  55417. protected _buildBlock(state: NodeMaterialBuildState): this;
  55418. }
  55419. }
  55420. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  55421. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  55422. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  55423. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  55424. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  55425. }
  55426. declare module "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock" {
  55427. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55428. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55429. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55430. /**
  55431. * Block used to add an alpha test in the fragment shader
  55432. */
  55433. export class AlphaTestBlock extends NodeMaterialBlock {
  55434. /**
  55435. * Gets or sets the alpha value where alpha testing happens
  55436. */
  55437. alphaCutOff: number;
  55438. /**
  55439. * Create a new AlphaTestBlock
  55440. * @param name defines the block name
  55441. */
  55442. constructor(name: string);
  55443. /**
  55444. * Gets the current class name
  55445. * @returns the class name
  55446. */
  55447. getClassName(): string;
  55448. /**
  55449. * Gets the color input component
  55450. */
  55451. readonly color: NodeMaterialConnectionPoint;
  55452. /**
  55453. * Gets the alpha input component
  55454. */
  55455. readonly alpha: NodeMaterialConnectionPoint;
  55456. protected _buildBlock(state: NodeMaterialBuildState): this;
  55457. }
  55458. }
  55459. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  55460. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55461. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55462. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55463. /**
  55464. * Block used to create a Color3/4 out of individual inputs (one for each component)
  55465. */
  55466. export class ColorMergerBlock extends NodeMaterialBlock {
  55467. /**
  55468. * Create a new ColorMergerBlock
  55469. * @param name defines the block name
  55470. */
  55471. constructor(name: string);
  55472. /**
  55473. * Gets the current class name
  55474. * @returns the class name
  55475. */
  55476. getClassName(): string;
  55477. /**
  55478. * Gets the r component (input)
  55479. */
  55480. readonly r: NodeMaterialConnectionPoint;
  55481. /**
  55482. * Gets the g component (input)
  55483. */
  55484. readonly g: NodeMaterialConnectionPoint;
  55485. /**
  55486. * Gets the b component (input)
  55487. */
  55488. readonly b: NodeMaterialConnectionPoint;
  55489. /**
  55490. * Gets the a component (input)
  55491. */
  55492. readonly a: NodeMaterialConnectionPoint;
  55493. /**
  55494. * Gets the rgba component (output)
  55495. */
  55496. readonly rgba: NodeMaterialConnectionPoint;
  55497. /**
  55498. * Gets the rgb component (output)
  55499. */
  55500. readonly rgb: NodeMaterialConnectionPoint;
  55501. protected _buildBlock(state: NodeMaterialBuildState): this;
  55502. }
  55503. }
  55504. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  55505. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55506. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55507. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55508. /**
  55509. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  55510. */
  55511. export class VectorMergerBlock extends NodeMaterialBlock {
  55512. /**
  55513. * Create a new VectorMergerBlock
  55514. * @param name defines the block name
  55515. */
  55516. constructor(name: string);
  55517. /**
  55518. * Gets the current class name
  55519. * @returns the class name
  55520. */
  55521. getClassName(): string;
  55522. /**
  55523. * Gets the x component (input)
  55524. */
  55525. readonly x: NodeMaterialConnectionPoint;
  55526. /**
  55527. * Gets the y component (input)
  55528. */
  55529. readonly y: NodeMaterialConnectionPoint;
  55530. /**
  55531. * Gets the z component (input)
  55532. */
  55533. readonly z: NodeMaterialConnectionPoint;
  55534. /**
  55535. * Gets the w component (input)
  55536. */
  55537. readonly w: NodeMaterialConnectionPoint;
  55538. /**
  55539. * Gets the xyzw component (output)
  55540. */
  55541. readonly xyzw: NodeMaterialConnectionPoint;
  55542. /**
  55543. * Gets the xyz component (output)
  55544. */
  55545. readonly xyz: NodeMaterialConnectionPoint;
  55546. /**
  55547. * Gets the xy component (output)
  55548. */
  55549. readonly xy: NodeMaterialConnectionPoint;
  55550. protected _buildBlock(state: NodeMaterialBuildState): this;
  55551. }
  55552. }
  55553. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  55554. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55555. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55556. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55557. /**
  55558. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  55559. */
  55560. export class ColorSplitterBlock extends NodeMaterialBlock {
  55561. /**
  55562. * Create a new ColorSplitterBlock
  55563. * @param name defines the block name
  55564. */
  55565. constructor(name: string);
  55566. /**
  55567. * Gets the current class name
  55568. * @returns the class name
  55569. */
  55570. getClassName(): string;
  55571. /**
  55572. * Gets the rgba component (input)
  55573. */
  55574. readonly rgba: NodeMaterialConnectionPoint;
  55575. /**
  55576. * Gets the rgb component (input)
  55577. */
  55578. readonly rgbIn: NodeMaterialConnectionPoint;
  55579. /**
  55580. * Gets the rgb component (output)
  55581. */
  55582. readonly rgbOut: NodeMaterialConnectionPoint;
  55583. /**
  55584. * Gets the r component (output)
  55585. */
  55586. readonly r: NodeMaterialConnectionPoint;
  55587. /**
  55588. * Gets the g component (output)
  55589. */
  55590. readonly g: NodeMaterialConnectionPoint;
  55591. /**
  55592. * Gets the b component (output)
  55593. */
  55594. readonly b: NodeMaterialConnectionPoint;
  55595. /**
  55596. * Gets the a component (output)
  55597. */
  55598. readonly a: NodeMaterialConnectionPoint;
  55599. protected _buildBlock(state: NodeMaterialBuildState): this;
  55600. }
  55601. }
  55602. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  55603. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55604. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55605. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55606. /**
  55607. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  55608. */
  55609. export class VectorSplitterBlock extends NodeMaterialBlock {
  55610. /**
  55611. * Create a new VectorSplitterBlock
  55612. * @param name defines the block name
  55613. */
  55614. constructor(name: string);
  55615. /**
  55616. * Gets the current class name
  55617. * @returns the class name
  55618. */
  55619. getClassName(): string;
  55620. /**
  55621. * Gets the xyzw component (input)
  55622. */
  55623. readonly xyzw: NodeMaterialConnectionPoint;
  55624. /**
  55625. * Gets the xyz component (input)
  55626. */
  55627. readonly xyzIn: NodeMaterialConnectionPoint;
  55628. /**
  55629. * Gets the xy component (input)
  55630. */
  55631. readonly xyIn: NodeMaterialConnectionPoint;
  55632. /**
  55633. * Gets the xyz component (output)
  55634. */
  55635. readonly xyzOut: NodeMaterialConnectionPoint;
  55636. /**
  55637. * Gets the xy component (output)
  55638. */
  55639. readonly xyOut: NodeMaterialConnectionPoint;
  55640. /**
  55641. * Gets the x component (output)
  55642. */
  55643. readonly x: NodeMaterialConnectionPoint;
  55644. /**
  55645. * Gets the y component (output)
  55646. */
  55647. readonly y: NodeMaterialConnectionPoint;
  55648. /**
  55649. * Gets the z component (output)
  55650. */
  55651. readonly z: NodeMaterialConnectionPoint;
  55652. /**
  55653. * Gets the w component (output)
  55654. */
  55655. readonly w: NodeMaterialConnectionPoint;
  55656. protected _buildBlock(state: NodeMaterialBuildState): this;
  55657. }
  55658. }
  55659. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  55660. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55661. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55662. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55663. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55664. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55665. import { Effect } from "babylonjs/Materials/effect";
  55666. import { Mesh } from "babylonjs/Meshes/mesh";
  55667. /**
  55668. * Block used to add image processing support to fragment shader
  55669. */
  55670. export class ImageProcessingBlock extends NodeMaterialBlock {
  55671. /**
  55672. * Create a new ImageProcessingBlock
  55673. * @param name defines the block name
  55674. */
  55675. constructor(name: string);
  55676. /**
  55677. * Gets the current class name
  55678. * @returns the class name
  55679. */
  55680. getClassName(): string;
  55681. /**
  55682. * Gets the color input component
  55683. */
  55684. readonly color: NodeMaterialConnectionPoint;
  55685. /**
  55686. * Gets the output component
  55687. */
  55688. readonly output: NodeMaterialConnectionPoint;
  55689. /**
  55690. * Initialize the block and prepare the context for build
  55691. * @param state defines the state that will be used for the build
  55692. */
  55693. initialize(state: NodeMaterialBuildState): void;
  55694. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  55695. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55696. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55697. protected _buildBlock(state: NodeMaterialBuildState): this;
  55698. }
  55699. }
  55700. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  55701. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  55702. export * from "babylonjs/Materials/Node/Blocks/Fragment/alphaTestBlock";
  55703. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  55704. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  55705. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  55706. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  55707. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  55708. }
  55709. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  55710. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55711. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55712. import { Mesh } from "babylonjs/Meshes/mesh";
  55713. import { Effect } from "babylonjs/Materials/effect";
  55714. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55715. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55716. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55717. /**
  55718. * Block used to add support for scene fog
  55719. */
  55720. export class FogBlock extends NodeMaterialBlock {
  55721. private _fogDistanceName;
  55722. private _fogParameters;
  55723. /**
  55724. * Create a new FogBlock
  55725. * @param name defines the block name
  55726. */
  55727. constructor(name: string);
  55728. /**
  55729. * Gets the current class name
  55730. * @returns the class name
  55731. */
  55732. getClassName(): string;
  55733. /**
  55734. * Gets the world position input component
  55735. */
  55736. readonly worldPosition: NodeMaterialConnectionPoint;
  55737. /**
  55738. * Gets the view input component
  55739. */
  55740. readonly view: NodeMaterialConnectionPoint;
  55741. /**
  55742. * Gets the color input component
  55743. */
  55744. readonly color: NodeMaterialConnectionPoint;
  55745. /**
  55746. * Gets the fog color input component
  55747. */
  55748. readonly fogColor: NodeMaterialConnectionPoint;
  55749. /**
  55750. * Gets the output component
  55751. */
  55752. readonly output: NodeMaterialConnectionPoint;
  55753. autoConfigure(): void;
  55754. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55755. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55756. protected _buildBlock(state: NodeMaterialBuildState): this;
  55757. }
  55758. }
  55759. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  55760. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55761. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55762. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55763. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55764. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55765. import { Effect } from "babylonjs/Materials/effect";
  55766. import { Mesh } from "babylonjs/Meshes/mesh";
  55767. import { Light } from "babylonjs/Lights/light";
  55768. import { Nullable } from "babylonjs/types";
  55769. import { Scene } from "babylonjs/scene";
  55770. /**
  55771. * Block used to add light in the fragment shader
  55772. */
  55773. export class LightBlock extends NodeMaterialBlock {
  55774. private _lightId;
  55775. /**
  55776. * Gets or sets the light associated with this block
  55777. */
  55778. light: Nullable<Light>;
  55779. /**
  55780. * Create a new LightBlock
  55781. * @param name defines the block name
  55782. */
  55783. constructor(name: string);
  55784. /**
  55785. * Gets the current class name
  55786. * @returns the class name
  55787. */
  55788. getClassName(): string;
  55789. /**
  55790. * Gets the world position input component
  55791. */
  55792. readonly worldPosition: NodeMaterialConnectionPoint;
  55793. /**
  55794. * Gets the world normal input component
  55795. */
  55796. readonly worldNormal: NodeMaterialConnectionPoint;
  55797. /**
  55798. * Gets the camera (or eye) position component
  55799. */
  55800. readonly cameraPosition: NodeMaterialConnectionPoint;
  55801. /**
  55802. * Gets the diffuse output component
  55803. */
  55804. readonly diffuseOutput: NodeMaterialConnectionPoint;
  55805. /**
  55806. * Gets the specular output component
  55807. */
  55808. readonly specularOutput: NodeMaterialConnectionPoint;
  55809. autoConfigure(): void;
  55810. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55811. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55812. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55813. private _injectVertexCode;
  55814. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55815. serialize(): any;
  55816. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55817. }
  55818. }
  55819. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  55820. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  55821. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  55822. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55823. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  55824. }
  55825. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  55826. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55827. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  55828. }
  55829. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  55830. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55831. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55832. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55833. /**
  55834. * Block used to multiply 2 values
  55835. */
  55836. export class MultiplyBlock extends NodeMaterialBlock {
  55837. /**
  55838. * Creates a new MultiplyBlock
  55839. * @param name defines the block name
  55840. */
  55841. constructor(name: string);
  55842. /**
  55843. * Gets the current class name
  55844. * @returns the class name
  55845. */
  55846. getClassName(): string;
  55847. /**
  55848. * Gets the left operand input component
  55849. */
  55850. readonly left: NodeMaterialConnectionPoint;
  55851. /**
  55852. * Gets the right operand input component
  55853. */
  55854. readonly right: NodeMaterialConnectionPoint;
  55855. /**
  55856. * Gets the output component
  55857. */
  55858. readonly output: NodeMaterialConnectionPoint;
  55859. protected _buildBlock(state: NodeMaterialBuildState): this;
  55860. }
  55861. }
  55862. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  55863. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55864. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55865. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55866. /**
  55867. * Block used to add 2 vectors
  55868. */
  55869. export class AddBlock extends NodeMaterialBlock {
  55870. /**
  55871. * Creates a new AddBlock
  55872. * @param name defines the block name
  55873. */
  55874. constructor(name: string);
  55875. /**
  55876. * Gets the current class name
  55877. * @returns the class name
  55878. */
  55879. getClassName(): string;
  55880. /**
  55881. * Gets the left operand input component
  55882. */
  55883. readonly left: NodeMaterialConnectionPoint;
  55884. /**
  55885. * Gets the right operand input component
  55886. */
  55887. readonly right: NodeMaterialConnectionPoint;
  55888. /**
  55889. * Gets the output component
  55890. */
  55891. readonly output: NodeMaterialConnectionPoint;
  55892. protected _buildBlock(state: NodeMaterialBuildState): this;
  55893. }
  55894. }
  55895. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  55896. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55897. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55898. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55899. /**
  55900. * Block used to scale a vector by a float
  55901. */
  55902. export class ScaleBlock extends NodeMaterialBlock {
  55903. /**
  55904. * Creates a new ScaleBlock
  55905. * @param name defines the block name
  55906. */
  55907. constructor(name: string);
  55908. /**
  55909. * Gets the current class name
  55910. * @returns the class name
  55911. */
  55912. getClassName(): string;
  55913. /**
  55914. * Gets the input component
  55915. */
  55916. readonly input: NodeMaterialConnectionPoint;
  55917. /**
  55918. * Gets the factor input component
  55919. */
  55920. readonly factor: NodeMaterialConnectionPoint;
  55921. /**
  55922. * Gets the output component
  55923. */
  55924. readonly output: NodeMaterialConnectionPoint;
  55925. protected _buildBlock(state: NodeMaterialBuildState): this;
  55926. }
  55927. }
  55928. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  55929. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55930. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55931. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55932. /**
  55933. * Block used to clamp a float
  55934. */
  55935. export class ClampBlock extends NodeMaterialBlock {
  55936. /** Gets or sets the minimum range */
  55937. minimum: number;
  55938. /** Gets or sets the maximum range */
  55939. maximum: number;
  55940. /**
  55941. * Creates a new ClampBlock
  55942. * @param name defines the block name
  55943. */
  55944. constructor(name: string);
  55945. /**
  55946. * Gets the current class name
  55947. * @returns the class name
  55948. */
  55949. getClassName(): string;
  55950. /**
  55951. * Gets the value input component
  55952. */
  55953. readonly value: NodeMaterialConnectionPoint;
  55954. /**
  55955. * Gets the output component
  55956. */
  55957. readonly output: NodeMaterialConnectionPoint;
  55958. protected _buildBlock(state: NodeMaterialBuildState): this;
  55959. }
  55960. }
  55961. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  55962. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55963. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55964. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55965. /**
  55966. * Block used to apply a cross product between 2 vectors
  55967. */
  55968. export class CrossBlock extends NodeMaterialBlock {
  55969. /**
  55970. * Creates a new CrossBlock
  55971. * @param name defines the block name
  55972. */
  55973. constructor(name: string);
  55974. /**
  55975. * Gets the current class name
  55976. * @returns the class name
  55977. */
  55978. getClassName(): string;
  55979. /**
  55980. * Gets the left operand input component
  55981. */
  55982. readonly left: NodeMaterialConnectionPoint;
  55983. /**
  55984. * Gets the right operand input component
  55985. */
  55986. readonly right: NodeMaterialConnectionPoint;
  55987. /**
  55988. * Gets the output component
  55989. */
  55990. readonly output: NodeMaterialConnectionPoint;
  55991. protected _buildBlock(state: NodeMaterialBuildState): this;
  55992. }
  55993. }
  55994. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  55995. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55996. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55997. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55998. /**
  55999. * Block used to apply a dot product between 2 vectors
  56000. */
  56001. export class DotBlock extends NodeMaterialBlock {
  56002. /**
  56003. * Creates a new DotBlock
  56004. * @param name defines the block name
  56005. */
  56006. constructor(name: string);
  56007. /**
  56008. * Gets the current class name
  56009. * @returns the class name
  56010. */
  56011. getClassName(): string;
  56012. /**
  56013. * Gets the left operand input component
  56014. */
  56015. readonly left: NodeMaterialConnectionPoint;
  56016. /**
  56017. * Gets the right operand input component
  56018. */
  56019. readonly right: NodeMaterialConnectionPoint;
  56020. /**
  56021. * Gets the output component
  56022. */
  56023. readonly output: NodeMaterialConnectionPoint;
  56024. protected _buildBlock(state: NodeMaterialBuildState): this;
  56025. }
  56026. }
  56027. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  56028. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56029. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56030. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56031. import { Vector2 } from "babylonjs/Maths/math.vector";
  56032. /**
  56033. * Block used to remap a float from a range to a new one
  56034. */
  56035. export class RemapBlock extends NodeMaterialBlock {
  56036. /**
  56037. * Gets or sets the source range
  56038. */
  56039. sourceRange: Vector2;
  56040. /**
  56041. * Gets or sets the target range
  56042. */
  56043. targetRange: Vector2;
  56044. /**
  56045. * Creates a new RemapBlock
  56046. * @param name defines the block name
  56047. */
  56048. constructor(name: string);
  56049. /**
  56050. * Gets the current class name
  56051. * @returns the class name
  56052. */
  56053. getClassName(): string;
  56054. /**
  56055. * Gets the input component
  56056. */
  56057. readonly input: NodeMaterialConnectionPoint;
  56058. /**
  56059. * Gets the output component
  56060. */
  56061. readonly output: NodeMaterialConnectionPoint;
  56062. protected _buildBlock(state: NodeMaterialBuildState): this;
  56063. }
  56064. }
  56065. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  56066. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56067. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56068. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56069. /**
  56070. * Block used to normalize a vector
  56071. */
  56072. export class NormalizeBlock extends NodeMaterialBlock {
  56073. /**
  56074. * Creates a new NormalizeBlock
  56075. * @param name defines the block name
  56076. */
  56077. constructor(name: string);
  56078. /**
  56079. * Gets the current class name
  56080. * @returns the class name
  56081. */
  56082. getClassName(): string;
  56083. /**
  56084. * Gets the input component
  56085. */
  56086. readonly input: NodeMaterialConnectionPoint;
  56087. /**
  56088. * Gets the output component
  56089. */
  56090. readonly output: NodeMaterialConnectionPoint;
  56091. protected _buildBlock(state: NodeMaterialBuildState): this;
  56092. }
  56093. }
  56094. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  56095. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56096. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56097. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56098. /**
  56099. * Operations supported by the Trigonometry block
  56100. */
  56101. export enum TrigonometryBlockOperations {
  56102. /** Cos */
  56103. Cos = 0,
  56104. /** Sin */
  56105. Sin = 1,
  56106. /** Abs */
  56107. Abs = 2
  56108. }
  56109. /**
  56110. * Block used to apply trigonometry operation to floats
  56111. */
  56112. export class TrigonometryBlock extends NodeMaterialBlock {
  56113. /**
  56114. * Gets or sets the operation applied by the block
  56115. */
  56116. operation: TrigonometryBlockOperations;
  56117. /**
  56118. * Creates a new TrigonometryBlock
  56119. * @param name defines the block name
  56120. */
  56121. constructor(name: string);
  56122. /**
  56123. * Gets the current class name
  56124. * @returns the class name
  56125. */
  56126. getClassName(): string;
  56127. /**
  56128. * Gets the input component
  56129. */
  56130. readonly input: NodeMaterialConnectionPoint;
  56131. /**
  56132. * Gets the output component
  56133. */
  56134. readonly output: NodeMaterialConnectionPoint;
  56135. protected _buildBlock(state: NodeMaterialBuildState): this;
  56136. }
  56137. }
  56138. declare module "babylonjs/Materials/Node/Blocks/index" {
  56139. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  56140. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  56141. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  56142. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  56143. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  56144. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  56145. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  56146. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  56147. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  56148. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  56149. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  56150. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  56151. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  56152. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  56153. }
  56154. declare module "babylonjs/Materials/Node/Optimizers/index" {
  56155. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  56156. }
  56157. declare module "babylonjs/Materials/Node/index" {
  56158. export * from "babylonjs/Materials/Node/nodeMaterialBlockTargets";
  56159. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPointTypes";
  56160. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56161. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  56162. export * from "babylonjs/Materials/Node/nodeMaterial";
  56163. export * from "babylonjs/Materials/Node/nodeMaterialWellKnownValues";
  56164. export * from "babylonjs/Materials/Node/Blocks/index";
  56165. export * from "babylonjs/Materials/Node/Optimizers/index";
  56166. }
  56167. declare module "babylonjs/Materials/effectRenderer" {
  56168. import { Nullable } from "babylonjs/types";
  56169. import { Texture } from "babylonjs/Materials/Textures/texture";
  56170. import { Engine } from "babylonjs/Engines/engine";
  56171. import { Viewport } from "babylonjs/Maths/math.viewport";
  56172. import { Observable } from "babylonjs/Misc/observable";
  56173. import { Effect } from "babylonjs/Materials/effect";
  56174. import "babylonjs/Shaders/postprocess.vertex";
  56175. /**
  56176. * Effect Render Options
  56177. */
  56178. export interface IEffectRendererOptions {
  56179. /**
  56180. * Defines the vertices positions.
  56181. */
  56182. positions?: number[];
  56183. /**
  56184. * Defines the indices.
  56185. */
  56186. indices?: number[];
  56187. }
  56188. /**
  56189. * Helper class to render one or more effects
  56190. */
  56191. export class EffectRenderer {
  56192. private engine;
  56193. private static _DefaultOptions;
  56194. private _vertexBuffers;
  56195. private _indexBuffer;
  56196. private _ringBufferIndex;
  56197. private _ringScreenBuffer;
  56198. private _fullscreenViewport;
  56199. private _getNextFrameBuffer;
  56200. /**
  56201. * Creates an effect renderer
  56202. * @param engine the engine to use for rendering
  56203. * @param options defines the options of the effect renderer
  56204. */
  56205. constructor(engine: Engine, options?: IEffectRendererOptions);
  56206. /**
  56207. * Sets the current viewport in normalized coordinates 0-1
  56208. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  56209. */
  56210. setViewport(viewport?: Viewport): void;
  56211. /**
  56212. * Sets the current effect wrapper to use during draw.
  56213. * The effect needs to be ready before calling this api.
  56214. * This also sets the default full screen position attribute.
  56215. * @param effectWrapper Defines the effect to draw with
  56216. */
  56217. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  56218. /**
  56219. * Draws a full screen quad.
  56220. */
  56221. draw(): void;
  56222. /**
  56223. * renders one or more effects to a specified texture
  56224. * @param effectWrappers list of effects to renderer
  56225. * @param outputTexture texture to draw to, if null it will render to the screen
  56226. */
  56227. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  56228. /**
  56229. * Disposes of the effect renderer
  56230. */
  56231. dispose(): void;
  56232. }
  56233. /**
  56234. * Options to create an EffectWrapper
  56235. */
  56236. interface EffectWrapperCreationOptions {
  56237. /**
  56238. * Engine to use to create the effect
  56239. */
  56240. engine: Engine;
  56241. /**
  56242. * Fragment shader for the effect
  56243. */
  56244. fragmentShader: string;
  56245. /**
  56246. * Vertex shader for the effect
  56247. */
  56248. vertexShader?: string;
  56249. /**
  56250. * Attributes to use in the shader
  56251. */
  56252. attributeNames?: Array<string>;
  56253. /**
  56254. * Uniforms to use in the shader
  56255. */
  56256. uniformNames?: Array<string>;
  56257. /**
  56258. * Texture sampler names to use in the shader
  56259. */
  56260. samplerNames?: Array<string>;
  56261. /**
  56262. * The friendly name of the effect displayed in Spector.
  56263. */
  56264. name?: string;
  56265. }
  56266. /**
  56267. * Wraps an effect to be used for rendering
  56268. */
  56269. export class EffectWrapper {
  56270. /**
  56271. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  56272. */
  56273. onApplyObservable: Observable<{}>;
  56274. /**
  56275. * The underlying effect
  56276. */
  56277. effect: Effect;
  56278. /**
  56279. * Creates an effect to be renderer
  56280. * @param creationOptions options to create the effect
  56281. */
  56282. constructor(creationOptions: EffectWrapperCreationOptions);
  56283. /**
  56284. * Disposes of the effect wrapper
  56285. */
  56286. dispose(): void;
  56287. }
  56288. }
  56289. declare module "babylonjs/Materials/index" {
  56290. export * from "babylonjs/Materials/Background/index";
  56291. export * from "babylonjs/Materials/colorCurves";
  56292. export * from "babylonjs/Materials/effect";
  56293. export * from "babylonjs/Materials/fresnelParameters";
  56294. export * from "babylonjs/Materials/imageProcessingConfiguration";
  56295. export * from "babylonjs/Materials/material";
  56296. export * from "babylonjs/Materials/materialDefines";
  56297. export * from "babylonjs/Materials/materialHelper";
  56298. export * from "babylonjs/Materials/multiMaterial";
  56299. export * from "babylonjs/Materials/PBR/index";
  56300. export * from "babylonjs/Materials/pushMaterial";
  56301. export * from "babylonjs/Materials/shaderMaterial";
  56302. export * from "babylonjs/Materials/standardMaterial";
  56303. export * from "babylonjs/Materials/Textures/index";
  56304. export * from "babylonjs/Materials/uniformBuffer";
  56305. export * from "babylonjs/Materials/materialFlags";
  56306. export * from "babylonjs/Materials/Node/index";
  56307. export * from "babylonjs/Materials/effectRenderer";
  56308. }
  56309. declare module "babylonjs/Maths/index" {
  56310. export * from "babylonjs/Maths/math.scalar";
  56311. export * from "babylonjs/Maths/math";
  56312. export * from "babylonjs/Maths/sphericalPolynomial";
  56313. }
  56314. declare module "babylonjs/Misc/workerPool" {
  56315. import { IDisposable } from "babylonjs/scene";
  56316. /**
  56317. * Helper class to push actions to a pool of workers.
  56318. */
  56319. export class WorkerPool implements IDisposable {
  56320. private _workerInfos;
  56321. private _pendingActions;
  56322. /**
  56323. * Constructor
  56324. * @param workers Array of workers to use for actions
  56325. */
  56326. constructor(workers: Array<Worker>);
  56327. /**
  56328. * Terminates all workers and clears any pending actions.
  56329. */
  56330. dispose(): void;
  56331. /**
  56332. * Pushes an action to the worker pool. If all the workers are active, the action will be
  56333. * pended until a worker has completed its action.
  56334. * @param action The action to perform. Call onComplete when the action is complete.
  56335. */
  56336. push(action: (worker: Worker, onComplete: () => void) => void): void;
  56337. private _execute;
  56338. }
  56339. }
  56340. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  56341. import { IDisposable } from "babylonjs/scene";
  56342. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  56343. /**
  56344. * Configuration for Draco compression
  56345. */
  56346. export interface IDracoCompressionConfiguration {
  56347. /**
  56348. * Configuration for the decoder.
  56349. */
  56350. decoder: {
  56351. /**
  56352. * The url to the WebAssembly module.
  56353. */
  56354. wasmUrl?: string;
  56355. /**
  56356. * The url to the WebAssembly binary.
  56357. */
  56358. wasmBinaryUrl?: string;
  56359. /**
  56360. * The url to the fallback JavaScript module.
  56361. */
  56362. fallbackUrl?: string;
  56363. };
  56364. }
  56365. /**
  56366. * Draco compression (https://google.github.io/draco/)
  56367. *
  56368. * This class wraps the Draco module.
  56369. *
  56370. * **Encoder**
  56371. *
  56372. * The encoder is not currently implemented.
  56373. *
  56374. * **Decoder**
  56375. *
  56376. * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.
  56377. *
  56378. * To update the configuration, use the following code:
  56379. * ```javascript
  56380. * DracoCompression.Configuration = {
  56381. * decoder: {
  56382. * wasmUrl: "<url to the WebAssembly library>",
  56383. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  56384. * fallbackUrl: "<url to the fallback JavaScript library>",
  56385. * }
  56386. * };
  56387. * ```
  56388. *
  56389. * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support Webssembly or only support the JavaScript version.
  56390. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  56391. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  56392. *
  56393. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  56394. * ```javascript
  56395. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  56396. * ```
  56397. *
  56398. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  56399. */
  56400. export class DracoCompression implements IDisposable {
  56401. private _workerPoolPromise?;
  56402. private _decoderModulePromise?;
  56403. /**
  56404. * The configuration. Defaults to the following urls:
  56405. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  56406. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  56407. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  56408. */
  56409. static Configuration: IDracoCompressionConfiguration;
  56410. /**
  56411. * Returns true if the decoder configuration is available.
  56412. */
  56413. static readonly DecoderAvailable: boolean;
  56414. /**
  56415. * Default number of workers to create when creating the draco compression object.
  56416. */
  56417. static DefaultNumWorkers: number;
  56418. private static GetDefaultNumWorkers;
  56419. private static _Default;
  56420. /**
  56421. * Default instance for the draco compression object.
  56422. */
  56423. static readonly Default: DracoCompression;
  56424. /**
  56425. * Constructor
  56426. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  56427. */
  56428. constructor(numWorkers?: number);
  56429. /**
  56430. * Stop all async operations and release resources.
  56431. */
  56432. dispose(): void;
  56433. /**
  56434. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  56435. * @returns a promise that resolves when ready
  56436. */
  56437. whenReadyAsync(): Promise<void>;
  56438. /**
  56439. * Decode Draco compressed mesh data to vertex data.
  56440. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  56441. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  56442. * @returns A promise that resolves with the decoded vertex data
  56443. */
  56444. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  56445. [kind: string]: number;
  56446. }): Promise<VertexData>;
  56447. }
  56448. }
  56449. declare module "babylonjs/Meshes/Compression/index" {
  56450. export * from "babylonjs/Meshes/Compression/dracoCompression";
  56451. }
  56452. declare module "babylonjs/Meshes/csg" {
  56453. import { Nullable } from "babylonjs/types";
  56454. import { Scene } from "babylonjs/scene";
  56455. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  56456. import { Mesh } from "babylonjs/Meshes/mesh";
  56457. import { Material } from "babylonjs/Materials/material";
  56458. /**
  56459. * Class for building Constructive Solid Geometry
  56460. */
  56461. export class CSG {
  56462. private polygons;
  56463. /**
  56464. * The world matrix
  56465. */
  56466. matrix: Matrix;
  56467. /**
  56468. * Stores the position
  56469. */
  56470. position: Vector3;
  56471. /**
  56472. * Stores the rotation
  56473. */
  56474. rotation: Vector3;
  56475. /**
  56476. * Stores the rotation quaternion
  56477. */
  56478. rotationQuaternion: Nullable<Quaternion>;
  56479. /**
  56480. * Stores the scaling vector
  56481. */
  56482. scaling: Vector3;
  56483. /**
  56484. * Convert the Mesh to CSG
  56485. * @param mesh The Mesh to convert to CSG
  56486. * @returns A new CSG from the Mesh
  56487. */
  56488. static FromMesh(mesh: Mesh): CSG;
  56489. /**
  56490. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  56491. * @param polygons Polygons used to construct a CSG solid
  56492. */
  56493. private static FromPolygons;
  56494. /**
  56495. * Clones, or makes a deep copy, of the CSG
  56496. * @returns A new CSG
  56497. */
  56498. clone(): CSG;
  56499. /**
  56500. * Unions this CSG with another CSG
  56501. * @param csg The CSG to union against this CSG
  56502. * @returns The unioned CSG
  56503. */
  56504. union(csg: CSG): CSG;
  56505. /**
  56506. * Unions this CSG with another CSG in place
  56507. * @param csg The CSG to union against this CSG
  56508. */
  56509. unionInPlace(csg: CSG): void;
  56510. /**
  56511. * Subtracts this CSG with another CSG
  56512. * @param csg The CSG to subtract against this CSG
  56513. * @returns A new CSG
  56514. */
  56515. subtract(csg: CSG): CSG;
  56516. /**
  56517. * Subtracts this CSG with another CSG in place
  56518. * @param csg The CSG to subtact against this CSG
  56519. */
  56520. subtractInPlace(csg: CSG): void;
  56521. /**
  56522. * Intersect this CSG with another CSG
  56523. * @param csg The CSG to intersect against this CSG
  56524. * @returns A new CSG
  56525. */
  56526. intersect(csg: CSG): CSG;
  56527. /**
  56528. * Intersects this CSG with another CSG in place
  56529. * @param csg The CSG to intersect against this CSG
  56530. */
  56531. intersectInPlace(csg: CSG): void;
  56532. /**
  56533. * Return a new CSG solid with solid and empty space switched. This solid is
  56534. * not modified.
  56535. * @returns A new CSG solid with solid and empty space switched
  56536. */
  56537. inverse(): CSG;
  56538. /**
  56539. * Inverses the CSG in place
  56540. */
  56541. inverseInPlace(): void;
  56542. /**
  56543. * This is used to keep meshes transformations so they can be restored
  56544. * when we build back a Babylon Mesh
  56545. * NB : All CSG operations are performed in world coordinates
  56546. * @param csg The CSG to copy the transform attributes from
  56547. * @returns This CSG
  56548. */
  56549. copyTransformAttributes(csg: CSG): CSG;
  56550. /**
  56551. * Build Raw mesh from CSG
  56552. * Coordinates here are in world space
  56553. * @param name The name of the mesh geometry
  56554. * @param scene The Scene
  56555. * @param keepSubMeshes Specifies if the submeshes should be kept
  56556. * @returns A new Mesh
  56557. */
  56558. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  56559. /**
  56560. * Build Mesh from CSG taking material and transforms into account
  56561. * @param name The name of the Mesh
  56562. * @param material The material of the Mesh
  56563. * @param scene The Scene
  56564. * @param keepSubMeshes Specifies if submeshes should be kept
  56565. * @returns The new Mesh
  56566. */
  56567. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  56568. }
  56569. }
  56570. declare module "babylonjs/Meshes/trailMesh" {
  56571. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56572. import { Mesh } from "babylonjs/Meshes/mesh";
  56573. import { Scene } from "babylonjs/scene";
  56574. /**
  56575. * Class used to create a trail following a mesh
  56576. */
  56577. export class TrailMesh extends Mesh {
  56578. private _generator;
  56579. private _autoStart;
  56580. private _running;
  56581. private _diameter;
  56582. private _length;
  56583. private _sectionPolygonPointsCount;
  56584. private _sectionVectors;
  56585. private _sectionNormalVectors;
  56586. private _beforeRenderObserver;
  56587. /**
  56588. * @constructor
  56589. * @param name The value used by scene.getMeshByName() to do a lookup.
  56590. * @param generator The mesh to generate a trail.
  56591. * @param scene The scene to add this mesh to.
  56592. * @param diameter Diameter of trailing mesh. Default is 1.
  56593. * @param length Length of trailing mesh. Default is 60.
  56594. * @param autoStart Automatically start trailing mesh. Default true.
  56595. */
  56596. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  56597. /**
  56598. * "TrailMesh"
  56599. * @returns "TrailMesh"
  56600. */
  56601. getClassName(): string;
  56602. private _createMesh;
  56603. /**
  56604. * Start trailing mesh.
  56605. */
  56606. start(): void;
  56607. /**
  56608. * Stop trailing mesh.
  56609. */
  56610. stop(): void;
  56611. /**
  56612. * Update trailing mesh geometry.
  56613. */
  56614. update(): void;
  56615. /**
  56616. * Returns a new TrailMesh object.
  56617. * @param name is a string, the name given to the new mesh
  56618. * @param newGenerator use new generator object for cloned trail mesh
  56619. * @returns a new mesh
  56620. */
  56621. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  56622. /**
  56623. * Serializes this trail mesh
  56624. * @param serializationObject object to write serialization to
  56625. */
  56626. serialize(serializationObject: any): void;
  56627. /**
  56628. * Parses a serialized trail mesh
  56629. * @param parsedMesh the serialized mesh
  56630. * @param scene the scene to create the trail mesh in
  56631. * @returns the created trail mesh
  56632. */
  56633. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  56634. }
  56635. }
  56636. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  56637. import { Nullable } from "babylonjs/types";
  56638. import { Scene } from "babylonjs/scene";
  56639. import { Vector4 } from "babylonjs/Maths/math.vector";
  56640. import { Color4 } from "babylonjs/Maths/math.color";
  56641. import { Mesh } from "babylonjs/Meshes/mesh";
  56642. /**
  56643. * Class containing static functions to help procedurally build meshes
  56644. */
  56645. export class TiledBoxBuilder {
  56646. /**
  56647. * Creates a box mesh
  56648. * faceTiles sets the pattern, tile size and number of tiles for a face * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  56649. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56650. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56651. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56652. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56653. * @param name defines the name of the mesh
  56654. * @param options defines the options used to create the mesh
  56655. * @param scene defines the hosting scene
  56656. * @returns the box mesh
  56657. */
  56658. static CreateTiledBox(name: string, options: {
  56659. pattern?: number;
  56660. width?: number;
  56661. height?: number;
  56662. depth?: number;
  56663. tileSize?: number;
  56664. tileWidth?: number;
  56665. tileHeight?: number;
  56666. alignHorizontal?: number;
  56667. alignVertical?: number;
  56668. faceUV?: Vector4[];
  56669. faceColors?: Color4[];
  56670. sideOrientation?: number;
  56671. updatable?: boolean;
  56672. }, scene?: Nullable<Scene>): Mesh;
  56673. }
  56674. }
  56675. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  56676. import { Vector4 } from "babylonjs/Maths/math.vector";
  56677. import { Mesh } from "babylonjs/Meshes/mesh";
  56678. /**
  56679. * Class containing static functions to help procedurally build meshes
  56680. */
  56681. export class TorusKnotBuilder {
  56682. /**
  56683. * Creates a torus knot mesh
  56684. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  56685. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  56686. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  56687. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  56688. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56689. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56690. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  56691. * @param name defines the name of the mesh
  56692. * @param options defines the options used to create the mesh
  56693. * @param scene defines the hosting scene
  56694. * @returns the torus knot mesh
  56695. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  56696. */
  56697. static CreateTorusKnot(name: string, options: {
  56698. radius?: number;
  56699. tube?: number;
  56700. radialSegments?: number;
  56701. tubularSegments?: number;
  56702. p?: number;
  56703. q?: number;
  56704. updatable?: boolean;
  56705. sideOrientation?: number;
  56706. frontUVs?: Vector4;
  56707. backUVs?: Vector4;
  56708. }, scene: any): Mesh;
  56709. }
  56710. }
  56711. declare module "babylonjs/Meshes/polygonMesh" {
  56712. import { Scene } from "babylonjs/scene";
  56713. import { Vector2 } from "babylonjs/Maths/math.vector";
  56714. import { Mesh } from "babylonjs/Meshes/mesh";
  56715. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  56716. import { Path2 } from "babylonjs/Maths/math.path";
  56717. /**
  56718. * Polygon
  56719. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  56720. */
  56721. export class Polygon {
  56722. /**
  56723. * Creates a rectangle
  56724. * @param xmin bottom X coord
  56725. * @param ymin bottom Y coord
  56726. * @param xmax top X coord
  56727. * @param ymax top Y coord
  56728. * @returns points that make the resulting rectation
  56729. */
  56730. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  56731. /**
  56732. * Creates a circle
  56733. * @param radius radius of circle
  56734. * @param cx scale in x
  56735. * @param cy scale in y
  56736. * @param numberOfSides number of sides that make up the circle
  56737. * @returns points that make the resulting circle
  56738. */
  56739. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  56740. /**
  56741. * Creates a polygon from input string
  56742. * @param input Input polygon data
  56743. * @returns the parsed points
  56744. */
  56745. static Parse(input: string): Vector2[];
  56746. /**
  56747. * Starts building a polygon from x and y coordinates
  56748. * @param x x coordinate
  56749. * @param y y coordinate
  56750. * @returns the started path2
  56751. */
  56752. static StartingAt(x: number, y: number): Path2;
  56753. }
  56754. /**
  56755. * Builds a polygon
  56756. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  56757. */
  56758. export class PolygonMeshBuilder {
  56759. private _points;
  56760. private _outlinepoints;
  56761. private _holes;
  56762. private _name;
  56763. private _scene;
  56764. private _epoints;
  56765. private _eholes;
  56766. private _addToepoint;
  56767. /**
  56768. * Babylon reference to the earcut plugin.
  56769. */
  56770. bjsEarcut: any;
  56771. /**
  56772. * Creates a PolygonMeshBuilder
  56773. * @param name name of the builder
  56774. * @param contours Path of the polygon
  56775. * @param scene scene to add to when creating the mesh
  56776. * @param earcutInjection can be used to inject your own earcut reference
  56777. */
  56778. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  56779. /**
  56780. * Adds a whole within the polygon
  56781. * @param hole Array of points defining the hole
  56782. * @returns this
  56783. */
  56784. addHole(hole: Vector2[]): PolygonMeshBuilder;
  56785. /**
  56786. * Creates the polygon
  56787. * @param updatable If the mesh should be updatable
  56788. * @param depth The depth of the mesh created
  56789. * @returns the created mesh
  56790. */
  56791. build(updatable?: boolean, depth?: number): Mesh;
  56792. /**
  56793. * Creates the polygon
  56794. * @param depth The depth of the mesh created
  56795. * @returns the created VertexData
  56796. */
  56797. buildVertexData(depth?: number): VertexData;
  56798. /**
  56799. * Adds a side to the polygon
  56800. * @param positions points that make the polygon
  56801. * @param normals normals of the polygon
  56802. * @param uvs uvs of the polygon
  56803. * @param indices indices of the polygon
  56804. * @param bounds bounds of the polygon
  56805. * @param points points of the polygon
  56806. * @param depth depth of the polygon
  56807. * @param flip flip of the polygon
  56808. */
  56809. private addSide;
  56810. }
  56811. }
  56812. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  56813. import { Scene } from "babylonjs/scene";
  56814. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56815. import { Color4 } from "babylonjs/Maths/math.color";
  56816. import { Mesh } from "babylonjs/Meshes/mesh";
  56817. import { Nullable } from "babylonjs/types";
  56818. /**
  56819. * Class containing static functions to help procedurally build meshes
  56820. */
  56821. export class PolygonBuilder {
  56822. /**
  56823. * Creates a polygon mesh
  56824. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  56825. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  56826. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56827. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56828. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  56829. * * Remember you can only change the shape positions, not their number when updating a polygon
  56830. * @param name defines the name of the mesh
  56831. * @param options defines the options used to create the mesh
  56832. * @param scene defines the hosting scene
  56833. * @param earcutInjection can be used to inject your own earcut reference
  56834. * @returns the polygon mesh
  56835. */
  56836. static CreatePolygon(name: string, options: {
  56837. shape: Vector3[];
  56838. holes?: Vector3[][];
  56839. depth?: number;
  56840. faceUV?: Vector4[];
  56841. faceColors?: Color4[];
  56842. updatable?: boolean;
  56843. sideOrientation?: number;
  56844. frontUVs?: Vector4;
  56845. backUVs?: Vector4;
  56846. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56847. /**
  56848. * Creates an extruded polygon mesh, with depth in the Y direction.
  56849. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  56850. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  56851. * @param name defines the name of the mesh
  56852. * @param options defines the options used to create the mesh
  56853. * @param scene defines the hosting scene
  56854. * @param earcutInjection can be used to inject your own earcut reference
  56855. * @returns the polygon mesh
  56856. */
  56857. static ExtrudePolygon(name: string, options: {
  56858. shape: Vector3[];
  56859. holes?: Vector3[][];
  56860. depth?: number;
  56861. faceUV?: Vector4[];
  56862. faceColors?: Color4[];
  56863. updatable?: boolean;
  56864. sideOrientation?: number;
  56865. frontUVs?: Vector4;
  56866. backUVs?: Vector4;
  56867. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  56868. }
  56869. }
  56870. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  56871. import { Scene } from "babylonjs/scene";
  56872. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56873. import { Mesh } from "babylonjs/Meshes/mesh";
  56874. import { Nullable } from "babylonjs/types";
  56875. /**
  56876. * Class containing static functions to help procedurally build meshes
  56877. */
  56878. export class LatheBuilder {
  56879. /**
  56880. * Creates lathe mesh.
  56881. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  56882. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  56883. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  56884. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  56885. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  56886. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  56887. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  56888. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  56889. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56890. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56891. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56892. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56893. * @param name defines the name of the mesh
  56894. * @param options defines the options used to create the mesh
  56895. * @param scene defines the hosting scene
  56896. * @returns the lathe mesh
  56897. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  56898. */
  56899. static CreateLathe(name: string, options: {
  56900. shape: Vector3[];
  56901. radius?: number;
  56902. tessellation?: number;
  56903. clip?: number;
  56904. arc?: number;
  56905. closed?: boolean;
  56906. updatable?: boolean;
  56907. sideOrientation?: number;
  56908. frontUVs?: Vector4;
  56909. backUVs?: Vector4;
  56910. cap?: number;
  56911. invertUV?: boolean;
  56912. }, scene?: Nullable<Scene>): Mesh;
  56913. }
  56914. }
  56915. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  56916. import { Nullable } from "babylonjs/types";
  56917. import { Scene } from "babylonjs/scene";
  56918. import { Vector4 } from "babylonjs/Maths/math.vector";
  56919. import { Mesh } from "babylonjs/Meshes/mesh";
  56920. /**
  56921. * Class containing static functions to help procedurally build meshes
  56922. */
  56923. export class TiledPlaneBuilder {
  56924. /**
  56925. * Creates a tiled plane mesh
  56926. * * The parameter `pattern` will, depending on value, do nothing or
  56927. * * * flip (reflect about central vertical) alternate tiles across and up
  56928. * * * flip every tile on alternate rows
  56929. * * * rotate (180 degs) alternate tiles across and up
  56930. * * * rotate every tile on alternate rows
  56931. * * * flip and rotate alternate tiles across and up
  56932. * * * flip and rotate every tile on alternate rows
  56933. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  56934. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  56935. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56936. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  56937. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  56938. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  56939. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  56940. * @param name defines the name of the mesh
  56941. * @param options defines the options used to create the mesh
  56942. * @param scene defines the hosting scene
  56943. * @returns the box mesh
  56944. */
  56945. static CreateTiledPlane(name: string, options: {
  56946. pattern?: number;
  56947. tileSize?: number;
  56948. tileWidth?: number;
  56949. tileHeight?: number;
  56950. size?: number;
  56951. width?: number;
  56952. height?: number;
  56953. alignHorizontal?: number;
  56954. alignVertical?: number;
  56955. sideOrientation?: number;
  56956. frontUVs?: Vector4;
  56957. backUVs?: Vector4;
  56958. updatable?: boolean;
  56959. }, scene?: Nullable<Scene>): Mesh;
  56960. }
  56961. }
  56962. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  56963. import { Nullable } from "babylonjs/types";
  56964. import { Scene } from "babylonjs/scene";
  56965. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  56966. import { Mesh } from "babylonjs/Meshes/mesh";
  56967. /**
  56968. * Class containing static functions to help procedurally build meshes
  56969. */
  56970. export class TubeBuilder {
  56971. /**
  56972. * Creates a tube mesh.
  56973. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  56974. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  56975. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  56976. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  56977. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  56978. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  56979. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  56980. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  56981. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  56982. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  56983. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  56984. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  56985. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  56986. * @param name defines the name of the mesh
  56987. * @param options defines the options used to create the mesh
  56988. * @param scene defines the hosting scene
  56989. * @returns the tube mesh
  56990. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  56991. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  56992. */
  56993. static CreateTube(name: string, options: {
  56994. path: Vector3[];
  56995. radius?: number;
  56996. tessellation?: number;
  56997. radiusFunction?: {
  56998. (i: number, distance: number): number;
  56999. };
  57000. cap?: number;
  57001. arc?: number;
  57002. updatable?: boolean;
  57003. sideOrientation?: number;
  57004. frontUVs?: Vector4;
  57005. backUVs?: Vector4;
  57006. instance?: Mesh;
  57007. invertUV?: boolean;
  57008. }, scene?: Nullable<Scene>): Mesh;
  57009. }
  57010. }
  57011. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  57012. import { Scene } from "babylonjs/scene";
  57013. import { Vector4 } from "babylonjs/Maths/math.vector";
  57014. import { Mesh } from "babylonjs/Meshes/mesh";
  57015. import { Nullable } from "babylonjs/types";
  57016. /**
  57017. * Class containing static functions to help procedurally build meshes
  57018. */
  57019. export class IcoSphereBuilder {
  57020. /**
  57021. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  57022. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  57023. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  57024. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  57025. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  57026. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57027. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57028. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57029. * @param name defines the name of the mesh
  57030. * @param options defines the options used to create the mesh
  57031. * @param scene defines the hosting scene
  57032. * @returns the icosahedron mesh
  57033. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  57034. */
  57035. static CreateIcoSphere(name: string, options: {
  57036. radius?: number;
  57037. radiusX?: number;
  57038. radiusY?: number;
  57039. radiusZ?: number;
  57040. flat?: boolean;
  57041. subdivisions?: number;
  57042. sideOrientation?: number;
  57043. frontUVs?: Vector4;
  57044. backUVs?: Vector4;
  57045. updatable?: boolean;
  57046. }, scene?: Nullable<Scene>): Mesh;
  57047. }
  57048. }
  57049. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  57050. import { Vector3 } from "babylonjs/Maths/math.vector";
  57051. import { Mesh } from "babylonjs/Meshes/mesh";
  57052. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57053. /**
  57054. * Class containing static functions to help procedurally build meshes
  57055. */
  57056. export class DecalBuilder {
  57057. /**
  57058. * Creates a decal mesh.
  57059. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  57060. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  57061. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  57062. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  57063. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  57064. * @param name defines the name of the mesh
  57065. * @param sourceMesh defines the mesh where the decal must be applied
  57066. * @param options defines the options used to create the mesh
  57067. * @param scene defines the hosting scene
  57068. * @returns the decal mesh
  57069. * @see https://doc.babylonjs.com/how_to/decals
  57070. */
  57071. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  57072. position?: Vector3;
  57073. normal?: Vector3;
  57074. size?: Vector3;
  57075. angle?: number;
  57076. }): Mesh;
  57077. }
  57078. }
  57079. declare module "babylonjs/Meshes/meshBuilder" {
  57080. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  57081. import { Nullable } from "babylonjs/types";
  57082. import { Scene } from "babylonjs/scene";
  57083. import { Mesh } from "babylonjs/Meshes/mesh";
  57084. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  57085. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  57086. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57087. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  57088. import { Plane } from "babylonjs/Maths/math.plane";
  57089. /**
  57090. * Class containing static functions to help procedurally build meshes
  57091. */
  57092. export class MeshBuilder {
  57093. /**
  57094. * Creates a box mesh
  57095. * * The parameter `size` sets the size (float) of each box side (default 1)
  57096. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  57097. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  57098. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57099. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57100. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57101. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57102. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  57103. * @param name defines the name of the mesh
  57104. * @param options defines the options used to create the mesh
  57105. * @param scene defines the hosting scene
  57106. * @returns the box mesh
  57107. */
  57108. static CreateBox(name: string, options: {
  57109. size?: number;
  57110. width?: number;
  57111. height?: number;
  57112. depth?: number;
  57113. faceUV?: Vector4[];
  57114. faceColors?: Color4[];
  57115. sideOrientation?: number;
  57116. frontUVs?: Vector4;
  57117. backUVs?: Vector4;
  57118. updatable?: boolean;
  57119. }, scene?: Nullable<Scene>): Mesh;
  57120. /**
  57121. * Creates a tiled box mesh
  57122. * * faceTiles sets the pattern, tile size and number of tiles for a face
  57123. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57124. * @param name defines the name of the mesh
  57125. * @param options defines the options used to create the mesh
  57126. * @param scene defines the hosting scene
  57127. * @returns the tiled box mesh
  57128. */
  57129. static CreateTiledBox(name: string, options: {
  57130. pattern?: number;
  57131. size?: number;
  57132. width?: number;
  57133. height?: number;
  57134. depth: number;
  57135. tileSize?: number;
  57136. tileWidth?: number;
  57137. tileHeight?: number;
  57138. faceUV?: Vector4[];
  57139. faceColors?: Color4[];
  57140. alignHorizontal?: number;
  57141. alignVertical?: number;
  57142. sideOrientation?: number;
  57143. updatable?: boolean;
  57144. }, scene?: Nullable<Scene>): Mesh;
  57145. /**
  57146. * Creates a sphere mesh
  57147. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  57148. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  57149. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  57150. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  57151. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  57152. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57153. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57154. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57155. * @param name defines the name of the mesh
  57156. * @param options defines the options used to create the mesh
  57157. * @param scene defines the hosting scene
  57158. * @returns the sphere mesh
  57159. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  57160. */
  57161. static CreateSphere(name: string, options: {
  57162. segments?: number;
  57163. diameter?: number;
  57164. diameterX?: number;
  57165. diameterY?: number;
  57166. diameterZ?: number;
  57167. arc?: number;
  57168. slice?: number;
  57169. sideOrientation?: number;
  57170. frontUVs?: Vector4;
  57171. backUVs?: Vector4;
  57172. updatable?: boolean;
  57173. }, scene?: Nullable<Scene>): Mesh;
  57174. /**
  57175. * Creates a plane polygonal mesh. By default, this is a disc
  57176. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  57177. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  57178. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  57179. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57180. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57181. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57182. * @param name defines the name of the mesh
  57183. * @param options defines the options used to create the mesh
  57184. * @param scene defines the hosting scene
  57185. * @returns the plane polygonal mesh
  57186. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  57187. */
  57188. static CreateDisc(name: string, options: {
  57189. radius?: number;
  57190. tessellation?: number;
  57191. arc?: number;
  57192. updatable?: boolean;
  57193. sideOrientation?: number;
  57194. frontUVs?: Vector4;
  57195. backUVs?: Vector4;
  57196. }, scene?: Nullable<Scene>): Mesh;
  57197. /**
  57198. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  57199. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  57200. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  57201. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  57202. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  57203. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57204. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57205. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57206. * @param name defines the name of the mesh
  57207. * @param options defines the options used to create the mesh
  57208. * @param scene defines the hosting scene
  57209. * @returns the icosahedron mesh
  57210. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  57211. */
  57212. static CreateIcoSphere(name: string, options: {
  57213. radius?: number;
  57214. radiusX?: number;
  57215. radiusY?: number;
  57216. radiusZ?: number;
  57217. flat?: boolean;
  57218. subdivisions?: number;
  57219. sideOrientation?: number;
  57220. frontUVs?: Vector4;
  57221. backUVs?: Vector4;
  57222. updatable?: boolean;
  57223. }, scene?: Nullable<Scene>): Mesh;
  57224. /**
  57225. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57226. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  57227. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  57228. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  57229. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  57230. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  57231. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  57232. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57233. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57234. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57235. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  57236. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  57237. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  57238. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  57239. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57240. * @param name defines the name of the mesh
  57241. * @param options defines the options used to create the mesh
  57242. * @param scene defines the hosting scene
  57243. * @returns the ribbon mesh
  57244. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  57245. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57246. */
  57247. static CreateRibbon(name: string, options: {
  57248. pathArray: Vector3[][];
  57249. closeArray?: boolean;
  57250. closePath?: boolean;
  57251. offset?: number;
  57252. updatable?: boolean;
  57253. sideOrientation?: number;
  57254. frontUVs?: Vector4;
  57255. backUVs?: Vector4;
  57256. instance?: Mesh;
  57257. invertUV?: boolean;
  57258. uvs?: Vector2[];
  57259. colors?: Color4[];
  57260. }, scene?: Nullable<Scene>): Mesh;
  57261. /**
  57262. * Creates a cylinder or a cone mesh
  57263. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  57264. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  57265. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  57266. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  57267. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  57268. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  57269. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  57270. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  57271. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  57272. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  57273. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  57274. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  57275. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  57276. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  57277. * * If `enclose` is false, a ring surface is one element.
  57278. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  57279. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  57280. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57281. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57282. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57283. * @param name defines the name of the mesh
  57284. * @param options defines the options used to create the mesh
  57285. * @param scene defines the hosting scene
  57286. * @returns the cylinder mesh
  57287. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  57288. */
  57289. static CreateCylinder(name: string, options: {
  57290. height?: number;
  57291. diameterTop?: number;
  57292. diameterBottom?: number;
  57293. diameter?: number;
  57294. tessellation?: number;
  57295. subdivisions?: number;
  57296. arc?: number;
  57297. faceColors?: Color4[];
  57298. faceUV?: Vector4[];
  57299. updatable?: boolean;
  57300. hasRings?: boolean;
  57301. enclose?: boolean;
  57302. cap?: number;
  57303. sideOrientation?: number;
  57304. frontUVs?: Vector4;
  57305. backUVs?: Vector4;
  57306. }, scene?: Nullable<Scene>): Mesh;
  57307. /**
  57308. * Creates a torus mesh
  57309. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  57310. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  57311. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  57312. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57313. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57314. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57315. * @param name defines the name of the mesh
  57316. * @param options defines the options used to create the mesh
  57317. * @param scene defines the hosting scene
  57318. * @returns the torus mesh
  57319. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  57320. */
  57321. static CreateTorus(name: string, options: {
  57322. diameter?: number;
  57323. thickness?: number;
  57324. tessellation?: number;
  57325. updatable?: boolean;
  57326. sideOrientation?: number;
  57327. frontUVs?: Vector4;
  57328. backUVs?: Vector4;
  57329. }, scene?: Nullable<Scene>): Mesh;
  57330. /**
  57331. * Creates a torus knot mesh
  57332. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  57333. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  57334. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  57335. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  57336. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57337. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57338. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57339. * @param name defines the name of the mesh
  57340. * @param options defines the options used to create the mesh
  57341. * @param scene defines the hosting scene
  57342. * @returns the torus knot mesh
  57343. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  57344. */
  57345. static CreateTorusKnot(name: string, options: {
  57346. radius?: number;
  57347. tube?: number;
  57348. radialSegments?: number;
  57349. tubularSegments?: number;
  57350. p?: number;
  57351. q?: number;
  57352. updatable?: boolean;
  57353. sideOrientation?: number;
  57354. frontUVs?: Vector4;
  57355. backUVs?: Vector4;
  57356. }, scene?: Nullable<Scene>): Mesh;
  57357. /**
  57358. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  57359. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  57360. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  57361. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  57362. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  57363. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  57364. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  57365. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  57366. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  57367. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57368. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  57369. * @param name defines the name of the new line system
  57370. * @param options defines the options used to create the line system
  57371. * @param scene defines the hosting scene
  57372. * @returns a new line system mesh
  57373. */
  57374. static CreateLineSystem(name: string, options: {
  57375. lines: Vector3[][];
  57376. updatable?: boolean;
  57377. instance?: Nullable<LinesMesh>;
  57378. colors?: Nullable<Color4[][]>;
  57379. useVertexAlpha?: boolean;
  57380. }, scene: Nullable<Scene>): LinesMesh;
  57381. /**
  57382. * Creates a line mesh
  57383. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  57384. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  57385. * * The parameter `points` is an array successive Vector3
  57386. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  57387. * * The optional parameter `colors` is an array of successive Color4, one per line point
  57388. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  57389. * * When updating an instance, remember that only point positions can change, not the number of points
  57390. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57391. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  57392. * @param name defines the name of the new line system
  57393. * @param options defines the options used to create the line system
  57394. * @param scene defines the hosting scene
  57395. * @returns a new line mesh
  57396. */
  57397. static CreateLines(name: string, options: {
  57398. points: Vector3[];
  57399. updatable?: boolean;
  57400. instance?: Nullable<LinesMesh>;
  57401. colors?: Color4[];
  57402. useVertexAlpha?: boolean;
  57403. }, scene?: Nullable<Scene>): LinesMesh;
  57404. /**
  57405. * Creates a dashed line mesh
  57406. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  57407. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  57408. * * The parameter `points` is an array successive Vector3
  57409. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  57410. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  57411. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  57412. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  57413. * * When updating an instance, remember that only point positions can change, not the number of points
  57414. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57415. * @param name defines the name of the mesh
  57416. * @param options defines the options used to create the mesh
  57417. * @param scene defines the hosting scene
  57418. * @returns the dashed line mesh
  57419. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  57420. */
  57421. static CreateDashedLines(name: string, options: {
  57422. points: Vector3[];
  57423. dashSize?: number;
  57424. gapSize?: number;
  57425. dashNb?: number;
  57426. updatable?: boolean;
  57427. instance?: LinesMesh;
  57428. }, scene?: Nullable<Scene>): LinesMesh;
  57429. /**
  57430. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  57431. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  57432. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  57433. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  57434. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  57435. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  57436. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  57437. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  57438. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57439. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57440. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  57441. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57442. * @param name defines the name of the mesh
  57443. * @param options defines the options used to create the mesh
  57444. * @param scene defines the hosting scene
  57445. * @returns the extruded shape mesh
  57446. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57447. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  57448. */
  57449. static ExtrudeShape(name: string, options: {
  57450. shape: Vector3[];
  57451. path: Vector3[];
  57452. scale?: number;
  57453. rotation?: number;
  57454. cap?: number;
  57455. updatable?: boolean;
  57456. sideOrientation?: number;
  57457. frontUVs?: Vector4;
  57458. backUVs?: Vector4;
  57459. instance?: Mesh;
  57460. invertUV?: boolean;
  57461. }, scene?: Nullable<Scene>): Mesh;
  57462. /**
  57463. * Creates an custom extruded shape mesh.
  57464. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  57465. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  57466. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  57467. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  57468. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  57469. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  57470. * * It must returns a float value that will be the scale value applied to the shape on each path point
  57471. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  57472. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  57473. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  57474. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  57475. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  57476. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57477. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57478. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57479. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57480. * @param name defines the name of the mesh
  57481. * @param options defines the options used to create the mesh
  57482. * @param scene defines the hosting scene
  57483. * @returns the custom extruded shape mesh
  57484. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  57485. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57486. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  57487. */
  57488. static ExtrudeShapeCustom(name: string, options: {
  57489. shape: Vector3[];
  57490. path: Vector3[];
  57491. scaleFunction?: any;
  57492. rotationFunction?: any;
  57493. ribbonCloseArray?: boolean;
  57494. ribbonClosePath?: boolean;
  57495. cap?: number;
  57496. updatable?: boolean;
  57497. sideOrientation?: number;
  57498. frontUVs?: Vector4;
  57499. backUVs?: Vector4;
  57500. instance?: Mesh;
  57501. invertUV?: boolean;
  57502. }, scene?: Nullable<Scene>): Mesh;
  57503. /**
  57504. * Creates lathe mesh.
  57505. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  57506. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  57507. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  57508. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  57509. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  57510. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  57511. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  57512. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  57513. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57514. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57515. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57516. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57517. * @param name defines the name of the mesh
  57518. * @param options defines the options used to create the mesh
  57519. * @param scene defines the hosting scene
  57520. * @returns the lathe mesh
  57521. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  57522. */
  57523. static CreateLathe(name: string, options: {
  57524. shape: Vector3[];
  57525. radius?: number;
  57526. tessellation?: number;
  57527. clip?: number;
  57528. arc?: number;
  57529. closed?: boolean;
  57530. updatable?: boolean;
  57531. sideOrientation?: number;
  57532. frontUVs?: Vector4;
  57533. backUVs?: Vector4;
  57534. cap?: number;
  57535. invertUV?: boolean;
  57536. }, scene?: Nullable<Scene>): Mesh;
  57537. /**
  57538. * Creates a tiled plane mesh
  57539. * * You can set a limited pattern arrangement with the tiles
  57540. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57541. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57542. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57543. * @param name defines the name of the mesh
  57544. * @param options defines the options used to create the mesh
  57545. * @param scene defines the hosting scene
  57546. * @returns the plane mesh
  57547. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  57548. */
  57549. static CreateTiledPlane(name: string, options: {
  57550. pattern?: number;
  57551. tileSize?: number;
  57552. tileWidth?: number;
  57553. tileHeight?: number;
  57554. size?: number;
  57555. width?: number;
  57556. height?: number;
  57557. alignHorizontal?: number;
  57558. alignVertical?: number;
  57559. sideOrientation?: number;
  57560. frontUVs?: Vector4;
  57561. backUVs?: Vector4;
  57562. updatable?: boolean;
  57563. }, scene?: Nullable<Scene>): Mesh;
  57564. /**
  57565. * Creates a plane mesh
  57566. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  57567. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  57568. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  57569. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57570. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57571. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57572. * @param name defines the name of the mesh
  57573. * @param options defines the options used to create the mesh
  57574. * @param scene defines the hosting scene
  57575. * @returns the plane mesh
  57576. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  57577. */
  57578. static CreatePlane(name: string, options: {
  57579. size?: number;
  57580. width?: number;
  57581. height?: number;
  57582. sideOrientation?: number;
  57583. frontUVs?: Vector4;
  57584. backUVs?: Vector4;
  57585. updatable?: boolean;
  57586. sourcePlane?: Plane;
  57587. }, scene?: Nullable<Scene>): Mesh;
  57588. /**
  57589. * Creates a ground mesh
  57590. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  57591. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  57592. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57593. * @param name defines the name of the mesh
  57594. * @param options defines the options used to create the mesh
  57595. * @param scene defines the hosting scene
  57596. * @returns the ground mesh
  57597. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  57598. */
  57599. static CreateGround(name: string, options: {
  57600. width?: number;
  57601. height?: number;
  57602. subdivisions?: number;
  57603. subdivisionsX?: number;
  57604. subdivisionsY?: number;
  57605. updatable?: boolean;
  57606. }, scene?: Nullable<Scene>): Mesh;
  57607. /**
  57608. * Creates a tiled ground mesh
  57609. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  57610. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  57611. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  57612. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  57613. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57614. * @param name defines the name of the mesh
  57615. * @param options defines the options used to create the mesh
  57616. * @param scene defines the hosting scene
  57617. * @returns the tiled ground mesh
  57618. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  57619. */
  57620. static CreateTiledGround(name: string, options: {
  57621. xmin: number;
  57622. zmin: number;
  57623. xmax: number;
  57624. zmax: number;
  57625. subdivisions?: {
  57626. w: number;
  57627. h: number;
  57628. };
  57629. precision?: {
  57630. w: number;
  57631. h: number;
  57632. };
  57633. updatable?: boolean;
  57634. }, scene?: Nullable<Scene>): Mesh;
  57635. /**
  57636. * Creates a ground mesh from a height map
  57637. * * The parameter `url` sets the URL of the height map image resource.
  57638. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  57639. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  57640. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  57641. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  57642. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  57643. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  57644. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  57645. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57646. * @param name defines the name of the mesh
  57647. * @param url defines the url to the height map
  57648. * @param options defines the options used to create the mesh
  57649. * @param scene defines the hosting scene
  57650. * @returns the ground mesh
  57651. * @see https://doc.babylonjs.com/babylon101/height_map
  57652. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  57653. */
  57654. static CreateGroundFromHeightMap(name: string, url: string, options: {
  57655. width?: number;
  57656. height?: number;
  57657. subdivisions?: number;
  57658. minHeight?: number;
  57659. maxHeight?: number;
  57660. colorFilter?: Color3;
  57661. alphaFilter?: number;
  57662. updatable?: boolean;
  57663. onReady?: (mesh: GroundMesh) => void;
  57664. }, scene?: Nullable<Scene>): GroundMesh;
  57665. /**
  57666. * Creates a polygon mesh
  57667. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  57668. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  57669. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  57670. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57671. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  57672. * * Remember you can only change the shape positions, not their number when updating a polygon
  57673. * @param name defines the name of the mesh
  57674. * @param options defines the options used to create the mesh
  57675. * @param scene defines the hosting scene
  57676. * @param earcutInjection can be used to inject your own earcut reference
  57677. * @returns the polygon mesh
  57678. */
  57679. static CreatePolygon(name: string, options: {
  57680. shape: Vector3[];
  57681. holes?: Vector3[][];
  57682. depth?: number;
  57683. faceUV?: Vector4[];
  57684. faceColors?: Color4[];
  57685. updatable?: boolean;
  57686. sideOrientation?: number;
  57687. frontUVs?: Vector4;
  57688. backUVs?: Vector4;
  57689. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57690. /**
  57691. * Creates an extruded polygon mesh, with depth in the Y direction.
  57692. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  57693. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57694. * @param name defines the name of the mesh
  57695. * @param options defines the options used to create the mesh
  57696. * @param scene defines the hosting scene
  57697. * @param earcutInjection can be used to inject your own earcut reference
  57698. * @returns the polygon mesh
  57699. */
  57700. static ExtrudePolygon(name: string, options: {
  57701. shape: Vector3[];
  57702. holes?: Vector3[][];
  57703. depth?: number;
  57704. faceUV?: Vector4[];
  57705. faceColors?: Color4[];
  57706. updatable?: boolean;
  57707. sideOrientation?: number;
  57708. frontUVs?: Vector4;
  57709. backUVs?: Vector4;
  57710. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  57711. /**
  57712. * Creates a tube mesh.
  57713. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57714. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  57715. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  57716. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  57717. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  57718. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  57719. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  57720. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  57721. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  57722. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57723. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57724. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57725. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57726. * @param name defines the name of the mesh
  57727. * @param options defines the options used to create the mesh
  57728. * @param scene defines the hosting scene
  57729. * @returns the tube mesh
  57730. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57731. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  57732. */
  57733. static CreateTube(name: string, options: {
  57734. path: Vector3[];
  57735. radius?: number;
  57736. tessellation?: number;
  57737. radiusFunction?: {
  57738. (i: number, distance: number): number;
  57739. };
  57740. cap?: number;
  57741. arc?: number;
  57742. updatable?: boolean;
  57743. sideOrientation?: number;
  57744. frontUVs?: Vector4;
  57745. backUVs?: Vector4;
  57746. instance?: Mesh;
  57747. invertUV?: boolean;
  57748. }, scene?: Nullable<Scene>): Mesh;
  57749. /**
  57750. * Creates a polyhedron mesh
  57751. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  57752. * * The parameter `size` (positive float, default 1) sets the polygon size
  57753. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  57754. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  57755. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  57756. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  57757. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  57758. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  57759. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57760. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57761. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57762. * @param name defines the name of the mesh
  57763. * @param options defines the options used to create the mesh
  57764. * @param scene defines the hosting scene
  57765. * @returns the polyhedron mesh
  57766. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  57767. */
  57768. static CreatePolyhedron(name: string, options: {
  57769. type?: number;
  57770. size?: number;
  57771. sizeX?: number;
  57772. sizeY?: number;
  57773. sizeZ?: number;
  57774. custom?: any;
  57775. faceUV?: Vector4[];
  57776. faceColors?: Color4[];
  57777. flat?: boolean;
  57778. updatable?: boolean;
  57779. sideOrientation?: number;
  57780. frontUVs?: Vector4;
  57781. backUVs?: Vector4;
  57782. }, scene?: Nullable<Scene>): Mesh;
  57783. /**
  57784. * Creates a decal mesh.
  57785. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  57786. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  57787. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  57788. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  57789. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  57790. * @param name defines the name of the mesh
  57791. * @param sourceMesh defines the mesh where the decal must be applied
  57792. * @param options defines the options used to create the mesh
  57793. * @param scene defines the hosting scene
  57794. * @returns the decal mesh
  57795. * @see https://doc.babylonjs.com/how_to/decals
  57796. */
  57797. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  57798. position?: Vector3;
  57799. normal?: Vector3;
  57800. size?: Vector3;
  57801. angle?: number;
  57802. }): Mesh;
  57803. }
  57804. }
  57805. declare module "babylonjs/Meshes/meshSimplification" {
  57806. import { Mesh } from "babylonjs/Meshes/mesh";
  57807. /**
  57808. * A simplifier interface for future simplification implementations
  57809. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57810. */
  57811. export interface ISimplifier {
  57812. /**
  57813. * Simplification of a given mesh according to the given settings.
  57814. * Since this requires computation, it is assumed that the function runs async.
  57815. * @param settings The settings of the simplification, including quality and distance
  57816. * @param successCallback A callback that will be called after the mesh was simplified.
  57817. * @param errorCallback in case of an error, this callback will be called. optional.
  57818. */
  57819. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  57820. }
  57821. /**
  57822. * Expected simplification settings.
  57823. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  57824. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57825. */
  57826. export interface ISimplificationSettings {
  57827. /**
  57828. * Gets or sets the expected quality
  57829. */
  57830. quality: number;
  57831. /**
  57832. * Gets or sets the distance when this optimized version should be used
  57833. */
  57834. distance: number;
  57835. /**
  57836. * Gets an already optimized mesh
  57837. */
  57838. optimizeMesh?: boolean;
  57839. }
  57840. /**
  57841. * Class used to specify simplification options
  57842. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57843. */
  57844. export class SimplificationSettings implements ISimplificationSettings {
  57845. /** expected quality */
  57846. quality: number;
  57847. /** distance when this optimized version should be used */
  57848. distance: number;
  57849. /** already optimized mesh */
  57850. optimizeMesh?: boolean | undefined;
  57851. /**
  57852. * Creates a SimplificationSettings
  57853. * @param quality expected quality
  57854. * @param distance distance when this optimized version should be used
  57855. * @param optimizeMesh already optimized mesh
  57856. */
  57857. constructor(
  57858. /** expected quality */
  57859. quality: number,
  57860. /** distance when this optimized version should be used */
  57861. distance: number,
  57862. /** already optimized mesh */
  57863. optimizeMesh?: boolean | undefined);
  57864. }
  57865. /**
  57866. * Interface used to define a simplification task
  57867. */
  57868. export interface ISimplificationTask {
  57869. /**
  57870. * Array of settings
  57871. */
  57872. settings: Array<ISimplificationSettings>;
  57873. /**
  57874. * Simplification type
  57875. */
  57876. simplificationType: SimplificationType;
  57877. /**
  57878. * Mesh to simplify
  57879. */
  57880. mesh: Mesh;
  57881. /**
  57882. * Callback called on success
  57883. */
  57884. successCallback?: () => void;
  57885. /**
  57886. * Defines if parallel processing can be used
  57887. */
  57888. parallelProcessing: boolean;
  57889. }
  57890. /**
  57891. * Queue used to order the simplification tasks
  57892. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57893. */
  57894. export class SimplificationQueue {
  57895. private _simplificationArray;
  57896. /**
  57897. * Gets a boolean indicating that the process is still running
  57898. */
  57899. running: boolean;
  57900. /**
  57901. * Creates a new queue
  57902. */
  57903. constructor();
  57904. /**
  57905. * Adds a new simplification task
  57906. * @param task defines a task to add
  57907. */
  57908. addTask(task: ISimplificationTask): void;
  57909. /**
  57910. * Execute next task
  57911. */
  57912. executeNext(): void;
  57913. /**
  57914. * Execute a simplification task
  57915. * @param task defines the task to run
  57916. */
  57917. runSimplification(task: ISimplificationTask): void;
  57918. private getSimplifier;
  57919. }
  57920. /**
  57921. * The implemented types of simplification
  57922. * At the moment only Quadratic Error Decimation is implemented
  57923. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57924. */
  57925. export enum SimplificationType {
  57926. /** Quadratic error decimation */
  57927. QUADRATIC = 0
  57928. }
  57929. }
  57930. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  57931. import { Scene } from "babylonjs/scene";
  57932. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  57933. import { ISceneComponent } from "babylonjs/sceneComponent";
  57934. module "babylonjs/scene" {
  57935. interface Scene {
  57936. /** @hidden (Backing field) */
  57937. _simplificationQueue: SimplificationQueue;
  57938. /**
  57939. * Gets or sets the simplification queue attached to the scene
  57940. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  57941. */
  57942. simplificationQueue: SimplificationQueue;
  57943. }
  57944. }
  57945. module "babylonjs/Meshes/mesh" {
  57946. interface Mesh {
  57947. /**
  57948. * Simplify the mesh according to the given array of settings.
  57949. * Function will return immediately and will simplify async
  57950. * @param settings a collection of simplification settings
  57951. * @param parallelProcessing should all levels calculate parallel or one after the other
  57952. * @param simplificationType the type of simplification to run
  57953. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  57954. * @returns the current mesh
  57955. */
  57956. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  57957. }
  57958. }
  57959. /**
  57960. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  57961. * created in a scene
  57962. */
  57963. export class SimplicationQueueSceneComponent implements ISceneComponent {
  57964. /**
  57965. * The component name helpfull to identify the component in the list of scene components.
  57966. */
  57967. readonly name: string;
  57968. /**
  57969. * The scene the component belongs to.
  57970. */
  57971. scene: Scene;
  57972. /**
  57973. * Creates a new instance of the component for the given scene
  57974. * @param scene Defines the scene to register the component in
  57975. */
  57976. constructor(scene: Scene);
  57977. /**
  57978. * Registers the component in a given scene
  57979. */
  57980. register(): void;
  57981. /**
  57982. * Rebuilds the elements related to this component in case of
  57983. * context lost for instance.
  57984. */
  57985. rebuild(): void;
  57986. /**
  57987. * Disposes the component and the associated ressources
  57988. */
  57989. dispose(): void;
  57990. private _beforeCameraUpdate;
  57991. }
  57992. }
  57993. declare module "babylonjs/Meshes/Builders/index" {
  57994. export * from "babylonjs/Meshes/Builders/boxBuilder";
  57995. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  57996. export * from "babylonjs/Meshes/Builders/discBuilder";
  57997. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  57998. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  57999. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  58000. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  58001. export * from "babylonjs/Meshes/Builders/torusBuilder";
  58002. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  58003. export * from "babylonjs/Meshes/Builders/linesBuilder";
  58004. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  58005. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  58006. export * from "babylonjs/Meshes/Builders/latheBuilder";
  58007. export * from "babylonjs/Meshes/Builders/planeBuilder";
  58008. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  58009. export * from "babylonjs/Meshes/Builders/groundBuilder";
  58010. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  58011. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  58012. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  58013. export * from "babylonjs/Meshes/Builders/decalBuilder";
  58014. }
  58015. declare module "babylonjs/Meshes/index" {
  58016. export * from "babylonjs/Meshes/abstractMesh";
  58017. export * from "babylonjs/Meshes/buffer";
  58018. export * from "babylonjs/Meshes/Compression/index";
  58019. export * from "babylonjs/Meshes/csg";
  58020. export * from "babylonjs/Meshes/geometry";
  58021. export * from "babylonjs/Meshes/groundMesh";
  58022. export * from "babylonjs/Meshes/trailMesh";
  58023. export * from "babylonjs/Meshes/instancedMesh";
  58024. export * from "babylonjs/Meshes/linesMesh";
  58025. export * from "babylonjs/Meshes/mesh";
  58026. export * from "babylonjs/Meshes/mesh.vertexData";
  58027. export * from "babylonjs/Meshes/meshBuilder";
  58028. export * from "babylonjs/Meshes/meshSimplification";
  58029. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  58030. export * from "babylonjs/Meshes/polygonMesh";
  58031. export * from "babylonjs/Meshes/subMesh";
  58032. export * from "babylonjs/Meshes/meshLODLevel";
  58033. export * from "babylonjs/Meshes/transformNode";
  58034. export * from "babylonjs/Meshes/Builders/index";
  58035. export * from "babylonjs/Meshes/dataBuffer";
  58036. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  58037. }
  58038. declare module "babylonjs/Morph/index" {
  58039. export * from "babylonjs/Morph/morphTarget";
  58040. export * from "babylonjs/Morph/morphTargetManager";
  58041. }
  58042. declare module "babylonjs/Navigation/INavigationEngine" {
  58043. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58044. import { Vector3 } from "babylonjs/Maths/math";
  58045. import { Mesh } from "babylonjs/Meshes/mesh";
  58046. import { Scene } from "babylonjs/scene";
  58047. /**
  58048. * Navigation plugin interface to add navigation constrained by a navigation mesh
  58049. */
  58050. export interface INavigationEnginePlugin {
  58051. /**
  58052. * plugin name
  58053. */
  58054. name: string;
  58055. /**
  58056. * Creates a navigation mesh
  58057. * @param meshes array of all the geometry used to compute the navigatio mesh
  58058. * @param parameters bunch of parameters used to filter geometry
  58059. */
  58060. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  58061. /**
  58062. * Create a navigation mesh debug mesh
  58063. * @param scene is where the mesh will be added
  58064. * @returns debug display mesh
  58065. */
  58066. createDebugNavMesh(scene: Scene): Mesh;
  58067. /**
  58068. * Get a navigation mesh constrained position, closest to the parameter position
  58069. * @param position world position
  58070. * @returns the closest point to position constrained by the navigation mesh
  58071. */
  58072. getClosestPoint(position: Vector3): Vector3;
  58073. /**
  58074. * Get a navigation mesh constrained position, within a particular radius
  58075. * @param position world position
  58076. * @param maxRadius the maximum distance to the constrained world position
  58077. * @returns the closest point to position constrained by the navigation mesh
  58078. */
  58079. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  58080. /**
  58081. * Compute the final position from a segment made of destination-position
  58082. * @param position world position
  58083. * @param destination world position
  58084. * @returns the resulting point along the navmesh
  58085. */
  58086. moveAlong(position: Vector3, destination: Vector3): Vector3;
  58087. /**
  58088. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  58089. * @param start world position
  58090. * @param end world position
  58091. * @returns array containing world position composing the path
  58092. */
  58093. computePath(start: Vector3, end: Vector3): Vector3[];
  58094. /**
  58095. * If this plugin is supported
  58096. * @returns true if plugin is supported
  58097. */
  58098. isSupported(): boolean;
  58099. /**
  58100. * Create a new Crowd so you can add agents
  58101. * @param maxAgents the maximum agent count in the crowd
  58102. * @param maxAgentRadius the maximum radius an agent can have
  58103. * @param scene to attach the crowd to
  58104. * @returns the crowd you can add agents to
  58105. */
  58106. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  58107. /**
  58108. * Release all resources
  58109. */
  58110. dispose(): void;
  58111. }
  58112. /**
  58113. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  58114. */
  58115. export interface ICrowd {
  58116. /**
  58117. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  58118. * You can attach anything to that node. The node position is updated in the scene update tick.
  58119. * @param pos world position that will be constrained by the navigation mesh
  58120. * @param parameters agent parameters
  58121. * @param transform hooked to the agent that will be update by the scene
  58122. * @returns agent index
  58123. */
  58124. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  58125. /**
  58126. * Returns the agent position in world space
  58127. * @param index agent index returned by addAgent
  58128. * @returns world space position
  58129. */
  58130. getAgentPosition(index: number): Vector3;
  58131. /**
  58132. * Gets the agent velocity in world space
  58133. * @param index agent index returned by addAgent
  58134. * @returns world space velocity
  58135. */
  58136. getAgentVelocity(index: number): Vector3;
  58137. /**
  58138. * remove a particular agent previously created
  58139. * @param index agent index returned by addAgent
  58140. */
  58141. removeAgent(index: number): void;
  58142. /**
  58143. * get the list of all agents attached to this crowd
  58144. * @returns list of agent indices
  58145. */
  58146. getAgents(): number[];
  58147. /**
  58148. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  58149. * @param deltaTime in seconds
  58150. */
  58151. update(deltaTime: number): void;
  58152. /**
  58153. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  58154. * @param index agent index returned by addAgent
  58155. * @param destination targeted world position
  58156. */
  58157. agentGoto(index: number, destination: Vector3): void;
  58158. /**
  58159. * Release all resources
  58160. */
  58161. dispose(): void;
  58162. }
  58163. /**
  58164. * Configures an agent
  58165. */
  58166. export interface IAgentParameters {
  58167. /**
  58168. * Agent radius. [Limit: >= 0]
  58169. */
  58170. radius: number;
  58171. /**
  58172. * Agent height. [Limit: > 0]
  58173. */
  58174. height: number;
  58175. /**
  58176. * Maximum allowed acceleration. [Limit: >= 0]
  58177. */
  58178. maxAcceleration: number;
  58179. /**
  58180. * Maximum allowed speed. [Limit: >= 0]
  58181. */
  58182. maxSpeed: number;
  58183. /**
  58184. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  58185. */
  58186. collisionQueryRange: number;
  58187. /**
  58188. * The path visibility optimization range. [Limit: > 0]
  58189. */
  58190. pathOptimizationRange: number;
  58191. /**
  58192. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  58193. */
  58194. separationWeight: number;
  58195. }
  58196. /**
  58197. * Configures the navigation mesh creation
  58198. */
  58199. export interface INavMeshParameters {
  58200. /**
  58201. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  58202. */
  58203. cs: number;
  58204. /**
  58205. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  58206. */
  58207. ch: number;
  58208. /**
  58209. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  58210. */
  58211. walkableSlopeAngle: number;
  58212. /**
  58213. * Minimum floor to 'ceiling' height that will still allow the floor area to
  58214. * be considered walkable. [Limit: >= 3] [Units: vx]
  58215. */
  58216. walkableHeight: number;
  58217. /**
  58218. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  58219. */
  58220. walkableClimb: number;
  58221. /**
  58222. * The distance to erode/shrink the walkable area of the heightfield away from
  58223. * obstructions. [Limit: >=0] [Units: vx]
  58224. */
  58225. walkableRadius: number;
  58226. /**
  58227. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  58228. */
  58229. maxEdgeLen: number;
  58230. /**
  58231. * The maximum distance a simplfied contour's border edges should deviate
  58232. * the original raw contour. [Limit: >=0] [Units: vx]
  58233. */
  58234. maxSimplificationError: number;
  58235. /**
  58236. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  58237. */
  58238. minRegionArea: number;
  58239. /**
  58240. * Any regions with a span count smaller than this value will, if possible,
  58241. * be merged with larger regions. [Limit: >=0] [Units: vx]
  58242. */
  58243. mergeRegionArea: number;
  58244. /**
  58245. * The maximum number of vertices allowed for polygons generated during the
  58246. * contour to polygon conversion process. [Limit: >= 3]
  58247. */
  58248. maxVertsPerPoly: number;
  58249. /**
  58250. * Sets the sampling distance to use when generating the detail mesh.
  58251. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  58252. */
  58253. detailSampleDist: number;
  58254. /**
  58255. * The maximum distance the detail mesh surface should deviate from heightfield
  58256. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  58257. */
  58258. detailSampleMaxError: number;
  58259. }
  58260. }
  58261. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  58262. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  58263. import { Mesh } from "babylonjs/Meshes/mesh";
  58264. import { Scene } from "babylonjs/scene";
  58265. import { Vector3 } from "babylonjs/Maths/math";
  58266. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58267. /**
  58268. * RecastJS navigation plugin
  58269. */
  58270. export class RecastJSPlugin implements INavigationEnginePlugin {
  58271. /**
  58272. * Reference to the Recast library
  58273. */
  58274. bjsRECAST: any;
  58275. /**
  58276. * plugin name
  58277. */
  58278. name: string;
  58279. /**
  58280. * the first navmesh created. We might extend this to support multiple navmeshes
  58281. */
  58282. navMesh: any;
  58283. /**
  58284. * Initializes the recastJS plugin
  58285. * @param recastInjection can be used to inject your own recast reference
  58286. */
  58287. constructor(recastInjection?: any);
  58288. /**
  58289. * Creates a navigation mesh
  58290. * @param meshes array of all the geometry used to compute the navigatio mesh
  58291. * @param parameters bunch of parameters used to filter geometry
  58292. */
  58293. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  58294. /**
  58295. * Create a navigation mesh debug mesh
  58296. * @param scene is where the mesh will be added
  58297. * @returns debug display mesh
  58298. */
  58299. createDebugNavMesh(scene: Scene): Mesh;
  58300. /**
  58301. * Get a navigation mesh constrained position, closest to the parameter position
  58302. * @param position world position
  58303. * @returns the closest point to position constrained by the navigation mesh
  58304. */
  58305. getClosestPoint(position: Vector3): Vector3;
  58306. /**
  58307. * Get a navigation mesh constrained position, within a particular radius
  58308. * @param position world position
  58309. * @param maxRadius the maximum distance to the constrained world position
  58310. * @returns the closest point to position constrained by the navigation mesh
  58311. */
  58312. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  58313. /**
  58314. * Compute the final position from a segment made of destination-position
  58315. * @param position world position
  58316. * @param destination world position
  58317. * @returns the resulting point along the navmesh
  58318. */
  58319. moveAlong(position: Vector3, destination: Vector3): Vector3;
  58320. /**
  58321. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  58322. * @param start world position
  58323. * @param end world position
  58324. * @returns array containing world position composing the path
  58325. */
  58326. computePath(start: Vector3, end: Vector3): Vector3[];
  58327. /**
  58328. * Create a new Crowd so you can add agents
  58329. * @param maxAgents the maximum agent count in the crowd
  58330. * @param maxAgentRadius the maximum radius an agent can have
  58331. * @param scene to attach the crowd to
  58332. * @returns the crowd you can add agents to
  58333. */
  58334. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  58335. /**
  58336. * Disposes
  58337. */
  58338. dispose(): void;
  58339. /**
  58340. * If this plugin is supported
  58341. * @returns true if plugin is supported
  58342. */
  58343. isSupported(): boolean;
  58344. }
  58345. /**
  58346. * Recast detour crowd implementation
  58347. */
  58348. export class RecastJSCrowd implements ICrowd {
  58349. /**
  58350. * Recast/detour plugin
  58351. */
  58352. bjsRECASTPlugin: RecastJSPlugin;
  58353. /**
  58354. * Link to the detour crowd
  58355. */
  58356. recastCrowd: any;
  58357. /**
  58358. * One transform per agent
  58359. */
  58360. transforms: TransformNode[];
  58361. /**
  58362. * All agents created
  58363. */
  58364. agents: number[];
  58365. /**
  58366. * Link to the scene is kept to unregister the crowd from the scene
  58367. */
  58368. private _scene;
  58369. /**
  58370. * Observer for crowd updates
  58371. */
  58372. private _onBeforeAnimationsObserver;
  58373. /**
  58374. * Constructor
  58375. * @param plugin recastJS plugin
  58376. * @param maxAgents the maximum agent count in the crowd
  58377. * @param maxAgentRadius the maximum radius an agent can have
  58378. * @param scene to attach the crowd to
  58379. * @returns the crowd you can add agents to
  58380. */
  58381. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  58382. /**
  58383. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  58384. * You can attach anything to that node. The node position is updated in the scene update tick.
  58385. * @param pos world position that will be constrained by the navigation mesh
  58386. * @param parameters agent parameters
  58387. * @param transform hooked to the agent that will be update by the scene
  58388. * @returns agent index
  58389. */
  58390. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  58391. /**
  58392. * Returns the agent position in world space
  58393. * @param index agent index returned by addAgent
  58394. * @returns world space position
  58395. */
  58396. getAgentPosition(index: number): Vector3;
  58397. /**
  58398. * Returns the agent velocity in world space
  58399. * @param index agent index returned by addAgent
  58400. * @returns world space velocity
  58401. */
  58402. getAgentVelocity(index: number): Vector3;
  58403. /**
  58404. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  58405. * @param index agent index returned by addAgent
  58406. * @param destination targeted world position
  58407. */
  58408. agentGoto(index: number, destination: Vector3): void;
  58409. /**
  58410. * remove a particular agent previously created
  58411. * @param index agent index returned by addAgent
  58412. */
  58413. removeAgent(index: number): void;
  58414. /**
  58415. * get the list of all agents attached to this crowd
  58416. * @returns list of agent indices
  58417. */
  58418. getAgents(): number[];
  58419. /**
  58420. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  58421. * @param deltaTime in seconds
  58422. */
  58423. update(deltaTime: number): void;
  58424. /**
  58425. * Release all resources
  58426. */
  58427. dispose(): void;
  58428. }
  58429. }
  58430. declare module "babylonjs/Navigation/Plugins/index" {
  58431. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  58432. }
  58433. declare module "babylonjs/Navigation/index" {
  58434. export * from "babylonjs/Navigation/INavigationEngine";
  58435. export * from "babylonjs/Navigation/Plugins/index";
  58436. }
  58437. declare module "babylonjs/Offline/database" {
  58438. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  58439. /**
  58440. * Class used to enable access to IndexedDB
  58441. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  58442. */
  58443. export class Database implements IOfflineProvider {
  58444. private _callbackManifestChecked;
  58445. private _currentSceneUrl;
  58446. private _db;
  58447. private _enableSceneOffline;
  58448. private _enableTexturesOffline;
  58449. private _manifestVersionFound;
  58450. private _mustUpdateRessources;
  58451. private _hasReachedQuota;
  58452. private _isSupported;
  58453. private _idbFactory;
  58454. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  58455. private static IsUASupportingBlobStorage;
  58456. /**
  58457. * Gets a boolean indicating if Database storate is enabled (off by default)
  58458. */
  58459. static IDBStorageEnabled: boolean;
  58460. /**
  58461. * Gets a boolean indicating if scene must be saved in the database
  58462. */
  58463. readonly enableSceneOffline: boolean;
  58464. /**
  58465. * Gets a boolean indicating if textures must be saved in the database
  58466. */
  58467. readonly enableTexturesOffline: boolean;
  58468. /**
  58469. * Creates a new Database
  58470. * @param urlToScene defines the url to load the scene
  58471. * @param callbackManifestChecked defines the callback to use when manifest is checked
  58472. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  58473. */
  58474. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  58475. private static _ParseURL;
  58476. private static _ReturnFullUrlLocation;
  58477. private _checkManifestFile;
  58478. /**
  58479. * Open the database and make it available
  58480. * @param successCallback defines the callback to call on success
  58481. * @param errorCallback defines the callback to call on error
  58482. */
  58483. open(successCallback: () => void, errorCallback: () => void): void;
  58484. /**
  58485. * Loads an image from the database
  58486. * @param url defines the url to load from
  58487. * @param image defines the target DOM image
  58488. */
  58489. loadImage(url: string, image: HTMLImageElement): void;
  58490. private _loadImageFromDBAsync;
  58491. private _saveImageIntoDBAsync;
  58492. private _checkVersionFromDB;
  58493. private _loadVersionFromDBAsync;
  58494. private _saveVersionIntoDBAsync;
  58495. /**
  58496. * Loads a file from database
  58497. * @param url defines the URL to load from
  58498. * @param sceneLoaded defines a callback to call on success
  58499. * @param progressCallBack defines a callback to call when progress changed
  58500. * @param errorCallback defines a callback to call on error
  58501. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  58502. */
  58503. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  58504. private _loadFileAsync;
  58505. private _saveFileAsync;
  58506. /**
  58507. * Validates if xhr data is correct
  58508. * @param xhr defines the request to validate
  58509. * @param dataType defines the expected data type
  58510. * @returns true if data is correct
  58511. */
  58512. private static _ValidateXHRData;
  58513. }
  58514. }
  58515. declare module "babylonjs/Offline/index" {
  58516. export * from "babylonjs/Offline/database";
  58517. export * from "babylonjs/Offline/IOfflineProvider";
  58518. }
  58519. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  58520. /** @hidden */
  58521. export var gpuUpdateParticlesPixelShader: {
  58522. name: string;
  58523. shader: string;
  58524. };
  58525. }
  58526. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  58527. /** @hidden */
  58528. export var gpuUpdateParticlesVertexShader: {
  58529. name: string;
  58530. shader: string;
  58531. };
  58532. }
  58533. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  58534. /** @hidden */
  58535. export var clipPlaneFragmentDeclaration2: {
  58536. name: string;
  58537. shader: string;
  58538. };
  58539. }
  58540. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  58541. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  58542. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  58543. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58544. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  58545. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  58546. /** @hidden */
  58547. export var gpuRenderParticlesPixelShader: {
  58548. name: string;
  58549. shader: string;
  58550. };
  58551. }
  58552. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  58553. /** @hidden */
  58554. export var clipPlaneVertexDeclaration2: {
  58555. name: string;
  58556. shader: string;
  58557. };
  58558. }
  58559. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  58560. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  58561. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  58562. /** @hidden */
  58563. export var gpuRenderParticlesVertexShader: {
  58564. name: string;
  58565. shader: string;
  58566. };
  58567. }
  58568. declare module "babylonjs/Particles/gpuParticleSystem" {
  58569. import { Nullable } from "babylonjs/types";
  58570. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  58571. import { Observable } from "babylonjs/Misc/observable";
  58572. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  58573. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58574. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  58575. import { Scene, IDisposable } from "babylonjs/scene";
  58576. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  58577. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  58578. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  58579. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  58580. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  58581. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  58582. /**
  58583. * This represents a GPU particle system in Babylon
  58584. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  58585. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  58586. */
  58587. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  58588. /**
  58589. * The layer mask we are rendering the particles through.
  58590. */
  58591. layerMask: number;
  58592. private _capacity;
  58593. private _activeCount;
  58594. private _currentActiveCount;
  58595. private _accumulatedCount;
  58596. private _renderEffect;
  58597. private _updateEffect;
  58598. private _buffer0;
  58599. private _buffer1;
  58600. private _spriteBuffer;
  58601. private _updateVAO;
  58602. private _renderVAO;
  58603. private _targetIndex;
  58604. private _sourceBuffer;
  58605. private _targetBuffer;
  58606. private _engine;
  58607. private _currentRenderId;
  58608. private _started;
  58609. private _stopped;
  58610. private _timeDelta;
  58611. private _randomTexture;
  58612. private _randomTexture2;
  58613. private _attributesStrideSize;
  58614. private _updateEffectOptions;
  58615. private _randomTextureSize;
  58616. private _actualFrame;
  58617. private readonly _rawTextureWidth;
  58618. /**
  58619. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  58620. */
  58621. static readonly IsSupported: boolean;
  58622. /**
  58623. * An event triggered when the system is disposed.
  58624. */
  58625. onDisposeObservable: Observable<GPUParticleSystem>;
  58626. /**
  58627. * Gets the maximum number of particles active at the same time.
  58628. * @returns The max number of active particles.
  58629. */
  58630. getCapacity(): number;
  58631. /**
  58632. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  58633. * to override the particles.
  58634. */
  58635. forceDepthWrite: boolean;
  58636. /**
  58637. * Gets or set the number of active particles
  58638. */
  58639. activeParticleCount: number;
  58640. private _preWarmDone;
  58641. /**
  58642. * Is this system ready to be used/rendered
  58643. * @return true if the system is ready
  58644. */
  58645. isReady(): boolean;
  58646. /**
  58647. * Gets if the system has been started. (Note: this will still be true after stop is called)
  58648. * @returns True if it has been started, otherwise false.
  58649. */
  58650. isStarted(): boolean;
  58651. /**
  58652. * Starts the particle system and begins to emit
  58653. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  58654. */
  58655. start(delay?: number): void;
  58656. /**
  58657. * Stops the particle system.
  58658. */
  58659. stop(): void;
  58660. /**
  58661. * Remove all active particles
  58662. */
  58663. reset(): void;
  58664. /**
  58665. * Returns the string "GPUParticleSystem"
  58666. * @returns a string containing the class name
  58667. */
  58668. getClassName(): string;
  58669. private _colorGradientsTexture;
  58670. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  58671. /**
  58672. * Adds a new color gradient
  58673. * @param gradient defines the gradient to use (between 0 and 1)
  58674. * @param color1 defines the color to affect to the specified gradient
  58675. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  58676. * @returns the current particle system
  58677. */
  58678. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  58679. /**
  58680. * Remove a specific color gradient
  58681. * @param gradient defines the gradient to remove
  58682. * @returns the current particle system
  58683. */
  58684. removeColorGradient(gradient: number): GPUParticleSystem;
  58685. private _angularSpeedGradientsTexture;
  58686. private _sizeGradientsTexture;
  58687. private _velocityGradientsTexture;
  58688. private _limitVelocityGradientsTexture;
  58689. private _dragGradientsTexture;
  58690. private _addFactorGradient;
  58691. /**
  58692. * Adds a new size gradient
  58693. * @param gradient defines the gradient to use (between 0 and 1)
  58694. * @param factor defines the size factor to affect to the specified gradient
  58695. * @returns the current particle system
  58696. */
  58697. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  58698. /**
  58699. * Remove a specific size gradient
  58700. * @param gradient defines the gradient to remove
  58701. * @returns the current particle system
  58702. */
  58703. removeSizeGradient(gradient: number): GPUParticleSystem;
  58704. /**
  58705. * Adds a new angular speed gradient
  58706. * @param gradient defines the gradient to use (between 0 and 1)
  58707. * @param factor defines the angular speed to affect to the specified gradient
  58708. * @returns the current particle system
  58709. */
  58710. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  58711. /**
  58712. * Remove a specific angular speed gradient
  58713. * @param gradient defines the gradient to remove
  58714. * @returns the current particle system
  58715. */
  58716. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  58717. /**
  58718. * Adds a new velocity gradient
  58719. * @param gradient defines the gradient to use (between 0 and 1)
  58720. * @param factor defines the velocity to affect to the specified gradient
  58721. * @returns the current particle system
  58722. */
  58723. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  58724. /**
  58725. * Remove a specific velocity gradient
  58726. * @param gradient defines the gradient to remove
  58727. * @returns the current particle system
  58728. */
  58729. removeVelocityGradient(gradient: number): GPUParticleSystem;
  58730. /**
  58731. * Adds a new limit velocity gradient
  58732. * @param gradient defines the gradient to use (between 0 and 1)
  58733. * @param factor defines the limit velocity value to affect to the specified gradient
  58734. * @returns the current particle system
  58735. */
  58736. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  58737. /**
  58738. * Remove a specific limit velocity gradient
  58739. * @param gradient defines the gradient to remove
  58740. * @returns the current particle system
  58741. */
  58742. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  58743. /**
  58744. * Adds a new drag gradient
  58745. * @param gradient defines the gradient to use (between 0 and 1)
  58746. * @param factor defines the drag value to affect to the specified gradient
  58747. * @returns the current particle system
  58748. */
  58749. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  58750. /**
  58751. * Remove a specific drag gradient
  58752. * @param gradient defines the gradient to remove
  58753. * @returns the current particle system
  58754. */
  58755. removeDragGradient(gradient: number): GPUParticleSystem;
  58756. /**
  58757. * Not supported by GPUParticleSystem
  58758. * @param gradient defines the gradient to use (between 0 and 1)
  58759. * @param factor defines the emit rate value to affect to the specified gradient
  58760. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58761. * @returns the current particle system
  58762. */
  58763. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58764. /**
  58765. * Not supported by GPUParticleSystem
  58766. * @param gradient defines the gradient to remove
  58767. * @returns the current particle system
  58768. */
  58769. removeEmitRateGradient(gradient: number): IParticleSystem;
  58770. /**
  58771. * Not supported by GPUParticleSystem
  58772. * @param gradient defines the gradient to use (between 0 and 1)
  58773. * @param factor defines the start size value to affect to the specified gradient
  58774. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58775. * @returns the current particle system
  58776. */
  58777. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58778. /**
  58779. * Not supported by GPUParticleSystem
  58780. * @param gradient defines the gradient to remove
  58781. * @returns the current particle system
  58782. */
  58783. removeStartSizeGradient(gradient: number): IParticleSystem;
  58784. /**
  58785. * Not supported by GPUParticleSystem
  58786. * @param gradient defines the gradient to use (between 0 and 1)
  58787. * @param min defines the color remap minimal range
  58788. * @param max defines the color remap maximal range
  58789. * @returns the current particle system
  58790. */
  58791. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  58792. /**
  58793. * Not supported by GPUParticleSystem
  58794. * @param gradient defines the gradient to remove
  58795. * @returns the current particle system
  58796. */
  58797. removeColorRemapGradient(): IParticleSystem;
  58798. /**
  58799. * Not supported by GPUParticleSystem
  58800. * @param gradient defines the gradient to use (between 0 and 1)
  58801. * @param min defines the alpha remap minimal range
  58802. * @param max defines the alpha remap maximal range
  58803. * @returns the current particle system
  58804. */
  58805. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  58806. /**
  58807. * Not supported by GPUParticleSystem
  58808. * @param gradient defines the gradient to remove
  58809. * @returns the current particle system
  58810. */
  58811. removeAlphaRemapGradient(): IParticleSystem;
  58812. /**
  58813. * Not supported by GPUParticleSystem
  58814. * @param gradient defines the gradient to use (between 0 and 1)
  58815. * @param color defines the color to affect to the specified gradient
  58816. * @returns the current particle system
  58817. */
  58818. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  58819. /**
  58820. * Not supported by GPUParticleSystem
  58821. * @param gradient defines the gradient to remove
  58822. * @returns the current particle system
  58823. */
  58824. removeRampGradient(): IParticleSystem;
  58825. /**
  58826. * Not supported by GPUParticleSystem
  58827. * @returns the list of ramp gradients
  58828. */
  58829. getRampGradients(): Nullable<Array<Color3Gradient>>;
  58830. /**
  58831. * Not supported by GPUParticleSystem
  58832. * Gets or sets a boolean indicating that ramp gradients must be used
  58833. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  58834. */
  58835. useRampGradients: boolean;
  58836. /**
  58837. * Not supported by GPUParticleSystem
  58838. * @param gradient defines the gradient to use (between 0 and 1)
  58839. * @param factor defines the life time factor to affect to the specified gradient
  58840. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  58841. * @returns the current particle system
  58842. */
  58843. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  58844. /**
  58845. * Not supported by GPUParticleSystem
  58846. * @param gradient defines the gradient to remove
  58847. * @returns the current particle system
  58848. */
  58849. removeLifeTimeGradient(gradient: number): IParticleSystem;
  58850. /**
  58851. * Instantiates a GPU particle system.
  58852. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  58853. * @param name The name of the particle system
  58854. * @param options The options used to create the system
  58855. * @param scene The scene the particle system belongs to
  58856. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  58857. */
  58858. constructor(name: string, options: Partial<{
  58859. capacity: number;
  58860. randomTextureSize: number;
  58861. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  58862. protected _reset(): void;
  58863. private _createUpdateVAO;
  58864. private _createRenderVAO;
  58865. private _initialize;
  58866. /** @hidden */
  58867. _recreateUpdateEffect(): void;
  58868. /** @hidden */
  58869. _recreateRenderEffect(): void;
  58870. /**
  58871. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  58872. * @param preWarm defines if we are in the pre-warmimg phase
  58873. */
  58874. animate(preWarm?: boolean): void;
  58875. private _createFactorGradientTexture;
  58876. private _createSizeGradientTexture;
  58877. private _createAngularSpeedGradientTexture;
  58878. private _createVelocityGradientTexture;
  58879. private _createLimitVelocityGradientTexture;
  58880. private _createDragGradientTexture;
  58881. private _createColorGradientTexture;
  58882. /**
  58883. * Renders the particle system in its current state
  58884. * @param preWarm defines if the system should only update the particles but not render them
  58885. * @returns the current number of particles
  58886. */
  58887. render(preWarm?: boolean): number;
  58888. /**
  58889. * Rebuilds the particle system
  58890. */
  58891. rebuild(): void;
  58892. private _releaseBuffers;
  58893. private _releaseVAOs;
  58894. /**
  58895. * Disposes the particle system and free the associated resources
  58896. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  58897. */
  58898. dispose(disposeTexture?: boolean): void;
  58899. /**
  58900. * Clones the particle system.
  58901. * @param name The name of the cloned object
  58902. * @param newEmitter The new emitter to use
  58903. * @returns the cloned particle system
  58904. */
  58905. clone(name: string, newEmitter: any): GPUParticleSystem;
  58906. /**
  58907. * Serializes the particle system to a JSON object.
  58908. * @returns the JSON object
  58909. */
  58910. serialize(): any;
  58911. /**
  58912. * Parses a JSON object to create a GPU particle system.
  58913. * @param parsedParticleSystem The JSON object to parse
  58914. * @param scene The scene to create the particle system in
  58915. * @param rootUrl The root url to use to load external dependencies like texture
  58916. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  58917. * @returns the parsed GPU particle system
  58918. */
  58919. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  58920. }
  58921. }
  58922. declare module "babylonjs/Particles/particleSystemSet" {
  58923. import { Nullable } from "babylonjs/types";
  58924. import { Color3 } from "babylonjs/Maths/math.color";
  58925. import { TransformNode } from "babylonjs/Meshes/transformNode";
  58926. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58927. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58928. import { Scene, IDisposable } from "babylonjs/scene";
  58929. /**
  58930. * Represents a set of particle systems working together to create a specific effect
  58931. */
  58932. export class ParticleSystemSet implements IDisposable {
  58933. private _emitterCreationOptions;
  58934. private _emitterNode;
  58935. /**
  58936. * Gets the particle system list
  58937. */
  58938. systems: IParticleSystem[];
  58939. /**
  58940. * Gets the emitter node used with this set
  58941. */
  58942. readonly emitterNode: Nullable<TransformNode>;
  58943. /**
  58944. * Creates a new emitter mesh as a sphere
  58945. * @param options defines the options used to create the sphere
  58946. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  58947. * @param scene defines the hosting scene
  58948. */
  58949. setEmitterAsSphere(options: {
  58950. diameter: number;
  58951. segments: number;
  58952. color: Color3;
  58953. }, renderingGroupId: number, scene: Scene): void;
  58954. /**
  58955. * Starts all particle systems of the set
  58956. * @param emitter defines an optional mesh to use as emitter for the particle systems
  58957. */
  58958. start(emitter?: AbstractMesh): void;
  58959. /**
  58960. * Release all associated resources
  58961. */
  58962. dispose(): void;
  58963. /**
  58964. * Serialize the set into a JSON compatible object
  58965. * @returns a JSON compatible representation of the set
  58966. */
  58967. serialize(): any;
  58968. /**
  58969. * Parse a new ParticleSystemSet from a serialized source
  58970. * @param data defines a JSON compatible representation of the set
  58971. * @param scene defines the hosting scene
  58972. * @param gpu defines if we want GPU particles or CPU particles
  58973. * @returns a new ParticleSystemSet
  58974. */
  58975. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  58976. }
  58977. }
  58978. declare module "babylonjs/Particles/particleHelper" {
  58979. import { Nullable } from "babylonjs/types";
  58980. import { Scene } from "babylonjs/scene";
  58981. import { Vector3 } from "babylonjs/Maths/math.vector";
  58982. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58983. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  58984. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  58985. /**
  58986. * This class is made for on one-liner static method to help creating particle system set.
  58987. */
  58988. export class ParticleHelper {
  58989. /**
  58990. * Gets or sets base Assets URL
  58991. */
  58992. static BaseAssetsUrl: string;
  58993. /**
  58994. * Create a default particle system that you can tweak
  58995. * @param emitter defines the emitter to use
  58996. * @param capacity defines the system capacity (default is 500 particles)
  58997. * @param scene defines the hosting scene
  58998. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  58999. * @returns the new Particle system
  59000. */
  59001. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  59002. /**
  59003. * This is the main static method (one-liner) of this helper to create different particle systems
  59004. * @param type This string represents the type to the particle system to create
  59005. * @param scene The scene where the particle system should live
  59006. * @param gpu If the system will use gpu
  59007. * @returns the ParticleSystemSet created
  59008. */
  59009. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  59010. /**
  59011. * Static function used to export a particle system to a ParticleSystemSet variable.
  59012. * Please note that the emitter shape is not exported
  59013. * @param systems defines the particle systems to export
  59014. * @returns the created particle system set
  59015. */
  59016. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  59017. }
  59018. }
  59019. declare module "babylonjs/Particles/particleSystemComponent" {
  59020. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  59021. import { Effect, EffectFallbacks } from "babylonjs/Materials/effect";
  59022. import "babylonjs/Shaders/particles.vertex";
  59023. module "babylonjs/Engines/engine" {
  59024. interface Engine {
  59025. /**
  59026. * Create an effect to use with particle systems.
  59027. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  59028. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  59029. * @param uniformsNames defines a list of attribute names
  59030. * @param samplers defines an array of string used to represent textures
  59031. * @param defines defines the string containing the defines to use to compile the shaders
  59032. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  59033. * @param onCompiled defines a function to call when the effect creation is successful
  59034. * @param onError defines a function to call when the effect creation has failed
  59035. * @returns the new Effect
  59036. */
  59037. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  59038. }
  59039. }
  59040. module "babylonjs/Meshes/mesh" {
  59041. interface Mesh {
  59042. /**
  59043. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  59044. * @returns an array of IParticleSystem
  59045. */
  59046. getEmittedParticleSystems(): IParticleSystem[];
  59047. /**
  59048. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  59049. * @returns an array of IParticleSystem
  59050. */
  59051. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  59052. }
  59053. }
  59054. /**
  59055. * @hidden
  59056. */
  59057. export var _IDoNeedToBeInTheBuild: number;
  59058. }
  59059. declare module "babylonjs/Particles/index" {
  59060. export * from "babylonjs/Particles/baseParticleSystem";
  59061. export * from "babylonjs/Particles/EmitterTypes/index";
  59062. export * from "babylonjs/Particles/gpuParticleSystem";
  59063. export * from "babylonjs/Particles/IParticleSystem";
  59064. export * from "babylonjs/Particles/particle";
  59065. export * from "babylonjs/Particles/particleHelper";
  59066. export * from "babylonjs/Particles/particleSystem";
  59067. export * from "babylonjs/Particles/particleSystemComponent";
  59068. export * from "babylonjs/Particles/particleSystemSet";
  59069. export * from "babylonjs/Particles/solidParticle";
  59070. export * from "babylonjs/Particles/solidParticleSystem";
  59071. export * from "babylonjs/Particles/subEmitter";
  59072. }
  59073. declare module "babylonjs/Physics/physicsEngineComponent" {
  59074. import { Nullable } from "babylonjs/types";
  59075. import { Observable, Observer } from "babylonjs/Misc/observable";
  59076. import { Vector3 } from "babylonjs/Maths/math.vector";
  59077. import { Mesh } from "babylonjs/Meshes/mesh";
  59078. import { ISceneComponent } from "babylonjs/sceneComponent";
  59079. import { Scene } from "babylonjs/scene";
  59080. import { Node } from "babylonjs/node";
  59081. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  59082. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  59083. module "babylonjs/scene" {
  59084. interface Scene {
  59085. /** @hidden (Backing field) */
  59086. _physicsEngine: Nullable<IPhysicsEngine>;
  59087. /**
  59088. * Gets the current physics engine
  59089. * @returns a IPhysicsEngine or null if none attached
  59090. */
  59091. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  59092. /**
  59093. * Enables physics to the current scene
  59094. * @param gravity defines the scene's gravity for the physics engine
  59095. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  59096. * @return a boolean indicating if the physics engine was initialized
  59097. */
  59098. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  59099. /**
  59100. * Disables and disposes the physics engine associated with the scene
  59101. */
  59102. disablePhysicsEngine(): void;
  59103. /**
  59104. * Gets a boolean indicating if there is an active physics engine
  59105. * @returns a boolean indicating if there is an active physics engine
  59106. */
  59107. isPhysicsEnabled(): boolean;
  59108. /**
  59109. * Deletes a physics compound impostor
  59110. * @param compound defines the compound to delete
  59111. */
  59112. deleteCompoundImpostor(compound: any): void;
  59113. /**
  59114. * An event triggered when physic simulation is about to be run
  59115. */
  59116. onBeforePhysicsObservable: Observable<Scene>;
  59117. /**
  59118. * An event triggered when physic simulation has been done
  59119. */
  59120. onAfterPhysicsObservable: Observable<Scene>;
  59121. }
  59122. }
  59123. module "babylonjs/Meshes/abstractMesh" {
  59124. interface AbstractMesh {
  59125. /** @hidden */
  59126. _physicsImpostor: Nullable<PhysicsImpostor>;
  59127. /**
  59128. * Gets or sets impostor used for physic simulation
  59129. * @see http://doc.babylonjs.com/features/physics_engine
  59130. */
  59131. physicsImpostor: Nullable<PhysicsImpostor>;
  59132. /**
  59133. * Gets the current physics impostor
  59134. * @see http://doc.babylonjs.com/features/physics_engine
  59135. * @returns a physics impostor or null
  59136. */
  59137. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  59138. /** Apply a physic impulse to the mesh
  59139. * @param force defines the force to apply
  59140. * @param contactPoint defines where to apply the force
  59141. * @returns the current mesh
  59142. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  59143. */
  59144. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  59145. /**
  59146. * Creates a physic joint between two meshes
  59147. * @param otherMesh defines the other mesh to use
  59148. * @param pivot1 defines the pivot to use on this mesh
  59149. * @param pivot2 defines the pivot to use on the other mesh
  59150. * @param options defines additional options (can be plugin dependent)
  59151. * @returns the current mesh
  59152. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  59153. */
  59154. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  59155. /** @hidden */
  59156. _disposePhysicsObserver: Nullable<Observer<Node>>;
  59157. }
  59158. }
  59159. /**
  59160. * Defines the physics engine scene component responsible to manage a physics engine
  59161. */
  59162. export class PhysicsEngineSceneComponent implements ISceneComponent {
  59163. /**
  59164. * The component name helpful to identify the component in the list of scene components.
  59165. */
  59166. readonly name: string;
  59167. /**
  59168. * The scene the component belongs to.
  59169. */
  59170. scene: Scene;
  59171. /**
  59172. * Creates a new instance of the component for the given scene
  59173. * @param scene Defines the scene to register the component in
  59174. */
  59175. constructor(scene: Scene);
  59176. /**
  59177. * Registers the component in a given scene
  59178. */
  59179. register(): void;
  59180. /**
  59181. * Rebuilds the elements related to this component in case of
  59182. * context lost for instance.
  59183. */
  59184. rebuild(): void;
  59185. /**
  59186. * Disposes the component and the associated ressources
  59187. */
  59188. dispose(): void;
  59189. }
  59190. }
  59191. declare module "babylonjs/Physics/physicsHelper" {
  59192. import { Nullable } from "babylonjs/types";
  59193. import { Vector3 } from "babylonjs/Maths/math.vector";
  59194. import { Mesh } from "babylonjs/Meshes/mesh";
  59195. import { Scene } from "babylonjs/scene";
  59196. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  59197. /**
  59198. * A helper for physics simulations
  59199. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59200. */
  59201. export class PhysicsHelper {
  59202. private _scene;
  59203. private _physicsEngine;
  59204. /**
  59205. * Initializes the Physics helper
  59206. * @param scene Babylon.js scene
  59207. */
  59208. constructor(scene: Scene);
  59209. /**
  59210. * Applies a radial explosion impulse
  59211. * @param origin the origin of the explosion
  59212. * @param radiusOrEventOptions the radius or the options of radial explosion
  59213. * @param strength the explosion strength
  59214. * @param falloff possible options: Constant & Linear. Defaults to Constant
  59215. * @returns A physics radial explosion event, or null
  59216. */
  59217. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  59218. /**
  59219. * Applies a radial explosion force
  59220. * @param origin the origin of the explosion
  59221. * @param radiusOrEventOptions the radius or the options of radial explosion
  59222. * @param strength the explosion strength
  59223. * @param falloff possible options: Constant & Linear. Defaults to Constant
  59224. * @returns A physics radial explosion event, or null
  59225. */
  59226. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  59227. /**
  59228. * Creates a gravitational field
  59229. * @param origin the origin of the explosion
  59230. * @param radiusOrEventOptions the radius or the options of radial explosion
  59231. * @param strength the explosion strength
  59232. * @param falloff possible options: Constant & Linear. Defaults to Constant
  59233. * @returns A physics gravitational field event, or null
  59234. */
  59235. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  59236. /**
  59237. * Creates a physics updraft event
  59238. * @param origin the origin of the updraft
  59239. * @param radiusOrEventOptions the radius or the options of the updraft
  59240. * @param strength the strength of the updraft
  59241. * @param height the height of the updraft
  59242. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  59243. * @returns A physics updraft event, or null
  59244. */
  59245. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  59246. /**
  59247. * Creates a physics vortex event
  59248. * @param origin the of the vortex
  59249. * @param radiusOrEventOptions the radius or the options of the vortex
  59250. * @param strength the strength of the vortex
  59251. * @param height the height of the vortex
  59252. * @returns a Physics vortex event, or null
  59253. * A physics vortex event or null
  59254. */
  59255. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  59256. }
  59257. /**
  59258. * Represents a physics radial explosion event
  59259. */
  59260. class PhysicsRadialExplosionEvent {
  59261. private _scene;
  59262. private _options;
  59263. private _sphere;
  59264. private _dataFetched;
  59265. /**
  59266. * Initializes a radial explosioin event
  59267. * @param _scene BabylonJS scene
  59268. * @param _options The options for the vortex event
  59269. */
  59270. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  59271. /**
  59272. * Returns the data related to the radial explosion event (sphere).
  59273. * @returns The radial explosion event data
  59274. */
  59275. getData(): PhysicsRadialExplosionEventData;
  59276. /**
  59277. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  59278. * @param impostor A physics imposter
  59279. * @param origin the origin of the explosion
  59280. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  59281. */
  59282. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  59283. /**
  59284. * Triggers affecterd impostors callbacks
  59285. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  59286. */
  59287. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  59288. /**
  59289. * Disposes the sphere.
  59290. * @param force Specifies if the sphere should be disposed by force
  59291. */
  59292. dispose(force?: boolean): void;
  59293. /*** Helpers ***/
  59294. private _prepareSphere;
  59295. private _intersectsWithSphere;
  59296. }
  59297. /**
  59298. * Represents a gravitational field event
  59299. */
  59300. class PhysicsGravitationalFieldEvent {
  59301. private _physicsHelper;
  59302. private _scene;
  59303. private _origin;
  59304. private _options;
  59305. private _tickCallback;
  59306. private _sphere;
  59307. private _dataFetched;
  59308. /**
  59309. * Initializes the physics gravitational field event
  59310. * @param _physicsHelper A physics helper
  59311. * @param _scene BabylonJS scene
  59312. * @param _origin The origin position of the gravitational field event
  59313. * @param _options The options for the vortex event
  59314. */
  59315. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  59316. /**
  59317. * Returns the data related to the gravitational field event (sphere).
  59318. * @returns A gravitational field event
  59319. */
  59320. getData(): PhysicsGravitationalFieldEventData;
  59321. /**
  59322. * Enables the gravitational field.
  59323. */
  59324. enable(): void;
  59325. /**
  59326. * Disables the gravitational field.
  59327. */
  59328. disable(): void;
  59329. /**
  59330. * Disposes the sphere.
  59331. * @param force The force to dispose from the gravitational field event
  59332. */
  59333. dispose(force?: boolean): void;
  59334. private _tick;
  59335. }
  59336. /**
  59337. * Represents a physics updraft event
  59338. */
  59339. class PhysicsUpdraftEvent {
  59340. private _scene;
  59341. private _origin;
  59342. private _options;
  59343. private _physicsEngine;
  59344. private _originTop;
  59345. private _originDirection;
  59346. private _tickCallback;
  59347. private _cylinder;
  59348. private _cylinderPosition;
  59349. private _dataFetched;
  59350. /**
  59351. * Initializes the physics updraft event
  59352. * @param _scene BabylonJS scene
  59353. * @param _origin The origin position of the updraft
  59354. * @param _options The options for the updraft event
  59355. */
  59356. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  59357. /**
  59358. * Returns the data related to the updraft event (cylinder).
  59359. * @returns A physics updraft event
  59360. */
  59361. getData(): PhysicsUpdraftEventData;
  59362. /**
  59363. * Enables the updraft.
  59364. */
  59365. enable(): void;
  59366. /**
  59367. * Disables the updraft.
  59368. */
  59369. disable(): void;
  59370. /**
  59371. * Disposes the cylinder.
  59372. * @param force Specifies if the updraft should be disposed by force
  59373. */
  59374. dispose(force?: boolean): void;
  59375. private getImpostorHitData;
  59376. private _tick;
  59377. /*** Helpers ***/
  59378. private _prepareCylinder;
  59379. private _intersectsWithCylinder;
  59380. }
  59381. /**
  59382. * Represents a physics vortex event
  59383. */
  59384. class PhysicsVortexEvent {
  59385. private _scene;
  59386. private _origin;
  59387. private _options;
  59388. private _physicsEngine;
  59389. private _originTop;
  59390. private _tickCallback;
  59391. private _cylinder;
  59392. private _cylinderPosition;
  59393. private _dataFetched;
  59394. /**
  59395. * Initializes the physics vortex event
  59396. * @param _scene The BabylonJS scene
  59397. * @param _origin The origin position of the vortex
  59398. * @param _options The options for the vortex event
  59399. */
  59400. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  59401. /**
  59402. * Returns the data related to the vortex event (cylinder).
  59403. * @returns The physics vortex event data
  59404. */
  59405. getData(): PhysicsVortexEventData;
  59406. /**
  59407. * Enables the vortex.
  59408. */
  59409. enable(): void;
  59410. /**
  59411. * Disables the cortex.
  59412. */
  59413. disable(): void;
  59414. /**
  59415. * Disposes the sphere.
  59416. * @param force
  59417. */
  59418. dispose(force?: boolean): void;
  59419. private getImpostorHitData;
  59420. private _tick;
  59421. /*** Helpers ***/
  59422. private _prepareCylinder;
  59423. private _intersectsWithCylinder;
  59424. }
  59425. /**
  59426. * Options fot the radial explosion event
  59427. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59428. */
  59429. export class PhysicsRadialExplosionEventOptions {
  59430. /**
  59431. * The radius of the sphere for the radial explosion.
  59432. */
  59433. radius: number;
  59434. /**
  59435. * The strenth of the explosion.
  59436. */
  59437. strength: number;
  59438. /**
  59439. * The strenght of the force in correspondence to the distance of the affected object
  59440. */
  59441. falloff: PhysicsRadialImpulseFalloff;
  59442. /**
  59443. * Sphere options for the radial explosion.
  59444. */
  59445. sphere: {
  59446. segments: number;
  59447. diameter: number;
  59448. };
  59449. /**
  59450. * Sphere options for the radial explosion.
  59451. */
  59452. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  59453. }
  59454. /**
  59455. * Options fot the updraft event
  59456. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59457. */
  59458. export class PhysicsUpdraftEventOptions {
  59459. /**
  59460. * The radius of the cylinder for the vortex
  59461. */
  59462. radius: number;
  59463. /**
  59464. * The strenth of the updraft.
  59465. */
  59466. strength: number;
  59467. /**
  59468. * The height of the cylinder for the updraft.
  59469. */
  59470. height: number;
  59471. /**
  59472. * The mode for the the updraft.
  59473. */
  59474. updraftMode: PhysicsUpdraftMode;
  59475. }
  59476. /**
  59477. * Options fot the vortex event
  59478. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59479. */
  59480. export class PhysicsVortexEventOptions {
  59481. /**
  59482. * The radius of the cylinder for the vortex
  59483. */
  59484. radius: number;
  59485. /**
  59486. * The strenth of the vortex.
  59487. */
  59488. strength: number;
  59489. /**
  59490. * The height of the cylinder for the vortex.
  59491. */
  59492. height: number;
  59493. /**
  59494. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  59495. */
  59496. centripetalForceThreshold: number;
  59497. /**
  59498. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  59499. */
  59500. centripetalForceMultiplier: number;
  59501. /**
  59502. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  59503. */
  59504. centrifugalForceMultiplier: number;
  59505. /**
  59506. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  59507. */
  59508. updraftForceMultiplier: number;
  59509. }
  59510. /**
  59511. * The strenght of the force in correspondence to the distance of the affected object
  59512. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59513. */
  59514. export enum PhysicsRadialImpulseFalloff {
  59515. /** Defines that impulse is constant in strength across it's whole radius */
  59516. Constant = 0,
  59517. /** Defines that impulse gets weaker if it's further from the origin */
  59518. Linear = 1
  59519. }
  59520. /**
  59521. * The strength of the force in correspondence to the distance of the affected object
  59522. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59523. */
  59524. export enum PhysicsUpdraftMode {
  59525. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  59526. Center = 0,
  59527. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  59528. Perpendicular = 1
  59529. }
  59530. /**
  59531. * Interface for a physics hit data
  59532. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59533. */
  59534. export interface PhysicsHitData {
  59535. /**
  59536. * The force applied at the contact point
  59537. */
  59538. force: Vector3;
  59539. /**
  59540. * The contact point
  59541. */
  59542. contactPoint: Vector3;
  59543. /**
  59544. * The distance from the origin to the contact point
  59545. */
  59546. distanceFromOrigin: number;
  59547. }
  59548. /**
  59549. * Interface for radial explosion event data
  59550. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59551. */
  59552. export interface PhysicsRadialExplosionEventData {
  59553. /**
  59554. * A sphere used for the radial explosion event
  59555. */
  59556. sphere: Mesh;
  59557. }
  59558. /**
  59559. * Interface for gravitational field event data
  59560. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59561. */
  59562. export interface PhysicsGravitationalFieldEventData {
  59563. /**
  59564. * A sphere mesh used for the gravitational field event
  59565. */
  59566. sphere: Mesh;
  59567. }
  59568. /**
  59569. * Interface for updraft event data
  59570. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59571. */
  59572. export interface PhysicsUpdraftEventData {
  59573. /**
  59574. * A cylinder used for the updraft event
  59575. */
  59576. cylinder: Mesh;
  59577. }
  59578. /**
  59579. * Interface for vortex event data
  59580. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59581. */
  59582. export interface PhysicsVortexEventData {
  59583. /**
  59584. * A cylinder used for the vortex event
  59585. */
  59586. cylinder: Mesh;
  59587. }
  59588. /**
  59589. * Interface for an affected physics impostor
  59590. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  59591. */
  59592. export interface PhysicsAffectedImpostorWithData {
  59593. /**
  59594. * The impostor affected by the effect
  59595. */
  59596. impostor: PhysicsImpostor;
  59597. /**
  59598. * The data about the hit/horce from the explosion
  59599. */
  59600. hitData: PhysicsHitData;
  59601. }
  59602. }
  59603. declare module "babylonjs/Physics/Plugins/index" {
  59604. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  59605. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  59606. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  59607. }
  59608. declare module "babylonjs/Physics/index" {
  59609. export * from "babylonjs/Physics/IPhysicsEngine";
  59610. export * from "babylonjs/Physics/physicsEngine";
  59611. export * from "babylonjs/Physics/physicsEngineComponent";
  59612. export * from "babylonjs/Physics/physicsHelper";
  59613. export * from "babylonjs/Physics/physicsImpostor";
  59614. export * from "babylonjs/Physics/physicsJoint";
  59615. export * from "babylonjs/Physics/Plugins/index";
  59616. }
  59617. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  59618. /** @hidden */
  59619. export var blackAndWhitePixelShader: {
  59620. name: string;
  59621. shader: string;
  59622. };
  59623. }
  59624. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  59625. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59626. import { Camera } from "babylonjs/Cameras/camera";
  59627. import { Engine } from "babylonjs/Engines/engine";
  59628. import "babylonjs/Shaders/blackAndWhite.fragment";
  59629. /**
  59630. * Post process used to render in black and white
  59631. */
  59632. export class BlackAndWhitePostProcess extends PostProcess {
  59633. /**
  59634. * Linear about to convert he result to black and white (default: 1)
  59635. */
  59636. degree: number;
  59637. /**
  59638. * Creates a black and white post process
  59639. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  59640. * @param name The name of the effect.
  59641. * @param options The required width/height ratio to downsize to before computing the render pass.
  59642. * @param camera The camera to apply the render pass to.
  59643. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59644. * @param engine The engine which the post process will be applied. (default: current engine)
  59645. * @param reusable If the post process can be reused on the same frame. (default: false)
  59646. */
  59647. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  59648. }
  59649. }
  59650. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  59651. import { Nullable } from "babylonjs/types";
  59652. import { Camera } from "babylonjs/Cameras/camera";
  59653. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59654. import { Engine } from "babylonjs/Engines/engine";
  59655. /**
  59656. * This represents a set of one or more post processes in Babylon.
  59657. * A post process can be used to apply a shader to a texture after it is rendered.
  59658. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  59659. */
  59660. export class PostProcessRenderEffect {
  59661. private _postProcesses;
  59662. private _getPostProcesses;
  59663. private _singleInstance;
  59664. private _cameras;
  59665. private _indicesForCamera;
  59666. /**
  59667. * Name of the effect
  59668. * @hidden
  59669. */
  59670. _name: string;
  59671. /**
  59672. * Instantiates a post process render effect.
  59673. * A post process can be used to apply a shader to a texture after it is rendered.
  59674. * @param engine The engine the effect is tied to
  59675. * @param name The name of the effect
  59676. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  59677. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  59678. */
  59679. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  59680. /**
  59681. * Checks if all the post processes in the effect are supported.
  59682. */
  59683. readonly isSupported: boolean;
  59684. /**
  59685. * Updates the current state of the effect
  59686. * @hidden
  59687. */
  59688. _update(): void;
  59689. /**
  59690. * Attaches the effect on cameras
  59691. * @param cameras The camera to attach to.
  59692. * @hidden
  59693. */
  59694. _attachCameras(cameras: Camera): void;
  59695. /**
  59696. * Attaches the effect on cameras
  59697. * @param cameras The camera to attach to.
  59698. * @hidden
  59699. */
  59700. _attachCameras(cameras: Camera[]): void;
  59701. /**
  59702. * Detaches the effect on cameras
  59703. * @param cameras The camera to detatch from.
  59704. * @hidden
  59705. */
  59706. _detachCameras(cameras: Camera): void;
  59707. /**
  59708. * Detatches the effect on cameras
  59709. * @param cameras The camera to detatch from.
  59710. * @hidden
  59711. */
  59712. _detachCameras(cameras: Camera[]): void;
  59713. /**
  59714. * Enables the effect on given cameras
  59715. * @param cameras The camera to enable.
  59716. * @hidden
  59717. */
  59718. _enable(cameras: Camera): void;
  59719. /**
  59720. * Enables the effect on given cameras
  59721. * @param cameras The camera to enable.
  59722. * @hidden
  59723. */
  59724. _enable(cameras: Nullable<Camera[]>): void;
  59725. /**
  59726. * Disables the effect on the given cameras
  59727. * @param cameras The camera to disable.
  59728. * @hidden
  59729. */
  59730. _disable(cameras: Camera): void;
  59731. /**
  59732. * Disables the effect on the given cameras
  59733. * @param cameras The camera to disable.
  59734. * @hidden
  59735. */
  59736. _disable(cameras: Nullable<Camera[]>): void;
  59737. /**
  59738. * Gets a list of the post processes contained in the effect.
  59739. * @param camera The camera to get the post processes on.
  59740. * @returns The list of the post processes in the effect.
  59741. */
  59742. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  59743. }
  59744. }
  59745. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  59746. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  59747. /** @hidden */
  59748. export var extractHighlightsPixelShader: {
  59749. name: string;
  59750. shader: string;
  59751. };
  59752. }
  59753. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  59754. import { Nullable } from "babylonjs/types";
  59755. import { Camera } from "babylonjs/Cameras/camera";
  59756. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59757. import { Engine } from "babylonjs/Engines/engine";
  59758. import "babylonjs/Shaders/extractHighlights.fragment";
  59759. /**
  59760. * The extract highlights post process sets all pixels to black except pixels above the specified luminance threshold. Used as the first step for a bloom effect.
  59761. */
  59762. export class ExtractHighlightsPostProcess extends PostProcess {
  59763. /**
  59764. * The luminance threshold, pixels below this value will be set to black.
  59765. */
  59766. threshold: number;
  59767. /** @hidden */
  59768. _exposure: number;
  59769. /**
  59770. * Post process which has the input texture to be used when performing highlight extraction
  59771. * @hidden
  59772. */
  59773. _inputPostProcess: Nullable<PostProcess>;
  59774. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59775. }
  59776. }
  59777. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  59778. /** @hidden */
  59779. export var bloomMergePixelShader: {
  59780. name: string;
  59781. shader: string;
  59782. };
  59783. }
  59784. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  59785. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59786. import { Nullable } from "babylonjs/types";
  59787. import { Engine } from "babylonjs/Engines/engine";
  59788. import { Camera } from "babylonjs/Cameras/camera";
  59789. import "babylonjs/Shaders/bloomMerge.fragment";
  59790. /**
  59791. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  59792. */
  59793. export class BloomMergePostProcess extends PostProcess {
  59794. /** Weight of the bloom to be added to the original input. */
  59795. weight: number;
  59796. /**
  59797. * Creates a new instance of @see BloomMergePostProcess
  59798. * @param name The name of the effect.
  59799. * @param originalFromInput Post process which's input will be used for the merge.
  59800. * @param blurred Blurred highlights post process which's output will be used.
  59801. * @param weight Weight of the bloom to be added to the original input.
  59802. * @param options The required width/height ratio to downsize to before computing the render pass.
  59803. * @param camera The camera to apply the render pass to.
  59804. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59805. * @param engine The engine which the post process will be applied. (default: current engine)
  59806. * @param reusable If the post process can be reused on the same frame. (default: false)
  59807. * @param textureType Type of textures used when performing the post process. (default: 0)
  59808. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59809. */
  59810. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  59811. /** Weight of the bloom to be added to the original input. */
  59812. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59813. }
  59814. }
  59815. declare module "babylonjs/PostProcesses/bloomEffect" {
  59816. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  59817. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  59818. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  59819. import { Camera } from "babylonjs/Cameras/camera";
  59820. import { Scene } from "babylonjs/scene";
  59821. /**
  59822. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  59823. */
  59824. export class BloomEffect extends PostProcessRenderEffect {
  59825. private bloomScale;
  59826. /**
  59827. * @hidden Internal
  59828. */
  59829. _effects: Array<PostProcess>;
  59830. /**
  59831. * @hidden Internal
  59832. */
  59833. _downscale: ExtractHighlightsPostProcess;
  59834. private _blurX;
  59835. private _blurY;
  59836. private _merge;
  59837. /**
  59838. * The luminance threshold to find bright areas of the image to bloom.
  59839. */
  59840. threshold: number;
  59841. /**
  59842. * The strength of the bloom.
  59843. */
  59844. weight: number;
  59845. /**
  59846. * Specifies the size of the bloom blur kernel, relative to the final output size
  59847. */
  59848. kernel: number;
  59849. /**
  59850. * Creates a new instance of @see BloomEffect
  59851. * @param scene The scene the effect belongs to.
  59852. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  59853. * @param bloomKernel The size of the kernel to be used when applying the blur.
  59854. * @param bloomWeight The the strength of bloom.
  59855. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  59856. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59857. */
  59858. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  59859. /**
  59860. * Disposes each of the internal effects for a given camera.
  59861. * @param camera The camera to dispose the effect on.
  59862. */
  59863. disposeEffects(camera: Camera): void;
  59864. /**
  59865. * @hidden Internal
  59866. */
  59867. _updateEffects(): void;
  59868. /**
  59869. * Internal
  59870. * @returns if all the contained post processes are ready.
  59871. * @hidden
  59872. */
  59873. _isReady(): boolean;
  59874. }
  59875. }
  59876. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  59877. /** @hidden */
  59878. export var chromaticAberrationPixelShader: {
  59879. name: string;
  59880. shader: string;
  59881. };
  59882. }
  59883. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  59884. import { Vector2 } from "babylonjs/Maths/math.vector";
  59885. import { Nullable } from "babylonjs/types";
  59886. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59887. import { Camera } from "babylonjs/Cameras/camera";
  59888. import { Engine } from "babylonjs/Engines/engine";
  59889. import "babylonjs/Shaders/chromaticAberration.fragment";
  59890. /**
  59891. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  59892. */
  59893. export class ChromaticAberrationPostProcess extends PostProcess {
  59894. /**
  59895. * The amount of seperation of rgb channels (default: 30)
  59896. */
  59897. aberrationAmount: number;
  59898. /**
  59899. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  59900. */
  59901. radialIntensity: number;
  59902. /**
  59903. * The normilized direction in which the rgb channels should be seperated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))
  59904. */
  59905. direction: Vector2;
  59906. /**
  59907. * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corder] (default: Vector2(0.5 ,0.5))
  59908. */
  59909. centerPosition: Vector2;
  59910. /**
  59911. * Creates a new instance ChromaticAberrationPostProcess
  59912. * @param name The name of the effect.
  59913. * @param screenWidth The width of the screen to apply the effect on.
  59914. * @param screenHeight The height of the screen to apply the effect on.
  59915. * @param options The required width/height ratio to downsize to before computing the render pass.
  59916. * @param camera The camera to apply the render pass to.
  59917. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59918. * @param engine The engine which the post process will be applied. (default: current engine)
  59919. * @param reusable If the post process can be reused on the same frame. (default: false)
  59920. * @param textureType Type of textures used when performing the post process. (default: 0)
  59921. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59922. */
  59923. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59924. }
  59925. }
  59926. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  59927. /** @hidden */
  59928. export var circleOfConfusionPixelShader: {
  59929. name: string;
  59930. shader: string;
  59931. };
  59932. }
  59933. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  59934. import { Nullable } from "babylonjs/types";
  59935. import { Engine } from "babylonjs/Engines/engine";
  59936. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59937. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  59938. import { Camera } from "babylonjs/Cameras/camera";
  59939. import "babylonjs/Shaders/circleOfConfusion.fragment";
  59940. /**
  59941. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  59942. */
  59943. export class CircleOfConfusionPostProcess extends PostProcess {
  59944. /**
  59945. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  59946. */
  59947. lensSize: number;
  59948. /**
  59949. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  59950. */
  59951. fStop: number;
  59952. /**
  59953. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  59954. */
  59955. focusDistance: number;
  59956. /**
  59957. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  59958. */
  59959. focalLength: number;
  59960. private _depthTexture;
  59961. /**
  59962. * Creates a new instance CircleOfConfusionPostProcess
  59963. * @param name The name of the effect.
  59964. * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
  59965. * @param options The required width/height ratio to downsize to before computing the render pass.
  59966. * @param camera The camera to apply the render pass to.
  59967. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  59968. * @param engine The engine which the post process will be applied. (default: current engine)
  59969. * @param reusable If the post process can be reused on the same frame. (default: false)
  59970. * @param textureType Type of textures used when performing the post process. (default: 0)
  59971. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  59972. */
  59973. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  59974. /**
  59975. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  59976. */
  59977. depthTexture: RenderTargetTexture;
  59978. }
  59979. }
  59980. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  59981. /** @hidden */
  59982. export var colorCorrectionPixelShader: {
  59983. name: string;
  59984. shader: string;
  59985. };
  59986. }
  59987. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  59988. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  59989. import { Engine } from "babylonjs/Engines/engine";
  59990. import { Camera } from "babylonjs/Cameras/camera";
  59991. import "babylonjs/Shaders/colorCorrection.fragment";
  59992. /**
  59993. *
  59994. * This post-process allows the modification of rendered colors by using
  59995. * a 'look-up table' (LUT). This effect is also called Color Grading.
  59996. *
  59997. * The object needs to be provided an url to a texture containing the color
  59998. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  59999. * Use an image editing software to tweak the LUT to match your needs.
  60000. *
  60001. * For an example of a color LUT, see here:
  60002. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  60003. * For explanations on color grading, see here:
  60004. * @see http://udn.epicgames.com/Three/ColorGrading.html
  60005. *
  60006. */
  60007. export class ColorCorrectionPostProcess extends PostProcess {
  60008. private _colorTableTexture;
  60009. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60010. }
  60011. }
  60012. declare module "babylonjs/Shaders/convolution.fragment" {
  60013. /** @hidden */
  60014. export var convolutionPixelShader: {
  60015. name: string;
  60016. shader: string;
  60017. };
  60018. }
  60019. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  60020. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60021. import { Nullable } from "babylonjs/types";
  60022. import { Camera } from "babylonjs/Cameras/camera";
  60023. import { Engine } from "babylonjs/Engines/engine";
  60024. import "babylonjs/Shaders/convolution.fragment";
  60025. /**
  60026. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  60027. * input texture to perform effects such as edge detection or sharpening
  60028. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  60029. */
  60030. export class ConvolutionPostProcess extends PostProcess {
  60031. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  60032. kernel: number[];
  60033. /**
  60034. * Creates a new instance ConvolutionPostProcess
  60035. * @param name The name of the effect.
  60036. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  60037. * @param options The required width/height ratio to downsize to before computing the render pass.
  60038. * @param camera The camera to apply the render pass to.
  60039. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60040. * @param engine The engine which the post process will be applied. (default: current engine)
  60041. * @param reusable If the post process can be reused on the same frame. (default: false)
  60042. * @param textureType Type of textures used when performing the post process. (default: 0)
  60043. */
  60044. constructor(name: string,
  60045. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  60046. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  60047. /**
  60048. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60049. */
  60050. static EdgeDetect0Kernel: number[];
  60051. /**
  60052. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60053. */
  60054. static EdgeDetect1Kernel: number[];
  60055. /**
  60056. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60057. */
  60058. static EdgeDetect2Kernel: number[];
  60059. /**
  60060. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60061. */
  60062. static SharpenKernel: number[];
  60063. /**
  60064. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60065. */
  60066. static EmbossKernel: number[];
  60067. /**
  60068. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  60069. */
  60070. static GaussianKernel: number[];
  60071. }
  60072. }
  60073. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  60074. import { Nullable } from "babylonjs/types";
  60075. import { Vector2 } from "babylonjs/Maths/math.vector";
  60076. import { Camera } from "babylonjs/Cameras/camera";
  60077. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60078. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  60079. import { Engine } from "babylonjs/Engines/engine";
  60080. import { Scene } from "babylonjs/scene";
  60081. /**
  60082. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  60083. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  60084. * based on samples that have a large difference in distance than the center pixel.
  60085. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  60086. */
  60087. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  60088. direction: Vector2;
  60089. /**
  60090. * Creates a new instance CircleOfConfusionPostProcess
  60091. * @param name The name of the effect.
  60092. * @param scene The scene the effect belongs to.
  60093. * @param direction The direction the blur should be applied.
  60094. * @param kernel The size of the kernel used to blur.
  60095. * @param options The required width/height ratio to downsize to before computing the render pass.
  60096. * @param camera The camera to apply the render pass to.
  60097. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  60098. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  60099. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60100. * @param engine The engine which the post process will be applied. (default: current engine)
  60101. * @param reusable If the post process can be reused on the same frame. (default: false)
  60102. * @param textureType Type of textures used when performing the post process. (default: 0)
  60103. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  60104. */
  60105. constructor(name: string, scene: Scene, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, circleOfConfusion: PostProcess, imageToBlur?: Nullable<PostProcess>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60106. }
  60107. }
  60108. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  60109. /** @hidden */
  60110. export var depthOfFieldMergePixelShader: {
  60111. name: string;
  60112. shader: string;
  60113. };
  60114. }
  60115. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  60116. import { Nullable } from "babylonjs/types";
  60117. import { Camera } from "babylonjs/Cameras/camera";
  60118. import { Effect } from "babylonjs/Materials/effect";
  60119. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60120. import { Engine } from "babylonjs/Engines/engine";
  60121. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  60122. /**
  60123. * Options to be set when merging outputs from the default pipeline.
  60124. */
  60125. export class DepthOfFieldMergePostProcessOptions {
  60126. /**
  60127. * The original image to merge on top of
  60128. */
  60129. originalFromInput: PostProcess;
  60130. /**
  60131. * Parameters to perform the merge of the depth of field effect
  60132. */
  60133. depthOfField?: {
  60134. circleOfConfusion: PostProcess;
  60135. blurSteps: Array<PostProcess>;
  60136. };
  60137. /**
  60138. * Parameters to perform the merge of bloom effect
  60139. */
  60140. bloom?: {
  60141. blurred: PostProcess;
  60142. weight: number;
  60143. };
  60144. }
  60145. /**
  60146. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  60147. */
  60148. export class DepthOfFieldMergePostProcess extends PostProcess {
  60149. private blurSteps;
  60150. /**
  60151. * Creates a new instance of DepthOfFieldMergePostProcess
  60152. * @param name The name of the effect.
  60153. * @param originalFromInput Post process which's input will be used for the merge.
  60154. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  60155. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  60156. * @param options The required width/height ratio to downsize to before computing the render pass.
  60157. * @param camera The camera to apply the render pass to.
  60158. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60159. * @param engine The engine which the post process will be applied. (default: current engine)
  60160. * @param reusable If the post process can be reused on the same frame. (default: false)
  60161. * @param textureType Type of textures used when performing the post process. (default: 0)
  60162. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  60163. */
  60164. constructor(name: string, originalFromInput: PostProcess, circleOfConfusion: PostProcess, blurSteps: Array<PostProcess>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60165. /**
  60166. * Updates the effect with the current post process compile time values and recompiles the shader.
  60167. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  60168. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  60169. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  60170. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  60171. * @param onCompiled Called when the shader has been compiled.
  60172. * @param onError Called if there is an error when compiling a shader.
  60173. */
  60174. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  60175. }
  60176. }
  60177. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  60178. import { Nullable } from "babylonjs/types";
  60179. import { Camera } from "babylonjs/Cameras/camera";
  60180. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  60181. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  60182. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60183. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  60184. import { Scene } from "babylonjs/scene";
  60185. /**
  60186. * Specifies the level of max blur that should be applied when using the depth of field effect
  60187. */
  60188. export enum DepthOfFieldEffectBlurLevel {
  60189. /**
  60190. * Subtle blur
  60191. */
  60192. Low = 0,
  60193. /**
  60194. * Medium blur
  60195. */
  60196. Medium = 1,
  60197. /**
  60198. * Large blur
  60199. */
  60200. High = 2
  60201. }
  60202. /**
  60203. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  60204. */
  60205. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  60206. private _circleOfConfusion;
  60207. /**
  60208. * @hidden Internal, blurs from high to low
  60209. */
  60210. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  60211. private _depthOfFieldBlurY;
  60212. private _dofMerge;
  60213. /**
  60214. * @hidden Internal post processes in depth of field effect
  60215. */
  60216. _effects: Array<PostProcess>;
  60217. /**
  60218. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  60219. */
  60220. focalLength: number;
  60221. /**
  60222. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  60223. */
  60224. fStop: number;
  60225. /**
  60226. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  60227. */
  60228. focusDistance: number;
  60229. /**
  60230. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  60231. */
  60232. lensSize: number;
  60233. /**
  60234. * Creates a new instance DepthOfFieldEffect
  60235. * @param scene The scene the effect belongs to.
  60236. * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
  60237. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  60238. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  60239. */
  60240. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  60241. /**
  60242. * Get the current class name of the current effet
  60243. * @returns "DepthOfFieldEffect"
  60244. */
  60245. getClassName(): string;
  60246. /**
  60247. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  60248. */
  60249. depthTexture: RenderTargetTexture;
  60250. /**
  60251. * Disposes each of the internal effects for a given camera.
  60252. * @param camera The camera to dispose the effect on.
  60253. */
  60254. disposeEffects(camera: Camera): void;
  60255. /**
  60256. * @hidden Internal
  60257. */
  60258. _updateEffects(): void;
  60259. /**
  60260. * Internal
  60261. * @returns if all the contained post processes are ready.
  60262. * @hidden
  60263. */
  60264. _isReady(): boolean;
  60265. }
  60266. }
  60267. declare module "babylonjs/Shaders/displayPass.fragment" {
  60268. /** @hidden */
  60269. export var displayPassPixelShader: {
  60270. name: string;
  60271. shader: string;
  60272. };
  60273. }
  60274. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  60275. import { Nullable } from "babylonjs/types";
  60276. import { Camera } from "babylonjs/Cameras/camera";
  60277. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60278. import { Engine } from "babylonjs/Engines/engine";
  60279. import "babylonjs/Shaders/displayPass.fragment";
  60280. /**
  60281. * DisplayPassPostProcess which produces an output the same as it's input
  60282. */
  60283. export class DisplayPassPostProcess extends PostProcess {
  60284. /**
  60285. * Creates the DisplayPassPostProcess
  60286. * @param name The name of the effect.
  60287. * @param options The required width/height ratio to downsize to before computing the render pass.
  60288. * @param camera The camera to apply the render pass to.
  60289. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60290. * @param engine The engine which the post process will be applied. (default: current engine)
  60291. * @param reusable If the post process can be reused on the same frame. (default: false)
  60292. */
  60293. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60294. }
  60295. }
  60296. declare module "babylonjs/Shaders/filter.fragment" {
  60297. /** @hidden */
  60298. export var filterPixelShader: {
  60299. name: string;
  60300. shader: string;
  60301. };
  60302. }
  60303. declare module "babylonjs/PostProcesses/filterPostProcess" {
  60304. import { Nullable } from "babylonjs/types";
  60305. import { Matrix } from "babylonjs/Maths/math.vector";
  60306. import { Camera } from "babylonjs/Cameras/camera";
  60307. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60308. import { Engine } from "babylonjs/Engines/engine";
  60309. import "babylonjs/Shaders/filter.fragment";
  60310. /**
  60311. * Applies a kernel filter to the image
  60312. */
  60313. export class FilterPostProcess extends PostProcess {
  60314. /** The matrix to be applied to the image */
  60315. kernelMatrix: Matrix;
  60316. /**
  60317. *
  60318. * @param name The name of the effect.
  60319. * @param kernelMatrix The matrix to be applied to the image
  60320. * @param options The required width/height ratio to downsize to before computing the render pass.
  60321. * @param camera The camera to apply the render pass to.
  60322. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60323. * @param engine The engine which the post process will be applied. (default: current engine)
  60324. * @param reusable If the post process can be reused on the same frame. (default: false)
  60325. */
  60326. constructor(name: string,
  60327. /** The matrix to be applied to the image */
  60328. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60329. }
  60330. }
  60331. declare module "babylonjs/Shaders/fxaa.fragment" {
  60332. /** @hidden */
  60333. export var fxaaPixelShader: {
  60334. name: string;
  60335. shader: string;
  60336. };
  60337. }
  60338. declare module "babylonjs/Shaders/fxaa.vertex" {
  60339. /** @hidden */
  60340. export var fxaaVertexShader: {
  60341. name: string;
  60342. shader: string;
  60343. };
  60344. }
  60345. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  60346. import { Nullable } from "babylonjs/types";
  60347. import { Camera } from "babylonjs/Cameras/camera";
  60348. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60349. import { Engine } from "babylonjs/Engines/engine";
  60350. import "babylonjs/Shaders/fxaa.fragment";
  60351. import "babylonjs/Shaders/fxaa.vertex";
  60352. /**
  60353. * Fxaa post process
  60354. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  60355. */
  60356. export class FxaaPostProcess extends PostProcess {
  60357. /** @hidden */
  60358. texelWidth: number;
  60359. /** @hidden */
  60360. texelHeight: number;
  60361. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  60362. private _getDefines;
  60363. }
  60364. }
  60365. declare module "babylonjs/Shaders/grain.fragment" {
  60366. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  60367. /** @hidden */
  60368. export var grainPixelShader: {
  60369. name: string;
  60370. shader: string;
  60371. };
  60372. }
  60373. declare module "babylonjs/PostProcesses/grainPostProcess" {
  60374. import { Nullable } from "babylonjs/types";
  60375. import { Camera } from "babylonjs/Cameras/camera";
  60376. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60377. import { Engine } from "babylonjs/Engines/engine";
  60378. import "babylonjs/Shaders/grain.fragment";
  60379. /**
  60380. * The GrainPostProcess adds noise to the image at mid luminance levels
  60381. */
  60382. export class GrainPostProcess extends PostProcess {
  60383. /**
  60384. * The intensity of the grain added (default: 30)
  60385. */
  60386. intensity: number;
  60387. /**
  60388. * If the grain should be randomized on every frame
  60389. */
  60390. animated: boolean;
  60391. /**
  60392. * Creates a new instance of @see GrainPostProcess
  60393. * @param name The name of the effect.
  60394. * @param options The required width/height ratio to downsize to before computing the render pass.
  60395. * @param camera The camera to apply the render pass to.
  60396. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60397. * @param engine The engine which the post process will be applied. (default: current engine)
  60398. * @param reusable If the post process can be reused on the same frame. (default: false)
  60399. * @param textureType Type of textures used when performing the post process. (default: 0)
  60400. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  60401. */
  60402. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60403. }
  60404. }
  60405. declare module "babylonjs/Shaders/highlights.fragment" {
  60406. /** @hidden */
  60407. export var highlightsPixelShader: {
  60408. name: string;
  60409. shader: string;
  60410. };
  60411. }
  60412. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  60413. import { Nullable } from "babylonjs/types";
  60414. import { Camera } from "babylonjs/Cameras/camera";
  60415. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60416. import { Engine } from "babylonjs/Engines/engine";
  60417. import "babylonjs/Shaders/highlights.fragment";
  60418. /**
  60419. * Extracts highlights from the image
  60420. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  60421. */
  60422. export class HighlightsPostProcess extends PostProcess {
  60423. /**
  60424. * Extracts highlights from the image
  60425. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  60426. * @param name The name of the effect.
  60427. * @param options The required width/height ratio to downsize to before computing the render pass.
  60428. * @param camera The camera to apply the render pass to.
  60429. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60430. * @param engine The engine which the post process will be applied. (default: current engine)
  60431. * @param reusable If the post process can be reused on the same frame. (default: false)
  60432. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  60433. */
  60434. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  60435. }
  60436. }
  60437. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  60438. /** @hidden */
  60439. export var mrtFragmentDeclaration: {
  60440. name: string;
  60441. shader: string;
  60442. };
  60443. }
  60444. declare module "babylonjs/Shaders/geometry.fragment" {
  60445. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  60446. /** @hidden */
  60447. export var geometryPixelShader: {
  60448. name: string;
  60449. shader: string;
  60450. };
  60451. }
  60452. declare module "babylonjs/Shaders/geometry.vertex" {
  60453. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  60454. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  60455. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  60456. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  60457. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  60458. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  60459. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  60460. /** @hidden */
  60461. export var geometryVertexShader: {
  60462. name: string;
  60463. shader: string;
  60464. };
  60465. }
  60466. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  60467. import { Matrix } from "babylonjs/Maths/math.vector";
  60468. import { SubMesh } from "babylonjs/Meshes/subMesh";
  60469. import { Mesh } from "babylonjs/Meshes/mesh";
  60470. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  60471. import { Effect } from "babylonjs/Materials/effect";
  60472. import { Scene } from "babylonjs/scene";
  60473. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60474. import "babylonjs/Shaders/geometry.fragment";
  60475. import "babylonjs/Shaders/geometry.vertex";
  60476. /** @hidden */
  60477. interface ISavedTransformationMatrix {
  60478. world: Matrix;
  60479. viewProjection: Matrix;
  60480. }
  60481. /**
  60482. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  60483. */
  60484. export class GeometryBufferRenderer {
  60485. /**
  60486. * Constant used to retrieve the position texture index in the G-Buffer textures array
  60487. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  60488. */
  60489. static readonly POSITION_TEXTURE_TYPE: number;
  60490. /**
  60491. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  60492. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  60493. */
  60494. static readonly VELOCITY_TEXTURE_TYPE: number;
  60495. /**
  60496. * Dictionary used to store the previous transformation matrices of each rendered mesh
  60497. * in order to compute objects velocities when enableVelocity is set to "true"
  60498. * @hidden
  60499. */
  60500. _previousTransformationMatrices: {
  60501. [index: number]: ISavedTransformationMatrix;
  60502. };
  60503. /**
  60504. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  60505. * in order to compute objects velocities when enableVelocity is set to "true"
  60506. * @hidden
  60507. */
  60508. _previousBonesTransformationMatrices: {
  60509. [index: number]: Float32Array;
  60510. };
  60511. /**
  60512. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  60513. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  60514. */
  60515. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  60516. private _scene;
  60517. private _multiRenderTarget;
  60518. private _ratio;
  60519. private _enablePosition;
  60520. private _enableVelocity;
  60521. private _positionIndex;
  60522. private _velocityIndex;
  60523. protected _effect: Effect;
  60524. protected _cachedDefines: string;
  60525. /**
  60526. * Set the render list (meshes to be rendered) used in the G buffer.
  60527. */
  60528. renderList: Mesh[];
  60529. /**
  60530. * Gets wether or not G buffer are supported by the running hardware.
  60531. * This requires draw buffer supports
  60532. */
  60533. readonly isSupported: boolean;
  60534. /**
  60535. * Returns the index of the given texture type in the G-Buffer textures array
  60536. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  60537. * @returns the index of the given texture type in the G-Buffer textures array
  60538. */
  60539. getTextureIndex(textureType: number): number;
  60540. /**
  60541. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  60542. */
  60543. /**
  60544. * Sets whether or not objects positions are enabled for the G buffer.
  60545. */
  60546. enablePosition: boolean;
  60547. /**
  60548. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  60549. */
  60550. /**
  60551. * Sets wether or not objects velocities are enabled for the G buffer.
  60552. */
  60553. enableVelocity: boolean;
  60554. /**
  60555. * Gets the scene associated with the buffer.
  60556. */
  60557. readonly scene: Scene;
  60558. /**
  60559. * Gets the ratio used by the buffer during its creation.
  60560. * How big is the buffer related to the main canvas.
  60561. */
  60562. readonly ratio: number;
  60563. /** @hidden */
  60564. static _SceneComponentInitialization: (scene: Scene) => void;
  60565. /**
  60566. * Creates a new G Buffer for the scene
  60567. * @param scene The scene the buffer belongs to
  60568. * @param ratio How big is the buffer related to the main canvas.
  60569. */
  60570. constructor(scene: Scene, ratio?: number);
  60571. /**
  60572. * Checks wether everything is ready to render a submesh to the G buffer.
  60573. * @param subMesh the submesh to check readiness for
  60574. * @param useInstances is the mesh drawn using instance or not
  60575. * @returns true if ready otherwise false
  60576. */
  60577. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  60578. /**
  60579. * Gets the current underlying G Buffer.
  60580. * @returns the buffer
  60581. */
  60582. getGBuffer(): MultiRenderTarget;
  60583. /**
  60584. * Gets the number of samples used to render the buffer (anti aliasing).
  60585. */
  60586. /**
  60587. * Sets the number of samples used to render the buffer (anti aliasing).
  60588. */
  60589. samples: number;
  60590. /**
  60591. * Disposes the renderer and frees up associated resources.
  60592. */
  60593. dispose(): void;
  60594. protected _createRenderTargets(): void;
  60595. private _copyBonesTransformationMatrices;
  60596. }
  60597. }
  60598. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  60599. import { Nullable } from "babylonjs/types";
  60600. import { Scene } from "babylonjs/scene";
  60601. import { ISceneComponent } from "babylonjs/sceneComponent";
  60602. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  60603. module "babylonjs/scene" {
  60604. interface Scene {
  60605. /** @hidden (Backing field) */
  60606. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  60607. /**
  60608. * Gets or Sets the current geometry buffer associated to the scene.
  60609. */
  60610. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  60611. /**
  60612. * Enables a GeometryBufferRender and associates it with the scene
  60613. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  60614. * @returns the GeometryBufferRenderer
  60615. */
  60616. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  60617. /**
  60618. * Disables the GeometryBufferRender associated with the scene
  60619. */
  60620. disableGeometryBufferRenderer(): void;
  60621. }
  60622. }
  60623. /**
  60624. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  60625. * in several rendering techniques.
  60626. */
  60627. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  60628. /**
  60629. * The component name helpful to identify the component in the list of scene components.
  60630. */
  60631. readonly name: string;
  60632. /**
  60633. * The scene the component belongs to.
  60634. */
  60635. scene: Scene;
  60636. /**
  60637. * Creates a new instance of the component for the given scene
  60638. * @param scene Defines the scene to register the component in
  60639. */
  60640. constructor(scene: Scene);
  60641. /**
  60642. * Registers the component in a given scene
  60643. */
  60644. register(): void;
  60645. /**
  60646. * Rebuilds the elements related to this component in case of
  60647. * context lost for instance.
  60648. */
  60649. rebuild(): void;
  60650. /**
  60651. * Disposes the component and the associated ressources
  60652. */
  60653. dispose(): void;
  60654. private _gatherRenderTargets;
  60655. }
  60656. }
  60657. declare module "babylonjs/Shaders/motionBlur.fragment" {
  60658. /** @hidden */
  60659. export var motionBlurPixelShader: {
  60660. name: string;
  60661. shader: string;
  60662. };
  60663. }
  60664. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  60665. import { Nullable } from "babylonjs/types";
  60666. import { Camera } from "babylonjs/Cameras/camera";
  60667. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60668. import { Scene } from "babylonjs/scene";
  60669. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60670. import "babylonjs/Animations/animatable";
  60671. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  60672. import "babylonjs/Shaders/motionBlur.fragment";
  60673. import { Engine } from "babylonjs/Engines/engine";
  60674. /**
  60675. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  60676. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  60677. * As an example, all you have to do is to create the post-process:
  60678. * var mb = new BABYLON.MotionBlurPostProcess(
  60679. * 'mb', // The name of the effect.
  60680. * scene, // The scene containing the objects to blur according to their velocity.
  60681. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  60682. * camera // The camera to apply the render pass to.
  60683. * );
  60684. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  60685. */
  60686. export class MotionBlurPostProcess extends PostProcess {
  60687. /**
  60688. * Defines how much the image is blurred by the movement. Default value is equal to 1
  60689. */
  60690. motionStrength: number;
  60691. /**
  60692. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  60693. */
  60694. /**
  60695. * Sets the number of iterations to be used for motion blur quality
  60696. */
  60697. motionBlurSamples: number;
  60698. private _motionBlurSamples;
  60699. private _geometryBufferRenderer;
  60700. /**
  60701. * Creates a new instance MotionBlurPostProcess
  60702. * @param name The name of the effect.
  60703. * @param scene The scene containing the objects to blur according to their velocity.
  60704. * @param options The required width/height ratio to downsize to before computing the render pass.
  60705. * @param camera The camera to apply the render pass to.
  60706. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60707. * @param engine The engine which the post process will be applied. (default: current engine)
  60708. * @param reusable If the post process can be reused on the same frame. (default: false)
  60709. * @param textureType Type of textures used when performing the post process. (default: 0)
  60710. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  60711. */
  60712. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60713. /**
  60714. * Excludes the given skinned mesh from computing bones velocities.
  60715. * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.
  60716. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  60717. */
  60718. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  60719. /**
  60720. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  60721. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  60722. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  60723. */
  60724. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  60725. /**
  60726. * Disposes the post process.
  60727. * @param camera The camera to dispose the post process on.
  60728. */
  60729. dispose(camera?: Camera): void;
  60730. }
  60731. }
  60732. declare module "babylonjs/Shaders/refraction.fragment" {
  60733. /** @hidden */
  60734. export var refractionPixelShader: {
  60735. name: string;
  60736. shader: string;
  60737. };
  60738. }
  60739. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  60740. import { Color3 } from "babylonjs/Maths/math.color";
  60741. import { Camera } from "babylonjs/Cameras/camera";
  60742. import { Texture } from "babylonjs/Materials/Textures/texture";
  60743. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60744. import { Engine } from "babylonjs/Engines/engine";
  60745. import "babylonjs/Shaders/refraction.fragment";
  60746. /**
  60747. * Post process which applies a refractin texture
  60748. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  60749. */
  60750. export class RefractionPostProcess extends PostProcess {
  60751. /** the base color of the refraction (used to taint the rendering) */
  60752. color: Color3;
  60753. /** simulated refraction depth */
  60754. depth: number;
  60755. /** the coefficient of the base color (0 to remove base color tainting) */
  60756. colorLevel: number;
  60757. private _refTexture;
  60758. private _ownRefractionTexture;
  60759. /**
  60760. * Gets or sets the refraction texture
  60761. * Please note that you are responsible for disposing the texture if you set it manually
  60762. */
  60763. refractionTexture: Texture;
  60764. /**
  60765. * Initializes the RefractionPostProcess
  60766. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  60767. * @param name The name of the effect.
  60768. * @param refractionTextureUrl Url of the refraction texture to use
  60769. * @param color the base color of the refraction (used to taint the rendering)
  60770. * @param depth simulated refraction depth
  60771. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  60772. * @param camera The camera to apply the render pass to.
  60773. * @param options The required width/height ratio to downsize to before computing the render pass.
  60774. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60775. * @param engine The engine which the post process will be applied. (default: current engine)
  60776. * @param reusable If the post process can be reused on the same frame. (default: false)
  60777. */
  60778. constructor(name: string, refractionTextureUrl: string,
  60779. /** the base color of the refraction (used to taint the rendering) */
  60780. color: Color3,
  60781. /** simulated refraction depth */
  60782. depth: number,
  60783. /** the coefficient of the base color (0 to remove base color tainting) */
  60784. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  60785. /**
  60786. * Disposes of the post process
  60787. * @param camera Camera to dispose post process on
  60788. */
  60789. dispose(camera: Camera): void;
  60790. }
  60791. }
  60792. declare module "babylonjs/Shaders/sharpen.fragment" {
  60793. /** @hidden */
  60794. export var sharpenPixelShader: {
  60795. name: string;
  60796. shader: string;
  60797. };
  60798. }
  60799. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  60800. import { Nullable } from "babylonjs/types";
  60801. import { Camera } from "babylonjs/Cameras/camera";
  60802. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  60803. import "babylonjs/Shaders/sharpen.fragment";
  60804. import { Engine } from "babylonjs/Engines/engine";
  60805. /**
  60806. * The SharpenPostProcess applies a sharpen kernel to every pixel
  60807. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  60808. */
  60809. export class SharpenPostProcess extends PostProcess {
  60810. /**
  60811. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  60812. */
  60813. colorAmount: number;
  60814. /**
  60815. * How much sharpness should be applied (default: 0.3)
  60816. */
  60817. edgeAmount: number;
  60818. /**
  60819. * Creates a new instance ConvolutionPostProcess
  60820. * @param name The name of the effect.
  60821. * @param options The required width/height ratio to downsize to before computing the render pass.
  60822. * @param camera The camera to apply the render pass to.
  60823. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  60824. * @param engine The engine which the post process will be applied. (default: current engine)
  60825. * @param reusable If the post process can be reused on the same frame. (default: false)
  60826. * @param textureType Type of textures used when performing the post process. (default: 0)
  60827. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  60828. */
  60829. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  60830. }
  60831. }
  60832. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  60833. import { Nullable } from "babylonjs/types";
  60834. import { Camera } from "babylonjs/Cameras/camera";
  60835. import { Engine } from "babylonjs/Engines/engine";
  60836. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  60837. import { IInspectable } from "babylonjs/Misc/iInspectable";
  60838. /**
  60839. * PostProcessRenderPipeline
  60840. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60841. */
  60842. export class PostProcessRenderPipeline {
  60843. private engine;
  60844. private _renderEffects;
  60845. private _renderEffectsForIsolatedPass;
  60846. /**
  60847. * List of inspectable custom properties (used by the Inspector)
  60848. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  60849. */
  60850. inspectableCustomProperties: IInspectable[];
  60851. /**
  60852. * @hidden
  60853. */
  60854. protected _cameras: Camera[];
  60855. /** @hidden */
  60856. _name: string;
  60857. /**
  60858. * Gets pipeline name
  60859. */
  60860. readonly name: string;
  60861. /**
  60862. * Initializes a PostProcessRenderPipeline
  60863. * @param engine engine to add the pipeline to
  60864. * @param name name of the pipeline
  60865. */
  60866. constructor(engine: Engine, name: string);
  60867. /**
  60868. * Gets the class name
  60869. * @returns "PostProcessRenderPipeline"
  60870. */
  60871. getClassName(): string;
  60872. /**
  60873. * If all the render effects in the pipeline are supported
  60874. */
  60875. readonly isSupported: boolean;
  60876. /**
  60877. * Adds an effect to the pipeline
  60878. * @param renderEffect the effect to add
  60879. */
  60880. addEffect(renderEffect: PostProcessRenderEffect): void;
  60881. /** @hidden */
  60882. _rebuild(): void;
  60883. /** @hidden */
  60884. _enableEffect(renderEffectName: string, cameras: Camera): void;
  60885. /** @hidden */
  60886. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  60887. /** @hidden */
  60888. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  60889. /** @hidden */
  60890. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  60891. /** @hidden */
  60892. _attachCameras(cameras: Camera, unique: boolean): void;
  60893. /** @hidden */
  60894. _attachCameras(cameras: Camera[], unique: boolean): void;
  60895. /** @hidden */
  60896. _detachCameras(cameras: Camera): void;
  60897. /** @hidden */
  60898. _detachCameras(cameras: Nullable<Camera[]>): void;
  60899. /** @hidden */
  60900. _update(): void;
  60901. /** @hidden */
  60902. _reset(): void;
  60903. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  60904. /**
  60905. * Disposes of the pipeline
  60906. */
  60907. dispose(): void;
  60908. }
  60909. }
  60910. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  60911. import { Camera } from "babylonjs/Cameras/camera";
  60912. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  60913. /**
  60914. * PostProcessRenderPipelineManager class
  60915. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60916. */
  60917. export class PostProcessRenderPipelineManager {
  60918. private _renderPipelines;
  60919. /**
  60920. * Initializes a PostProcessRenderPipelineManager
  60921. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60922. */
  60923. constructor();
  60924. /**
  60925. * Gets the list of supported render pipelines
  60926. */
  60927. readonly supportedPipelines: PostProcessRenderPipeline[];
  60928. /**
  60929. * Adds a pipeline to the manager
  60930. * @param renderPipeline The pipeline to add
  60931. */
  60932. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  60933. /**
  60934. * Attaches a camera to the pipeline
  60935. * @param renderPipelineName The name of the pipeline to attach to
  60936. * @param cameras the camera to attach
  60937. * @param unique if the camera can be attached multiple times to the pipeline
  60938. */
  60939. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  60940. /**
  60941. * Detaches a camera from the pipeline
  60942. * @param renderPipelineName The name of the pipeline to detach from
  60943. * @param cameras the camera to detach
  60944. */
  60945. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  60946. /**
  60947. * Enables an effect by name on a pipeline
  60948. * @param renderPipelineName the name of the pipeline to enable the effect in
  60949. * @param renderEffectName the name of the effect to enable
  60950. * @param cameras the cameras that the effect should be enabled on
  60951. */
  60952. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  60953. /**
  60954. * Disables an effect by name on a pipeline
  60955. * @param renderPipelineName the name of the pipeline to disable the effect in
  60956. * @param renderEffectName the name of the effect to disable
  60957. * @param cameras the cameras that the effect should be disabled on
  60958. */
  60959. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  60960. /**
  60961. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  60962. */
  60963. update(): void;
  60964. /** @hidden */
  60965. _rebuild(): void;
  60966. /**
  60967. * Disposes of the manager and pipelines
  60968. */
  60969. dispose(): void;
  60970. }
  60971. }
  60972. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  60973. import { ISceneComponent } from "babylonjs/sceneComponent";
  60974. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  60975. import { Scene } from "babylonjs/scene";
  60976. module "babylonjs/scene" {
  60977. interface Scene {
  60978. /** @hidden (Backing field) */
  60979. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  60980. /**
  60981. * Gets the postprocess render pipeline manager
  60982. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  60983. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  60984. */
  60985. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  60986. }
  60987. }
  60988. /**
  60989. * Defines the Render Pipeline scene component responsible to rendering pipelines
  60990. */
  60991. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  60992. /**
  60993. * The component name helpfull to identify the component in the list of scene components.
  60994. */
  60995. readonly name: string;
  60996. /**
  60997. * The scene the component belongs to.
  60998. */
  60999. scene: Scene;
  61000. /**
  61001. * Creates a new instance of the component for the given scene
  61002. * @param scene Defines the scene to register the component in
  61003. */
  61004. constructor(scene: Scene);
  61005. /**
  61006. * Registers the component in a given scene
  61007. */
  61008. register(): void;
  61009. /**
  61010. * Rebuilds the elements related to this component in case of
  61011. * context lost for instance.
  61012. */
  61013. rebuild(): void;
  61014. /**
  61015. * Disposes the component and the associated ressources
  61016. */
  61017. dispose(): void;
  61018. private _gatherRenderTargets;
  61019. }
  61020. }
  61021. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  61022. import { Nullable } from "babylonjs/types";
  61023. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61024. import { Camera } from "babylonjs/Cameras/camera";
  61025. import { IDisposable } from "babylonjs/scene";
  61026. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  61027. import { Scene } from "babylonjs/scene";
  61028. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  61029. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  61030. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  61031. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  61032. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  61033. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61034. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  61035. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61036. import { Animation } from "babylonjs/Animations/animation";
  61037. /**
  61038. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  61039. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  61040. */
  61041. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  61042. private _scene;
  61043. private _camerasToBeAttached;
  61044. /**
  61045. * ID of the sharpen post process,
  61046. */
  61047. private readonly SharpenPostProcessId;
  61048. /**
  61049. * @ignore
  61050. * ID of the image processing post process;
  61051. */
  61052. readonly ImageProcessingPostProcessId: string;
  61053. /**
  61054. * @ignore
  61055. * ID of the Fast Approximate Anti-Aliasing post process;
  61056. */
  61057. readonly FxaaPostProcessId: string;
  61058. /**
  61059. * ID of the chromatic aberration post process,
  61060. */
  61061. private readonly ChromaticAberrationPostProcessId;
  61062. /**
  61063. * ID of the grain post process
  61064. */
  61065. private readonly GrainPostProcessId;
  61066. /**
  61067. * Sharpen post process which will apply a sharpen convolution to enhance edges
  61068. */
  61069. sharpen: SharpenPostProcess;
  61070. private _sharpenEffect;
  61071. private bloom;
  61072. /**
  61073. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  61074. */
  61075. depthOfField: DepthOfFieldEffect;
  61076. /**
  61077. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  61078. */
  61079. fxaa: FxaaPostProcess;
  61080. /**
  61081. * Image post processing pass used to perform operations such as tone mapping or color grading.
  61082. */
  61083. imageProcessing: ImageProcessingPostProcess;
  61084. /**
  61085. * Chromatic aberration post process which will shift rgb colors in the image
  61086. */
  61087. chromaticAberration: ChromaticAberrationPostProcess;
  61088. private _chromaticAberrationEffect;
  61089. /**
  61090. * Grain post process which add noise to the image
  61091. */
  61092. grain: GrainPostProcess;
  61093. private _grainEffect;
  61094. /**
  61095. * Glow post process which adds a glow to emissive areas of the image
  61096. */
  61097. private _glowLayer;
  61098. /**
  61099. * Animations which can be used to tweak settings over a period of time
  61100. */
  61101. animations: Animation[];
  61102. private _imageProcessingConfigurationObserver;
  61103. private _sharpenEnabled;
  61104. private _bloomEnabled;
  61105. private _depthOfFieldEnabled;
  61106. private _depthOfFieldBlurLevel;
  61107. private _fxaaEnabled;
  61108. private _imageProcessingEnabled;
  61109. private _defaultPipelineTextureType;
  61110. private _bloomScale;
  61111. private _chromaticAberrationEnabled;
  61112. private _grainEnabled;
  61113. private _buildAllowed;
  61114. /**
  61115. * Gets active scene
  61116. */
  61117. readonly scene: Scene;
  61118. /**
  61119. * Enable or disable the sharpen process from the pipeline
  61120. */
  61121. sharpenEnabled: boolean;
  61122. private _resizeObserver;
  61123. private _hardwareScaleLevel;
  61124. private _bloomKernel;
  61125. /**
  61126. * Specifies the size of the bloom blur kernel, relative to the final output size
  61127. */
  61128. bloomKernel: number;
  61129. /**
  61130. * Specifies the weight of the bloom in the final rendering
  61131. */
  61132. private _bloomWeight;
  61133. /**
  61134. * Specifies the luma threshold for the area that will be blurred by the bloom
  61135. */
  61136. private _bloomThreshold;
  61137. private _hdr;
  61138. /**
  61139. * The strength of the bloom.
  61140. */
  61141. bloomWeight: number;
  61142. /**
  61143. * The strength of the bloom.
  61144. */
  61145. bloomThreshold: number;
  61146. /**
  61147. * The scale of the bloom, lower value will provide better performance.
  61148. */
  61149. bloomScale: number;
  61150. /**
  61151. * Enable or disable the bloom from the pipeline
  61152. */
  61153. bloomEnabled: boolean;
  61154. private _rebuildBloom;
  61155. /**
  61156. * If the depth of field is enabled.
  61157. */
  61158. depthOfFieldEnabled: boolean;
  61159. /**
  61160. * Blur level of the depth of field effect. (Higher blur will effect performance)
  61161. */
  61162. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  61163. /**
  61164. * If the anti aliasing is enabled.
  61165. */
  61166. fxaaEnabled: boolean;
  61167. private _samples;
  61168. /**
  61169. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  61170. */
  61171. samples: number;
  61172. /**
  61173. * If image processing is enabled.
  61174. */
  61175. imageProcessingEnabled: boolean;
  61176. /**
  61177. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  61178. */
  61179. glowLayerEnabled: boolean;
  61180. /**
  61181. * Gets the glow layer (or null if not defined)
  61182. */
  61183. readonly glowLayer: Nullable<GlowLayer>;
  61184. /**
  61185. * Enable or disable the chromaticAberration process from the pipeline
  61186. */
  61187. chromaticAberrationEnabled: boolean;
  61188. /**
  61189. * Enable or disable the grain process from the pipeline
  61190. */
  61191. grainEnabled: boolean;
  61192. /**
  61193. * @constructor
  61194. * @param name - The rendering pipeline name (default: "")
  61195. * @param hdr - If high dynamic range textures should be used (default: true)
  61196. * @param scene - The scene linked to this pipeline (default: the last created scene)
  61197. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  61198. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  61199. */
  61200. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  61201. /**
  61202. * Get the class name
  61203. * @returns "DefaultRenderingPipeline"
  61204. */
  61205. getClassName(): string;
  61206. /**
  61207. * Force the compilation of the entire pipeline.
  61208. */
  61209. prepare(): void;
  61210. private _hasCleared;
  61211. private _prevPostProcess;
  61212. private _prevPrevPostProcess;
  61213. private _setAutoClearAndTextureSharing;
  61214. private _depthOfFieldSceneObserver;
  61215. private _buildPipeline;
  61216. private _disposePostProcesses;
  61217. /**
  61218. * Adds a camera to the pipeline
  61219. * @param camera the camera to be added
  61220. */
  61221. addCamera(camera: Camera): void;
  61222. /**
  61223. * Removes a camera from the pipeline
  61224. * @param camera the camera to remove
  61225. */
  61226. removeCamera(camera: Camera): void;
  61227. /**
  61228. * Dispose of the pipeline and stop all post processes
  61229. */
  61230. dispose(): void;
  61231. /**
  61232. * Serialize the rendering pipeline (Used when exporting)
  61233. * @returns the serialized object
  61234. */
  61235. serialize(): any;
  61236. /**
  61237. * Parse the serialized pipeline
  61238. * @param source Source pipeline.
  61239. * @param scene The scene to load the pipeline to.
  61240. * @param rootUrl The URL of the serialized pipeline.
  61241. * @returns An instantiated pipeline from the serialized object.
  61242. */
  61243. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  61244. }
  61245. }
  61246. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  61247. /** @hidden */
  61248. export var lensHighlightsPixelShader: {
  61249. name: string;
  61250. shader: string;
  61251. };
  61252. }
  61253. declare module "babylonjs/Shaders/depthOfField.fragment" {
  61254. /** @hidden */
  61255. export var depthOfFieldPixelShader: {
  61256. name: string;
  61257. shader: string;
  61258. };
  61259. }
  61260. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  61261. import { Camera } from "babylonjs/Cameras/camera";
  61262. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61263. import { Scene } from "babylonjs/scene";
  61264. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61265. import "babylonjs/Shaders/chromaticAberration.fragment";
  61266. import "babylonjs/Shaders/lensHighlights.fragment";
  61267. import "babylonjs/Shaders/depthOfField.fragment";
  61268. /**
  61269. * BABYLON.JS Chromatic Aberration GLSL Shader
  61270. * Author: Olivier Guyot
  61271. * Separates very slightly R, G and B colors on the edges of the screen
  61272. * Inspired by Francois Tarlier & Martins Upitis
  61273. */
  61274. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  61275. /**
  61276. * @ignore
  61277. * The chromatic aberration PostProcess id in the pipeline
  61278. */
  61279. LensChromaticAberrationEffect: string;
  61280. /**
  61281. * @ignore
  61282. * The highlights enhancing PostProcess id in the pipeline
  61283. */
  61284. HighlightsEnhancingEffect: string;
  61285. /**
  61286. * @ignore
  61287. * The depth-of-field PostProcess id in the pipeline
  61288. */
  61289. LensDepthOfFieldEffect: string;
  61290. private _scene;
  61291. private _depthTexture;
  61292. private _grainTexture;
  61293. private _chromaticAberrationPostProcess;
  61294. private _highlightsPostProcess;
  61295. private _depthOfFieldPostProcess;
  61296. private _edgeBlur;
  61297. private _grainAmount;
  61298. private _chromaticAberration;
  61299. private _distortion;
  61300. private _highlightsGain;
  61301. private _highlightsThreshold;
  61302. private _dofDistance;
  61303. private _dofAperture;
  61304. private _dofDarken;
  61305. private _dofPentagon;
  61306. private _blurNoise;
  61307. /**
  61308. * @constructor
  61309. *
  61310. * Effect parameters are as follow:
  61311. * {
  61312. * chromatic_aberration: number; // from 0 to x (1 for realism)
  61313. * edge_blur: number; // from 0 to x (1 for realism)
  61314. * distortion: number; // from 0 to x (1 for realism)
  61315. * grain_amount: number; // from 0 to 1
  61316. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  61317. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  61318. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  61319. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  61320. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  61321. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  61322. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  61323. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  61324. * }
  61325. * Note: if an effect parameter is unset, effect is disabled
  61326. *
  61327. * @param name The rendering pipeline name
  61328. * @param parameters - An object containing all parameters (see above)
  61329. * @param scene The scene linked to this pipeline
  61330. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  61331. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61332. */
  61333. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  61334. /**
  61335. * Get the class name
  61336. * @returns "LensRenderingPipeline"
  61337. */
  61338. getClassName(): string;
  61339. /**
  61340. * Gets associated scene
  61341. */
  61342. readonly scene: Scene;
  61343. /**
  61344. * Gets or sets the edge blur
  61345. */
  61346. edgeBlur: number;
  61347. /**
  61348. * Gets or sets the grain amount
  61349. */
  61350. grainAmount: number;
  61351. /**
  61352. * Gets or sets the chromatic aberration amount
  61353. */
  61354. chromaticAberration: number;
  61355. /**
  61356. * Gets or sets the depth of field aperture
  61357. */
  61358. dofAperture: number;
  61359. /**
  61360. * Gets or sets the edge distortion
  61361. */
  61362. edgeDistortion: number;
  61363. /**
  61364. * Gets or sets the depth of field distortion
  61365. */
  61366. dofDistortion: number;
  61367. /**
  61368. * Gets or sets the darken out of focus amount
  61369. */
  61370. darkenOutOfFocus: number;
  61371. /**
  61372. * Gets or sets a boolean indicating if blur noise is enabled
  61373. */
  61374. blurNoise: boolean;
  61375. /**
  61376. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  61377. */
  61378. pentagonBokeh: boolean;
  61379. /**
  61380. * Gets or sets the highlight grain amount
  61381. */
  61382. highlightsGain: number;
  61383. /**
  61384. * Gets or sets the highlight threshold
  61385. */
  61386. highlightsThreshold: number;
  61387. /**
  61388. * Sets the amount of blur at the edges
  61389. * @param amount blur amount
  61390. */
  61391. setEdgeBlur(amount: number): void;
  61392. /**
  61393. * Sets edge blur to 0
  61394. */
  61395. disableEdgeBlur(): void;
  61396. /**
  61397. * Sets the amout of grain
  61398. * @param amount Amount of grain
  61399. */
  61400. setGrainAmount(amount: number): void;
  61401. /**
  61402. * Set grain amount to 0
  61403. */
  61404. disableGrain(): void;
  61405. /**
  61406. * Sets the chromatic aberration amount
  61407. * @param amount amount of chromatic aberration
  61408. */
  61409. setChromaticAberration(amount: number): void;
  61410. /**
  61411. * Sets chromatic aberration amount to 0
  61412. */
  61413. disableChromaticAberration(): void;
  61414. /**
  61415. * Sets the EdgeDistortion amount
  61416. * @param amount amount of EdgeDistortion
  61417. */
  61418. setEdgeDistortion(amount: number): void;
  61419. /**
  61420. * Sets edge distortion to 0
  61421. */
  61422. disableEdgeDistortion(): void;
  61423. /**
  61424. * Sets the FocusDistance amount
  61425. * @param amount amount of FocusDistance
  61426. */
  61427. setFocusDistance(amount: number): void;
  61428. /**
  61429. * Disables depth of field
  61430. */
  61431. disableDepthOfField(): void;
  61432. /**
  61433. * Sets the Aperture amount
  61434. * @param amount amount of Aperture
  61435. */
  61436. setAperture(amount: number): void;
  61437. /**
  61438. * Sets the DarkenOutOfFocus amount
  61439. * @param amount amount of DarkenOutOfFocus
  61440. */
  61441. setDarkenOutOfFocus(amount: number): void;
  61442. private _pentagonBokehIsEnabled;
  61443. /**
  61444. * Creates a pentagon bokeh effect
  61445. */
  61446. enablePentagonBokeh(): void;
  61447. /**
  61448. * Disables the pentagon bokeh effect
  61449. */
  61450. disablePentagonBokeh(): void;
  61451. /**
  61452. * Enables noise blur
  61453. */
  61454. enableNoiseBlur(): void;
  61455. /**
  61456. * Disables noise blur
  61457. */
  61458. disableNoiseBlur(): void;
  61459. /**
  61460. * Sets the HighlightsGain amount
  61461. * @param amount amount of HighlightsGain
  61462. */
  61463. setHighlightsGain(amount: number): void;
  61464. /**
  61465. * Sets the HighlightsThreshold amount
  61466. * @param amount amount of HighlightsThreshold
  61467. */
  61468. setHighlightsThreshold(amount: number): void;
  61469. /**
  61470. * Disables highlights
  61471. */
  61472. disableHighlights(): void;
  61473. /**
  61474. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  61475. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  61476. */
  61477. dispose(disableDepthRender?: boolean): void;
  61478. private _createChromaticAberrationPostProcess;
  61479. private _createHighlightsPostProcess;
  61480. private _createDepthOfFieldPostProcess;
  61481. private _createGrainTexture;
  61482. }
  61483. }
  61484. declare module "babylonjs/Shaders/ssao2.fragment" {
  61485. /** @hidden */
  61486. export var ssao2PixelShader: {
  61487. name: string;
  61488. shader: string;
  61489. };
  61490. }
  61491. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  61492. /** @hidden */
  61493. export var ssaoCombinePixelShader: {
  61494. name: string;
  61495. shader: string;
  61496. };
  61497. }
  61498. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  61499. import { Camera } from "babylonjs/Cameras/camera";
  61500. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61501. import { Scene } from "babylonjs/scene";
  61502. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61503. import "babylonjs/Shaders/ssao2.fragment";
  61504. import "babylonjs/Shaders/ssaoCombine.fragment";
  61505. /**
  61506. * Render pipeline to produce ssao effect
  61507. */
  61508. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  61509. /**
  61510. * @ignore
  61511. * The PassPostProcess id in the pipeline that contains the original scene color
  61512. */
  61513. SSAOOriginalSceneColorEffect: string;
  61514. /**
  61515. * @ignore
  61516. * The SSAO PostProcess id in the pipeline
  61517. */
  61518. SSAORenderEffect: string;
  61519. /**
  61520. * @ignore
  61521. * The horizontal blur PostProcess id in the pipeline
  61522. */
  61523. SSAOBlurHRenderEffect: string;
  61524. /**
  61525. * @ignore
  61526. * The vertical blur PostProcess id in the pipeline
  61527. */
  61528. SSAOBlurVRenderEffect: string;
  61529. /**
  61530. * @ignore
  61531. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  61532. */
  61533. SSAOCombineRenderEffect: string;
  61534. /**
  61535. * The output strength of the SSAO post-process. Default value is 1.0.
  61536. */
  61537. totalStrength: number;
  61538. /**
  61539. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  61540. */
  61541. maxZ: number;
  61542. /**
  61543. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  61544. */
  61545. minZAspect: number;
  61546. private _samples;
  61547. /**
  61548. * Number of samples used for the SSAO calculations. Default value is 8
  61549. */
  61550. samples: number;
  61551. private _textureSamples;
  61552. /**
  61553. * Number of samples to use for antialiasing
  61554. */
  61555. textureSamples: number;
  61556. /**
  61557. * Ratio object used for SSAO ratio and blur ratio
  61558. */
  61559. private _ratio;
  61560. /**
  61561. * Dynamically generated sphere sampler.
  61562. */
  61563. private _sampleSphere;
  61564. /**
  61565. * Blur filter offsets
  61566. */
  61567. private _samplerOffsets;
  61568. private _expensiveBlur;
  61569. /**
  61570. * If bilateral blur should be used
  61571. */
  61572. expensiveBlur: boolean;
  61573. /**
  61574. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  61575. */
  61576. radius: number;
  61577. /**
  61578. * The base color of the SSAO post-process
  61579. * The final result is "base + ssao" between [0, 1]
  61580. */
  61581. base: number;
  61582. /**
  61583. * Support test.
  61584. */
  61585. static readonly IsSupported: boolean;
  61586. private _scene;
  61587. private _depthTexture;
  61588. private _normalTexture;
  61589. private _randomTexture;
  61590. private _originalColorPostProcess;
  61591. private _ssaoPostProcess;
  61592. private _blurHPostProcess;
  61593. private _blurVPostProcess;
  61594. private _ssaoCombinePostProcess;
  61595. private _firstUpdate;
  61596. /**
  61597. * Gets active scene
  61598. */
  61599. readonly scene: Scene;
  61600. /**
  61601. * @constructor
  61602. * @param name The rendering pipeline name
  61603. * @param scene The scene linked to this pipeline
  61604. * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
  61605. * @param cameras The array of cameras that the rendering pipeline will be attached to
  61606. */
  61607. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  61608. /**
  61609. * Get the class name
  61610. * @returns "SSAO2RenderingPipeline"
  61611. */
  61612. getClassName(): string;
  61613. /**
  61614. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  61615. */
  61616. dispose(disableGeometryBufferRenderer?: boolean): void;
  61617. private _createBlurPostProcess;
  61618. /** @hidden */
  61619. _rebuild(): void;
  61620. private _bits;
  61621. private _radicalInverse_VdC;
  61622. private _hammersley;
  61623. private _hemisphereSample_uniform;
  61624. private _generateHemisphere;
  61625. private _createSSAOPostProcess;
  61626. private _createSSAOCombinePostProcess;
  61627. private _createRandomTexture;
  61628. /**
  61629. * Serialize the rendering pipeline (Used when exporting)
  61630. * @returns the serialized object
  61631. */
  61632. serialize(): any;
  61633. /**
  61634. * Parse the serialized pipeline
  61635. * @param source Source pipeline.
  61636. * @param scene The scene to load the pipeline to.
  61637. * @param rootUrl The URL of the serialized pipeline.
  61638. * @returns An instantiated pipeline from the serialized object.
  61639. */
  61640. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  61641. }
  61642. }
  61643. declare module "babylonjs/Shaders/ssao.fragment" {
  61644. /** @hidden */
  61645. export var ssaoPixelShader: {
  61646. name: string;
  61647. shader: string;
  61648. };
  61649. }
  61650. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  61651. import { Camera } from "babylonjs/Cameras/camera";
  61652. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61653. import { Scene } from "babylonjs/scene";
  61654. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61655. import "babylonjs/Shaders/ssao.fragment";
  61656. import "babylonjs/Shaders/ssaoCombine.fragment";
  61657. /**
  61658. * Render pipeline to produce ssao effect
  61659. */
  61660. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  61661. /**
  61662. * @ignore
  61663. * The PassPostProcess id in the pipeline that contains the original scene color
  61664. */
  61665. SSAOOriginalSceneColorEffect: string;
  61666. /**
  61667. * @ignore
  61668. * The SSAO PostProcess id in the pipeline
  61669. */
  61670. SSAORenderEffect: string;
  61671. /**
  61672. * @ignore
  61673. * The horizontal blur PostProcess id in the pipeline
  61674. */
  61675. SSAOBlurHRenderEffect: string;
  61676. /**
  61677. * @ignore
  61678. * The vertical blur PostProcess id in the pipeline
  61679. */
  61680. SSAOBlurVRenderEffect: string;
  61681. /**
  61682. * @ignore
  61683. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  61684. */
  61685. SSAOCombineRenderEffect: string;
  61686. /**
  61687. * The output strength of the SSAO post-process. Default value is 1.0.
  61688. */
  61689. totalStrength: number;
  61690. /**
  61691. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  61692. */
  61693. radius: number;
  61694. /**
  61695. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  61696. * Must not be equal to fallOff and superior to fallOff.
  61697. * Default value is 0.0075
  61698. */
  61699. area: number;
  61700. /**
  61701. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  61702. * Must not be equal to area and inferior to area.
  61703. * Default value is 0.000001
  61704. */
  61705. fallOff: number;
  61706. /**
  61707. * The base color of the SSAO post-process
  61708. * The final result is "base + ssao" between [0, 1]
  61709. */
  61710. base: number;
  61711. private _scene;
  61712. private _depthTexture;
  61713. private _randomTexture;
  61714. private _originalColorPostProcess;
  61715. private _ssaoPostProcess;
  61716. private _blurHPostProcess;
  61717. private _blurVPostProcess;
  61718. private _ssaoCombinePostProcess;
  61719. private _firstUpdate;
  61720. /**
  61721. * Gets active scene
  61722. */
  61723. readonly scene: Scene;
  61724. /**
  61725. * @constructor
  61726. * @param name - The rendering pipeline name
  61727. * @param scene - The scene linked to this pipeline
  61728. * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  61729. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  61730. */
  61731. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  61732. /**
  61733. * Get the class name
  61734. * @returns "SSAORenderingPipeline"
  61735. */
  61736. getClassName(): string;
  61737. /**
  61738. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  61739. */
  61740. dispose(disableDepthRender?: boolean): void;
  61741. private _createBlurPostProcess;
  61742. /** @hidden */
  61743. _rebuild(): void;
  61744. private _createSSAOPostProcess;
  61745. private _createSSAOCombinePostProcess;
  61746. private _createRandomTexture;
  61747. }
  61748. }
  61749. declare module "babylonjs/Shaders/standard.fragment" {
  61750. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  61751. /** @hidden */
  61752. export var standardPixelShader: {
  61753. name: string;
  61754. shader: string;
  61755. };
  61756. }
  61757. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  61758. import { Nullable } from "babylonjs/types";
  61759. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61760. import { Camera } from "babylonjs/Cameras/camera";
  61761. import { Texture } from "babylonjs/Materials/Textures/texture";
  61762. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  61763. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  61764. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  61765. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  61766. import { IDisposable } from "babylonjs/scene";
  61767. import { SpotLight } from "babylonjs/Lights/spotLight";
  61768. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  61769. import { Scene } from "babylonjs/scene";
  61770. import { Animation } from "babylonjs/Animations/animation";
  61771. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  61772. import "babylonjs/Shaders/standard.fragment";
  61773. /**
  61774. * Standard rendering pipeline
  61775. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  61776. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  61777. */
  61778. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  61779. /**
  61780. * Public members
  61781. */
  61782. /**
  61783. * Post-process which contains the original scene color before the pipeline applies all the effects
  61784. */
  61785. originalPostProcess: Nullable<PostProcess>;
  61786. /**
  61787. * Post-process used to down scale an image x4
  61788. */
  61789. downSampleX4PostProcess: Nullable<PostProcess>;
  61790. /**
  61791. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  61792. */
  61793. brightPassPostProcess: Nullable<PostProcess>;
  61794. /**
  61795. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  61796. */
  61797. blurHPostProcesses: PostProcess[];
  61798. /**
  61799. * Post-process array storing all the vertical blur post-processes used by the pipeline
  61800. */
  61801. blurVPostProcesses: PostProcess[];
  61802. /**
  61803. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  61804. */
  61805. textureAdderPostProcess: Nullable<PostProcess>;
  61806. /**
  61807. * Post-process used to create volumetric lighting effect
  61808. */
  61809. volumetricLightPostProcess: Nullable<PostProcess>;
  61810. /**
  61811. * Post-process used to smooth the previous volumetric light post-process on the X axis
  61812. */
  61813. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  61814. /**
  61815. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  61816. */
  61817. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  61818. /**
  61819. * Post-process used to merge the volumetric light effect and the real scene color
  61820. */
  61821. volumetricLightMergePostProces: Nullable<PostProcess>;
  61822. /**
  61823. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  61824. */
  61825. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  61826. /**
  61827. * Base post-process used to calculate the average luminance of the final image for HDR
  61828. */
  61829. luminancePostProcess: Nullable<PostProcess>;
  61830. /**
  61831. * Post-processes used to create down sample post-processes in order to get
  61832. * the average luminance of the final image for HDR
  61833. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  61834. */
  61835. luminanceDownSamplePostProcesses: PostProcess[];
  61836. /**
  61837. * Post-process used to create a HDR effect (light adaptation)
  61838. */
  61839. hdrPostProcess: Nullable<PostProcess>;
  61840. /**
  61841. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  61842. */
  61843. textureAdderFinalPostProcess: Nullable<PostProcess>;
  61844. /**
  61845. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  61846. */
  61847. lensFlareFinalPostProcess: Nullable<PostProcess>;
  61848. /**
  61849. * Post-process used to merge the final HDR post-process and the real scene color
  61850. */
  61851. hdrFinalPostProcess: Nullable<PostProcess>;
  61852. /**
  61853. * Post-process used to create a lens flare effect
  61854. */
  61855. lensFlarePostProcess: Nullable<PostProcess>;
  61856. /**
  61857. * Post-process that merges the result of the lens flare post-process and the real scene color
  61858. */
  61859. lensFlareComposePostProcess: Nullable<PostProcess>;
  61860. /**
  61861. * Post-process used to create a motion blur effect
  61862. */
  61863. motionBlurPostProcess: Nullable<PostProcess>;
  61864. /**
  61865. * Post-process used to create a depth of field effect
  61866. */
  61867. depthOfFieldPostProcess: Nullable<PostProcess>;
  61868. /**
  61869. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  61870. */
  61871. fxaaPostProcess: Nullable<FxaaPostProcess>;
  61872. /**
  61873. * Represents the brightness threshold in order to configure the illuminated surfaces
  61874. */
  61875. brightThreshold: number;
  61876. /**
  61877. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  61878. */
  61879. blurWidth: number;
  61880. /**
  61881. * Sets if the blur for highlighted surfaces must be only horizontal
  61882. */
  61883. horizontalBlur: boolean;
  61884. /**
  61885. * Gets the overall exposure used by the pipeline
  61886. */
  61887. /**
  61888. * Sets the overall exposure used by the pipeline
  61889. */
  61890. exposure: number;
  61891. /**
  61892. * Texture used typically to simulate "dirty" on camera lens
  61893. */
  61894. lensTexture: Nullable<Texture>;
  61895. /**
  61896. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  61897. */
  61898. volumetricLightCoefficient: number;
  61899. /**
  61900. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  61901. */
  61902. volumetricLightPower: number;
  61903. /**
  61904. * Used the set the blur intensity to smooth the volumetric lights
  61905. */
  61906. volumetricLightBlurScale: number;
  61907. /**
  61908. * Light (spot or directional) used to generate the volumetric lights rays
  61909. * The source light must have a shadow generate so the pipeline can get its
  61910. * depth map
  61911. */
  61912. sourceLight: Nullable<SpotLight | DirectionalLight>;
  61913. /**
  61914. * For eye adaptation, represents the minimum luminance the eye can see
  61915. */
  61916. hdrMinimumLuminance: number;
  61917. /**
  61918. * For eye adaptation, represents the decrease luminance speed
  61919. */
  61920. hdrDecreaseRate: number;
  61921. /**
  61922. * For eye adaptation, represents the increase luminance speed
  61923. */
  61924. hdrIncreaseRate: number;
  61925. /**
  61926. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  61927. */
  61928. /**
  61929. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  61930. */
  61931. hdrAutoExposure: boolean;
  61932. /**
  61933. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  61934. */
  61935. lensColorTexture: Nullable<Texture>;
  61936. /**
  61937. * The overall strengh for the lens flare effect
  61938. */
  61939. lensFlareStrength: number;
  61940. /**
  61941. * Dispersion coefficient for lens flare ghosts
  61942. */
  61943. lensFlareGhostDispersal: number;
  61944. /**
  61945. * Main lens flare halo width
  61946. */
  61947. lensFlareHaloWidth: number;
  61948. /**
  61949. * Based on the lens distortion effect, defines how much the lens flare result
  61950. * is distorted
  61951. */
  61952. lensFlareDistortionStrength: number;
  61953. /**
  61954. * Lens star texture must be used to simulate rays on the flares and is available
  61955. * in the documentation
  61956. */
  61957. lensStarTexture: Nullable<Texture>;
  61958. /**
  61959. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  61960. * flare effect by taking account of the dirt texture
  61961. */
  61962. lensFlareDirtTexture: Nullable<Texture>;
  61963. /**
  61964. * Represents the focal length for the depth of field effect
  61965. */
  61966. depthOfFieldDistance: number;
  61967. /**
  61968. * Represents the blur intensity for the blurred part of the depth of field effect
  61969. */
  61970. depthOfFieldBlurWidth: number;
  61971. /**
  61972. * Gets how much the image is blurred by the movement while using the motion blur post-process
  61973. */
  61974. /**
  61975. * Sets how much the image is blurred by the movement while using the motion blur post-process
  61976. */
  61977. motionStrength: number;
  61978. /**
  61979. * Gets wether or not the motion blur post-process is object based or screen based.
  61980. */
  61981. /**
  61982. * Sets wether or not the motion blur post-process should be object based or screen based
  61983. */
  61984. objectBasedMotionBlur: boolean;
  61985. /**
  61986. * List of animations for the pipeline (IAnimatable implementation)
  61987. */
  61988. animations: Animation[];
  61989. /**
  61990. * Private members
  61991. */
  61992. private _scene;
  61993. private _currentDepthOfFieldSource;
  61994. private _basePostProcess;
  61995. private _fixedExposure;
  61996. private _currentExposure;
  61997. private _hdrAutoExposure;
  61998. private _hdrCurrentLuminance;
  61999. private _motionStrength;
  62000. private _isObjectBasedMotionBlur;
  62001. private _floatTextureType;
  62002. private _ratio;
  62003. private _bloomEnabled;
  62004. private _depthOfFieldEnabled;
  62005. private _vlsEnabled;
  62006. private _lensFlareEnabled;
  62007. private _hdrEnabled;
  62008. private _motionBlurEnabled;
  62009. private _fxaaEnabled;
  62010. private _motionBlurSamples;
  62011. private _volumetricLightStepsCount;
  62012. private _samples;
  62013. /**
  62014. * @ignore
  62015. * Specifies if the bloom pipeline is enabled
  62016. */
  62017. BloomEnabled: boolean;
  62018. /**
  62019. * @ignore
  62020. * Specifies if the depth of field pipeline is enabed
  62021. */
  62022. DepthOfFieldEnabled: boolean;
  62023. /**
  62024. * @ignore
  62025. * Specifies if the lens flare pipeline is enabed
  62026. */
  62027. LensFlareEnabled: boolean;
  62028. /**
  62029. * @ignore
  62030. * Specifies if the HDR pipeline is enabled
  62031. */
  62032. HDREnabled: boolean;
  62033. /**
  62034. * @ignore
  62035. * Specifies if the volumetric lights scattering effect is enabled
  62036. */
  62037. VLSEnabled: boolean;
  62038. /**
  62039. * @ignore
  62040. * Specifies if the motion blur effect is enabled
  62041. */
  62042. MotionBlurEnabled: boolean;
  62043. /**
  62044. * Specifies if anti-aliasing is enabled
  62045. */
  62046. fxaaEnabled: boolean;
  62047. /**
  62048. * Specifies the number of steps used to calculate the volumetric lights
  62049. * Typically in interval [50, 200]
  62050. */
  62051. volumetricLightStepsCount: number;
  62052. /**
  62053. * Specifies the number of samples used for the motion blur effect
  62054. * Typically in interval [16, 64]
  62055. */
  62056. motionBlurSamples: number;
  62057. /**
  62058. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  62059. */
  62060. samples: number;
  62061. /**
  62062. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  62063. * @constructor
  62064. * @param name The rendering pipeline name
  62065. * @param scene The scene linked to this pipeline
  62066. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  62067. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  62068. * @param cameras The array of cameras that the rendering pipeline will be attached to
  62069. */
  62070. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  62071. private _buildPipeline;
  62072. private _createDownSampleX4PostProcess;
  62073. private _createBrightPassPostProcess;
  62074. private _createBlurPostProcesses;
  62075. private _createTextureAdderPostProcess;
  62076. private _createVolumetricLightPostProcess;
  62077. private _createLuminancePostProcesses;
  62078. private _createHdrPostProcess;
  62079. private _createLensFlarePostProcess;
  62080. private _createDepthOfFieldPostProcess;
  62081. private _createMotionBlurPostProcess;
  62082. private _getDepthTexture;
  62083. private _disposePostProcesses;
  62084. /**
  62085. * Dispose of the pipeline and stop all post processes
  62086. */
  62087. dispose(): void;
  62088. /**
  62089. * Serialize the rendering pipeline (Used when exporting)
  62090. * @returns the serialized object
  62091. */
  62092. serialize(): any;
  62093. /**
  62094. * Parse the serialized pipeline
  62095. * @param source Source pipeline.
  62096. * @param scene The scene to load the pipeline to.
  62097. * @param rootUrl The URL of the serialized pipeline.
  62098. * @returns An instantiated pipeline from the serialized object.
  62099. */
  62100. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  62101. /**
  62102. * Luminance steps
  62103. */
  62104. static LuminanceSteps: number;
  62105. }
  62106. }
  62107. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  62108. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  62109. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  62110. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  62111. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  62112. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  62113. }
  62114. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  62115. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  62116. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  62117. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  62118. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  62119. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  62120. }
  62121. declare module "babylonjs/Shaders/tonemap.fragment" {
  62122. /** @hidden */
  62123. export var tonemapPixelShader: {
  62124. name: string;
  62125. shader: string;
  62126. };
  62127. }
  62128. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  62129. import { Camera } from "babylonjs/Cameras/camera";
  62130. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62131. import "babylonjs/Shaders/tonemap.fragment";
  62132. import { Engine } from "babylonjs/Engines/engine";
  62133. /** Defines operator used for tonemapping */
  62134. export enum TonemappingOperator {
  62135. /** Hable */
  62136. Hable = 0,
  62137. /** Reinhard */
  62138. Reinhard = 1,
  62139. /** HejiDawson */
  62140. HejiDawson = 2,
  62141. /** Photographic */
  62142. Photographic = 3
  62143. }
  62144. /**
  62145. * Defines a post process to apply tone mapping
  62146. */
  62147. export class TonemapPostProcess extends PostProcess {
  62148. private _operator;
  62149. /** Defines the required exposure adjustement */
  62150. exposureAdjustment: number;
  62151. /**
  62152. * Creates a new TonemapPostProcess
  62153. * @param name defines the name of the postprocess
  62154. * @param _operator defines the operator to use
  62155. * @param exposureAdjustment defines the required exposure adjustement
  62156. * @param camera defines the camera to use (can be null)
  62157. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  62158. * @param engine defines the hosting engine (can be ignore if camera is set)
  62159. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  62160. */
  62161. constructor(name: string, _operator: TonemappingOperator,
  62162. /** Defines the required exposure adjustement */
  62163. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  62164. }
  62165. }
  62166. declare module "babylonjs/Shaders/depth.vertex" {
  62167. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  62168. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  62169. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  62170. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  62171. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  62172. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  62173. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  62174. /** @hidden */
  62175. export var depthVertexShader: {
  62176. name: string;
  62177. shader: string;
  62178. };
  62179. }
  62180. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  62181. /** @hidden */
  62182. export var volumetricLightScatteringPixelShader: {
  62183. name: string;
  62184. shader: string;
  62185. };
  62186. }
  62187. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  62188. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  62189. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  62190. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  62191. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  62192. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  62193. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  62194. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  62195. /** @hidden */
  62196. export var volumetricLightScatteringPassVertexShader: {
  62197. name: string;
  62198. shader: string;
  62199. };
  62200. }
  62201. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  62202. /** @hidden */
  62203. export var volumetricLightScatteringPassPixelShader: {
  62204. name: string;
  62205. shader: string;
  62206. };
  62207. }
  62208. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  62209. import { Vector3 } from "babylonjs/Maths/math.vector";
  62210. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62211. import { Mesh } from "babylonjs/Meshes/mesh";
  62212. import { Camera } from "babylonjs/Cameras/camera";
  62213. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  62214. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  62215. import { Scene } from "babylonjs/scene";
  62216. import "babylonjs/Meshes/Builders/planeBuilder";
  62217. import "babylonjs/Shaders/depth.vertex";
  62218. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  62219. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  62220. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  62221. import { Engine } from "babylonjs/Engines/engine";
  62222. /**
  62223. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  62224. */
  62225. export class VolumetricLightScatteringPostProcess extends PostProcess {
  62226. private _volumetricLightScatteringPass;
  62227. private _volumetricLightScatteringRTT;
  62228. private _viewPort;
  62229. private _screenCoordinates;
  62230. private _cachedDefines;
  62231. /**
  62232. * If not undefined, the mesh position is computed from the attached node position
  62233. */
  62234. attachedNode: {
  62235. position: Vector3;
  62236. };
  62237. /**
  62238. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  62239. */
  62240. customMeshPosition: Vector3;
  62241. /**
  62242. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  62243. */
  62244. useCustomMeshPosition: boolean;
  62245. /**
  62246. * If the post-process should inverse the light scattering direction
  62247. */
  62248. invert: boolean;
  62249. /**
  62250. * The internal mesh used by the post-process
  62251. */
  62252. mesh: Mesh;
  62253. /**
  62254. * @hidden
  62255. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  62256. */
  62257. useDiffuseColor: boolean;
  62258. /**
  62259. * Array containing the excluded meshes not rendered in the internal pass
  62260. */
  62261. excludedMeshes: AbstractMesh[];
  62262. /**
  62263. * Controls the overall intensity of the post-process
  62264. */
  62265. exposure: number;
  62266. /**
  62267. * Dissipates each sample's contribution in range [0, 1]
  62268. */
  62269. decay: number;
  62270. /**
  62271. * Controls the overall intensity of each sample
  62272. */
  62273. weight: number;
  62274. /**
  62275. * Controls the density of each sample
  62276. */
  62277. density: number;
  62278. /**
  62279. * @constructor
  62280. * @param name The post-process name
  62281. * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  62282. * @param camera The camera that the post-process will be attached to
  62283. * @param mesh The mesh used to create the light scattering
  62284. * @param samples The post-process quality, default 100
  62285. * @param samplingModeThe post-process filtering mode
  62286. * @param engine The babylon engine
  62287. * @param reusable If the post-process is reusable
  62288. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  62289. */
  62290. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  62291. /**
  62292. * Returns the string "VolumetricLightScatteringPostProcess"
  62293. * @returns "VolumetricLightScatteringPostProcess"
  62294. */
  62295. getClassName(): string;
  62296. private _isReady;
  62297. /**
  62298. * Sets the new light position for light scattering effect
  62299. * @param position The new custom light position
  62300. */
  62301. setCustomMeshPosition(position: Vector3): void;
  62302. /**
  62303. * Returns the light position for light scattering effect
  62304. * @return Vector3 The custom light position
  62305. */
  62306. getCustomMeshPosition(): Vector3;
  62307. /**
  62308. * Disposes the internal assets and detaches the post-process from the camera
  62309. */
  62310. dispose(camera: Camera): void;
  62311. /**
  62312. * Returns the render target texture used by the post-process
  62313. * @return the render target texture used by the post-process
  62314. */
  62315. getPass(): RenderTargetTexture;
  62316. private _meshExcluded;
  62317. private _createPass;
  62318. private _updateMeshScreenCoordinates;
  62319. /**
  62320. * Creates a default mesh for the Volumeric Light Scattering post-process
  62321. * @param name The mesh name
  62322. * @param scene The scene where to create the mesh
  62323. * @return the default mesh
  62324. */
  62325. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  62326. }
  62327. }
  62328. declare module "babylonjs/PostProcesses/index" {
  62329. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  62330. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  62331. export * from "babylonjs/PostProcesses/bloomEffect";
  62332. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  62333. export * from "babylonjs/PostProcesses/blurPostProcess";
  62334. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  62335. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  62336. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  62337. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  62338. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  62339. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  62340. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  62341. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  62342. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  62343. export * from "babylonjs/PostProcesses/filterPostProcess";
  62344. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  62345. export * from "babylonjs/PostProcesses/grainPostProcess";
  62346. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  62347. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  62348. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  62349. export * from "babylonjs/PostProcesses/passPostProcess";
  62350. export * from "babylonjs/PostProcesses/postProcess";
  62351. export * from "babylonjs/PostProcesses/postProcessManager";
  62352. export * from "babylonjs/PostProcesses/refractionPostProcess";
  62353. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  62354. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  62355. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  62356. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  62357. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  62358. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  62359. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  62360. }
  62361. declare module "babylonjs/Probes/index" {
  62362. export * from "babylonjs/Probes/reflectionProbe";
  62363. }
  62364. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  62365. import { Scene } from "babylonjs/scene";
  62366. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62367. import { SmartArray } from "babylonjs/Misc/smartArray";
  62368. import { ISceneComponent } from "babylonjs/sceneComponent";
  62369. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  62370. import "babylonjs/Meshes/Builders/boxBuilder";
  62371. import "babylonjs/Shaders/color.fragment";
  62372. import "babylonjs/Shaders/color.vertex";
  62373. import { Color3 } from "babylonjs/Maths/math.color";
  62374. module "babylonjs/scene" {
  62375. interface Scene {
  62376. /** @hidden (Backing field) */
  62377. _boundingBoxRenderer: BoundingBoxRenderer;
  62378. /** @hidden (Backing field) */
  62379. _forceShowBoundingBoxes: boolean;
  62380. /**
  62381. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  62382. */
  62383. forceShowBoundingBoxes: boolean;
  62384. /**
  62385. * Gets the bounding box renderer associated with the scene
  62386. * @returns a BoundingBoxRenderer
  62387. */
  62388. getBoundingBoxRenderer(): BoundingBoxRenderer;
  62389. }
  62390. }
  62391. module "babylonjs/Meshes/abstractMesh" {
  62392. interface AbstractMesh {
  62393. /** @hidden (Backing field) */
  62394. _showBoundingBox: boolean;
  62395. /**
  62396. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  62397. */
  62398. showBoundingBox: boolean;
  62399. }
  62400. }
  62401. /**
  62402. * Component responsible of rendering the bounding box of the meshes in a scene.
  62403. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  62404. */
  62405. export class BoundingBoxRenderer implements ISceneComponent {
  62406. /**
  62407. * The component name helpfull to identify the component in the list of scene components.
  62408. */
  62409. readonly name: string;
  62410. /**
  62411. * The scene the component belongs to.
  62412. */
  62413. scene: Scene;
  62414. /**
  62415. * Color of the bounding box lines placed in front of an object
  62416. */
  62417. frontColor: Color3;
  62418. /**
  62419. * Color of the bounding box lines placed behind an object
  62420. */
  62421. backColor: Color3;
  62422. /**
  62423. * Defines if the renderer should show the back lines or not
  62424. */
  62425. showBackLines: boolean;
  62426. /**
  62427. * @hidden
  62428. */
  62429. renderList: SmartArray<BoundingBox>;
  62430. private _colorShader;
  62431. private _vertexBuffers;
  62432. private _indexBuffer;
  62433. private _fillIndexBuffer;
  62434. private _fillIndexData;
  62435. /**
  62436. * Instantiates a new bounding box renderer in a scene.
  62437. * @param scene the scene the renderer renders in
  62438. */
  62439. constructor(scene: Scene);
  62440. /**
  62441. * Registers the component in a given scene
  62442. */
  62443. register(): void;
  62444. private _evaluateSubMesh;
  62445. private _activeMesh;
  62446. private _prepareRessources;
  62447. private _createIndexBuffer;
  62448. /**
  62449. * Rebuilds the elements related to this component in case of
  62450. * context lost for instance.
  62451. */
  62452. rebuild(): void;
  62453. /**
  62454. * @hidden
  62455. */
  62456. reset(): void;
  62457. /**
  62458. * Render the bounding boxes of a specific rendering group
  62459. * @param renderingGroupId defines the rendering group to render
  62460. */
  62461. render(renderingGroupId: number): void;
  62462. /**
  62463. * In case of occlusion queries, we can render the occlusion bounding box through this method
  62464. * @param mesh Define the mesh to render the occlusion bounding box for
  62465. */
  62466. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  62467. /**
  62468. * Dispose and release the resources attached to this renderer.
  62469. */
  62470. dispose(): void;
  62471. }
  62472. }
  62473. declare module "babylonjs/Shaders/depth.fragment" {
  62474. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  62475. /** @hidden */
  62476. export var depthPixelShader: {
  62477. name: string;
  62478. shader: string;
  62479. };
  62480. }
  62481. declare module "babylonjs/Rendering/depthRenderer" {
  62482. import { Nullable } from "babylonjs/types";
  62483. import { SubMesh } from "babylonjs/Meshes/subMesh";
  62484. import { Scene } from "babylonjs/scene";
  62485. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  62486. import { Camera } from "babylonjs/Cameras/camera";
  62487. import "babylonjs/Shaders/depth.fragment";
  62488. import "babylonjs/Shaders/depth.vertex";
  62489. /**
  62490. * This represents a depth renderer in Babylon.
  62491. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  62492. */
  62493. export class DepthRenderer {
  62494. private _scene;
  62495. private _depthMap;
  62496. private _effect;
  62497. private readonly _storeNonLinearDepth;
  62498. private readonly _clearColor;
  62499. /** Get if the depth renderer is using packed depth or not */
  62500. readonly isPacked: boolean;
  62501. private _cachedDefines;
  62502. private _camera;
  62503. /**
  62504. * Specifiess that the depth renderer will only be used within
  62505. * the camera it is created for.
  62506. * This can help forcing its rendering during the camera processing.
  62507. */
  62508. useOnlyInActiveCamera: boolean;
  62509. /** @hidden */
  62510. static _SceneComponentInitialization: (scene: Scene) => void;
  62511. /**
  62512. * Instantiates a depth renderer
  62513. * @param scene The scene the renderer belongs to
  62514. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  62515. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  62516. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  62517. */
  62518. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  62519. /**
  62520. * Creates the depth rendering effect and checks if the effect is ready.
  62521. * @param subMesh The submesh to be used to render the depth map of
  62522. * @param useInstances If multiple world instances should be used
  62523. * @returns if the depth renderer is ready to render the depth map
  62524. */
  62525. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  62526. /**
  62527. * Gets the texture which the depth map will be written to.
  62528. * @returns The depth map texture
  62529. */
  62530. getDepthMap(): RenderTargetTexture;
  62531. /**
  62532. * Disposes of the depth renderer.
  62533. */
  62534. dispose(): void;
  62535. }
  62536. }
  62537. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  62538. import { Nullable } from "babylonjs/types";
  62539. import { Scene } from "babylonjs/scene";
  62540. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  62541. import { Camera } from "babylonjs/Cameras/camera";
  62542. import { ISceneComponent } from "babylonjs/sceneComponent";
  62543. module "babylonjs/scene" {
  62544. interface Scene {
  62545. /** @hidden (Backing field) */
  62546. _depthRenderer: {
  62547. [id: string]: DepthRenderer;
  62548. };
  62549. /**
  62550. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  62551. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  62552. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  62553. * @returns the created depth renderer
  62554. */
  62555. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  62556. /**
  62557. * Disables a depth renderer for a given camera
  62558. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  62559. */
  62560. disableDepthRenderer(camera?: Nullable<Camera>): void;
  62561. }
  62562. }
  62563. /**
  62564. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  62565. * in several rendering techniques.
  62566. */
  62567. export class DepthRendererSceneComponent implements ISceneComponent {
  62568. /**
  62569. * The component name helpfull to identify the component in the list of scene components.
  62570. */
  62571. readonly name: string;
  62572. /**
  62573. * The scene the component belongs to.
  62574. */
  62575. scene: Scene;
  62576. /**
  62577. * Creates a new instance of the component for the given scene
  62578. * @param scene Defines the scene to register the component in
  62579. */
  62580. constructor(scene: Scene);
  62581. /**
  62582. * Registers the component in a given scene
  62583. */
  62584. register(): void;
  62585. /**
  62586. * Rebuilds the elements related to this component in case of
  62587. * context lost for instance.
  62588. */
  62589. rebuild(): void;
  62590. /**
  62591. * Disposes the component and the associated ressources
  62592. */
  62593. dispose(): void;
  62594. private _gatherRenderTargets;
  62595. private _gatherActiveCameraRenderTargets;
  62596. }
  62597. }
  62598. declare module "babylonjs/Shaders/outline.fragment" {
  62599. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  62600. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  62601. /** @hidden */
  62602. export var outlinePixelShader: {
  62603. name: string;
  62604. shader: string;
  62605. };
  62606. }
  62607. declare module "babylonjs/Shaders/outline.vertex" {
  62608. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  62609. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  62610. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  62611. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  62612. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  62613. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  62614. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  62615. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  62616. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  62617. /** @hidden */
  62618. export var outlineVertexShader: {
  62619. name: string;
  62620. shader: string;
  62621. };
  62622. }
  62623. declare module "babylonjs/Rendering/outlineRenderer" {
  62624. import { SubMesh } from "babylonjs/Meshes/subMesh";
  62625. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  62626. import { Scene } from "babylonjs/scene";
  62627. import { ISceneComponent } from "babylonjs/sceneComponent";
  62628. import "babylonjs/Shaders/outline.fragment";
  62629. import "babylonjs/Shaders/outline.vertex";
  62630. module "babylonjs/scene" {
  62631. interface Scene {
  62632. /** @hidden */
  62633. _outlineRenderer: OutlineRenderer;
  62634. /**
  62635. * Gets the outline renderer associated with the scene
  62636. * @returns a OutlineRenderer
  62637. */
  62638. getOutlineRenderer(): OutlineRenderer;
  62639. }
  62640. }
  62641. module "babylonjs/Meshes/abstractMesh" {
  62642. interface AbstractMesh {
  62643. /** @hidden (Backing field) */
  62644. _renderOutline: boolean;
  62645. /**
  62646. * Gets or sets a boolean indicating if the outline must be rendered as well
  62647. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  62648. */
  62649. renderOutline: boolean;
  62650. /** @hidden (Backing field) */
  62651. _renderOverlay: boolean;
  62652. /**
  62653. * Gets or sets a boolean indicating if the overlay must be rendered as well
  62654. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  62655. */
  62656. renderOverlay: boolean;
  62657. }
  62658. }
  62659. /**
  62660. * This class is responsible to draw bothe outline/overlay of meshes.
  62661. * It should not be used directly but through the available method on mesh.
  62662. */
  62663. export class OutlineRenderer implements ISceneComponent {
  62664. /**
  62665. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  62666. */
  62667. private static _StencilReference;
  62668. /**
  62669. * The name of the component. Each component must have a unique name.
  62670. */
  62671. name: string;
  62672. /**
  62673. * The scene the component belongs to.
  62674. */
  62675. scene: Scene;
  62676. /**
  62677. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  62678. */
  62679. zOffset: number;
  62680. private _engine;
  62681. private _effect;
  62682. private _cachedDefines;
  62683. private _savedDepthWrite;
  62684. /**
  62685. * Instantiates a new outline renderer. (There could be only one per scene).
  62686. * @param scene Defines the scene it belongs to
  62687. */
  62688. constructor(scene: Scene);
  62689. /**
  62690. * Register the component to one instance of a scene.
  62691. */
  62692. register(): void;
  62693. /**
  62694. * Rebuilds the elements related to this component in case of
  62695. * context lost for instance.
  62696. */
  62697. rebuild(): void;
  62698. /**
  62699. * Disposes the component and the associated ressources.
  62700. */
  62701. dispose(): void;
  62702. /**
  62703. * Renders the outline in the canvas.
  62704. * @param subMesh Defines the sumesh to render
  62705. * @param batch Defines the batch of meshes in case of instances
  62706. * @param useOverlay Defines if the rendering is for the overlay or the outline
  62707. */
  62708. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  62709. /**
  62710. * Returns whether or not the outline renderer is ready for a given submesh.
  62711. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  62712. * @param subMesh Defines the submesh to check readyness for
  62713. * @param useInstances Defines wheter wee are trying to render instances or not
  62714. * @returns true if ready otherwise false
  62715. */
  62716. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  62717. private _beforeRenderingMesh;
  62718. private _afterRenderingMesh;
  62719. }
  62720. }
  62721. declare module "babylonjs/Rendering/index" {
  62722. export * from "babylonjs/Rendering/boundingBoxRenderer";
  62723. export * from "babylonjs/Rendering/depthRenderer";
  62724. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  62725. export * from "babylonjs/Rendering/edgesRenderer";
  62726. export * from "babylonjs/Rendering/geometryBufferRenderer";
  62727. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  62728. export * from "babylonjs/Rendering/outlineRenderer";
  62729. export * from "babylonjs/Rendering/renderingGroup";
  62730. export * from "babylonjs/Rendering/renderingManager";
  62731. export * from "babylonjs/Rendering/utilityLayerRenderer";
  62732. }
  62733. declare module "babylonjs/Sprites/spritePackedManager" {
  62734. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  62735. import { Scene } from "babylonjs/scene";
  62736. /**
  62737. * Class used to manage multiple sprites of different sizes on the same spritesheet
  62738. * @see http://doc.babylonjs.com/babylon101/sprites
  62739. */
  62740. export class SpritePackedManager extends SpriteManager {
  62741. /** defines the packed manager's name */
  62742. name: string;
  62743. /**
  62744. * Creates a new sprite manager from a packed sprite sheet
  62745. * @param name defines the manager's name
  62746. * @param imgUrl defines the sprite sheet url
  62747. * @param capacity defines the maximum allowed number of sprites
  62748. * @param scene defines the hosting scene
  62749. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  62750. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  62751. * @param samplingMode defines the smapling mode to use with spritesheet
  62752. * @param fromPacked set to true; do not alter
  62753. */
  62754. constructor(
  62755. /** defines the packed manager's name */
  62756. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  62757. }
  62758. }
  62759. declare module "babylonjs/Sprites/index" {
  62760. export * from "babylonjs/Sprites/sprite";
  62761. export * from "babylonjs/Sprites/spriteManager";
  62762. export * from "babylonjs/Sprites/spritePackedManager";
  62763. export * from "babylonjs/Sprites/spriteSceneComponent";
  62764. }
  62765. declare module "babylonjs/Misc/assetsManager" {
  62766. import { Scene } from "babylonjs/scene";
  62767. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  62768. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  62769. import { Skeleton } from "babylonjs/Bones/skeleton";
  62770. import { Observable } from "babylonjs/Misc/observable";
  62771. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  62772. import { Texture } from "babylonjs/Materials/Textures/texture";
  62773. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  62774. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  62775. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  62776. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  62777. /**
  62778. * Defines the list of states available for a task inside a AssetsManager
  62779. */
  62780. export enum AssetTaskState {
  62781. /**
  62782. * Initialization
  62783. */
  62784. INIT = 0,
  62785. /**
  62786. * Running
  62787. */
  62788. RUNNING = 1,
  62789. /**
  62790. * Done
  62791. */
  62792. DONE = 2,
  62793. /**
  62794. * Error
  62795. */
  62796. ERROR = 3
  62797. }
  62798. /**
  62799. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  62800. */
  62801. export abstract class AbstractAssetTask {
  62802. /**
  62803. * Task name
  62804. */ name: string;
  62805. /**
  62806. * Callback called when the task is successful
  62807. */
  62808. onSuccess: (task: any) => void;
  62809. /**
  62810. * Callback called when the task is not successful
  62811. */
  62812. onError: (task: any, message?: string, exception?: any) => void;
  62813. /**
  62814. * Creates a new AssetsManager
  62815. * @param name defines the name of the task
  62816. */
  62817. constructor(
  62818. /**
  62819. * Task name
  62820. */ name: string);
  62821. private _isCompleted;
  62822. private _taskState;
  62823. private _errorObject;
  62824. /**
  62825. * Get if the task is completed
  62826. */
  62827. readonly isCompleted: boolean;
  62828. /**
  62829. * Gets the current state of the task
  62830. */
  62831. readonly taskState: AssetTaskState;
  62832. /**
  62833. * Gets the current error object (if task is in error)
  62834. */
  62835. readonly errorObject: {
  62836. message?: string;
  62837. exception?: any;
  62838. };
  62839. /**
  62840. * Internal only
  62841. * @hidden
  62842. */
  62843. _setErrorObject(message?: string, exception?: any): void;
  62844. /**
  62845. * Execute the current task
  62846. * @param scene defines the scene where you want your assets to be loaded
  62847. * @param onSuccess is a callback called when the task is successfully executed
  62848. * @param onError is a callback called if an error occurs
  62849. */
  62850. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62851. /**
  62852. * Execute the current task
  62853. * @param scene defines the scene where you want your assets to be loaded
  62854. * @param onSuccess is a callback called when the task is successfully executed
  62855. * @param onError is a callback called if an error occurs
  62856. */
  62857. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62858. /**
  62859. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  62860. * This can be used with failed tasks that have the reason for failure fixed.
  62861. */
  62862. reset(): void;
  62863. private onErrorCallback;
  62864. private onDoneCallback;
  62865. }
  62866. /**
  62867. * Define the interface used by progress events raised during assets loading
  62868. */
  62869. export interface IAssetsProgressEvent {
  62870. /**
  62871. * Defines the number of remaining tasks to process
  62872. */
  62873. remainingCount: number;
  62874. /**
  62875. * Defines the total number of tasks
  62876. */
  62877. totalCount: number;
  62878. /**
  62879. * Defines the task that was just processed
  62880. */
  62881. task: AbstractAssetTask;
  62882. }
  62883. /**
  62884. * Class used to share progress information about assets loading
  62885. */
  62886. export class AssetsProgressEvent implements IAssetsProgressEvent {
  62887. /**
  62888. * Defines the number of remaining tasks to process
  62889. */
  62890. remainingCount: number;
  62891. /**
  62892. * Defines the total number of tasks
  62893. */
  62894. totalCount: number;
  62895. /**
  62896. * Defines the task that was just processed
  62897. */
  62898. task: AbstractAssetTask;
  62899. /**
  62900. * Creates a AssetsProgressEvent
  62901. * @param remainingCount defines the number of remaining tasks to process
  62902. * @param totalCount defines the total number of tasks
  62903. * @param task defines the task that was just processed
  62904. */
  62905. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  62906. }
  62907. /**
  62908. * Define a task used by AssetsManager to load meshes
  62909. */
  62910. export class MeshAssetTask extends AbstractAssetTask {
  62911. /**
  62912. * Defines the name of the task
  62913. */
  62914. name: string;
  62915. /**
  62916. * Defines the list of mesh's names you want to load
  62917. */
  62918. meshesNames: any;
  62919. /**
  62920. * Defines the root url to use as a base to load your meshes and associated resources
  62921. */
  62922. rootUrl: string;
  62923. /**
  62924. * Defines the filename of the scene to load from
  62925. */
  62926. sceneFilename: string;
  62927. /**
  62928. * Gets the list of loaded meshes
  62929. */
  62930. loadedMeshes: Array<AbstractMesh>;
  62931. /**
  62932. * Gets the list of loaded particle systems
  62933. */
  62934. loadedParticleSystems: Array<IParticleSystem>;
  62935. /**
  62936. * Gets the list of loaded skeletons
  62937. */
  62938. loadedSkeletons: Array<Skeleton>;
  62939. /**
  62940. * Gets the list of loaded animation groups
  62941. */
  62942. loadedAnimationGroups: Array<AnimationGroup>;
  62943. /**
  62944. * Callback called when the task is successful
  62945. */
  62946. onSuccess: (task: MeshAssetTask) => void;
  62947. /**
  62948. * Callback called when the task is successful
  62949. */
  62950. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  62951. /**
  62952. * Creates a new MeshAssetTask
  62953. * @param name defines the name of the task
  62954. * @param meshesNames defines the list of mesh's names you want to load
  62955. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  62956. * @param sceneFilename defines the filename of the scene to load from
  62957. */
  62958. constructor(
  62959. /**
  62960. * Defines the name of the task
  62961. */
  62962. name: string,
  62963. /**
  62964. * Defines the list of mesh's names you want to load
  62965. */
  62966. meshesNames: any,
  62967. /**
  62968. * Defines the root url to use as a base to load your meshes and associated resources
  62969. */
  62970. rootUrl: string,
  62971. /**
  62972. * Defines the filename of the scene to load from
  62973. */
  62974. sceneFilename: string);
  62975. /**
  62976. * Execute the current task
  62977. * @param scene defines the scene where you want your assets to be loaded
  62978. * @param onSuccess is a callback called when the task is successfully executed
  62979. * @param onError is a callback called if an error occurs
  62980. */
  62981. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  62982. }
  62983. /**
  62984. * Define a task used by AssetsManager to load text content
  62985. */
  62986. export class TextFileAssetTask extends AbstractAssetTask {
  62987. /**
  62988. * Defines the name of the task
  62989. */
  62990. name: string;
  62991. /**
  62992. * Defines the location of the file to load
  62993. */
  62994. url: string;
  62995. /**
  62996. * Gets the loaded text string
  62997. */
  62998. text: string;
  62999. /**
  63000. * Callback called when the task is successful
  63001. */
  63002. onSuccess: (task: TextFileAssetTask) => void;
  63003. /**
  63004. * Callback called when the task is successful
  63005. */
  63006. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  63007. /**
  63008. * Creates a new TextFileAssetTask object
  63009. * @param name defines the name of the task
  63010. * @param url defines the location of the file to load
  63011. */
  63012. constructor(
  63013. /**
  63014. * Defines the name of the task
  63015. */
  63016. name: string,
  63017. /**
  63018. * Defines the location of the file to load
  63019. */
  63020. url: string);
  63021. /**
  63022. * Execute the current task
  63023. * @param scene defines the scene where you want your assets to be loaded
  63024. * @param onSuccess is a callback called when the task is successfully executed
  63025. * @param onError is a callback called if an error occurs
  63026. */
  63027. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63028. }
  63029. /**
  63030. * Define a task used by AssetsManager to load binary data
  63031. */
  63032. export class BinaryFileAssetTask extends AbstractAssetTask {
  63033. /**
  63034. * Defines the name of the task
  63035. */
  63036. name: string;
  63037. /**
  63038. * Defines the location of the file to load
  63039. */
  63040. url: string;
  63041. /**
  63042. * Gets the lodaded data (as an array buffer)
  63043. */
  63044. data: ArrayBuffer;
  63045. /**
  63046. * Callback called when the task is successful
  63047. */
  63048. onSuccess: (task: BinaryFileAssetTask) => void;
  63049. /**
  63050. * Callback called when the task is successful
  63051. */
  63052. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  63053. /**
  63054. * Creates a new BinaryFileAssetTask object
  63055. * @param name defines the name of the new task
  63056. * @param url defines the location of the file to load
  63057. */
  63058. constructor(
  63059. /**
  63060. * Defines the name of the task
  63061. */
  63062. name: string,
  63063. /**
  63064. * Defines the location of the file to load
  63065. */
  63066. url: string);
  63067. /**
  63068. * Execute the current task
  63069. * @param scene defines the scene where you want your assets to be loaded
  63070. * @param onSuccess is a callback called when the task is successfully executed
  63071. * @param onError is a callback called if an error occurs
  63072. */
  63073. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63074. }
  63075. /**
  63076. * Define a task used by AssetsManager to load images
  63077. */
  63078. export class ImageAssetTask extends AbstractAssetTask {
  63079. /**
  63080. * Defines the name of the task
  63081. */
  63082. name: string;
  63083. /**
  63084. * Defines the location of the image to load
  63085. */
  63086. url: string;
  63087. /**
  63088. * Gets the loaded images
  63089. */
  63090. image: HTMLImageElement;
  63091. /**
  63092. * Callback called when the task is successful
  63093. */
  63094. onSuccess: (task: ImageAssetTask) => void;
  63095. /**
  63096. * Callback called when the task is successful
  63097. */
  63098. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  63099. /**
  63100. * Creates a new ImageAssetTask
  63101. * @param name defines the name of the task
  63102. * @param url defines the location of the image to load
  63103. */
  63104. constructor(
  63105. /**
  63106. * Defines the name of the task
  63107. */
  63108. name: string,
  63109. /**
  63110. * Defines the location of the image to load
  63111. */
  63112. url: string);
  63113. /**
  63114. * Execute the current task
  63115. * @param scene defines the scene where you want your assets to be loaded
  63116. * @param onSuccess is a callback called when the task is successfully executed
  63117. * @param onError is a callback called if an error occurs
  63118. */
  63119. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63120. }
  63121. /**
  63122. * Defines the interface used by texture loading tasks
  63123. */
  63124. export interface ITextureAssetTask<TEX extends BaseTexture> {
  63125. /**
  63126. * Gets the loaded texture
  63127. */
  63128. texture: TEX;
  63129. }
  63130. /**
  63131. * Define a task used by AssetsManager to load 2D textures
  63132. */
  63133. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  63134. /**
  63135. * Defines the name of the task
  63136. */
  63137. name: string;
  63138. /**
  63139. * Defines the location of the file to load
  63140. */
  63141. url: string;
  63142. /**
  63143. * Defines if mipmap should not be generated (default is false)
  63144. */
  63145. noMipmap?: boolean | undefined;
  63146. /**
  63147. * Defines if texture must be inverted on Y axis (default is false)
  63148. */
  63149. invertY?: boolean | undefined;
  63150. /**
  63151. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  63152. */
  63153. samplingMode: number;
  63154. /**
  63155. * Gets the loaded texture
  63156. */
  63157. texture: Texture;
  63158. /**
  63159. * Callback called when the task is successful
  63160. */
  63161. onSuccess: (task: TextureAssetTask) => void;
  63162. /**
  63163. * Callback called when the task is successful
  63164. */
  63165. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  63166. /**
  63167. * Creates a new TextureAssetTask object
  63168. * @param name defines the name of the task
  63169. * @param url defines the location of the file to load
  63170. * @param noMipmap defines if mipmap should not be generated (default is false)
  63171. * @param invertY defines if texture must be inverted on Y axis (default is false)
  63172. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  63173. */
  63174. constructor(
  63175. /**
  63176. * Defines the name of the task
  63177. */
  63178. name: string,
  63179. /**
  63180. * Defines the location of the file to load
  63181. */
  63182. url: string,
  63183. /**
  63184. * Defines if mipmap should not be generated (default is false)
  63185. */
  63186. noMipmap?: boolean | undefined,
  63187. /**
  63188. * Defines if texture must be inverted on Y axis (default is false)
  63189. */
  63190. invertY?: boolean | undefined,
  63191. /**
  63192. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  63193. */
  63194. samplingMode?: number);
  63195. /**
  63196. * Execute the current task
  63197. * @param scene defines the scene where you want your assets to be loaded
  63198. * @param onSuccess is a callback called when the task is successfully executed
  63199. * @param onError is a callback called if an error occurs
  63200. */
  63201. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63202. }
  63203. /**
  63204. * Define a task used by AssetsManager to load cube textures
  63205. */
  63206. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  63207. /**
  63208. * Defines the name of the task
  63209. */
  63210. name: string;
  63211. /**
  63212. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  63213. */
  63214. url: string;
  63215. /**
  63216. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  63217. */
  63218. extensions?: string[] | undefined;
  63219. /**
  63220. * Defines if mipmaps should not be generated (default is false)
  63221. */
  63222. noMipmap?: boolean | undefined;
  63223. /**
  63224. * Defines the explicit list of files (undefined by default)
  63225. */
  63226. files?: string[] | undefined;
  63227. /**
  63228. * Gets the loaded texture
  63229. */
  63230. texture: CubeTexture;
  63231. /**
  63232. * Callback called when the task is successful
  63233. */
  63234. onSuccess: (task: CubeTextureAssetTask) => void;
  63235. /**
  63236. * Callback called when the task is successful
  63237. */
  63238. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  63239. /**
  63240. * Creates a new CubeTextureAssetTask
  63241. * @param name defines the name of the task
  63242. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  63243. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  63244. * @param noMipmap defines if mipmaps should not be generated (default is false)
  63245. * @param files defines the explicit list of files (undefined by default)
  63246. */
  63247. constructor(
  63248. /**
  63249. * Defines the name of the task
  63250. */
  63251. name: string,
  63252. /**
  63253. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  63254. */
  63255. url: string,
  63256. /**
  63257. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  63258. */
  63259. extensions?: string[] | undefined,
  63260. /**
  63261. * Defines if mipmaps should not be generated (default is false)
  63262. */
  63263. noMipmap?: boolean | undefined,
  63264. /**
  63265. * Defines the explicit list of files (undefined by default)
  63266. */
  63267. files?: string[] | undefined);
  63268. /**
  63269. * Execute the current task
  63270. * @param scene defines the scene where you want your assets to be loaded
  63271. * @param onSuccess is a callback called when the task is successfully executed
  63272. * @param onError is a callback called if an error occurs
  63273. */
  63274. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63275. }
  63276. /**
  63277. * Define a task used by AssetsManager to load HDR cube textures
  63278. */
  63279. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  63280. /**
  63281. * Defines the name of the task
  63282. */
  63283. name: string;
  63284. /**
  63285. * Defines the location of the file to load
  63286. */
  63287. url: string;
  63288. /**
  63289. * Defines the desired size (the more it increases the longer the generation will be)
  63290. */
  63291. size: number;
  63292. /**
  63293. * Defines if mipmaps should not be generated (default is false)
  63294. */
  63295. noMipmap: boolean;
  63296. /**
  63297. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  63298. */
  63299. generateHarmonics: boolean;
  63300. /**
  63301. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  63302. */
  63303. gammaSpace: boolean;
  63304. /**
  63305. * Internal Use Only
  63306. */
  63307. reserved: boolean;
  63308. /**
  63309. * Gets the loaded texture
  63310. */
  63311. texture: HDRCubeTexture;
  63312. /**
  63313. * Callback called when the task is successful
  63314. */
  63315. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  63316. /**
  63317. * Callback called when the task is successful
  63318. */
  63319. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  63320. /**
  63321. * Creates a new HDRCubeTextureAssetTask object
  63322. * @param name defines the name of the task
  63323. * @param url defines the location of the file to load
  63324. * @param size defines the desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.
  63325. * @param noMipmap defines if mipmaps should not be generated (default is false)
  63326. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  63327. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  63328. * @param reserved Internal use only
  63329. */
  63330. constructor(
  63331. /**
  63332. * Defines the name of the task
  63333. */
  63334. name: string,
  63335. /**
  63336. * Defines the location of the file to load
  63337. */
  63338. url: string,
  63339. /**
  63340. * Defines the desired size (the more it increases the longer the generation will be)
  63341. */
  63342. size: number,
  63343. /**
  63344. * Defines if mipmaps should not be generated (default is false)
  63345. */
  63346. noMipmap?: boolean,
  63347. /**
  63348. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  63349. */
  63350. generateHarmonics?: boolean,
  63351. /**
  63352. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  63353. */
  63354. gammaSpace?: boolean,
  63355. /**
  63356. * Internal Use Only
  63357. */
  63358. reserved?: boolean);
  63359. /**
  63360. * Execute the current task
  63361. * @param scene defines the scene where you want your assets to be loaded
  63362. * @param onSuccess is a callback called when the task is successfully executed
  63363. * @param onError is a callback called if an error occurs
  63364. */
  63365. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63366. }
  63367. /**
  63368. * Define a task used by AssetsManager to load Equirectangular cube textures
  63369. */
  63370. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  63371. /**
  63372. * Defines the name of the task
  63373. */
  63374. name: string;
  63375. /**
  63376. * Defines the location of the file to load
  63377. */
  63378. url: string;
  63379. /**
  63380. * Defines the desired size (the more it increases the longer the generation will be)
  63381. */
  63382. size: number;
  63383. /**
  63384. * Defines if mipmaps should not be generated (default is false)
  63385. */
  63386. noMipmap: boolean;
  63387. /**
  63388. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  63389. * but the standard material would require them in Gamma space) (default is true)
  63390. */
  63391. gammaSpace: boolean;
  63392. /**
  63393. * Gets the loaded texture
  63394. */
  63395. texture: EquiRectangularCubeTexture;
  63396. /**
  63397. * Callback called when the task is successful
  63398. */
  63399. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  63400. /**
  63401. * Callback called when the task is successful
  63402. */
  63403. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  63404. /**
  63405. * Creates a new EquiRectangularCubeTextureAssetTask object
  63406. * @param name defines the name of the task
  63407. * @param url defines the location of the file to load
  63408. * @param size defines the desired size (the more it increases the longer the generation will be)
  63409. * If the size is omitted this implies you are using a preprocessed cubemap.
  63410. * @param noMipmap defines if mipmaps should not be generated (default is false)
  63411. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  63412. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  63413. * (default is true)
  63414. */
  63415. constructor(
  63416. /**
  63417. * Defines the name of the task
  63418. */
  63419. name: string,
  63420. /**
  63421. * Defines the location of the file to load
  63422. */
  63423. url: string,
  63424. /**
  63425. * Defines the desired size (the more it increases the longer the generation will be)
  63426. */
  63427. size: number,
  63428. /**
  63429. * Defines if mipmaps should not be generated (default is false)
  63430. */
  63431. noMipmap?: boolean,
  63432. /**
  63433. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  63434. * but the standard material would require them in Gamma space) (default is true)
  63435. */
  63436. gammaSpace?: boolean);
  63437. /**
  63438. * Execute the current task
  63439. * @param scene defines the scene where you want your assets to be loaded
  63440. * @param onSuccess is a callback called when the task is successfully executed
  63441. * @param onError is a callback called if an error occurs
  63442. */
  63443. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  63444. }
  63445. /**
  63446. * This class can be used to easily import assets into a scene
  63447. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  63448. */
  63449. export class AssetsManager {
  63450. private _scene;
  63451. private _isLoading;
  63452. protected _tasks: AbstractAssetTask[];
  63453. protected _waitingTasksCount: number;
  63454. protected _totalTasksCount: number;
  63455. /**
  63456. * Callback called when all tasks are processed
  63457. */
  63458. onFinish: (tasks: AbstractAssetTask[]) => void;
  63459. /**
  63460. * Callback called when a task is successful
  63461. */
  63462. onTaskSuccess: (task: AbstractAssetTask) => void;
  63463. /**
  63464. * Callback called when a task had an error
  63465. */
  63466. onTaskError: (task: AbstractAssetTask) => void;
  63467. /**
  63468. * Callback called when a task is done (whatever the result is)
  63469. */
  63470. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  63471. /**
  63472. * Observable called when all tasks are processed
  63473. */
  63474. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  63475. /**
  63476. * Observable called when a task had an error
  63477. */
  63478. onTaskErrorObservable: Observable<AbstractAssetTask>;
  63479. /**
  63480. * Observable called when all tasks were executed
  63481. */
  63482. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  63483. /**
  63484. * Observable called when a task is done (whatever the result is)
  63485. */
  63486. onProgressObservable: Observable<IAssetsProgressEvent>;
  63487. /**
  63488. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  63489. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  63490. */
  63491. useDefaultLoadingScreen: boolean;
  63492. /**
  63493. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  63494. * when all assets have been downloaded.
  63495. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  63496. */
  63497. autoHideLoadingUI: boolean;
  63498. /**
  63499. * Creates a new AssetsManager
  63500. * @param scene defines the scene to work on
  63501. */
  63502. constructor(scene: Scene);
  63503. /**
  63504. * Add a MeshAssetTask to the list of active tasks
  63505. * @param taskName defines the name of the new task
  63506. * @param meshesNames defines the name of meshes to load
  63507. * @param rootUrl defines the root url to use to locate files
  63508. * @param sceneFilename defines the filename of the scene file
  63509. * @returns a new MeshAssetTask object
  63510. */
  63511. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  63512. /**
  63513. * Add a TextFileAssetTask to the list of active tasks
  63514. * @param taskName defines the name of the new task
  63515. * @param url defines the url of the file to load
  63516. * @returns a new TextFileAssetTask object
  63517. */
  63518. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  63519. /**
  63520. * Add a BinaryFileAssetTask to the list of active tasks
  63521. * @param taskName defines the name of the new task
  63522. * @param url defines the url of the file to load
  63523. * @returns a new BinaryFileAssetTask object
  63524. */
  63525. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  63526. /**
  63527. * Add a ImageAssetTask to the list of active tasks
  63528. * @param taskName defines the name of the new task
  63529. * @param url defines the url of the file to load
  63530. * @returns a new ImageAssetTask object
  63531. */
  63532. addImageTask(taskName: string, url: string): ImageAssetTask;
  63533. /**
  63534. * Add a TextureAssetTask to the list of active tasks
  63535. * @param taskName defines the name of the new task
  63536. * @param url defines the url of the file to load
  63537. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63538. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  63539. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  63540. * @returns a new TextureAssetTask object
  63541. */
  63542. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  63543. /**
  63544. * Add a CubeTextureAssetTask to the list of active tasks
  63545. * @param taskName defines the name of the new task
  63546. * @param url defines the url of the file to load
  63547. * @param extensions defines the extension to use to load the cube map (can be null)
  63548. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63549. * @param files defines the list of files to load (can be null)
  63550. * @returns a new CubeTextureAssetTask object
  63551. */
  63552. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  63553. /**
  63554. *
  63555. * Add a HDRCubeTextureAssetTask to the list of active tasks
  63556. * @param taskName defines the name of the new task
  63557. * @param url defines the url of the file to load
  63558. * @param size defines the size you want for the cubemap (can be null)
  63559. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63560. * @param generateHarmonics defines if you want to automatically generate (true by default)
  63561. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  63562. * @param reserved Internal use only
  63563. * @returns a new HDRCubeTextureAssetTask object
  63564. */
  63565. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  63566. /**
  63567. *
  63568. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  63569. * @param taskName defines the name of the new task
  63570. * @param url defines the url of the file to load
  63571. * @param size defines the size you want for the cubemap (can be null)
  63572. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  63573. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  63574. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  63575. * @returns a new EquiRectangularCubeTextureAssetTask object
  63576. */
  63577. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  63578. /**
  63579. * Remove a task from the assets manager.
  63580. * @param task the task to remove
  63581. */
  63582. removeTask(task: AbstractAssetTask): void;
  63583. private _decreaseWaitingTasksCount;
  63584. private _runTask;
  63585. /**
  63586. * Reset the AssetsManager and remove all tasks
  63587. * @return the current instance of the AssetsManager
  63588. */
  63589. reset(): AssetsManager;
  63590. /**
  63591. * Start the loading process
  63592. * @return the current instance of the AssetsManager
  63593. */
  63594. load(): AssetsManager;
  63595. /**
  63596. * Start the loading process as an async operation
  63597. * @return a promise returning the list of failed tasks
  63598. */
  63599. loadAsync(): Promise<void>;
  63600. }
  63601. }
  63602. declare module "babylonjs/Misc/deferred" {
  63603. /**
  63604. * Wrapper class for promise with external resolve and reject.
  63605. */
  63606. export class Deferred<T> {
  63607. /**
  63608. * The promise associated with this deferred object.
  63609. */
  63610. readonly promise: Promise<T>;
  63611. private _resolve;
  63612. private _reject;
  63613. /**
  63614. * The resolve method of the promise associated with this deferred object.
  63615. */
  63616. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  63617. /**
  63618. * The reject method of the promise associated with this deferred object.
  63619. */
  63620. readonly reject: (reason?: any) => void;
  63621. /**
  63622. * Constructor for this deferred object.
  63623. */
  63624. constructor();
  63625. }
  63626. }
  63627. declare module "babylonjs/Misc/meshExploder" {
  63628. import { Mesh } from "babylonjs/Meshes/mesh";
  63629. /**
  63630. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  63631. */
  63632. export class MeshExploder {
  63633. private _centerMesh;
  63634. private _meshes;
  63635. private _meshesOrigins;
  63636. private _toCenterVectors;
  63637. private _scaledDirection;
  63638. private _newPosition;
  63639. private _centerPosition;
  63640. /**
  63641. * Explodes meshes from a center mesh.
  63642. * @param meshes The meshes to explode.
  63643. * @param centerMesh The mesh to be center of explosion.
  63644. */
  63645. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  63646. private _setCenterMesh;
  63647. /**
  63648. * Get class name
  63649. * @returns "MeshExploder"
  63650. */
  63651. getClassName(): string;
  63652. /**
  63653. * "Exploded meshes"
  63654. * @returns Array of meshes with the centerMesh at index 0.
  63655. */
  63656. getMeshes(): Array<Mesh>;
  63657. /**
  63658. * Explodes meshes giving a specific direction
  63659. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  63660. */
  63661. explode(direction?: number): void;
  63662. }
  63663. }
  63664. declare module "babylonjs/Misc/filesInput" {
  63665. import { Engine } from "babylonjs/Engines/engine";
  63666. import { Scene } from "babylonjs/scene";
  63667. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  63668. /**
  63669. * Class used to help managing file picking and drag'n'drop
  63670. */
  63671. export class FilesInput {
  63672. /**
  63673. * List of files ready to be loaded
  63674. */
  63675. static readonly FilesToLoad: {
  63676. [key: string]: File;
  63677. };
  63678. /**
  63679. * Callback called when a file is processed
  63680. */
  63681. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  63682. private _engine;
  63683. private _currentScene;
  63684. private _sceneLoadedCallback;
  63685. private _progressCallback;
  63686. private _additionalRenderLoopLogicCallback;
  63687. private _textureLoadingCallback;
  63688. private _startingProcessingFilesCallback;
  63689. private _onReloadCallback;
  63690. private _errorCallback;
  63691. private _elementToMonitor;
  63692. private _sceneFileToLoad;
  63693. private _filesToLoad;
  63694. /**
  63695. * Creates a new FilesInput
  63696. * @param engine defines the rendering engine
  63697. * @param scene defines the hosting scene
  63698. * @param sceneLoadedCallback callback called when scene is loaded
  63699. * @param progressCallback callback called to track progress
  63700. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  63701. * @param textureLoadingCallback callback called when a texture is loading
  63702. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  63703. * @param onReloadCallback callback called when a reload is requested
  63704. * @param errorCallback callback call if an error occurs
  63705. */
  63706. constructor(engine: Engine, scene: Scene, sceneLoadedCallback: (sceneFile: File, scene: Scene) => void, progressCallback: (progress: SceneLoaderProgressEvent) => void, additionalRenderLoopLogicCallback: () => void, textureLoadingCallback: (remaining: number) => void, startingProcessingFilesCallback: (files?: File[]) => void, onReloadCallback: (sceneFile: File) => void, errorCallback: (sceneFile: File, scene: Scene, message: string) => void);
  63707. private _dragEnterHandler;
  63708. private _dragOverHandler;
  63709. private _dropHandler;
  63710. /**
  63711. * Calls this function to listen to drag'n'drop events on a specific DOM element
  63712. * @param elementToMonitor defines the DOM element to track
  63713. */
  63714. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  63715. /**
  63716. * Release all associated resources
  63717. */
  63718. dispose(): void;
  63719. private renderFunction;
  63720. private drag;
  63721. private drop;
  63722. private _traverseFolder;
  63723. private _processFiles;
  63724. /**
  63725. * Load files from a drop event
  63726. * @param event defines the drop event to use as source
  63727. */
  63728. loadFiles(event: any): void;
  63729. private _processReload;
  63730. /**
  63731. * Reload the current scene from the loaded files
  63732. */
  63733. reload(): void;
  63734. }
  63735. }
  63736. declare module "babylonjs/Misc/HighDynamicRange/index" {
  63737. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  63738. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  63739. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  63740. }
  63741. declare module "babylonjs/Misc/sceneOptimizer" {
  63742. import { Scene, IDisposable } from "babylonjs/scene";
  63743. import { Observable } from "babylonjs/Misc/observable";
  63744. /**
  63745. * Defines the root class used to create scene optimization to use with SceneOptimizer
  63746. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63747. */
  63748. export class SceneOptimization {
  63749. /**
  63750. * Defines the priority of this optimization (0 by default which means first in the list)
  63751. */
  63752. priority: number;
  63753. /**
  63754. * Gets a string describing the action executed by the current optimization
  63755. * @returns description string
  63756. */
  63757. getDescription(): string;
  63758. /**
  63759. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63760. * @param scene defines the current scene where to apply this optimization
  63761. * @param optimizer defines the current optimizer
  63762. * @returns true if everything that can be done was applied
  63763. */
  63764. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63765. /**
  63766. * Creates the SceneOptimization object
  63767. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63768. * @param desc defines the description associated with the optimization
  63769. */
  63770. constructor(
  63771. /**
  63772. * Defines the priority of this optimization (0 by default which means first in the list)
  63773. */
  63774. priority?: number);
  63775. }
  63776. /**
  63777. * Defines an optimization used to reduce the size of render target textures
  63778. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63779. */
  63780. export class TextureOptimization extends SceneOptimization {
  63781. /**
  63782. * Defines the priority of this optimization (0 by default which means first in the list)
  63783. */
  63784. priority: number;
  63785. /**
  63786. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  63787. */
  63788. maximumSize: number;
  63789. /**
  63790. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63791. */
  63792. step: number;
  63793. /**
  63794. * Gets a string describing the action executed by the current optimization
  63795. * @returns description string
  63796. */
  63797. getDescription(): string;
  63798. /**
  63799. * Creates the TextureOptimization object
  63800. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63801. * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  63802. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63803. */
  63804. constructor(
  63805. /**
  63806. * Defines the priority of this optimization (0 by default which means first in the list)
  63807. */
  63808. priority?: number,
  63809. /**
  63810. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  63811. */
  63812. maximumSize?: number,
  63813. /**
  63814. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  63815. */
  63816. step?: number);
  63817. /**
  63818. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63819. * @param scene defines the current scene where to apply this optimization
  63820. * @param optimizer defines the current optimizer
  63821. * @returns true if everything that can be done was applied
  63822. */
  63823. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63824. }
  63825. /**
  63826. * Defines an optimization used to increase or decrease the rendering resolution
  63827. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63828. */
  63829. export class HardwareScalingOptimization extends SceneOptimization {
  63830. /**
  63831. * Defines the priority of this optimization (0 by default which means first in the list)
  63832. */
  63833. priority: number;
  63834. /**
  63835. * Defines the maximum scale to use (2 by default)
  63836. */
  63837. maximumScale: number;
  63838. /**
  63839. * Defines the step to use between two passes (0.5 by default)
  63840. */
  63841. step: number;
  63842. private _currentScale;
  63843. private _directionOffset;
  63844. /**
  63845. * Gets a string describing the action executed by the current optimization
  63846. * @return description string
  63847. */
  63848. getDescription(): string;
  63849. /**
  63850. * Creates the HardwareScalingOptimization object
  63851. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  63852. * @param maximumScale defines the maximum scale to use (2 by default)
  63853. * @param step defines the step to use between two passes (0.5 by default)
  63854. */
  63855. constructor(
  63856. /**
  63857. * Defines the priority of this optimization (0 by default which means first in the list)
  63858. */
  63859. priority?: number,
  63860. /**
  63861. * Defines the maximum scale to use (2 by default)
  63862. */
  63863. maximumScale?: number,
  63864. /**
  63865. * Defines the step to use between two passes (0.5 by default)
  63866. */
  63867. step?: number);
  63868. /**
  63869. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63870. * @param scene defines the current scene where to apply this optimization
  63871. * @param optimizer defines the current optimizer
  63872. * @returns true if everything that can be done was applied
  63873. */
  63874. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63875. }
  63876. /**
  63877. * Defines an optimization used to remove shadows
  63878. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63879. */
  63880. export class ShadowsOptimization extends SceneOptimization {
  63881. /**
  63882. * Gets a string describing the action executed by the current optimization
  63883. * @return description string
  63884. */
  63885. getDescription(): string;
  63886. /**
  63887. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63888. * @param scene defines the current scene where to apply this optimization
  63889. * @param optimizer defines the current optimizer
  63890. * @returns true if everything that can be done was applied
  63891. */
  63892. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63893. }
  63894. /**
  63895. * Defines an optimization used to turn post-processes off
  63896. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63897. */
  63898. export class PostProcessesOptimization extends SceneOptimization {
  63899. /**
  63900. * Gets a string describing the action executed by the current optimization
  63901. * @return description string
  63902. */
  63903. getDescription(): string;
  63904. /**
  63905. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63906. * @param scene defines the current scene where to apply this optimization
  63907. * @param optimizer defines the current optimizer
  63908. * @returns true if everything that can be done was applied
  63909. */
  63910. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63911. }
  63912. /**
  63913. * Defines an optimization used to turn lens flares off
  63914. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63915. */
  63916. export class LensFlaresOptimization extends SceneOptimization {
  63917. /**
  63918. * Gets a string describing the action executed by the current optimization
  63919. * @return description string
  63920. */
  63921. getDescription(): string;
  63922. /**
  63923. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63924. * @param scene defines the current scene where to apply this optimization
  63925. * @param optimizer defines the current optimizer
  63926. * @returns true if everything that can be done was applied
  63927. */
  63928. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63929. }
  63930. /**
  63931. * Defines an optimization based on user defined callback.
  63932. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63933. */
  63934. export class CustomOptimization extends SceneOptimization {
  63935. /**
  63936. * Callback called to apply the custom optimization.
  63937. */
  63938. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  63939. /**
  63940. * Callback called to get custom description
  63941. */
  63942. onGetDescription: () => string;
  63943. /**
  63944. * Gets a string describing the action executed by the current optimization
  63945. * @returns description string
  63946. */
  63947. getDescription(): string;
  63948. /**
  63949. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63950. * @param scene defines the current scene where to apply this optimization
  63951. * @param optimizer defines the current optimizer
  63952. * @returns true if everything that can be done was applied
  63953. */
  63954. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63955. }
  63956. /**
  63957. * Defines an optimization used to turn particles off
  63958. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63959. */
  63960. export class ParticlesOptimization extends SceneOptimization {
  63961. /**
  63962. * Gets a string describing the action executed by the current optimization
  63963. * @return description string
  63964. */
  63965. getDescription(): string;
  63966. /**
  63967. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63968. * @param scene defines the current scene where to apply this optimization
  63969. * @param optimizer defines the current optimizer
  63970. * @returns true if everything that can be done was applied
  63971. */
  63972. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63973. }
  63974. /**
  63975. * Defines an optimization used to turn render targets off
  63976. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63977. */
  63978. export class RenderTargetsOptimization extends SceneOptimization {
  63979. /**
  63980. * Gets a string describing the action executed by the current optimization
  63981. * @return description string
  63982. */
  63983. getDescription(): string;
  63984. /**
  63985. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  63986. * @param scene defines the current scene where to apply this optimization
  63987. * @param optimizer defines the current optimizer
  63988. * @returns true if everything that can be done was applied
  63989. */
  63990. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  63991. }
  63992. /**
  63993. * Defines an optimization used to merge meshes with compatible materials
  63994. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  63995. */
  63996. export class MergeMeshesOptimization extends SceneOptimization {
  63997. private static _UpdateSelectionTree;
  63998. /**
  63999. * Gets or sets a boolean which defines if optimization octree has to be updated
  64000. */
  64001. /**
  64002. * Gets or sets a boolean which defines if optimization octree has to be updated
  64003. */
  64004. static UpdateSelectionTree: boolean;
  64005. /**
  64006. * Gets a string describing the action executed by the current optimization
  64007. * @return description string
  64008. */
  64009. getDescription(): string;
  64010. private _canBeMerged;
  64011. /**
  64012. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  64013. * @param scene defines the current scene where to apply this optimization
  64014. * @param optimizer defines the current optimizer
  64015. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  64016. * @returns true if everything that can be done was applied
  64017. */
  64018. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  64019. }
  64020. /**
  64021. * Defines a list of options used by SceneOptimizer
  64022. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64023. */
  64024. export class SceneOptimizerOptions {
  64025. /**
  64026. * Defines the target frame rate to reach (60 by default)
  64027. */
  64028. targetFrameRate: number;
  64029. /**
  64030. * Defines the interval between two checkes (2000ms by default)
  64031. */
  64032. trackerDuration: number;
  64033. /**
  64034. * Gets the list of optimizations to apply
  64035. */
  64036. optimizations: SceneOptimization[];
  64037. /**
  64038. * Creates a new list of options used by SceneOptimizer
  64039. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  64040. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  64041. */
  64042. constructor(
  64043. /**
  64044. * Defines the target frame rate to reach (60 by default)
  64045. */
  64046. targetFrameRate?: number,
  64047. /**
  64048. * Defines the interval between two checkes (2000ms by default)
  64049. */
  64050. trackerDuration?: number);
  64051. /**
  64052. * Add a new optimization
  64053. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  64054. * @returns the current SceneOptimizerOptions
  64055. */
  64056. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  64057. /**
  64058. * Add a new custom optimization
  64059. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  64060. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  64061. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  64062. * @returns the current SceneOptimizerOptions
  64063. */
  64064. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  64065. /**
  64066. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  64067. * @param targetFrameRate defines the target frame rate (60 by default)
  64068. * @returns a SceneOptimizerOptions object
  64069. */
  64070. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  64071. /**
  64072. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  64073. * @param targetFrameRate defines the target frame rate (60 by default)
  64074. * @returns a SceneOptimizerOptions object
  64075. */
  64076. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  64077. /**
  64078. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  64079. * @param targetFrameRate defines the target frame rate (60 by default)
  64080. * @returns a SceneOptimizerOptions object
  64081. */
  64082. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  64083. }
  64084. /**
  64085. * Class used to run optimizations in order to reach a target frame rate
  64086. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  64087. */
  64088. export class SceneOptimizer implements IDisposable {
  64089. private _isRunning;
  64090. private _options;
  64091. private _scene;
  64092. private _currentPriorityLevel;
  64093. private _targetFrameRate;
  64094. private _trackerDuration;
  64095. private _currentFrameRate;
  64096. private _sceneDisposeObserver;
  64097. private _improvementMode;
  64098. /**
  64099. * Defines an observable called when the optimizer reaches the target frame rate
  64100. */
  64101. onSuccessObservable: Observable<SceneOptimizer>;
  64102. /**
  64103. * Defines an observable called when the optimizer enables an optimization
  64104. */
  64105. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  64106. /**
  64107. * Defines an observable called when the optimizer is not able to reach the target frame rate
  64108. */
  64109. onFailureObservable: Observable<SceneOptimizer>;
  64110. /**
  64111. * Gets a boolean indicating if the optimizer is in improvement mode
  64112. */
  64113. readonly isInImprovementMode: boolean;
  64114. /**
  64115. * Gets the current priority level (0 at start)
  64116. */
  64117. readonly currentPriorityLevel: number;
  64118. /**
  64119. * Gets the current frame rate checked by the SceneOptimizer
  64120. */
  64121. readonly currentFrameRate: number;
  64122. /**
  64123. * Gets or sets the current target frame rate (60 by default)
  64124. */
  64125. /**
  64126. * Gets or sets the current target frame rate (60 by default)
  64127. */
  64128. targetFrameRate: number;
  64129. /**
  64130. * Gets or sets the current interval between two checks (every 2000ms by default)
  64131. */
  64132. /**
  64133. * Gets or sets the current interval between two checks (every 2000ms by default)
  64134. */
  64135. trackerDuration: number;
  64136. /**
  64137. * Gets the list of active optimizations
  64138. */
  64139. readonly optimizations: SceneOptimization[];
  64140. /**
  64141. * Creates a new SceneOptimizer
  64142. * @param scene defines the scene to work on
  64143. * @param options defines the options to use with the SceneOptimizer
  64144. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  64145. * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)
  64146. */
  64147. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  64148. /**
  64149. * Stops the current optimizer
  64150. */
  64151. stop(): void;
  64152. /**
  64153. * Reset the optimizer to initial step (current priority level = 0)
  64154. */
  64155. reset(): void;
  64156. /**
  64157. * Start the optimizer. By default it will try to reach a specific framerate
  64158. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  64159. */
  64160. start(): void;
  64161. private _checkCurrentState;
  64162. /**
  64163. * Release all resources
  64164. */
  64165. dispose(): void;
  64166. /**
  64167. * Helper function to create a SceneOptimizer with one single line of code
  64168. * @param scene defines the scene to work on
  64169. * @param options defines the options to use with the SceneOptimizer
  64170. * @param onSuccess defines a callback to call on success
  64171. * @param onFailure defines a callback to call on failure
  64172. * @returns the new SceneOptimizer object
  64173. */
  64174. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  64175. }
  64176. }
  64177. declare module "babylonjs/Misc/sceneSerializer" {
  64178. import { Scene } from "babylonjs/scene";
  64179. /**
  64180. * Class used to serialize a scene into a string
  64181. */
  64182. export class SceneSerializer {
  64183. /**
  64184. * Clear cache used by a previous serialization
  64185. */
  64186. static ClearCache(): void;
  64187. /**
  64188. * Serialize a scene into a JSON compatible object
  64189. * @param scene defines the scene to serialize
  64190. * @returns a JSON compatible object
  64191. */
  64192. static Serialize(scene: Scene): any;
  64193. /**
  64194. * Serialize a mesh into a JSON compatible object
  64195. * @param toSerialize defines the mesh to serialize
  64196. * @param withParents defines if parents must be serialized as well
  64197. * @param withChildren defines if children must be serialized as well
  64198. * @returns a JSON compatible object
  64199. */
  64200. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  64201. }
  64202. }
  64203. declare module "babylonjs/Misc/textureTools" {
  64204. import { Texture } from "babylonjs/Materials/Textures/texture";
  64205. /**
  64206. * Class used to host texture specific utilities
  64207. */
  64208. export class TextureTools {
  64209. /**
  64210. * Uses the GPU to create a copy texture rescaled at a given size
  64211. * @param texture Texture to copy from
  64212. * @param width defines the desired width
  64213. * @param height defines the desired height
  64214. * @param useBilinearMode defines if bilinear mode has to be used
  64215. * @return the generated texture
  64216. */
  64217. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  64218. }
  64219. }
  64220. declare module "babylonjs/Misc/videoRecorder" {
  64221. import { Nullable } from "babylonjs/types";
  64222. import { Engine } from "babylonjs/Engines/engine";
  64223. /**
  64224. * This represents the different options available for the video capture.
  64225. */
  64226. export interface VideoRecorderOptions {
  64227. /** Defines the mime type of the video. */
  64228. mimeType: string;
  64229. /** Defines the FPS the video should be recorded at. */
  64230. fps: number;
  64231. /** Defines the chunk size for the recording data. */
  64232. recordChunckSize: number;
  64233. /** The audio tracks to attach to the recording. */
  64234. audioTracks?: MediaStreamTrack[];
  64235. }
  64236. /**
  64237. * This can help with recording videos from BabylonJS.
  64238. * This is based on the available WebRTC functionalities of the browser.
  64239. *
  64240. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  64241. */
  64242. export class VideoRecorder {
  64243. private static readonly _defaultOptions;
  64244. /**
  64245. * Returns whether or not the VideoRecorder is available in your browser.
  64246. * @param engine Defines the Babylon Engine.
  64247. * @returns true if supported otherwise false.
  64248. */
  64249. static IsSupported(engine: Engine): boolean;
  64250. private readonly _options;
  64251. private _canvas;
  64252. private _mediaRecorder;
  64253. private _recordedChunks;
  64254. private _fileName;
  64255. private _resolve;
  64256. private _reject;
  64257. /**
  64258. * True when a recording is already in progress.
  64259. */
  64260. readonly isRecording: boolean;
  64261. /**
  64262. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  64263. * @param engine Defines the BabylonJS Engine you wish to record.
  64264. * @param options Defines options that can be used to customize the capture.
  64265. */
  64266. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  64267. /**
  64268. * Stops the current recording before the default capture timeout passed in the startRecording function.
  64269. */
  64270. stopRecording(): void;
  64271. /**
  64272. * Starts recording the canvas for a max duration specified in parameters.
  64273. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  64274. * If null no automatic download will start and you can rely on the promise to get the data back.
  64275. * @param maxDuration Defines the maximum recording time in seconds.
  64276. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  64277. * @return A promise callback at the end of the recording with the video data in Blob.
  64278. */
  64279. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  64280. /**
  64281. * Releases internal resources used during the recording.
  64282. */
  64283. dispose(): void;
  64284. private _handleDataAvailable;
  64285. private _handleError;
  64286. private _handleStop;
  64287. }
  64288. }
  64289. declare module "babylonjs/Misc/screenshotTools" {
  64290. import { Camera } from "babylonjs/Cameras/camera";
  64291. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  64292. import { Engine } from "babylonjs/Engines/engine";
  64293. /**
  64294. * Class containing a set of static utilities functions for screenshots
  64295. */
  64296. export class ScreenshotTools {
  64297. /**
  64298. * Captures a screenshot of the current rendering
  64299. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64300. * @param engine defines the rendering engine
  64301. * @param camera defines the source camera
  64302. * @param size This parameter can be set to a single number or to an object with the
  64303. * following (optional) properties: precision, width, height. If a single number is passed,
  64304. * it will be used for both width and height. If an object is passed, the screenshot size
  64305. * will be derived from the parameters. The precision property is a multiplier allowing
  64306. * rendering at a higher or lower resolution
  64307. * @param successCallback defines the callback receives a single parameter which contains the
  64308. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  64309. * src parameter of an <img> to display it
  64310. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  64311. * Check your browser for supported MIME types
  64312. */
  64313. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  64314. /**
  64315. * Captures a screenshot of the current rendering
  64316. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64317. * @param engine defines the rendering engine
  64318. * @param camera defines the source camera
  64319. * @param size This parameter can be set to a single number or to an object with the
  64320. * following (optional) properties: precision, width, height. If a single number is passed,
  64321. * it will be used for both width and height. If an object is passed, the screenshot size
  64322. * will be derived from the parameters. The precision property is a multiplier allowing
  64323. * rendering at a higher or lower resolution
  64324. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  64325. * Check your browser for supported MIME types
  64326. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  64327. * to the src parameter of an <img> to display it
  64328. */
  64329. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  64330. /**
  64331. * Generates an image screenshot from the specified camera.
  64332. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64333. * @param engine The engine to use for rendering
  64334. * @param camera The camera to use for rendering
  64335. * @param size This parameter can be set to a single number or to an object with the
  64336. * following (optional) properties: precision, width, height. If a single number is passed,
  64337. * it will be used for both width and height. If an object is passed, the screenshot size
  64338. * will be derived from the parameters. The precision property is a multiplier allowing
  64339. * rendering at a higher or lower resolution
  64340. * @param successCallback The callback receives a single parameter which contains the
  64341. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  64342. * src parameter of an <img> to display it
  64343. * @param mimeType The MIME type of the screenshot image (default: image/png).
  64344. * Check your browser for supported MIME types
  64345. * @param samples Texture samples (default: 1)
  64346. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  64347. * @param fileName A name for for the downloaded file.
  64348. */
  64349. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  64350. /**
  64351. * Generates an image screenshot from the specified camera.
  64352. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  64353. * @param engine The engine to use for rendering
  64354. * @param camera The camera to use for rendering
  64355. * @param size This parameter can be set to a single number or to an object with the
  64356. * following (optional) properties: precision, width, height. If a single number is passed,
  64357. * it will be used for both width and height. If an object is passed, the screenshot size
  64358. * will be derived from the parameters. The precision property is a multiplier allowing
  64359. * rendering at a higher or lower resolution
  64360. * @param mimeType The MIME type of the screenshot image (default: image/png).
  64361. * Check your browser for supported MIME types
  64362. * @param samples Texture samples (default: 1)
  64363. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  64364. * @param fileName A name for for the downloaded file.
  64365. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  64366. * to the src parameter of an <img> to display it
  64367. */
  64368. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  64369. /**
  64370. * Gets height and width for screenshot size
  64371. * @private
  64372. */
  64373. private static _getScreenshotSize;
  64374. }
  64375. }
  64376. declare module "babylonjs/Misc/index" {
  64377. export * from "babylonjs/Misc/andOrNotEvaluator";
  64378. export * from "babylonjs/Misc/assetsManager";
  64379. export * from "babylonjs/Misc/dds";
  64380. export * from "babylonjs/Misc/decorators";
  64381. export * from "babylonjs/Misc/deferred";
  64382. export * from "babylonjs/Misc/environmentTextureTools";
  64383. export * from "babylonjs/Misc/meshExploder";
  64384. export * from "babylonjs/Misc/filesInput";
  64385. export * from "babylonjs/Misc/HighDynamicRange/index";
  64386. export * from "babylonjs/Misc/khronosTextureContainer";
  64387. export * from "babylonjs/Misc/observable";
  64388. export * from "babylonjs/Misc/performanceMonitor";
  64389. export * from "babylonjs/Misc/promise";
  64390. export * from "babylonjs/Misc/sceneOptimizer";
  64391. export * from "babylonjs/Misc/sceneSerializer";
  64392. export * from "babylonjs/Misc/smartArray";
  64393. export * from "babylonjs/Misc/stringDictionary";
  64394. export * from "babylonjs/Misc/tags";
  64395. export * from "babylonjs/Misc/textureTools";
  64396. export * from "babylonjs/Misc/tga";
  64397. export * from "babylonjs/Misc/tools";
  64398. export * from "babylonjs/Misc/videoRecorder";
  64399. export * from "babylonjs/Misc/virtualJoystick";
  64400. export * from "babylonjs/Misc/workerPool";
  64401. export * from "babylonjs/Misc/logger";
  64402. export * from "babylonjs/Misc/typeStore";
  64403. export * from "babylonjs/Misc/filesInputStore";
  64404. export * from "babylonjs/Misc/deepCopier";
  64405. export * from "babylonjs/Misc/pivotTools";
  64406. export * from "babylonjs/Misc/precisionDate";
  64407. export * from "babylonjs/Misc/screenshotTools";
  64408. export * from "babylonjs/Misc/typeStore";
  64409. export * from "babylonjs/Misc/webRequest";
  64410. export * from "babylonjs/Misc/iInspectable";
  64411. export * from "babylonjs/Misc/brdfTextureTools";
  64412. export * from "babylonjs/Misc/gradients";
  64413. export * from "babylonjs/Misc/perfCounter";
  64414. export * from "babylonjs/Misc/fileRequest";
  64415. export * from "babylonjs/Misc/customAnimationFrameRequester";
  64416. export * from "babylonjs/Misc/retryStrategy";
  64417. export * from "babylonjs/Misc/loadFileError";
  64418. }
  64419. declare module "babylonjs/index" {
  64420. export * from "babylonjs/abstractScene";
  64421. export * from "babylonjs/Actions/index";
  64422. export * from "babylonjs/Animations/index";
  64423. export * from "babylonjs/assetContainer";
  64424. export * from "babylonjs/Audio/index";
  64425. export * from "babylonjs/Behaviors/index";
  64426. export * from "babylonjs/Bones/index";
  64427. export * from "babylonjs/Cameras/index";
  64428. export * from "babylonjs/Collisions/index";
  64429. export * from "babylonjs/Culling/index";
  64430. export * from "babylonjs/Debug/index";
  64431. export * from "babylonjs/Engines/index";
  64432. export * from "babylonjs/Events/index";
  64433. export * from "babylonjs/Gamepads/index";
  64434. export * from "babylonjs/Gizmos/index";
  64435. export * from "babylonjs/Helpers/index";
  64436. export * from "babylonjs/Instrumentation/index";
  64437. export * from "babylonjs/Layers/index";
  64438. export * from "babylonjs/LensFlares/index";
  64439. export * from "babylonjs/Lights/index";
  64440. export * from "babylonjs/Loading/index";
  64441. export * from "babylonjs/Materials/index";
  64442. export * from "babylonjs/Maths/index";
  64443. export * from "babylonjs/Meshes/index";
  64444. export * from "babylonjs/Morph/index";
  64445. export * from "babylonjs/Navigation/index";
  64446. export * from "babylonjs/node";
  64447. export * from "babylonjs/Offline/index";
  64448. export * from "babylonjs/Particles/index";
  64449. export * from "babylonjs/Physics/index";
  64450. export * from "babylonjs/PostProcesses/index";
  64451. export * from "babylonjs/Probes/index";
  64452. export * from "babylonjs/Rendering/index";
  64453. export * from "babylonjs/scene";
  64454. export * from "babylonjs/sceneComponent";
  64455. export * from "babylonjs/Sprites/index";
  64456. export * from "babylonjs/States/index";
  64457. export * from "babylonjs/Misc/index";
  64458. export * from "babylonjs/types";
  64459. }
  64460. declare module "babylonjs/Animations/pathCursor" {
  64461. import { Vector3 } from "babylonjs/Maths/math.vector";
  64462. import { Path2 } from "babylonjs/Maths/math.path";
  64463. /**
  64464. * A cursor which tracks a point on a path
  64465. */
  64466. export class PathCursor {
  64467. private path;
  64468. /**
  64469. * Stores path cursor callbacks for when an onchange event is triggered
  64470. */
  64471. private _onchange;
  64472. /**
  64473. * The value of the path cursor
  64474. */
  64475. value: number;
  64476. /**
  64477. * The animation array of the path cursor
  64478. */
  64479. animations: Animation[];
  64480. /**
  64481. * Initializes the path cursor
  64482. * @param path The path to track
  64483. */
  64484. constructor(path: Path2);
  64485. /**
  64486. * Gets the cursor point on the path
  64487. * @returns A point on the path cursor at the cursor location
  64488. */
  64489. getPoint(): Vector3;
  64490. /**
  64491. * Moves the cursor ahead by the step amount
  64492. * @param step The amount to move the cursor forward
  64493. * @returns This path cursor
  64494. */
  64495. moveAhead(step?: number): PathCursor;
  64496. /**
  64497. * Moves the cursor behind by the step amount
  64498. * @param step The amount to move the cursor back
  64499. * @returns This path cursor
  64500. */
  64501. moveBack(step?: number): PathCursor;
  64502. /**
  64503. * Moves the cursor by the step amount
  64504. * If the step amount is greater than one, an exception is thrown
  64505. * @param step The amount to move the cursor
  64506. * @returns This path cursor
  64507. */
  64508. move(step: number): PathCursor;
  64509. /**
  64510. * Ensures that the value is limited between zero and one
  64511. * @returns This path cursor
  64512. */
  64513. private ensureLimits;
  64514. /**
  64515. * Runs onchange callbacks on change (used by the animation engine)
  64516. * @returns This path cursor
  64517. */
  64518. private raiseOnChange;
  64519. /**
  64520. * Executes a function on change
  64521. * @param f A path cursor onchange callback
  64522. * @returns This path cursor
  64523. */
  64524. onchange(f: (cursor: PathCursor) => void): PathCursor;
  64525. }
  64526. }
  64527. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  64528. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  64529. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  64530. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  64531. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  64532. }
  64533. declare module "babylonjs/Engines/Processors/Expressions/index" {
  64534. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  64535. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  64536. }
  64537. declare module "babylonjs/Engines/Processors/index" {
  64538. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  64539. export * from "babylonjs/Engines/Processors/Expressions/index";
  64540. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  64541. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  64542. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  64543. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  64544. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  64545. export * from "babylonjs/Engines/Processors/shaderProcessor";
  64546. }
  64547. declare module "babylonjs/Legacy/legacy" {
  64548. import * as Babylon from "babylonjs/index";
  64549. export * from "babylonjs/index";
  64550. }
  64551. declare module "babylonjs/Shaders/blur.fragment" {
  64552. /** @hidden */
  64553. export var blurPixelShader: {
  64554. name: string;
  64555. shader: string;
  64556. };
  64557. }
  64558. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  64559. /** @hidden */
  64560. export var pointCloudVertexDeclaration: {
  64561. name: string;
  64562. shader: string;
  64563. };
  64564. }
  64565. declare module "babylonjs" {
  64566. export * from "babylonjs/Legacy/legacy";
  64567. }
  64568. declare module BABYLON {
  64569. /** Alias type for value that can be null */
  64570. export type Nullable<T> = T | null;
  64571. /**
  64572. * Alias type for number that are floats
  64573. * @ignorenaming
  64574. */
  64575. export type float = number;
  64576. /**
  64577. * Alias type for number that are doubles.
  64578. * @ignorenaming
  64579. */
  64580. export type double = number;
  64581. /**
  64582. * Alias type for number that are integer
  64583. * @ignorenaming
  64584. */
  64585. export type int = number;
  64586. /** Alias type for number array or Float32Array */
  64587. export type FloatArray = number[] | Float32Array;
  64588. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  64589. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  64590. /**
  64591. * Alias for types that can be used by a Buffer or VertexBuffer.
  64592. */
  64593. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  64594. /**
  64595. * Alias type for primitive types
  64596. * @ignorenaming
  64597. */
  64598. type Primitive = undefined | null | boolean | string | number | Function;
  64599. /**
  64600. * Type modifier to make all the properties of an object Readonly
  64601. */
  64602. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  64603. /**
  64604. * Type modifier to make all the properties of an object Readonly recursively
  64605. */
  64606. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  64607. /** @hidden */
  64608. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  64609. }
  64610. /** @hidden */
  64611. /** @hidden */
  64612. type DeepImmutableObject<T> = {
  64613. readonly [K in keyof T]: DeepImmutable<T[K]>;
  64614. };
  64615. }
  64616. declare module BABYLON {
  64617. /**
  64618. * A class serves as a medium between the observable and its observers
  64619. */
  64620. export class EventState {
  64621. /**
  64622. * Create a new EventState
  64623. * @param mask defines the mask associated with this state
  64624. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  64625. * @param target defines the original target of the state
  64626. * @param currentTarget defines the current target of the state
  64627. */
  64628. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  64629. /**
  64630. * Initialize the current event state
  64631. * @param mask defines the mask associated with this state
  64632. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  64633. * @param target defines the original target of the state
  64634. * @param currentTarget defines the current target of the state
  64635. * @returns the current event state
  64636. */
  64637. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  64638. /**
  64639. * An Observer can set this property to true to prevent subsequent observers of being notified
  64640. */
  64641. skipNextObservers: boolean;
  64642. /**
  64643. * Get the mask value that were used to trigger the event corresponding to this EventState object
  64644. */
  64645. mask: number;
  64646. /**
  64647. * The object that originally notified the event
  64648. */
  64649. target?: any;
  64650. /**
  64651. * The current object in the bubbling phase
  64652. */
  64653. currentTarget?: any;
  64654. /**
  64655. * This will be populated with the return value of the last function that was executed.
  64656. * If it is the first function in the callback chain it will be the event data.
  64657. */
  64658. lastReturnValue?: any;
  64659. }
  64660. /**
  64661. * Represent an Observer registered to a given Observable object.
  64662. */
  64663. export class Observer<T> {
  64664. /**
  64665. * Defines the callback to call when the observer is notified
  64666. */
  64667. callback: (eventData: T, eventState: EventState) => void;
  64668. /**
  64669. * Defines the mask of the observer (used to filter notifications)
  64670. */
  64671. mask: number;
  64672. /**
  64673. * Defines the current scope used to restore the JS context
  64674. */
  64675. scope: any;
  64676. /** @hidden */
  64677. _willBeUnregistered: boolean;
  64678. /**
  64679. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  64680. */
  64681. unregisterOnNextCall: boolean;
  64682. /**
  64683. * Creates a new observer
  64684. * @param callback defines the callback to call when the observer is notified
  64685. * @param mask defines the mask of the observer (used to filter notifications)
  64686. * @param scope defines the current scope used to restore the JS context
  64687. */
  64688. constructor(
  64689. /**
  64690. * Defines the callback to call when the observer is notified
  64691. */
  64692. callback: (eventData: T, eventState: EventState) => void,
  64693. /**
  64694. * Defines the mask of the observer (used to filter notifications)
  64695. */
  64696. mask: number,
  64697. /**
  64698. * Defines the current scope used to restore the JS context
  64699. */
  64700. scope?: any);
  64701. }
  64702. /**
  64703. * Represent a list of observers registered to multiple Observables object.
  64704. */
  64705. export class MultiObserver<T> {
  64706. private _observers;
  64707. private _observables;
  64708. /**
  64709. * Release associated resources
  64710. */
  64711. dispose(): void;
  64712. /**
  64713. * Raise a callback when one of the observable will notify
  64714. * @param observables defines a list of observables to watch
  64715. * @param callback defines the callback to call on notification
  64716. * @param mask defines the mask used to filter notifications
  64717. * @param scope defines the current scope used to restore the JS context
  64718. * @returns the new MultiObserver
  64719. */
  64720. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  64721. }
  64722. /**
  64723. * The Observable class is a simple implementation of the Observable pattern.
  64724. *
  64725. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  64726. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  64727. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  64728. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  64729. */
  64730. export class Observable<T> {
  64731. private _observers;
  64732. private _eventState;
  64733. private _onObserverAdded;
  64734. /**
  64735. * Gets the list of observers
  64736. */
  64737. readonly observers: Array<Observer<T>>;
  64738. /**
  64739. * Creates a new observable
  64740. * @param onObserverAdded defines a callback to call when a new observer is added
  64741. */
  64742. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  64743. /**
  64744. * Create a new Observer with the specified callback
  64745. * @param callback the callback that will be executed for that Observer
  64746. * @param mask the mask used to filter observers
  64747. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  64748. * @param scope optional scope for the callback to be called from
  64749. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  64750. * @returns the new observer created for the callback
  64751. */
  64752. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  64753. /**
  64754. * Create a new Observer with the specified callback and unregisters after the next notification
  64755. * @param callback the callback that will be executed for that Observer
  64756. * @returns the new observer created for the callback
  64757. */
  64758. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  64759. /**
  64760. * Remove an Observer from the Observable object
  64761. * @param observer the instance of the Observer to remove
  64762. * @returns false if it doesn't belong to this Observable
  64763. */
  64764. remove(observer: Nullable<Observer<T>>): boolean;
  64765. /**
  64766. * Remove a callback from the Observable object
  64767. * @param callback the callback to remove
  64768. * @param scope optional scope. If used only the callbacks with this scope will be removed
  64769. * @returns false if it doesn't belong to this Observable
  64770. */
  64771. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  64772. private _deferUnregister;
  64773. private _remove;
  64774. /**
  64775. * Moves the observable to the top of the observer list making it get called first when notified
  64776. * @param observer the observer to move
  64777. */
  64778. makeObserverTopPriority(observer: Observer<T>): void;
  64779. /**
  64780. * Moves the observable to the bottom of the observer list making it get called last when notified
  64781. * @param observer the observer to move
  64782. */
  64783. makeObserverBottomPriority(observer: Observer<T>): void;
  64784. /**
  64785. * Notify all Observers by calling their respective callback with the given data
  64786. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  64787. * @param eventData defines the data to send to all observers
  64788. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  64789. * @param target defines the original target of the state
  64790. * @param currentTarget defines the current target of the state
  64791. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  64792. */
  64793. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  64794. /**
  64795. * Calling this will execute each callback, expecting it to be a promise or return a value.
  64796. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  64797. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  64798. * and it is crucial that all callbacks will be executed.
  64799. * The order of the callbacks is kept, callbacks are not executed parallel.
  64800. *
  64801. * @param eventData The data to be sent to each callback
  64802. * @param mask is used to filter observers defaults to -1
  64803. * @param target defines the callback target (see EventState)
  64804. * @param currentTarget defines he current object in the bubbling phase
  64805. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  64806. */
  64807. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  64808. /**
  64809. * Notify a specific observer
  64810. * @param observer defines the observer to notify
  64811. * @param eventData defines the data to be sent to each callback
  64812. * @param mask is used to filter observers defaults to -1
  64813. */
  64814. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  64815. /**
  64816. * Gets a boolean indicating if the observable has at least one observer
  64817. * @returns true is the Observable has at least one Observer registered
  64818. */
  64819. hasObservers(): boolean;
  64820. /**
  64821. * Clear the list of observers
  64822. */
  64823. clear(): void;
  64824. /**
  64825. * Clone the current observable
  64826. * @returns a new observable
  64827. */
  64828. clone(): Observable<T>;
  64829. /**
  64830. * Does this observable handles observer registered with a given mask
  64831. * @param mask defines the mask to be tested
  64832. * @return whether or not one observer registered with the given mask is handeled
  64833. **/
  64834. hasSpecificMask(mask?: number): boolean;
  64835. }
  64836. }
  64837. declare module BABYLON {
  64838. /**
  64839. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  64840. * Babylon.js
  64841. */
  64842. export class DomManagement {
  64843. /**
  64844. * Checks if the window object exists
  64845. * @returns true if the window object exists
  64846. */
  64847. static IsWindowObjectExist(): boolean;
  64848. /**
  64849. * Extracts text content from a DOM element hierarchy
  64850. * @param element defines the root element
  64851. * @returns a string
  64852. */
  64853. static GetDOMTextContent(element: HTMLElement): string;
  64854. }
  64855. }
  64856. declare module BABYLON {
  64857. /**
  64858. * Logger used througouht the application to allow configuration of
  64859. * the log level required for the messages.
  64860. */
  64861. export class Logger {
  64862. /**
  64863. * No log
  64864. */
  64865. static readonly NoneLogLevel: number;
  64866. /**
  64867. * Only message logs
  64868. */
  64869. static readonly MessageLogLevel: number;
  64870. /**
  64871. * Only warning logs
  64872. */
  64873. static readonly WarningLogLevel: number;
  64874. /**
  64875. * Only error logs
  64876. */
  64877. static readonly ErrorLogLevel: number;
  64878. /**
  64879. * All logs
  64880. */
  64881. static readonly AllLogLevel: number;
  64882. private static _LogCache;
  64883. /**
  64884. * Gets a value indicating the number of loading errors
  64885. * @ignorenaming
  64886. */
  64887. static errorsCount: number;
  64888. /**
  64889. * Callback called when a new log is added
  64890. */
  64891. static OnNewCacheEntry: (entry: string) => void;
  64892. private static _AddLogEntry;
  64893. private static _FormatMessage;
  64894. private static _LogDisabled;
  64895. private static _LogEnabled;
  64896. private static _WarnDisabled;
  64897. private static _WarnEnabled;
  64898. private static _ErrorDisabled;
  64899. private static _ErrorEnabled;
  64900. /**
  64901. * Log a message to the console
  64902. */
  64903. static Log: (message: string) => void;
  64904. /**
  64905. * Write a warning message to the console
  64906. */
  64907. static Warn: (message: string) => void;
  64908. /**
  64909. * Write an error message to the console
  64910. */
  64911. static Error: (message: string) => void;
  64912. /**
  64913. * Gets current log cache (list of logs)
  64914. */
  64915. static readonly LogCache: string;
  64916. /**
  64917. * Clears the log cache
  64918. */
  64919. static ClearLogCache(): void;
  64920. /**
  64921. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  64922. */
  64923. static LogLevels: number;
  64924. }
  64925. }
  64926. declare module BABYLON {
  64927. /** @hidden */
  64928. export class _TypeStore {
  64929. /** @hidden */
  64930. static RegisteredTypes: {
  64931. [key: string]: Object;
  64932. };
  64933. /** @hidden */
  64934. static GetClass(fqdn: string): any;
  64935. }
  64936. }
  64937. declare module BABYLON {
  64938. /**
  64939. * Class containing a set of static utilities functions for deep copy.
  64940. */
  64941. export class DeepCopier {
  64942. /**
  64943. * Tries to copy an object by duplicating every property
  64944. * @param source defines the source object
  64945. * @param destination defines the target object
  64946. * @param doNotCopyList defines a list of properties to avoid
  64947. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  64948. */
  64949. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  64950. }
  64951. }
  64952. declare module BABYLON {
  64953. /**
  64954. * Class containing a set of static utilities functions for precision date
  64955. */
  64956. export class PrecisionDate {
  64957. /**
  64958. * Gets either window.performance.now() if supported or Date.now() else
  64959. */
  64960. static readonly Now: number;
  64961. }
  64962. }
  64963. declare module BABYLON {
  64964. /** @hidden */
  64965. export class _DevTools {
  64966. static WarnImport(name: string): string;
  64967. }
  64968. }
  64969. declare module BABYLON {
  64970. /**
  64971. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  64972. */
  64973. export class WebRequest {
  64974. private _xhr;
  64975. /**
  64976. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  64977. * i.e. when loading files, where the server/service expects an Authorization header
  64978. */
  64979. static CustomRequestHeaders: {
  64980. [key: string]: string;
  64981. };
  64982. /**
  64983. * Add callback functions in this array to update all the requests before they get sent to the network
  64984. */
  64985. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  64986. private _injectCustomRequestHeaders;
  64987. /**
  64988. * Gets or sets a function to be called when loading progress changes
  64989. */
  64990. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  64991. /**
  64992. * Returns client's state
  64993. */
  64994. readonly readyState: number;
  64995. /**
  64996. * Returns client's status
  64997. */
  64998. readonly status: number;
  64999. /**
  65000. * Returns client's status as a text
  65001. */
  65002. readonly statusText: string;
  65003. /**
  65004. * Returns client's response
  65005. */
  65006. readonly response: any;
  65007. /**
  65008. * Returns client's response url
  65009. */
  65010. readonly responseURL: string;
  65011. /**
  65012. * Returns client's response as text
  65013. */
  65014. readonly responseText: string;
  65015. /**
  65016. * Gets or sets the expected response type
  65017. */
  65018. responseType: XMLHttpRequestResponseType;
  65019. /** @hidden */
  65020. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  65021. /** @hidden */
  65022. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  65023. /**
  65024. * Cancels any network activity
  65025. */
  65026. abort(): void;
  65027. /**
  65028. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  65029. * @param body defines an optional request body
  65030. */
  65031. send(body?: Document | BodyInit | null): void;
  65032. /**
  65033. * Sets the request method, request URL
  65034. * @param method defines the method to use (GET, POST, etc..)
  65035. * @param url defines the url to connect with
  65036. */
  65037. open(method: string, url: string): void;
  65038. }
  65039. }
  65040. declare module BABYLON {
  65041. /**
  65042. * File request interface
  65043. */
  65044. export interface IFileRequest {
  65045. /**
  65046. * Raised when the request is complete (success or error).
  65047. */
  65048. onCompleteObservable: Observable<IFileRequest>;
  65049. /**
  65050. * Aborts the request for a file.
  65051. */
  65052. abort: () => void;
  65053. }
  65054. }
  65055. declare module BABYLON {
  65056. /**
  65057. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  65058. */
  65059. export class PerformanceMonitor {
  65060. private _enabled;
  65061. private _rollingFrameTime;
  65062. private _lastFrameTimeMs;
  65063. /**
  65064. * constructor
  65065. * @param frameSampleSize The number of samples required to saturate the sliding window
  65066. */
  65067. constructor(frameSampleSize?: number);
  65068. /**
  65069. * Samples current frame
  65070. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  65071. */
  65072. sampleFrame(timeMs?: number): void;
  65073. /**
  65074. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  65075. */
  65076. readonly averageFrameTime: number;
  65077. /**
  65078. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  65079. */
  65080. readonly averageFrameTimeVariance: number;
  65081. /**
  65082. * Returns the frame time of the most recent frame
  65083. */
  65084. readonly instantaneousFrameTime: number;
  65085. /**
  65086. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  65087. */
  65088. readonly averageFPS: number;
  65089. /**
  65090. * Returns the average framerate in frames per second using the most recent frame time
  65091. */
  65092. readonly instantaneousFPS: number;
  65093. /**
  65094. * Returns true if enough samples have been taken to completely fill the sliding window
  65095. */
  65096. readonly isSaturated: boolean;
  65097. /**
  65098. * Enables contributions to the sliding window sample set
  65099. */
  65100. enable(): void;
  65101. /**
  65102. * Disables contributions to the sliding window sample set
  65103. * Samples will not be interpolated over the disabled period
  65104. */
  65105. disable(): void;
  65106. /**
  65107. * Returns true if sampling is enabled
  65108. */
  65109. readonly isEnabled: boolean;
  65110. /**
  65111. * Resets performance monitor
  65112. */
  65113. reset(): void;
  65114. }
  65115. /**
  65116. * RollingAverage
  65117. *
  65118. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  65119. */
  65120. export class RollingAverage {
  65121. /**
  65122. * Current average
  65123. */
  65124. average: number;
  65125. /**
  65126. * Current variance
  65127. */
  65128. variance: number;
  65129. protected _samples: Array<number>;
  65130. protected _sampleCount: number;
  65131. protected _pos: number;
  65132. protected _m2: number;
  65133. /**
  65134. * constructor
  65135. * @param length The number of samples required to saturate the sliding window
  65136. */
  65137. constructor(length: number);
  65138. /**
  65139. * Adds a sample to the sample set
  65140. * @param v The sample value
  65141. */
  65142. add(v: number): void;
  65143. /**
  65144. * Returns previously added values or null if outside of history or outside the sliding window domain
  65145. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  65146. * @return Value previously recorded with add() or null if outside of range
  65147. */
  65148. history(i: number): number;
  65149. /**
  65150. * Returns true if enough samples have been taken to completely fill the sliding window
  65151. * @return true if sample-set saturated
  65152. */
  65153. isSaturated(): boolean;
  65154. /**
  65155. * Resets the rolling average (equivalent to 0 samples taken so far)
  65156. */
  65157. reset(): void;
  65158. /**
  65159. * Wraps a value around the sample range boundaries
  65160. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  65161. * @return Wrapped position in sample range
  65162. */
  65163. protected _wrapPosition(i: number): number;
  65164. }
  65165. }
  65166. declare module BABYLON {
  65167. /**
  65168. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65169. * The underlying implementation relies on an associative array to ensure the best performances.
  65170. * The value can be anything including 'null' but except 'undefined'
  65171. */
  65172. export class StringDictionary<T> {
  65173. /**
  65174. * This will clear this dictionary and copy the content from the 'source' one.
  65175. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65176. * @param source the dictionary to take the content from and copy to this dictionary
  65177. */
  65178. copyFrom(source: StringDictionary<T>): void;
  65179. /**
  65180. * Get a value based from its key
  65181. * @param key the given key to get the matching value from
  65182. * @return the value if found, otherwise undefined is returned
  65183. */
  65184. get(key: string): T | undefined;
  65185. /**
  65186. * Get a value from its key or add it if it doesn't exist.
  65187. * This method will ensure you that a given key/data will be present in the dictionary.
  65188. * @param key the given key to get the matching value from
  65189. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65190. * The factory will only be invoked if there's no data for the given key.
  65191. * @return the value corresponding to the key.
  65192. */
  65193. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  65194. /**
  65195. * Get a value from its key if present in the dictionary otherwise add it
  65196. * @param key the key to get the value from
  65197. * @param val if there's no such key/value pair in the dictionary add it with this value
  65198. * @return the value corresponding to the key
  65199. */
  65200. getOrAdd(key: string, val: T): T;
  65201. /**
  65202. * Check if there's a given key in the dictionary
  65203. * @param key the key to check for
  65204. * @return true if the key is present, false otherwise
  65205. */
  65206. contains(key: string): boolean;
  65207. /**
  65208. * Add a new key and its corresponding value
  65209. * @param key the key to add
  65210. * @param value the value corresponding to the key
  65211. * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
  65212. */
  65213. add(key: string, value: T): boolean;
  65214. /**
  65215. * Update a specific value associated to a key
  65216. * @param key defines the key to use
  65217. * @param value defines the value to store
  65218. * @returns true if the value was updated (or false if the key was not found)
  65219. */
  65220. set(key: string, value: T): boolean;
  65221. /**
  65222. * Get the element of the given key and remove it from the dictionary
  65223. * @param key defines the key to search
  65224. * @returns the value associated with the key or null if not found
  65225. */
  65226. getAndRemove(key: string): Nullable<T>;
  65227. /**
  65228. * Remove a key/value from the dictionary.
  65229. * @param key the key to remove
  65230. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  65231. */
  65232. remove(key: string): boolean;
  65233. /**
  65234. * Clear the whole content of the dictionary
  65235. */
  65236. clear(): void;
  65237. /**
  65238. * Gets the current count
  65239. */
  65240. readonly count: number;
  65241. /**
  65242. * Execute a callback on each key/val of the dictionary.
  65243. * Note that you can remove any element in this dictionary in the callback implementation
  65244. * @param callback the callback to execute on a given key/value pair
  65245. */
  65246. forEach(callback: (key: string, val: T) => void): void;
  65247. /**
  65248. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  65249. * If the callback returns null or undefined the method will iterate to the next key/value pair
  65250. * Note that you can remove any element in this dictionary in the callback implementation
  65251. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  65252. * @returns the first item
  65253. */
  65254. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  65255. private _count;
  65256. private _data;
  65257. }
  65258. }
  65259. declare module BABYLON {
  65260. /**
  65261. * Class used to store gfx data (like WebGLBuffer)
  65262. */
  65263. export class DataBuffer {
  65264. /**
  65265. * Gets or sets the number of objects referencing this buffer
  65266. */
  65267. references: number;
  65268. /** Gets or sets the size of the underlying buffer */
  65269. capacity: number;
  65270. /**
  65271. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  65272. */
  65273. is32Bits: boolean;
  65274. /**
  65275. * Gets the underlying buffer
  65276. */
  65277. readonly underlyingResource: any;
  65278. }
  65279. }
  65280. declare module BABYLON {
  65281. /**
  65282. * Class used to store data that will be store in GPU memory
  65283. */
  65284. export class Buffer {
  65285. private _engine;
  65286. private _buffer;
  65287. /** @hidden */
  65288. _data: Nullable<DataArray>;
  65289. private _updatable;
  65290. private _instanced;
  65291. /**
  65292. * Gets the byte stride.
  65293. */
  65294. readonly byteStride: number;
  65295. /**
  65296. * Constructor
  65297. * @param engine the engine
  65298. * @param data the data to use for this buffer
  65299. * @param updatable whether the data is updatable
  65300. * @param stride the stride (optional)
  65301. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  65302. * @param instanced whether the buffer is instanced (optional)
  65303. * @param useBytes set to true if the stride in in bytes (optional)
  65304. */
  65305. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
  65306. /**
  65307. * Create a new VertexBuffer based on the current buffer
  65308. * @param kind defines the vertex buffer kind (position, normal, etc.)
  65309. * @param offset defines offset in the buffer (0 by default)
  65310. * @param size defines the size in floats of attributes (position is 3 for instance)
  65311. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  65312. * @param instanced defines if the vertex buffer contains indexed data
  65313. * @param useBytes defines if the offset and stride are in bytes
  65314. * @returns the new vertex buffer
  65315. */
  65316. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
  65317. /**
  65318. * Gets a boolean indicating if the Buffer is updatable?
  65319. * @returns true if the buffer is updatable
  65320. */
  65321. isUpdatable(): boolean;
  65322. /**
  65323. * Gets current buffer's data
  65324. * @returns a DataArray or null
  65325. */
  65326. getData(): Nullable<DataArray>;
  65327. /**
  65328. * Gets underlying native buffer
  65329. * @returns underlying native buffer
  65330. */
  65331. getBuffer(): Nullable<DataBuffer>;
  65332. /**
  65333. * Gets the stride in float32 units (i.e. byte stride / 4).
  65334. * May not be an integer if the byte stride is not divisible by 4.
  65335. * DEPRECATED. Use byteStride instead.
  65336. * @returns the stride in float32 units
  65337. */
  65338. getStrideSize(): number;
  65339. /**
  65340. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  65341. * @param data defines the data to store
  65342. */
  65343. create(data?: Nullable<DataArray>): void;
  65344. /** @hidden */
  65345. _rebuild(): void;
  65346. /**
  65347. * Update current buffer data
  65348. * @param data defines the data to store
  65349. */
  65350. update(data: DataArray): void;
  65351. /**
  65352. * Updates the data directly.
  65353. * @param data the new data
  65354. * @param offset the new offset
  65355. * @param vertexCount the vertex count (optional)
  65356. * @param useBytes set to true if the offset is in bytes
  65357. */
  65358. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  65359. /**
  65360. * Release all resources
  65361. */
  65362. dispose(): void;
  65363. }
  65364. /**
  65365. * Specialized buffer used to store vertex data
  65366. */
  65367. export class VertexBuffer {
  65368. /** @hidden */
  65369. _buffer: Buffer;
  65370. private _kind;
  65371. private _size;
  65372. private _ownsBuffer;
  65373. private _instanced;
  65374. private _instanceDivisor;
  65375. /**
  65376. * The byte type.
  65377. */
  65378. static readonly BYTE: number;
  65379. /**
  65380. * The unsigned byte type.
  65381. */
  65382. static readonly UNSIGNED_BYTE: number;
  65383. /**
  65384. * The short type.
  65385. */
  65386. static readonly SHORT: number;
  65387. /**
  65388. * The unsigned short type.
  65389. */
  65390. static readonly UNSIGNED_SHORT: number;
  65391. /**
  65392. * The integer type.
  65393. */
  65394. static readonly INT: number;
  65395. /**
  65396. * The unsigned integer type.
  65397. */
  65398. static readonly UNSIGNED_INT: number;
  65399. /**
  65400. * The float type.
  65401. */
  65402. static readonly FLOAT: number;
  65403. /**
  65404. * Gets or sets the instance divisor when in instanced mode
  65405. */
  65406. instanceDivisor: number;
  65407. /**
  65408. * Gets the byte stride.
  65409. */
  65410. readonly byteStride: number;
  65411. /**
  65412. * Gets the byte offset.
  65413. */
  65414. readonly byteOffset: number;
  65415. /**
  65416. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  65417. */
  65418. readonly normalized: boolean;
  65419. /**
  65420. * Gets the data type of each component in the array.
  65421. */
  65422. readonly type: number;
  65423. /**
  65424. * Constructor
  65425. * @param engine the engine
  65426. * @param data the data to use for this vertex buffer
  65427. * @param kind the vertex buffer kind
  65428. * @param updatable whether the data is updatable
  65429. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  65430. * @param stride the stride (optional)
  65431. * @param instanced whether the buffer is instanced (optional)
  65432. * @param offset the offset of the data (optional)
  65433. * @param size the number of components (optional)
  65434. * @param type the type of the component (optional)
  65435. * @param normalized whether the data contains normalized data (optional)
  65436. * @param useBytes set to true if stride and offset are in bytes (optional)
  65437. */
  65438. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean);
  65439. /** @hidden */
  65440. _rebuild(): void;
  65441. /**
  65442. * Returns the kind of the VertexBuffer (string)
  65443. * @returns a string
  65444. */
  65445. getKind(): string;
  65446. /**
  65447. * Gets a boolean indicating if the VertexBuffer is updatable?
  65448. * @returns true if the buffer is updatable
  65449. */
  65450. isUpdatable(): boolean;
  65451. /**
  65452. * Gets current buffer's data
  65453. * @returns a DataArray or null
  65454. */
  65455. getData(): Nullable<DataArray>;
  65456. /**
  65457. * Gets underlying native buffer
  65458. * @returns underlying native buffer
  65459. */
  65460. getBuffer(): Nullable<DataBuffer>;
  65461. /**
  65462. * Gets the stride in float32 units (i.e. byte stride / 4).
  65463. * May not be an integer if the byte stride is not divisible by 4.
  65464. * DEPRECATED. Use byteStride instead.
  65465. * @returns the stride in float32 units
  65466. */
  65467. getStrideSize(): number;
  65468. /**
  65469. * Returns the offset as a multiple of the type byte length.
  65470. * DEPRECATED. Use byteOffset instead.
  65471. * @returns the offset in bytes
  65472. */
  65473. getOffset(): number;
  65474. /**
  65475. * Returns the number of components per vertex attribute (integer)
  65476. * @returns the size in float
  65477. */
  65478. getSize(): number;
  65479. /**
  65480. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  65481. * @returns true if this buffer is instanced
  65482. */
  65483. getIsInstanced(): boolean;
  65484. /**
  65485. * Returns the instancing divisor, zero for non-instanced (integer).
  65486. * @returns a number
  65487. */
  65488. getInstanceDivisor(): number;
  65489. /**
  65490. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  65491. * @param data defines the data to store
  65492. */
  65493. create(data?: DataArray): void;
  65494. /**
  65495. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  65496. * This function will create a new buffer if the current one is not updatable
  65497. * @param data defines the data to store
  65498. */
  65499. update(data: DataArray): void;
  65500. /**
  65501. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  65502. * Returns the directly updated WebGLBuffer.
  65503. * @param data the new data
  65504. * @param offset the new offset
  65505. * @param useBytes set to true if the offset is in bytes
  65506. */
  65507. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  65508. /**
  65509. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  65510. */
  65511. dispose(): void;
  65512. /**
  65513. * Enumerates each value of this vertex buffer as numbers.
  65514. * @param count the number of values to enumerate
  65515. * @param callback the callback function called for each value
  65516. */
  65517. forEach(count: number, callback: (value: number, index: number) => void): void;
  65518. /**
  65519. * Positions
  65520. */
  65521. static readonly PositionKind: string;
  65522. /**
  65523. * Normals
  65524. */
  65525. static readonly NormalKind: string;
  65526. /**
  65527. * Tangents
  65528. */
  65529. static readonly TangentKind: string;
  65530. /**
  65531. * Texture coordinates
  65532. */
  65533. static readonly UVKind: string;
  65534. /**
  65535. * Texture coordinates 2
  65536. */
  65537. static readonly UV2Kind: string;
  65538. /**
  65539. * Texture coordinates 3
  65540. */
  65541. static readonly UV3Kind: string;
  65542. /**
  65543. * Texture coordinates 4
  65544. */
  65545. static readonly UV4Kind: string;
  65546. /**
  65547. * Texture coordinates 5
  65548. */
  65549. static readonly UV5Kind: string;
  65550. /**
  65551. * Texture coordinates 6
  65552. */
  65553. static readonly UV6Kind: string;
  65554. /**
  65555. * Colors
  65556. */
  65557. static readonly ColorKind: string;
  65558. /**
  65559. * Matrix indices (for bones)
  65560. */
  65561. static readonly MatricesIndicesKind: string;
  65562. /**
  65563. * Matrix weights (for bones)
  65564. */
  65565. static readonly MatricesWeightsKind: string;
  65566. /**
  65567. * Additional matrix indices (for bones)
  65568. */
  65569. static readonly MatricesIndicesExtraKind: string;
  65570. /**
  65571. * Additional matrix weights (for bones)
  65572. */
  65573. static readonly MatricesWeightsExtraKind: string;
  65574. /**
  65575. * Deduces the stride given a kind.
  65576. * @param kind The kind string to deduce
  65577. * @returns The deduced stride
  65578. */
  65579. static DeduceStride(kind: string): number;
  65580. /**
  65581. * Gets the byte length of the given type.
  65582. * @param type the type
  65583. * @returns the number of bytes
  65584. */
  65585. static GetTypeByteLength(type: number): number;
  65586. /**
  65587. * Enumerates each value of the given parameters as numbers.
  65588. * @param data the data to enumerate
  65589. * @param byteOffset the byte offset of the data
  65590. * @param byteStride the byte stride of the data
  65591. * @param componentCount the number of components per element
  65592. * @param componentType the type of the component
  65593. * @param count the number of values to enumerate
  65594. * @param normalized whether the data is normalized
  65595. * @param callback the callback function called for each value
  65596. */
  65597. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  65598. private static _GetFloatValue;
  65599. }
  65600. }
  65601. declare module BABYLON {
  65602. /**
  65603. * Scalar computation library
  65604. */
  65605. export class Scalar {
  65606. /**
  65607. * Two pi constants convenient for computation.
  65608. */
  65609. static TwoPi: number;
  65610. /**
  65611. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  65612. * @param a number
  65613. * @param b number
  65614. * @param epsilon (default = 1.401298E-45)
  65615. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  65616. */
  65617. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  65618. /**
  65619. * Returns a string : the upper case translation of the number i to hexadecimal.
  65620. * @param i number
  65621. * @returns the upper case translation of the number i to hexadecimal.
  65622. */
  65623. static ToHex(i: number): string;
  65624. /**
  65625. * Returns -1 if value is negative and +1 is value is positive.
  65626. * @param value the value
  65627. * @returns the value itself if it's equal to zero.
  65628. */
  65629. static Sign(value: number): number;
  65630. /**
  65631. * Returns the value itself if it's between min and max.
  65632. * Returns min if the value is lower than min.
  65633. * Returns max if the value is greater than max.
  65634. * @param value the value to clmap
  65635. * @param min the min value to clamp to (default: 0)
  65636. * @param max the max value to clamp to (default: 1)
  65637. * @returns the clamped value
  65638. */
  65639. static Clamp(value: number, min?: number, max?: number): number;
  65640. /**
  65641. * the log2 of value.
  65642. * @param value the value to compute log2 of
  65643. * @returns the log2 of value.
  65644. */
  65645. static Log2(value: number): number;
  65646. /**
  65647. * Loops the value, so that it is never larger than length and never smaller than 0.
  65648. *
  65649. * This is similar to the modulo operator but it works with floating point numbers.
  65650. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  65651. * With t = 5 and length = 2.5, the result would be 0.0.
  65652. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  65653. * @param value the value
  65654. * @param length the length
  65655. * @returns the looped value
  65656. */
  65657. static Repeat(value: number, length: number): number;
  65658. /**
  65659. * Normalize the value between 0.0 and 1.0 using min and max values
  65660. * @param value value to normalize
  65661. * @param min max to normalize between
  65662. * @param max min to normalize between
  65663. * @returns the normalized value
  65664. */
  65665. static Normalize(value: number, min: number, max: number): number;
  65666. /**
  65667. * Denormalize the value from 0.0 and 1.0 using min and max values
  65668. * @param normalized value to denormalize
  65669. * @param min max to denormalize between
  65670. * @param max min to denormalize between
  65671. * @returns the denormalized value
  65672. */
  65673. static Denormalize(normalized: number, min: number, max: number): number;
  65674. /**
  65675. * Calculates the shortest difference between two given angles given in degrees.
  65676. * @param current current angle in degrees
  65677. * @param target target angle in degrees
  65678. * @returns the delta
  65679. */
  65680. static DeltaAngle(current: number, target: number): number;
  65681. /**
  65682. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  65683. * @param tx value
  65684. * @param length length
  65685. * @returns The returned value will move back and forth between 0 and length
  65686. */
  65687. static PingPong(tx: number, length: number): number;
  65688. /**
  65689. * Interpolates between min and max with smoothing at the limits.
  65690. *
  65691. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  65692. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  65693. * @param from from
  65694. * @param to to
  65695. * @param tx value
  65696. * @returns the smooth stepped value
  65697. */
  65698. static SmoothStep(from: number, to: number, tx: number): number;
  65699. /**
  65700. * Moves a value current towards target.
  65701. *
  65702. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  65703. * Negative values of maxDelta pushes the value away from target.
  65704. * @param current current value
  65705. * @param target target value
  65706. * @param maxDelta max distance to move
  65707. * @returns resulting value
  65708. */
  65709. static MoveTowards(current: number, target: number, maxDelta: number): number;
  65710. /**
  65711. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  65712. *
  65713. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  65714. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  65715. * @param current current value
  65716. * @param target target value
  65717. * @param maxDelta max distance to move
  65718. * @returns resulting angle
  65719. */
  65720. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  65721. /**
  65722. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  65723. * @param start start value
  65724. * @param end target value
  65725. * @param amount amount to lerp between
  65726. * @returns the lerped value
  65727. */
  65728. static Lerp(start: number, end: number, amount: number): number;
  65729. /**
  65730. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  65731. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  65732. * @param start start value
  65733. * @param end target value
  65734. * @param amount amount to lerp between
  65735. * @returns the lerped value
  65736. */
  65737. static LerpAngle(start: number, end: number, amount: number): number;
  65738. /**
  65739. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  65740. * @param a start value
  65741. * @param b target value
  65742. * @param value value between a and b
  65743. * @returns the inverseLerp value
  65744. */
  65745. static InverseLerp(a: number, b: number, value: number): number;
  65746. /**
  65747. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  65748. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  65749. * @param value1 spline value
  65750. * @param tangent1 spline value
  65751. * @param value2 spline value
  65752. * @param tangent2 spline value
  65753. * @param amount input value
  65754. * @returns hermite result
  65755. */
  65756. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  65757. /**
  65758. * Returns a random float number between and min and max values
  65759. * @param min min value of random
  65760. * @param max max value of random
  65761. * @returns random value
  65762. */
  65763. static RandomRange(min: number, max: number): number;
  65764. /**
  65765. * This function returns percentage of a number in a given range.
  65766. *
  65767. * RangeToPercent(40,20,60) will return 0.5 (50%)
  65768. * RangeToPercent(34,0,100) will return 0.34 (34%)
  65769. * @param number to convert to percentage
  65770. * @param min min range
  65771. * @param max max range
  65772. * @returns the percentage
  65773. */
  65774. static RangeToPercent(number: number, min: number, max: number): number;
  65775. /**
  65776. * This function returns number that corresponds to the percentage in a given range.
  65777. *
  65778. * PercentToRange(0.34,0,100) will return 34.
  65779. * @param percent to convert to number
  65780. * @param min min range
  65781. * @param max max range
  65782. * @returns the number
  65783. */
  65784. static PercentToRange(percent: number, min: number, max: number): number;
  65785. /**
  65786. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  65787. * @param angle The angle to normalize in radian.
  65788. * @return The converted angle.
  65789. */
  65790. static NormalizeRadians(angle: number): number;
  65791. }
  65792. }
  65793. declare module BABYLON {
  65794. /**
  65795. * Constant used to convert a value to gamma space
  65796. * @ignorenaming
  65797. */
  65798. export const ToGammaSpace: number;
  65799. /**
  65800. * Constant used to convert a value to linear space
  65801. * @ignorenaming
  65802. */
  65803. export const ToLinearSpace = 2.2;
  65804. /**
  65805. * Constant used to define the minimal number value in Babylon.js
  65806. * @ignorenaming
  65807. */
  65808. let Epsilon: number;
  65809. }
  65810. declare module BABYLON {
  65811. /**
  65812. * Class used to represent a viewport on screen
  65813. */
  65814. export class Viewport {
  65815. /** viewport left coordinate */
  65816. x: number;
  65817. /** viewport top coordinate */
  65818. y: number;
  65819. /**viewport width */
  65820. width: number;
  65821. /** viewport height */
  65822. height: number;
  65823. /**
  65824. * Creates a Viewport object located at (x, y) and sized (width, height)
  65825. * @param x defines viewport left coordinate
  65826. * @param y defines viewport top coordinate
  65827. * @param width defines the viewport width
  65828. * @param height defines the viewport height
  65829. */
  65830. constructor(
  65831. /** viewport left coordinate */
  65832. x: number,
  65833. /** viewport top coordinate */
  65834. y: number,
  65835. /**viewport width */
  65836. width: number,
  65837. /** viewport height */
  65838. height: number);
  65839. /**
  65840. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  65841. * @param renderWidth defines the rendering width
  65842. * @param renderHeight defines the rendering height
  65843. * @returns a new Viewport
  65844. */
  65845. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  65846. /**
  65847. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  65848. * @param renderWidth defines the rendering width
  65849. * @param renderHeight defines the rendering height
  65850. * @param ref defines the target viewport
  65851. * @returns the current viewport
  65852. */
  65853. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  65854. /**
  65855. * Returns a new Viewport copied from the current one
  65856. * @returns a new Viewport
  65857. */
  65858. clone(): Viewport;
  65859. }
  65860. }
  65861. declare module BABYLON {
  65862. /**
  65863. * Class containing a set of static utilities functions for arrays.
  65864. */
  65865. export class ArrayTools {
  65866. /**
  65867. * Returns an array of the given size filled with element built from the given constructor and the paramters
  65868. * @param size the number of element to construct and put in the array
  65869. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  65870. * @returns a new array filled with new objects
  65871. */
  65872. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  65873. }
  65874. }
  65875. declare module BABYLON {
  65876. /**
  65877. * @hidden
  65878. */
  65879. export interface IColor4Like {
  65880. r: float;
  65881. g: float;
  65882. b: float;
  65883. a: float;
  65884. }
  65885. /**
  65886. * @hidden
  65887. */
  65888. export interface IColor3Like {
  65889. r: float;
  65890. g: float;
  65891. b: float;
  65892. }
  65893. /**
  65894. * @hidden
  65895. */
  65896. export interface IVector4Like {
  65897. x: float;
  65898. y: float;
  65899. z: float;
  65900. w: float;
  65901. }
  65902. /**
  65903. * @hidden
  65904. */
  65905. export interface IVector3Like {
  65906. x: float;
  65907. y: float;
  65908. z: float;
  65909. }
  65910. /**
  65911. * @hidden
  65912. */
  65913. export interface IVector2Like {
  65914. x: float;
  65915. y: float;
  65916. }
  65917. /**
  65918. * @hidden
  65919. */
  65920. export interface IMatrixLike {
  65921. toArray(): DeepImmutable<Float32Array>;
  65922. updateFlag: int;
  65923. }
  65924. /**
  65925. * @hidden
  65926. */
  65927. export interface IViewportLike {
  65928. x: float;
  65929. y: float;
  65930. width: float;
  65931. height: float;
  65932. }
  65933. /**
  65934. * @hidden
  65935. */
  65936. export interface IPlaneLike {
  65937. normal: IVector3Like;
  65938. d: float;
  65939. normalize(): void;
  65940. }
  65941. }
  65942. declare module BABYLON {
  65943. /**
  65944. * Class representing a vector containing 2 coordinates
  65945. */
  65946. export class Vector2 {
  65947. /** defines the first coordinate */
  65948. x: number;
  65949. /** defines the second coordinate */
  65950. y: number;
  65951. /**
  65952. * Creates a new Vector2 from the given x and y coordinates
  65953. * @param x defines the first coordinate
  65954. * @param y defines the second coordinate
  65955. */
  65956. constructor(
  65957. /** defines the first coordinate */
  65958. x?: number,
  65959. /** defines the second coordinate */
  65960. y?: number);
  65961. /**
  65962. * Gets a string with the Vector2 coordinates
  65963. * @returns a string with the Vector2 coordinates
  65964. */
  65965. toString(): string;
  65966. /**
  65967. * Gets class name
  65968. * @returns the string "Vector2"
  65969. */
  65970. getClassName(): string;
  65971. /**
  65972. * Gets current vector hash code
  65973. * @returns the Vector2 hash code as a number
  65974. */
  65975. getHashCode(): number;
  65976. /**
  65977. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  65978. * @param array defines the source array
  65979. * @param index defines the offset in source array
  65980. * @returns the current Vector2
  65981. */
  65982. toArray(array: FloatArray, index?: number): Vector2;
  65983. /**
  65984. * Copy the current vector to an array
  65985. * @returns a new array with 2 elements: the Vector2 coordinates.
  65986. */
  65987. asArray(): number[];
  65988. /**
  65989. * Sets the Vector2 coordinates with the given Vector2 coordinates
  65990. * @param source defines the source Vector2
  65991. * @returns the current updated Vector2
  65992. */
  65993. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  65994. /**
  65995. * Sets the Vector2 coordinates with the given floats
  65996. * @param x defines the first coordinate
  65997. * @param y defines the second coordinate
  65998. * @returns the current updated Vector2
  65999. */
  66000. copyFromFloats(x: number, y: number): Vector2;
  66001. /**
  66002. * Sets the Vector2 coordinates with the given floats
  66003. * @param x defines the first coordinate
  66004. * @param y defines the second coordinate
  66005. * @returns the current updated Vector2
  66006. */
  66007. set(x: number, y: number): Vector2;
  66008. /**
  66009. * Add another vector with the current one
  66010. * @param otherVector defines the other vector
  66011. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  66012. */
  66013. add(otherVector: DeepImmutable<Vector2>): Vector2;
  66014. /**
  66015. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  66016. * @param otherVector defines the other vector
  66017. * @param result defines the target vector
  66018. * @returns the unmodified current Vector2
  66019. */
  66020. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66021. /**
  66022. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  66023. * @param otherVector defines the other vector
  66024. * @returns the current updated Vector2
  66025. */
  66026. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66027. /**
  66028. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  66029. * @param otherVector defines the other vector
  66030. * @returns a new Vector2
  66031. */
  66032. addVector3(otherVector: Vector3): Vector2;
  66033. /**
  66034. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  66035. * @param otherVector defines the other vector
  66036. * @returns a new Vector2
  66037. */
  66038. subtract(otherVector: Vector2): Vector2;
  66039. /**
  66040. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  66041. * @param otherVector defines the other vector
  66042. * @param result defines the target vector
  66043. * @returns the unmodified current Vector2
  66044. */
  66045. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66046. /**
  66047. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  66048. * @param otherVector defines the other vector
  66049. * @returns the current updated Vector2
  66050. */
  66051. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66052. /**
  66053. * Multiplies in place the current Vector2 coordinates by the given ones
  66054. * @param otherVector defines the other vector
  66055. * @returns the current updated Vector2
  66056. */
  66057. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66058. /**
  66059. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  66060. * @param otherVector defines the other vector
  66061. * @returns a new Vector2
  66062. */
  66063. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  66064. /**
  66065. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  66066. * @param otherVector defines the other vector
  66067. * @param result defines the target vector
  66068. * @returns the unmodified current Vector2
  66069. */
  66070. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66071. /**
  66072. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  66073. * @param x defines the first coordinate
  66074. * @param y defines the second coordinate
  66075. * @returns a new Vector2
  66076. */
  66077. multiplyByFloats(x: number, y: number): Vector2;
  66078. /**
  66079. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  66080. * @param otherVector defines the other vector
  66081. * @returns a new Vector2
  66082. */
  66083. divide(otherVector: Vector2): Vector2;
  66084. /**
  66085. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  66086. * @param otherVector defines the other vector
  66087. * @param result defines the target vector
  66088. * @returns the unmodified current Vector2
  66089. */
  66090. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  66091. /**
  66092. * Divides the current Vector2 coordinates by the given ones
  66093. * @param otherVector defines the other vector
  66094. * @returns the current updated Vector2
  66095. */
  66096. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  66097. /**
  66098. * Gets a new Vector2 with current Vector2 negated coordinates
  66099. * @returns a new Vector2
  66100. */
  66101. negate(): Vector2;
  66102. /**
  66103. * Multiply the Vector2 coordinates by scale
  66104. * @param scale defines the scaling factor
  66105. * @returns the current updated Vector2
  66106. */
  66107. scaleInPlace(scale: number): Vector2;
  66108. /**
  66109. * Returns a new Vector2 scaled by "scale" from the current Vector2
  66110. * @param scale defines the scaling factor
  66111. * @returns a new Vector2
  66112. */
  66113. scale(scale: number): Vector2;
  66114. /**
  66115. * Scale the current Vector2 values by a factor to a given Vector2
  66116. * @param scale defines the scale factor
  66117. * @param result defines the Vector2 object where to store the result
  66118. * @returns the unmodified current Vector2
  66119. */
  66120. scaleToRef(scale: number, result: Vector2): Vector2;
  66121. /**
  66122. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  66123. * @param scale defines the scale factor
  66124. * @param result defines the Vector2 object where to store the result
  66125. * @returns the unmodified current Vector2
  66126. */
  66127. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  66128. /**
  66129. * Gets a boolean if two vectors are equals
  66130. * @param otherVector defines the other vector
  66131. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  66132. */
  66133. equals(otherVector: DeepImmutable<Vector2>): boolean;
  66134. /**
  66135. * Gets a boolean if two vectors are equals (using an epsilon value)
  66136. * @param otherVector defines the other vector
  66137. * @param epsilon defines the minimal distance to consider equality
  66138. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  66139. */
  66140. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  66141. /**
  66142. * Gets a new Vector2 from current Vector2 floored values
  66143. * @returns a new Vector2
  66144. */
  66145. floor(): Vector2;
  66146. /**
  66147. * Gets a new Vector2 from current Vector2 floored values
  66148. * @returns a new Vector2
  66149. */
  66150. fract(): Vector2;
  66151. /**
  66152. * Gets the length of the vector
  66153. * @returns the vector length (float)
  66154. */
  66155. length(): number;
  66156. /**
  66157. * Gets the vector squared length
  66158. * @returns the vector squared length (float)
  66159. */
  66160. lengthSquared(): number;
  66161. /**
  66162. * Normalize the vector
  66163. * @returns the current updated Vector2
  66164. */
  66165. normalize(): Vector2;
  66166. /**
  66167. * Gets a new Vector2 copied from the Vector2
  66168. * @returns a new Vector2
  66169. */
  66170. clone(): Vector2;
  66171. /**
  66172. * Gets a new Vector2(0, 0)
  66173. * @returns a new Vector2
  66174. */
  66175. static Zero(): Vector2;
  66176. /**
  66177. * Gets a new Vector2(1, 1)
  66178. * @returns a new Vector2
  66179. */
  66180. static One(): Vector2;
  66181. /**
  66182. * Gets a new Vector2 set from the given index element of the given array
  66183. * @param array defines the data source
  66184. * @param offset defines the offset in the data source
  66185. * @returns a new Vector2
  66186. */
  66187. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  66188. /**
  66189. * Sets "result" from the given index element of the given array
  66190. * @param array defines the data source
  66191. * @param offset defines the offset in the data source
  66192. * @param result defines the target vector
  66193. */
  66194. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  66195. /**
  66196. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  66197. * @param value1 defines 1st point of control
  66198. * @param value2 defines 2nd point of control
  66199. * @param value3 defines 3rd point of control
  66200. * @param value4 defines 4th point of control
  66201. * @param amount defines the interpolation factor
  66202. * @returns a new Vector2
  66203. */
  66204. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  66205. /**
  66206. * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
  66207. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  66208. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  66209. * @param value defines the value to clamp
  66210. * @param min defines the lower limit
  66211. * @param max defines the upper limit
  66212. * @returns a new Vector2
  66213. */
  66214. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  66215. /**
  66216. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  66217. * @param value1 defines the 1st control point
  66218. * @param tangent1 defines the outgoing tangent
  66219. * @param value2 defines the 2nd control point
  66220. * @param tangent2 defines the incoming tangent
  66221. * @param amount defines the interpolation factor
  66222. * @returns a new Vector2
  66223. */
  66224. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  66225. /**
  66226. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  66227. * @param start defines the start vector
  66228. * @param end defines the end vector
  66229. * @param amount defines the interpolation factor
  66230. * @returns a new Vector2
  66231. */
  66232. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  66233. /**
  66234. * Gets the dot product of the vector "left" and the vector "right"
  66235. * @param left defines first vector
  66236. * @param right defines second vector
  66237. * @returns the dot product (float)
  66238. */
  66239. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  66240. /**
  66241. * Returns a new Vector2 equal to the normalized given vector
  66242. * @param vector defines the vector to normalize
  66243. * @returns a new Vector2
  66244. */
  66245. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  66246. /**
  66247. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  66248. * @param left defines 1st vector
  66249. * @param right defines 2nd vector
  66250. * @returns a new Vector2
  66251. */
  66252. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  66253. /**
  66254. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  66255. * @param left defines 1st vector
  66256. * @param right defines 2nd vector
  66257. * @returns a new Vector2
  66258. */
  66259. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  66260. /**
  66261. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  66262. * @param vector defines the vector to transform
  66263. * @param transformation defines the matrix to apply
  66264. * @returns a new Vector2
  66265. */
  66266. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  66267. /**
  66268. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  66269. * @param vector defines the vector to transform
  66270. * @param transformation defines the matrix to apply
  66271. * @param result defines the target vector
  66272. */
  66273. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  66274. /**
  66275. * Determines if a given vector is included in a triangle
  66276. * @param p defines the vector to test
  66277. * @param p0 defines 1st triangle point
  66278. * @param p1 defines 2nd triangle point
  66279. * @param p2 defines 3rd triangle point
  66280. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  66281. */
  66282. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  66283. /**
  66284. * Gets the distance between the vectors "value1" and "value2"
  66285. * @param value1 defines first vector
  66286. * @param value2 defines second vector
  66287. * @returns the distance between vectors
  66288. */
  66289. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  66290. /**
  66291. * Returns the squared distance between the vectors "value1" and "value2"
  66292. * @param value1 defines first vector
  66293. * @param value2 defines second vector
  66294. * @returns the squared distance between vectors
  66295. */
  66296. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  66297. /**
  66298. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  66299. * @param value1 defines first vector
  66300. * @param value2 defines second vector
  66301. * @returns a new Vector2
  66302. */
  66303. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  66304. /**
  66305. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  66306. * @param p defines the middle point
  66307. * @param segA defines one point of the segment
  66308. * @param segB defines the other point of the segment
  66309. * @returns the shortest distance
  66310. */
  66311. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  66312. }
  66313. /**
  66314. * Classed used to store (x,y,z) vector representation
  66315. * A Vector3 is the main object used in 3D geometry
  66316. * It can represent etiher the coordinates of a point the space, either a direction
  66317. * Reminder: js uses a left handed forward facing system
  66318. */
  66319. export class Vector3 {
  66320. /**
  66321. * Defines the first coordinates (on X axis)
  66322. */
  66323. x: number;
  66324. /**
  66325. * Defines the second coordinates (on Y axis)
  66326. */
  66327. y: number;
  66328. /**
  66329. * Defines the third coordinates (on Z axis)
  66330. */
  66331. z: number;
  66332. private static _UpReadOnly;
  66333. private static _ZeroReadOnly;
  66334. /**
  66335. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  66336. * @param x defines the first coordinates (on X axis)
  66337. * @param y defines the second coordinates (on Y axis)
  66338. * @param z defines the third coordinates (on Z axis)
  66339. */
  66340. constructor(
  66341. /**
  66342. * Defines the first coordinates (on X axis)
  66343. */
  66344. x?: number,
  66345. /**
  66346. * Defines the second coordinates (on Y axis)
  66347. */
  66348. y?: number,
  66349. /**
  66350. * Defines the third coordinates (on Z axis)
  66351. */
  66352. z?: number);
  66353. /**
  66354. * Creates a string representation of the Vector3
  66355. * @returns a string with the Vector3 coordinates.
  66356. */
  66357. toString(): string;
  66358. /**
  66359. * Gets the class name
  66360. * @returns the string "Vector3"
  66361. */
  66362. getClassName(): string;
  66363. /**
  66364. * Creates the Vector3 hash code
  66365. * @returns a number which tends to be unique between Vector3 instances
  66366. */
  66367. getHashCode(): number;
  66368. /**
  66369. * Creates an array containing three elements : the coordinates of the Vector3
  66370. * @returns a new array of numbers
  66371. */
  66372. asArray(): number[];
  66373. /**
  66374. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  66375. * @param array defines the destination array
  66376. * @param index defines the offset in the destination array
  66377. * @returns the current Vector3
  66378. */
  66379. toArray(array: FloatArray, index?: number): Vector3;
  66380. /**
  66381. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  66382. * @returns a new Quaternion object, computed from the Vector3 coordinates
  66383. */
  66384. toQuaternion(): Quaternion;
  66385. /**
  66386. * Adds the given vector to the current Vector3
  66387. * @param otherVector defines the second operand
  66388. * @returns the current updated Vector3
  66389. */
  66390. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  66391. /**
  66392. * Adds the given coordinates to the current Vector3
  66393. * @param x defines the x coordinate of the operand
  66394. * @param y defines the y coordinate of the operand
  66395. * @param z defines the z coordinate of the operand
  66396. * @returns the current updated Vector3
  66397. */
  66398. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  66399. /**
  66400. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  66401. * @param otherVector defines the second operand
  66402. * @returns the resulting Vector3
  66403. */
  66404. add(otherVector: DeepImmutable<Vector3>): Vector3;
  66405. /**
  66406. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  66407. * @param otherVector defines the second operand
  66408. * @param result defines the Vector3 object where to store the result
  66409. * @returns the current Vector3
  66410. */
  66411. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66412. /**
  66413. * Subtract the given vector from the current Vector3
  66414. * @param otherVector defines the second operand
  66415. * @returns the current updated Vector3
  66416. */
  66417. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  66418. /**
  66419. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  66420. * @param otherVector defines the second operand
  66421. * @returns the resulting Vector3
  66422. */
  66423. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  66424. /**
  66425. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  66426. * @param otherVector defines the second operand
  66427. * @param result defines the Vector3 object where to store the result
  66428. * @returns the current Vector3
  66429. */
  66430. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66431. /**
  66432. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  66433. * @param x defines the x coordinate of the operand
  66434. * @param y defines the y coordinate of the operand
  66435. * @param z defines the z coordinate of the operand
  66436. * @returns the resulting Vector3
  66437. */
  66438. subtractFromFloats(x: number, y: number, z: number): Vector3;
  66439. /**
  66440. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  66441. * @param x defines the x coordinate of the operand
  66442. * @param y defines the y coordinate of the operand
  66443. * @param z defines the z coordinate of the operand
  66444. * @param result defines the Vector3 object where to store the result
  66445. * @returns the current Vector3
  66446. */
  66447. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  66448. /**
  66449. * Gets a new Vector3 set with the current Vector3 negated coordinates
  66450. * @returns a new Vector3
  66451. */
  66452. negate(): Vector3;
  66453. /**
  66454. * Multiplies the Vector3 coordinates by the float "scale"
  66455. * @param scale defines the multiplier factor
  66456. * @returns the current updated Vector3
  66457. */
  66458. scaleInPlace(scale: number): Vector3;
  66459. /**
  66460. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  66461. * @param scale defines the multiplier factor
  66462. * @returns a new Vector3
  66463. */
  66464. scale(scale: number): Vector3;
  66465. /**
  66466. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  66467. * @param scale defines the multiplier factor
  66468. * @param result defines the Vector3 object where to store the result
  66469. * @returns the current Vector3
  66470. */
  66471. scaleToRef(scale: number, result: Vector3): Vector3;
  66472. /**
  66473. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  66474. * @param scale defines the scale factor
  66475. * @param result defines the Vector3 object where to store the result
  66476. * @returns the unmodified current Vector3
  66477. */
  66478. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  66479. /**
  66480. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  66481. * @param otherVector defines the second operand
  66482. * @returns true if both vectors are equals
  66483. */
  66484. equals(otherVector: DeepImmutable<Vector3>): boolean;
  66485. /**
  66486. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  66487. * @param otherVector defines the second operand
  66488. * @param epsilon defines the minimal distance to define values as equals
  66489. * @returns true if both vectors are distant less than epsilon
  66490. */
  66491. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  66492. /**
  66493. * Returns true if the current Vector3 coordinates equals the given floats
  66494. * @param x defines the x coordinate of the operand
  66495. * @param y defines the y coordinate of the operand
  66496. * @param z defines the z coordinate of the operand
  66497. * @returns true if both vectors are equals
  66498. */
  66499. equalsToFloats(x: number, y: number, z: number): boolean;
  66500. /**
  66501. * Multiplies the current Vector3 coordinates by the given ones
  66502. * @param otherVector defines the second operand
  66503. * @returns the current updated Vector3
  66504. */
  66505. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  66506. /**
  66507. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  66508. * @param otherVector defines the second operand
  66509. * @returns the new Vector3
  66510. */
  66511. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  66512. /**
  66513. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  66514. * @param otherVector defines the second operand
  66515. * @param result defines the Vector3 object where to store the result
  66516. * @returns the current Vector3
  66517. */
  66518. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66519. /**
  66520. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  66521. * @param x defines the x coordinate of the operand
  66522. * @param y defines the y coordinate of the operand
  66523. * @param z defines the z coordinate of the operand
  66524. * @returns the new Vector3
  66525. */
  66526. multiplyByFloats(x: number, y: number, z: number): Vector3;
  66527. /**
  66528. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  66529. * @param otherVector defines the second operand
  66530. * @returns the new Vector3
  66531. */
  66532. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  66533. /**
  66534. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  66535. * @param otherVector defines the second operand
  66536. * @param result defines the Vector3 object where to store the result
  66537. * @returns the current Vector3
  66538. */
  66539. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  66540. /**
  66541. * Divides the current Vector3 coordinates by the given ones.
  66542. * @param otherVector defines the second operand
  66543. * @returns the current updated Vector3
  66544. */
  66545. divideInPlace(otherVector: Vector3): Vector3;
  66546. /**
  66547. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  66548. * @param other defines the second operand
  66549. * @returns the current updated Vector3
  66550. */
  66551. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  66552. /**
  66553. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  66554. * @param other defines the second operand
  66555. * @returns the current updated Vector3
  66556. */
  66557. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  66558. /**
  66559. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  66560. * @param x defines the x coordinate of the operand
  66561. * @param y defines the y coordinate of the operand
  66562. * @param z defines the z coordinate of the operand
  66563. * @returns the current updated Vector3
  66564. */
  66565. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  66566. /**
  66567. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  66568. * @param x defines the x coordinate of the operand
  66569. * @param y defines the y coordinate of the operand
  66570. * @param z defines the z coordinate of the operand
  66571. * @returns the current updated Vector3
  66572. */
  66573. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  66574. /**
  66575. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  66576. * Check if is non uniform within a certain amount of decimal places to account for this
  66577. * @param epsilon the amount the values can differ
  66578. * @returns if the the vector is non uniform to a certain number of decimal places
  66579. */
  66580. isNonUniformWithinEpsilon(epsilon: number): boolean;
  66581. /**
  66582. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  66583. */
  66584. readonly isNonUniform: boolean;
  66585. /**
  66586. * Gets a new Vector3 from current Vector3 floored values
  66587. * @returns a new Vector3
  66588. */
  66589. floor(): Vector3;
  66590. /**
  66591. * Gets a new Vector3 from current Vector3 floored values
  66592. * @returns a new Vector3
  66593. */
  66594. fract(): Vector3;
  66595. /**
  66596. * Gets the length of the Vector3
  66597. * @returns the length of the Vector3
  66598. */
  66599. length(): number;
  66600. /**
  66601. * Gets the squared length of the Vector3
  66602. * @returns squared length of the Vector3
  66603. */
  66604. lengthSquared(): number;
  66605. /**
  66606. * Normalize the current Vector3.
  66607. * Please note that this is an in place operation.
  66608. * @returns the current updated Vector3
  66609. */
  66610. normalize(): Vector3;
  66611. /**
  66612. * Reorders the x y z properties of the vector in place
  66613. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  66614. * @returns the current updated vector
  66615. */
  66616. reorderInPlace(order: string): this;
  66617. /**
  66618. * Rotates the vector around 0,0,0 by a quaternion
  66619. * @param quaternion the rotation quaternion
  66620. * @param result vector to store the result
  66621. * @returns the resulting vector
  66622. */
  66623. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  66624. /**
  66625. * Rotates a vector around a given point
  66626. * @param quaternion the rotation quaternion
  66627. * @param point the point to rotate around
  66628. * @param result vector to store the result
  66629. * @returns the resulting vector
  66630. */
  66631. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  66632. /**
  66633. * Normalize the current Vector3 with the given input length.
  66634. * Please note that this is an in place operation.
  66635. * @param len the length of the vector
  66636. * @returns the current updated Vector3
  66637. */
  66638. normalizeFromLength(len: number): Vector3;
  66639. /**
  66640. * Normalize the current Vector3 to a new vector
  66641. * @returns the new Vector3
  66642. */
  66643. normalizeToNew(): Vector3;
  66644. /**
  66645. * Normalize the current Vector3 to the reference
  66646. * @param reference define the Vector3 to update
  66647. * @returns the updated Vector3
  66648. */
  66649. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  66650. /**
  66651. * Creates a new Vector3 copied from the current Vector3
  66652. * @returns the new Vector3
  66653. */
  66654. clone(): Vector3;
  66655. /**
  66656. * Copies the given vector coordinates to the current Vector3 ones
  66657. * @param source defines the source Vector3
  66658. * @returns the current updated Vector3
  66659. */
  66660. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  66661. /**
  66662. * Copies the given floats to the current Vector3 coordinates
  66663. * @param x defines the x coordinate of the operand
  66664. * @param y defines the y coordinate of the operand
  66665. * @param z defines the z coordinate of the operand
  66666. * @returns the current updated Vector3
  66667. */
  66668. copyFromFloats(x: number, y: number, z: number): Vector3;
  66669. /**
  66670. * Copies the given floats to the current Vector3 coordinates
  66671. * @param x defines the x coordinate of the operand
  66672. * @param y defines the y coordinate of the operand
  66673. * @param z defines the z coordinate of the operand
  66674. * @returns the current updated Vector3
  66675. */
  66676. set(x: number, y: number, z: number): Vector3;
  66677. /**
  66678. * Copies the given float to the current Vector3 coordinates
  66679. * @param v defines the x, y and z coordinates of the operand
  66680. * @returns the current updated Vector3
  66681. */
  66682. setAll(v: number): Vector3;
  66683. /**
  66684. * Get the clip factor between two vectors
  66685. * @param vector0 defines the first operand
  66686. * @param vector1 defines the second operand
  66687. * @param axis defines the axis to use
  66688. * @param size defines the size along the axis
  66689. * @returns the clip factor
  66690. */
  66691. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  66692. /**
  66693. * Get angle between two vectors
  66694. * @param vector0 angle between vector0 and vector1
  66695. * @param vector1 angle between vector0 and vector1
  66696. * @param normal direction of the normal
  66697. * @return the angle between vector0 and vector1
  66698. */
  66699. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  66700. /**
  66701. * Returns a new Vector3 set from the index "offset" of the given array
  66702. * @param array defines the source array
  66703. * @param offset defines the offset in the source array
  66704. * @returns the new Vector3
  66705. */
  66706. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  66707. /**
  66708. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  66709. * This function is deprecated. Use FromArray instead
  66710. * @param array defines the source array
  66711. * @param offset defines the offset in the source array
  66712. * @returns the new Vector3
  66713. */
  66714. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  66715. /**
  66716. * Sets the given vector "result" with the element values from the index "offset" of the given array
  66717. * @param array defines the source array
  66718. * @param offset defines the offset in the source array
  66719. * @param result defines the Vector3 where to store the result
  66720. */
  66721. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  66722. /**
  66723. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  66724. * This function is deprecated. Use FromArrayToRef instead.
  66725. * @param array defines the source array
  66726. * @param offset defines the offset in the source array
  66727. * @param result defines the Vector3 where to store the result
  66728. */
  66729. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  66730. /**
  66731. * Sets the given vector "result" with the given floats.
  66732. * @param x defines the x coordinate of the source
  66733. * @param y defines the y coordinate of the source
  66734. * @param z defines the z coordinate of the source
  66735. * @param result defines the Vector3 where to store the result
  66736. */
  66737. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  66738. /**
  66739. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  66740. * @returns a new empty Vector3
  66741. */
  66742. static Zero(): Vector3;
  66743. /**
  66744. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  66745. * @returns a new unit Vector3
  66746. */
  66747. static One(): Vector3;
  66748. /**
  66749. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  66750. * @returns a new up Vector3
  66751. */
  66752. static Up(): Vector3;
  66753. /**
  66754. * Gets a up Vector3 that must not be updated
  66755. */
  66756. static readonly UpReadOnly: DeepImmutable<Vector3>;
  66757. /**
  66758. * Gets a zero Vector3 that must not be updated
  66759. */
  66760. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  66761. /**
  66762. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  66763. * @returns a new down Vector3
  66764. */
  66765. static Down(): Vector3;
  66766. /**
  66767. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  66768. * @returns a new forward Vector3
  66769. */
  66770. static Forward(): Vector3;
  66771. /**
  66772. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  66773. * @returns a new forward Vector3
  66774. */
  66775. static Backward(): Vector3;
  66776. /**
  66777. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  66778. * @returns a new right Vector3
  66779. */
  66780. static Right(): Vector3;
  66781. /**
  66782. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  66783. * @returns a new left Vector3
  66784. */
  66785. static Left(): Vector3;
  66786. /**
  66787. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  66788. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  66789. * @param vector defines the Vector3 to transform
  66790. * @param transformation defines the transformation matrix
  66791. * @returns the transformed Vector3
  66792. */
  66793. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  66794. /**
  66795. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  66796. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  66797. * @param vector defines the Vector3 to transform
  66798. * @param transformation defines the transformation matrix
  66799. * @param result defines the Vector3 where to store the result
  66800. */
  66801. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66802. /**
  66803. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  66804. * This method computes tranformed coordinates only, not transformed direction vectors
  66805. * @param x define the x coordinate of the source vector
  66806. * @param y define the y coordinate of the source vector
  66807. * @param z define the z coordinate of the source vector
  66808. * @param transformation defines the transformation matrix
  66809. * @param result defines the Vector3 where to store the result
  66810. */
  66811. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66812. /**
  66813. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  66814. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66815. * @param vector defines the Vector3 to transform
  66816. * @param transformation defines the transformation matrix
  66817. * @returns the new Vector3
  66818. */
  66819. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  66820. /**
  66821. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  66822. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66823. * @param vector defines the Vector3 to transform
  66824. * @param transformation defines the transformation matrix
  66825. * @param result defines the Vector3 where to store the result
  66826. */
  66827. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66828. /**
  66829. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  66830. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  66831. * @param x define the x coordinate of the source vector
  66832. * @param y define the y coordinate of the source vector
  66833. * @param z define the z coordinate of the source vector
  66834. * @param transformation defines the transformation matrix
  66835. * @param result defines the Vector3 where to store the result
  66836. */
  66837. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  66838. /**
  66839. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  66840. * @param value1 defines the first control point
  66841. * @param value2 defines the second control point
  66842. * @param value3 defines the third control point
  66843. * @param value4 defines the fourth control point
  66844. * @param amount defines the amount on the spline to use
  66845. * @returns the new Vector3
  66846. */
  66847. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  66848. /**
  66849. * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  66850. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  66851. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  66852. * @param value defines the current value
  66853. * @param min defines the lower range value
  66854. * @param max defines the upper range value
  66855. * @returns the new Vector3
  66856. */
  66857. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  66858. /**
  66859. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  66860. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  66861. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  66862. * @param value defines the current value
  66863. * @param min defines the lower range value
  66864. * @param max defines the upper range value
  66865. * @param result defines the Vector3 where to store the result
  66866. */
  66867. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  66868. /**
  66869. * Checks if a given vector is inside a specific range
  66870. * @param v defines the vector to test
  66871. * @param min defines the minimum range
  66872. * @param max defines the maximum range
  66873. */
  66874. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  66875. /**
  66876. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  66877. * @param value1 defines the first control point
  66878. * @param tangent1 defines the first tangent vector
  66879. * @param value2 defines the second control point
  66880. * @param tangent2 defines the second tangent vector
  66881. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  66882. * @returns the new Vector3
  66883. */
  66884. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  66885. /**
  66886. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  66887. * @param start defines the start value
  66888. * @param end defines the end value
  66889. * @param amount max defines amount between both (between 0 and 1)
  66890. * @returns the new Vector3
  66891. */
  66892. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  66893. /**
  66894. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  66895. * @param start defines the start value
  66896. * @param end defines the end value
  66897. * @param amount max defines amount between both (between 0 and 1)
  66898. * @param result defines the Vector3 where to store the result
  66899. */
  66900. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  66901. /**
  66902. * Returns the dot product (float) between the vectors "left" and "right"
  66903. * @param left defines the left operand
  66904. * @param right defines the right operand
  66905. * @returns the dot product
  66906. */
  66907. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  66908. /**
  66909. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  66910. * The cross product is then orthogonal to both "left" and "right"
  66911. * @param left defines the left operand
  66912. * @param right defines the right operand
  66913. * @returns the cross product
  66914. */
  66915. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66916. /**
  66917. * Sets the given vector "result" with the cross product of "left" and "right"
  66918. * The cross product is then orthogonal to both "left" and "right"
  66919. * @param left defines the left operand
  66920. * @param right defines the right operand
  66921. * @param result defines the Vector3 where to store the result
  66922. */
  66923. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  66924. /**
  66925. * Returns a new Vector3 as the normalization of the given vector
  66926. * @param vector defines the Vector3 to normalize
  66927. * @returns the new Vector3
  66928. */
  66929. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  66930. /**
  66931. * Sets the given vector "result" with the normalization of the given first vector
  66932. * @param vector defines the Vector3 to normalize
  66933. * @param result defines the Vector3 where to store the result
  66934. */
  66935. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  66936. /**
  66937. * Project a Vector3 onto screen space
  66938. * @param vector defines the Vector3 to project
  66939. * @param world defines the world matrix to use
  66940. * @param transform defines the transform (view x projection) matrix to use
  66941. * @param viewport defines the screen viewport to use
  66942. * @returns the new Vector3
  66943. */
  66944. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  66945. /** @hidden */
  66946. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  66947. /**
  66948. * Unproject from screen space to object space
  66949. * @param source defines the screen space Vector3 to use
  66950. * @param viewportWidth defines the current width of the viewport
  66951. * @param viewportHeight defines the current height of the viewport
  66952. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66953. * @param transform defines the transform (view x projection) matrix to use
  66954. * @returns the new Vector3
  66955. */
  66956. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  66957. /**
  66958. * Unproject from screen space to object space
  66959. * @param source defines the screen space Vector3 to use
  66960. * @param viewportWidth defines the current width of the viewport
  66961. * @param viewportHeight defines the current height of the viewport
  66962. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66963. * @param view defines the view matrix to use
  66964. * @param projection defines the projection matrix to use
  66965. * @returns the new Vector3
  66966. */
  66967. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  66968. /**
  66969. * Unproject from screen space to object space
  66970. * @param source defines the screen space Vector3 to use
  66971. * @param viewportWidth defines the current width of the viewport
  66972. * @param viewportHeight defines the current height of the viewport
  66973. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66974. * @param view defines the view matrix to use
  66975. * @param projection defines the projection matrix to use
  66976. * @param result defines the Vector3 where to store the result
  66977. */
  66978. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  66979. /**
  66980. * Unproject from screen space to object space
  66981. * @param sourceX defines the screen space x coordinate to use
  66982. * @param sourceY defines the screen space y coordinate to use
  66983. * @param sourceZ defines the screen space z coordinate to use
  66984. * @param viewportWidth defines the current width of the viewport
  66985. * @param viewportHeight defines the current height of the viewport
  66986. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  66987. * @param view defines the view matrix to use
  66988. * @param projection defines the projection matrix to use
  66989. * @param result defines the Vector3 where to store the result
  66990. */
  66991. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  66992. /**
  66993. * Gets the minimal coordinate values between two Vector3
  66994. * @param left defines the first operand
  66995. * @param right defines the second operand
  66996. * @returns the new Vector3
  66997. */
  66998. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  66999. /**
  67000. * Gets the maximal coordinate values between two Vector3
  67001. * @param left defines the first operand
  67002. * @param right defines the second operand
  67003. * @returns the new Vector3
  67004. */
  67005. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  67006. /**
  67007. * Returns the distance between the vectors "value1" and "value2"
  67008. * @param value1 defines the first operand
  67009. * @param value2 defines the second operand
  67010. * @returns the distance
  67011. */
  67012. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  67013. /**
  67014. * Returns the squared distance between the vectors "value1" and "value2"
  67015. * @param value1 defines the first operand
  67016. * @param value2 defines the second operand
  67017. * @returns the squared distance
  67018. */
  67019. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  67020. /**
  67021. * Returns a new Vector3 located at the center between "value1" and "value2"
  67022. * @param value1 defines the first operand
  67023. * @param value2 defines the second operand
  67024. * @returns the new Vector3
  67025. */
  67026. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  67027. /**
  67028. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  67029. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  67030. * to something in order to rotate it from its local system to the given target system
  67031. * Note: axis1, axis2 and axis3 are normalized during this operation
  67032. * @param axis1 defines the first axis
  67033. * @param axis2 defines the second axis
  67034. * @param axis3 defines the third axis
  67035. * @returns a new Vector3
  67036. */
  67037. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  67038. /**
  67039. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  67040. * @param axis1 defines the first axis
  67041. * @param axis2 defines the second axis
  67042. * @param axis3 defines the third axis
  67043. * @param ref defines the Vector3 where to store the result
  67044. */
  67045. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  67046. }
  67047. /**
  67048. * Vector4 class created for EulerAngle class conversion to Quaternion
  67049. */
  67050. export class Vector4 {
  67051. /** x value of the vector */
  67052. x: number;
  67053. /** y value of the vector */
  67054. y: number;
  67055. /** z value of the vector */
  67056. z: number;
  67057. /** w value of the vector */
  67058. w: number;
  67059. /**
  67060. * Creates a Vector4 object from the given floats.
  67061. * @param x x value of the vector
  67062. * @param y y value of the vector
  67063. * @param z z value of the vector
  67064. * @param w w value of the vector
  67065. */
  67066. constructor(
  67067. /** x value of the vector */
  67068. x: number,
  67069. /** y value of the vector */
  67070. y: number,
  67071. /** z value of the vector */
  67072. z: number,
  67073. /** w value of the vector */
  67074. w: number);
  67075. /**
  67076. * Returns the string with the Vector4 coordinates.
  67077. * @returns a string containing all the vector values
  67078. */
  67079. toString(): string;
  67080. /**
  67081. * Returns the string "Vector4".
  67082. * @returns "Vector4"
  67083. */
  67084. getClassName(): string;
  67085. /**
  67086. * Returns the Vector4 hash code.
  67087. * @returns a unique hash code
  67088. */
  67089. getHashCode(): number;
  67090. /**
  67091. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  67092. * @returns the resulting array
  67093. */
  67094. asArray(): number[];
  67095. /**
  67096. * Populates the given array from the given index with the Vector4 coordinates.
  67097. * @param array array to populate
  67098. * @param index index of the array to start at (default: 0)
  67099. * @returns the Vector4.
  67100. */
  67101. toArray(array: FloatArray, index?: number): Vector4;
  67102. /**
  67103. * Adds the given vector to the current Vector4.
  67104. * @param otherVector the vector to add
  67105. * @returns the updated Vector4.
  67106. */
  67107. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  67108. /**
  67109. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  67110. * @param otherVector the vector to add
  67111. * @returns the resulting vector
  67112. */
  67113. add(otherVector: DeepImmutable<Vector4>): Vector4;
  67114. /**
  67115. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  67116. * @param otherVector the vector to add
  67117. * @param result the vector to store the result
  67118. * @returns the current Vector4.
  67119. */
  67120. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  67121. /**
  67122. * Subtract in place the given vector from the current Vector4.
  67123. * @param otherVector the vector to subtract
  67124. * @returns the updated Vector4.
  67125. */
  67126. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  67127. /**
  67128. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  67129. * @param otherVector the vector to add
  67130. * @returns the new vector with the result
  67131. */
  67132. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  67133. /**
  67134. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  67135. * @param otherVector the vector to subtract
  67136. * @param result the vector to store the result
  67137. * @returns the current Vector4.
  67138. */
  67139. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  67140. /**
  67141. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  67142. */
  67143. /**
  67144. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  67145. * @param x value to subtract
  67146. * @param y value to subtract
  67147. * @param z value to subtract
  67148. * @param w value to subtract
  67149. * @returns new vector containing the result
  67150. */
  67151. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  67152. /**
  67153. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  67154. * @param x value to subtract
  67155. * @param y value to subtract
  67156. * @param z value to subtract
  67157. * @param w value to subtract
  67158. * @param result the vector to store the result in
  67159. * @returns the current Vector4.
  67160. */
  67161. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  67162. /**
  67163. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  67164. * @returns a new vector with the negated values
  67165. */
  67166. negate(): Vector4;
  67167. /**
  67168. * Multiplies the current Vector4 coordinates by scale (float).
  67169. * @param scale the number to scale with
  67170. * @returns the updated Vector4.
  67171. */
  67172. scaleInPlace(scale: number): Vector4;
  67173. /**
  67174. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  67175. * @param scale the number to scale with
  67176. * @returns a new vector with the result
  67177. */
  67178. scale(scale: number): Vector4;
  67179. /**
  67180. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  67181. * @param scale the number to scale with
  67182. * @param result a vector to store the result in
  67183. * @returns the current Vector4.
  67184. */
  67185. scaleToRef(scale: number, result: Vector4): Vector4;
  67186. /**
  67187. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  67188. * @param scale defines the scale factor
  67189. * @param result defines the Vector4 object where to store the result
  67190. * @returns the unmodified current Vector4
  67191. */
  67192. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  67193. /**
  67194. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  67195. * @param otherVector the vector to compare against
  67196. * @returns true if they are equal
  67197. */
  67198. equals(otherVector: DeepImmutable<Vector4>): boolean;
  67199. /**
  67200. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  67201. * @param otherVector vector to compare against
  67202. * @param epsilon (Default: very small number)
  67203. * @returns true if they are equal
  67204. */
  67205. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  67206. /**
  67207. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  67208. * @param x x value to compare against
  67209. * @param y y value to compare against
  67210. * @param z z value to compare against
  67211. * @param w w value to compare against
  67212. * @returns true if equal
  67213. */
  67214. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  67215. /**
  67216. * Multiplies in place the current Vector4 by the given one.
  67217. * @param otherVector vector to multiple with
  67218. * @returns the updated Vector4.
  67219. */
  67220. multiplyInPlace(otherVector: Vector4): Vector4;
  67221. /**
  67222. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  67223. * @param otherVector vector to multiple with
  67224. * @returns resulting new vector
  67225. */
  67226. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  67227. /**
  67228. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  67229. * @param otherVector vector to multiple with
  67230. * @param result vector to store the result
  67231. * @returns the current Vector4.
  67232. */
  67233. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  67234. /**
  67235. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  67236. * @param x x value multiply with
  67237. * @param y y value multiply with
  67238. * @param z z value multiply with
  67239. * @param w w value multiply with
  67240. * @returns resulting new vector
  67241. */
  67242. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  67243. /**
  67244. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  67245. * @param otherVector vector to devide with
  67246. * @returns resulting new vector
  67247. */
  67248. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  67249. /**
  67250. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  67251. * @param otherVector vector to devide with
  67252. * @param result vector to store the result
  67253. * @returns the current Vector4.
  67254. */
  67255. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  67256. /**
  67257. * Divides the current Vector3 coordinates by the given ones.
  67258. * @param otherVector vector to devide with
  67259. * @returns the updated Vector3.
  67260. */
  67261. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  67262. /**
  67263. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  67264. * @param other defines the second operand
  67265. * @returns the current updated Vector4
  67266. */
  67267. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  67268. /**
  67269. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  67270. * @param other defines the second operand
  67271. * @returns the current updated Vector4
  67272. */
  67273. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  67274. /**
  67275. * Gets a new Vector4 from current Vector4 floored values
  67276. * @returns a new Vector4
  67277. */
  67278. floor(): Vector4;
  67279. /**
  67280. * Gets a new Vector4 from current Vector3 floored values
  67281. * @returns a new Vector4
  67282. */
  67283. fract(): Vector4;
  67284. /**
  67285. * Returns the Vector4 length (float).
  67286. * @returns the length
  67287. */
  67288. length(): number;
  67289. /**
  67290. * Returns the Vector4 squared length (float).
  67291. * @returns the length squared
  67292. */
  67293. lengthSquared(): number;
  67294. /**
  67295. * Normalizes in place the Vector4.
  67296. * @returns the updated Vector4.
  67297. */
  67298. normalize(): Vector4;
  67299. /**
  67300. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  67301. * @returns this converted to a new vector3
  67302. */
  67303. toVector3(): Vector3;
  67304. /**
  67305. * Returns a new Vector4 copied from the current one.
  67306. * @returns the new cloned vector
  67307. */
  67308. clone(): Vector4;
  67309. /**
  67310. * Updates the current Vector4 with the given one coordinates.
  67311. * @param source the source vector to copy from
  67312. * @returns the updated Vector4.
  67313. */
  67314. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  67315. /**
  67316. * Updates the current Vector4 coordinates with the given floats.
  67317. * @param x float to copy from
  67318. * @param y float to copy from
  67319. * @param z float to copy from
  67320. * @param w float to copy from
  67321. * @returns the updated Vector4.
  67322. */
  67323. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  67324. /**
  67325. * Updates the current Vector4 coordinates with the given floats.
  67326. * @param x float to set from
  67327. * @param y float to set from
  67328. * @param z float to set from
  67329. * @param w float to set from
  67330. * @returns the updated Vector4.
  67331. */
  67332. set(x: number, y: number, z: number, w: number): Vector4;
  67333. /**
  67334. * Copies the given float to the current Vector3 coordinates
  67335. * @param v defines the x, y, z and w coordinates of the operand
  67336. * @returns the current updated Vector3
  67337. */
  67338. setAll(v: number): Vector4;
  67339. /**
  67340. * Returns a new Vector4 set from the starting index of the given array.
  67341. * @param array the array to pull values from
  67342. * @param offset the offset into the array to start at
  67343. * @returns the new vector
  67344. */
  67345. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  67346. /**
  67347. * Updates the given vector "result" from the starting index of the given array.
  67348. * @param array the array to pull values from
  67349. * @param offset the offset into the array to start at
  67350. * @param result the vector to store the result in
  67351. */
  67352. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  67353. /**
  67354. * Updates the given vector "result" from the starting index of the given Float32Array.
  67355. * @param array the array to pull values from
  67356. * @param offset the offset into the array to start at
  67357. * @param result the vector to store the result in
  67358. */
  67359. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  67360. /**
  67361. * Updates the given vector "result" coordinates from the given floats.
  67362. * @param x float to set from
  67363. * @param y float to set from
  67364. * @param z float to set from
  67365. * @param w float to set from
  67366. * @param result the vector to the floats in
  67367. */
  67368. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  67369. /**
  67370. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  67371. * @returns the new vector
  67372. */
  67373. static Zero(): Vector4;
  67374. /**
  67375. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  67376. * @returns the new vector
  67377. */
  67378. static One(): Vector4;
  67379. /**
  67380. * Returns a new normalized Vector4 from the given one.
  67381. * @param vector the vector to normalize
  67382. * @returns the vector
  67383. */
  67384. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  67385. /**
  67386. * Updates the given vector "result" from the normalization of the given one.
  67387. * @param vector the vector to normalize
  67388. * @param result the vector to store the result in
  67389. */
  67390. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  67391. /**
  67392. * Returns a vector with the minimum values from the left and right vectors
  67393. * @param left left vector to minimize
  67394. * @param right right vector to minimize
  67395. * @returns a new vector with the minimum of the left and right vector values
  67396. */
  67397. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  67398. /**
  67399. * Returns a vector with the maximum values from the left and right vectors
  67400. * @param left left vector to maximize
  67401. * @param right right vector to maximize
  67402. * @returns a new vector with the maximum of the left and right vector values
  67403. */
  67404. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  67405. /**
  67406. * Returns the distance (float) between the vectors "value1" and "value2".
  67407. * @param value1 value to calulate the distance between
  67408. * @param value2 value to calulate the distance between
  67409. * @return the distance between the two vectors
  67410. */
  67411. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  67412. /**
  67413. * Returns the squared distance (float) between the vectors "value1" and "value2".
  67414. * @param value1 value to calulate the distance between
  67415. * @param value2 value to calulate the distance between
  67416. * @return the distance between the two vectors squared
  67417. */
  67418. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  67419. /**
  67420. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  67421. * @param value1 value to calulate the center between
  67422. * @param value2 value to calulate the center between
  67423. * @return the center between the two vectors
  67424. */
  67425. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  67426. /**
  67427. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  67428. * This methods computes transformed normalized direction vectors only.
  67429. * @param vector the vector to transform
  67430. * @param transformation the transformation matrix to apply
  67431. * @returns the new vector
  67432. */
  67433. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  67434. /**
  67435. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  67436. * This methods computes transformed normalized direction vectors only.
  67437. * @param vector the vector to transform
  67438. * @param transformation the transformation matrix to apply
  67439. * @param result the vector to store the result in
  67440. */
  67441. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  67442. /**
  67443. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  67444. * This methods computes transformed normalized direction vectors only.
  67445. * @param x value to transform
  67446. * @param y value to transform
  67447. * @param z value to transform
  67448. * @param w value to transform
  67449. * @param transformation the transformation matrix to apply
  67450. * @param result the vector to store the results in
  67451. */
  67452. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  67453. /**
  67454. * Creates a new Vector4 from a Vector3
  67455. * @param source defines the source data
  67456. * @param w defines the 4th component (default is 0)
  67457. * @returns a new Vector4
  67458. */
  67459. static FromVector3(source: Vector3, w?: number): Vector4;
  67460. }
  67461. /**
  67462. * Class used to store quaternion data
  67463. * @see https://en.wikipedia.org/wiki/Quaternion
  67464. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  67465. */
  67466. export class Quaternion {
  67467. /** defines the first component (0 by default) */
  67468. x: number;
  67469. /** defines the second component (0 by default) */
  67470. y: number;
  67471. /** defines the third component (0 by default) */
  67472. z: number;
  67473. /** defines the fourth component (1.0 by default) */
  67474. w: number;
  67475. /**
  67476. * Creates a new Quaternion from the given floats
  67477. * @param x defines the first component (0 by default)
  67478. * @param y defines the second component (0 by default)
  67479. * @param z defines the third component (0 by default)
  67480. * @param w defines the fourth component (1.0 by default)
  67481. */
  67482. constructor(
  67483. /** defines the first component (0 by default) */
  67484. x?: number,
  67485. /** defines the second component (0 by default) */
  67486. y?: number,
  67487. /** defines the third component (0 by default) */
  67488. z?: number,
  67489. /** defines the fourth component (1.0 by default) */
  67490. w?: number);
  67491. /**
  67492. * Gets a string representation for the current quaternion
  67493. * @returns a string with the Quaternion coordinates
  67494. */
  67495. toString(): string;
  67496. /**
  67497. * Gets the class name of the quaternion
  67498. * @returns the string "Quaternion"
  67499. */
  67500. getClassName(): string;
  67501. /**
  67502. * Gets a hash code for this quaternion
  67503. * @returns the quaternion hash code
  67504. */
  67505. getHashCode(): number;
  67506. /**
  67507. * Copy the quaternion to an array
  67508. * @returns a new array populated with 4 elements from the quaternion coordinates
  67509. */
  67510. asArray(): number[];
  67511. /**
  67512. * Check if two quaternions are equals
  67513. * @param otherQuaternion defines the second operand
  67514. * @return true if the current quaternion and the given one coordinates are strictly equals
  67515. */
  67516. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  67517. /**
  67518. * Clone the current quaternion
  67519. * @returns a new quaternion copied from the current one
  67520. */
  67521. clone(): Quaternion;
  67522. /**
  67523. * Copy a quaternion to the current one
  67524. * @param other defines the other quaternion
  67525. * @returns the updated current quaternion
  67526. */
  67527. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  67528. /**
  67529. * Updates the current quaternion with the given float coordinates
  67530. * @param x defines the x coordinate
  67531. * @param y defines the y coordinate
  67532. * @param z defines the z coordinate
  67533. * @param w defines the w coordinate
  67534. * @returns the updated current quaternion
  67535. */
  67536. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  67537. /**
  67538. * Updates the current quaternion from the given float coordinates
  67539. * @param x defines the x coordinate
  67540. * @param y defines the y coordinate
  67541. * @param z defines the z coordinate
  67542. * @param w defines the w coordinate
  67543. * @returns the updated current quaternion
  67544. */
  67545. set(x: number, y: number, z: number, w: number): Quaternion;
  67546. /**
  67547. * Adds two quaternions
  67548. * @param other defines the second operand
  67549. * @returns a new quaternion as the addition result of the given one and the current quaternion
  67550. */
  67551. add(other: DeepImmutable<Quaternion>): Quaternion;
  67552. /**
  67553. * Add a quaternion to the current one
  67554. * @param other defines the quaternion to add
  67555. * @returns the current quaternion
  67556. */
  67557. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  67558. /**
  67559. * Subtract two quaternions
  67560. * @param other defines the second operand
  67561. * @returns a new quaternion as the subtraction result of the given one from the current one
  67562. */
  67563. subtract(other: Quaternion): Quaternion;
  67564. /**
  67565. * Multiplies the current quaternion by a scale factor
  67566. * @param value defines the scale factor
  67567. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  67568. */
  67569. scale(value: number): Quaternion;
  67570. /**
  67571. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  67572. * @param scale defines the scale factor
  67573. * @param result defines the Quaternion object where to store the result
  67574. * @returns the unmodified current quaternion
  67575. */
  67576. scaleToRef(scale: number, result: Quaternion): Quaternion;
  67577. /**
  67578. * Multiplies in place the current quaternion by a scale factor
  67579. * @param value defines the scale factor
  67580. * @returns the current modified quaternion
  67581. */
  67582. scaleInPlace(value: number): Quaternion;
  67583. /**
  67584. * Scale the current quaternion values by a factor and add the result to a given quaternion
  67585. * @param scale defines the scale factor
  67586. * @param result defines the Quaternion object where to store the result
  67587. * @returns the unmodified current quaternion
  67588. */
  67589. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  67590. /**
  67591. * Multiplies two quaternions
  67592. * @param q1 defines the second operand
  67593. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  67594. */
  67595. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  67596. /**
  67597. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  67598. * @param q1 defines the second operand
  67599. * @param result defines the target quaternion
  67600. * @returns the current quaternion
  67601. */
  67602. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  67603. /**
  67604. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  67605. * @param q1 defines the second operand
  67606. * @returns the currentupdated quaternion
  67607. */
  67608. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  67609. /**
  67610. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  67611. * @param ref defines the target quaternion
  67612. * @returns the current quaternion
  67613. */
  67614. conjugateToRef(ref: Quaternion): Quaternion;
  67615. /**
  67616. * Conjugates in place (1-q) the current quaternion
  67617. * @returns the current updated quaternion
  67618. */
  67619. conjugateInPlace(): Quaternion;
  67620. /**
  67621. * Conjugates in place (1-q) the current quaternion
  67622. * @returns a new quaternion
  67623. */
  67624. conjugate(): Quaternion;
  67625. /**
  67626. * Gets length of current quaternion
  67627. * @returns the quaternion length (float)
  67628. */
  67629. length(): number;
  67630. /**
  67631. * Normalize in place the current quaternion
  67632. * @returns the current updated quaternion
  67633. */
  67634. normalize(): Quaternion;
  67635. /**
  67636. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  67637. * @param order is a reserved parameter and is ignore for now
  67638. * @returns a new Vector3 containing the Euler angles
  67639. */
  67640. toEulerAngles(order?: string): Vector3;
  67641. /**
  67642. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  67643. * @param result defines the vector which will be filled with the Euler angles
  67644. * @param order is a reserved parameter and is ignore for now
  67645. * @returns the current unchanged quaternion
  67646. */
  67647. toEulerAnglesToRef(result: Vector3): Quaternion;
  67648. /**
  67649. * Updates the given rotation matrix with the current quaternion values
  67650. * @param result defines the target matrix
  67651. * @returns the current unchanged quaternion
  67652. */
  67653. toRotationMatrix(result: Matrix): Quaternion;
  67654. /**
  67655. * Updates the current quaternion from the given rotation matrix values
  67656. * @param matrix defines the source matrix
  67657. * @returns the current updated quaternion
  67658. */
  67659. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  67660. /**
  67661. * Creates a new quaternion from a rotation matrix
  67662. * @param matrix defines the source matrix
  67663. * @returns a new quaternion created from the given rotation matrix values
  67664. */
  67665. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  67666. /**
  67667. * Updates the given quaternion with the given rotation matrix values
  67668. * @param matrix defines the source matrix
  67669. * @param result defines the target quaternion
  67670. */
  67671. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  67672. /**
  67673. * Returns the dot product (float) between the quaternions "left" and "right"
  67674. * @param left defines the left operand
  67675. * @param right defines the right operand
  67676. * @returns the dot product
  67677. */
  67678. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  67679. /**
  67680. * Checks if the two quaternions are close to each other
  67681. * @param quat0 defines the first quaternion to check
  67682. * @param quat1 defines the second quaternion to check
  67683. * @returns true if the two quaternions are close to each other
  67684. */
  67685. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  67686. /**
  67687. * Creates an empty quaternion
  67688. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  67689. */
  67690. static Zero(): Quaternion;
  67691. /**
  67692. * Inverse a given quaternion
  67693. * @param q defines the source quaternion
  67694. * @returns a new quaternion as the inverted current quaternion
  67695. */
  67696. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  67697. /**
  67698. * Inverse a given quaternion
  67699. * @param q defines the source quaternion
  67700. * @param result the quaternion the result will be stored in
  67701. * @returns the result quaternion
  67702. */
  67703. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  67704. /**
  67705. * Creates an identity quaternion
  67706. * @returns the identity quaternion
  67707. */
  67708. static Identity(): Quaternion;
  67709. /**
  67710. * Gets a boolean indicating if the given quaternion is identity
  67711. * @param quaternion defines the quaternion to check
  67712. * @returns true if the quaternion is identity
  67713. */
  67714. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  67715. /**
  67716. * Creates a quaternion from a rotation around an axis
  67717. * @param axis defines the axis to use
  67718. * @param angle defines the angle to use
  67719. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  67720. */
  67721. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  67722. /**
  67723. * Creates a rotation around an axis and stores it into the given quaternion
  67724. * @param axis defines the axis to use
  67725. * @param angle defines the angle to use
  67726. * @param result defines the target quaternion
  67727. * @returns the target quaternion
  67728. */
  67729. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  67730. /**
  67731. * Creates a new quaternion from data stored into an array
  67732. * @param array defines the data source
  67733. * @param offset defines the offset in the source array where the data starts
  67734. * @returns a new quaternion
  67735. */
  67736. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  67737. /**
  67738. * Create a quaternion from Euler rotation angles
  67739. * @param x Pitch
  67740. * @param y Yaw
  67741. * @param z Roll
  67742. * @returns the new Quaternion
  67743. */
  67744. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  67745. /**
  67746. * Updates a quaternion from Euler rotation angles
  67747. * @param x Pitch
  67748. * @param y Yaw
  67749. * @param z Roll
  67750. * @param result the quaternion to store the result
  67751. * @returns the updated quaternion
  67752. */
  67753. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  67754. /**
  67755. * Create a quaternion from Euler rotation vector
  67756. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  67757. * @returns the new Quaternion
  67758. */
  67759. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  67760. /**
  67761. * Updates a quaternion from Euler rotation vector
  67762. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  67763. * @param result the quaternion to store the result
  67764. * @returns the updated quaternion
  67765. */
  67766. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  67767. /**
  67768. * Creates a new quaternion from the given Euler float angles (y, x, z)
  67769. * @param yaw defines the rotation around Y axis
  67770. * @param pitch defines the rotation around X axis
  67771. * @param roll defines the rotation around Z axis
  67772. * @returns the new quaternion
  67773. */
  67774. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  67775. /**
  67776. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  67777. * @param yaw defines the rotation around Y axis
  67778. * @param pitch defines the rotation around X axis
  67779. * @param roll defines the rotation around Z axis
  67780. * @param result defines the target quaternion
  67781. */
  67782. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  67783. /**
  67784. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  67785. * @param alpha defines the rotation around first axis
  67786. * @param beta defines the rotation around second axis
  67787. * @param gamma defines the rotation around third axis
  67788. * @returns the new quaternion
  67789. */
  67790. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  67791. /**
  67792. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  67793. * @param alpha defines the rotation around first axis
  67794. * @param beta defines the rotation around second axis
  67795. * @param gamma defines the rotation around third axis
  67796. * @param result defines the target quaternion
  67797. */
  67798. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  67799. /**
  67800. * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
  67801. * @param axis1 defines the first axis
  67802. * @param axis2 defines the second axis
  67803. * @param axis3 defines the third axis
  67804. * @returns the new quaternion
  67805. */
  67806. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  67807. /**
  67808. * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
  67809. * @param axis1 defines the first axis
  67810. * @param axis2 defines the second axis
  67811. * @param axis3 defines the third axis
  67812. * @param ref defines the target quaternion
  67813. */
  67814. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  67815. /**
  67816. * Interpolates between two quaternions
  67817. * @param left defines first quaternion
  67818. * @param right defines second quaternion
  67819. * @param amount defines the gradient to use
  67820. * @returns the new interpolated quaternion
  67821. */
  67822. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  67823. /**
  67824. * Interpolates between two quaternions and stores it into a target quaternion
  67825. * @param left defines first quaternion
  67826. * @param right defines second quaternion
  67827. * @param amount defines the gradient to use
  67828. * @param result defines the target quaternion
  67829. */
  67830. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  67831. /**
  67832. * Interpolate between two quaternions using Hermite interpolation
  67833. * @param value1 defines first quaternion
  67834. * @param tangent1 defines the incoming tangent
  67835. * @param value2 defines second quaternion
  67836. * @param tangent2 defines the outgoing tangent
  67837. * @param amount defines the target quaternion
  67838. * @returns the new interpolated quaternion
  67839. */
  67840. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  67841. }
  67842. /**
  67843. * Class used to store matrix data (4x4)
  67844. */
  67845. export class Matrix {
  67846. private static _updateFlagSeed;
  67847. private static _identityReadOnly;
  67848. private _isIdentity;
  67849. private _isIdentityDirty;
  67850. private _isIdentity3x2;
  67851. private _isIdentity3x2Dirty;
  67852. /**
  67853. * Gets the update flag of the matrix which is an unique number for the matrix.
  67854. * It will be incremented every time the matrix data change.
  67855. * You can use it to speed the comparison between two versions of the same matrix.
  67856. */
  67857. updateFlag: number;
  67858. private readonly _m;
  67859. /**
  67860. * Gets the internal data of the matrix
  67861. */
  67862. readonly m: DeepImmutable<Float32Array>;
  67863. /** @hidden */
  67864. _markAsUpdated(): void;
  67865. /** @hidden */
  67866. private _updateIdentityStatus;
  67867. /**
  67868. * Creates an empty matrix (filled with zeros)
  67869. */
  67870. constructor();
  67871. /**
  67872. * Check if the current matrix is identity
  67873. * @returns true is the matrix is the identity matrix
  67874. */
  67875. isIdentity(): boolean;
  67876. /**
  67877. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  67878. * @returns true is the matrix is the identity matrix
  67879. */
  67880. isIdentityAs3x2(): boolean;
  67881. /**
  67882. * Gets the determinant of the matrix
  67883. * @returns the matrix determinant
  67884. */
  67885. determinant(): number;
  67886. /**
  67887. * Returns the matrix as a Float32Array
  67888. * @returns the matrix underlying array
  67889. */
  67890. toArray(): DeepImmutable<Float32Array>;
  67891. /**
  67892. * Returns the matrix as a Float32Array
  67893. * @returns the matrix underlying array.
  67894. */
  67895. asArray(): DeepImmutable<Float32Array>;
  67896. /**
  67897. * Inverts the current matrix in place
  67898. * @returns the current inverted matrix
  67899. */
  67900. invert(): Matrix;
  67901. /**
  67902. * Sets all the matrix elements to zero
  67903. * @returns the current matrix
  67904. */
  67905. reset(): Matrix;
  67906. /**
  67907. * Adds the current matrix with a second one
  67908. * @param other defines the matrix to add
  67909. * @returns a new matrix as the addition of the current matrix and the given one
  67910. */
  67911. add(other: DeepImmutable<Matrix>): Matrix;
  67912. /**
  67913. * Sets the given matrix "result" to the addition of the current matrix and the given one
  67914. * @param other defines the matrix to add
  67915. * @param result defines the target matrix
  67916. * @returns the current matrix
  67917. */
  67918. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  67919. /**
  67920. * Adds in place the given matrix to the current matrix
  67921. * @param other defines the second operand
  67922. * @returns the current updated matrix
  67923. */
  67924. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  67925. /**
  67926. * Sets the given matrix to the current inverted Matrix
  67927. * @param other defines the target matrix
  67928. * @returns the unmodified current matrix
  67929. */
  67930. invertToRef(other: Matrix): Matrix;
  67931. /**
  67932. * add a value at the specified position in the current Matrix
  67933. * @param index the index of the value within the matrix. between 0 and 15.
  67934. * @param value the value to be added
  67935. * @returns the current updated matrix
  67936. */
  67937. addAtIndex(index: number, value: number): Matrix;
  67938. /**
  67939. * mutiply the specified position in the current Matrix by a value
  67940. * @param index the index of the value within the matrix. between 0 and 15.
  67941. * @param value the value to be added
  67942. * @returns the current updated matrix
  67943. */
  67944. multiplyAtIndex(index: number, value: number): Matrix;
  67945. /**
  67946. * Inserts the translation vector (using 3 floats) in the current matrix
  67947. * @param x defines the 1st component of the translation
  67948. * @param y defines the 2nd component of the translation
  67949. * @param z defines the 3rd component of the translation
  67950. * @returns the current updated matrix
  67951. */
  67952. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  67953. /**
  67954. * Adds the translation vector (using 3 floats) in the current matrix
  67955. * @param x defines the 1st component of the translation
  67956. * @param y defines the 2nd component of the translation
  67957. * @param z defines the 3rd component of the translation
  67958. * @returns the current updated matrix
  67959. */
  67960. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  67961. /**
  67962. * Inserts the translation vector in the current matrix
  67963. * @param vector3 defines the translation to insert
  67964. * @returns the current updated matrix
  67965. */
  67966. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  67967. /**
  67968. * Gets the translation value of the current matrix
  67969. * @returns a new Vector3 as the extracted translation from the matrix
  67970. */
  67971. getTranslation(): Vector3;
  67972. /**
  67973. * Fill a Vector3 with the extracted translation from the matrix
  67974. * @param result defines the Vector3 where to store the translation
  67975. * @returns the current matrix
  67976. */
  67977. getTranslationToRef(result: Vector3): Matrix;
  67978. /**
  67979. * Remove rotation and scaling part from the matrix
  67980. * @returns the updated matrix
  67981. */
  67982. removeRotationAndScaling(): Matrix;
  67983. /**
  67984. * Multiply two matrices
  67985. * @param other defines the second operand
  67986. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  67987. */
  67988. multiply(other: DeepImmutable<Matrix>): Matrix;
  67989. /**
  67990. * Copy the current matrix from the given one
  67991. * @param other defines the source matrix
  67992. * @returns the current updated matrix
  67993. */
  67994. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  67995. /**
  67996. * Populates the given array from the starting index with the current matrix values
  67997. * @param array defines the target array
  67998. * @param offset defines the offset in the target array where to start storing values
  67999. * @returns the current matrix
  68000. */
  68001. copyToArray(array: Float32Array, offset?: number): Matrix;
  68002. /**
  68003. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  68004. * @param other defines the second operand
  68005. * @param result defines the matrix where to store the multiplication
  68006. * @returns the current matrix
  68007. */
  68008. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  68009. /**
  68010. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  68011. * @param other defines the second operand
  68012. * @param result defines the array where to store the multiplication
  68013. * @param offset defines the offset in the target array where to start storing values
  68014. * @returns the current matrix
  68015. */
  68016. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  68017. /**
  68018. * Check equality between this matrix and a second one
  68019. * @param value defines the second matrix to compare
  68020. * @returns true is the current matrix and the given one values are strictly equal
  68021. */
  68022. equals(value: DeepImmutable<Matrix>): boolean;
  68023. /**
  68024. * Clone the current matrix
  68025. * @returns a new matrix from the current matrix
  68026. */
  68027. clone(): Matrix;
  68028. /**
  68029. * Returns the name of the current matrix class
  68030. * @returns the string "Matrix"
  68031. */
  68032. getClassName(): string;
  68033. /**
  68034. * Gets the hash code of the current matrix
  68035. * @returns the hash code
  68036. */
  68037. getHashCode(): number;
  68038. /**
  68039. * Decomposes the current Matrix into a translation, rotation and scaling components
  68040. * @param scale defines the scale vector3 given as a reference to update
  68041. * @param rotation defines the rotation quaternion given as a reference to update
  68042. * @param translation defines the translation vector3 given as a reference to update
  68043. * @returns true if operation was successful
  68044. */
  68045. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  68046. /**
  68047. * Gets specific row of the matrix
  68048. * @param index defines the number of the row to get
  68049. * @returns the index-th row of the current matrix as a new Vector4
  68050. */
  68051. getRow(index: number): Nullable<Vector4>;
  68052. /**
  68053. * Sets the index-th row of the current matrix to the vector4 values
  68054. * @param index defines the number of the row to set
  68055. * @param row defines the target vector4
  68056. * @returns the updated current matrix
  68057. */
  68058. setRow(index: number, row: Vector4): Matrix;
  68059. /**
  68060. * Compute the transpose of the matrix
  68061. * @returns the new transposed matrix
  68062. */
  68063. transpose(): Matrix;
  68064. /**
  68065. * Compute the transpose of the matrix and store it in a given matrix
  68066. * @param result defines the target matrix
  68067. * @returns the current matrix
  68068. */
  68069. transposeToRef(result: Matrix): Matrix;
  68070. /**
  68071. * Sets the index-th row of the current matrix with the given 4 x float values
  68072. * @param index defines the row index
  68073. * @param x defines the x component to set
  68074. * @param y defines the y component to set
  68075. * @param z defines the z component to set
  68076. * @param w defines the w component to set
  68077. * @returns the updated current matrix
  68078. */
  68079. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  68080. /**
  68081. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  68082. * @param scale defines the scale factor
  68083. * @returns a new matrix
  68084. */
  68085. scale(scale: number): Matrix;
  68086. /**
  68087. * Scale the current matrix values by a factor to a given result matrix
  68088. * @param scale defines the scale factor
  68089. * @param result defines the matrix to store the result
  68090. * @returns the current matrix
  68091. */
  68092. scaleToRef(scale: number, result: Matrix): Matrix;
  68093. /**
  68094. * Scale the current matrix values by a factor and add the result to a given matrix
  68095. * @param scale defines the scale factor
  68096. * @param result defines the Matrix to store the result
  68097. * @returns the current matrix
  68098. */
  68099. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  68100. /**
  68101. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  68102. * @param ref matrix to store the result
  68103. */
  68104. toNormalMatrix(ref: Matrix): void;
  68105. /**
  68106. * Gets only rotation part of the current matrix
  68107. * @returns a new matrix sets to the extracted rotation matrix from the current one
  68108. */
  68109. getRotationMatrix(): Matrix;
  68110. /**
  68111. * Extracts the rotation matrix from the current one and sets it as the given "result"
  68112. * @param result defines the target matrix to store data to
  68113. * @returns the current matrix
  68114. */
  68115. getRotationMatrixToRef(result: Matrix): Matrix;
  68116. /**
  68117. * Toggles model matrix from being right handed to left handed in place and vice versa
  68118. */
  68119. toggleModelMatrixHandInPlace(): void;
  68120. /**
  68121. * Toggles projection matrix from being right handed to left handed in place and vice versa
  68122. */
  68123. toggleProjectionMatrixHandInPlace(): void;
  68124. /**
  68125. * Creates a matrix from an array
  68126. * @param array defines the source array
  68127. * @param offset defines an offset in the source array
  68128. * @returns a new Matrix set from the starting index of the given array
  68129. */
  68130. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  68131. /**
  68132. * Copy the content of an array into a given matrix
  68133. * @param array defines the source array
  68134. * @param offset defines an offset in the source array
  68135. * @param result defines the target matrix
  68136. */
  68137. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  68138. /**
  68139. * Stores an array into a matrix after having multiplied each component by a given factor
  68140. * @param array defines the source array
  68141. * @param offset defines the offset in the source array
  68142. * @param scale defines the scaling factor
  68143. * @param result defines the target matrix
  68144. */
  68145. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  68146. /**
  68147. * Gets an identity matrix that must not be updated
  68148. */
  68149. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  68150. /**
  68151. * Stores a list of values (16) inside a given matrix
  68152. * @param initialM11 defines 1st value of 1st row
  68153. * @param initialM12 defines 2nd value of 1st row
  68154. * @param initialM13 defines 3rd value of 1st row
  68155. * @param initialM14 defines 4th value of 1st row
  68156. * @param initialM21 defines 1st value of 2nd row
  68157. * @param initialM22 defines 2nd value of 2nd row
  68158. * @param initialM23 defines 3rd value of 2nd row
  68159. * @param initialM24 defines 4th value of 2nd row
  68160. * @param initialM31 defines 1st value of 3rd row
  68161. * @param initialM32 defines 2nd value of 3rd row
  68162. * @param initialM33 defines 3rd value of 3rd row
  68163. * @param initialM34 defines 4th value of 3rd row
  68164. * @param initialM41 defines 1st value of 4th row
  68165. * @param initialM42 defines 2nd value of 4th row
  68166. * @param initialM43 defines 3rd value of 4th row
  68167. * @param initialM44 defines 4th value of 4th row
  68168. * @param result defines the target matrix
  68169. */
  68170. 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;
  68171. /**
  68172. * Creates new matrix from a list of values (16)
  68173. * @param initialM11 defines 1st value of 1st row
  68174. * @param initialM12 defines 2nd value of 1st row
  68175. * @param initialM13 defines 3rd value of 1st row
  68176. * @param initialM14 defines 4th value of 1st row
  68177. * @param initialM21 defines 1st value of 2nd row
  68178. * @param initialM22 defines 2nd value of 2nd row
  68179. * @param initialM23 defines 3rd value of 2nd row
  68180. * @param initialM24 defines 4th value of 2nd row
  68181. * @param initialM31 defines 1st value of 3rd row
  68182. * @param initialM32 defines 2nd value of 3rd row
  68183. * @param initialM33 defines 3rd value of 3rd row
  68184. * @param initialM34 defines 4th value of 3rd row
  68185. * @param initialM41 defines 1st value of 4th row
  68186. * @param initialM42 defines 2nd value of 4th row
  68187. * @param initialM43 defines 3rd value of 4th row
  68188. * @param initialM44 defines 4th value of 4th row
  68189. * @returns the new matrix
  68190. */
  68191. 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;
  68192. /**
  68193. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  68194. * @param scale defines the scale vector3
  68195. * @param rotation defines the rotation quaternion
  68196. * @param translation defines the translation vector3
  68197. * @returns a new matrix
  68198. */
  68199. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  68200. /**
  68201. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  68202. * @param scale defines the scale vector3
  68203. * @param rotation defines the rotation quaternion
  68204. * @param translation defines the translation vector3
  68205. * @param result defines the target matrix
  68206. */
  68207. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  68208. /**
  68209. * Creates a new identity matrix
  68210. * @returns a new identity matrix
  68211. */
  68212. static Identity(): Matrix;
  68213. /**
  68214. * Creates a new identity matrix and stores the result in a given matrix
  68215. * @param result defines the target matrix
  68216. */
  68217. static IdentityToRef(result: Matrix): void;
  68218. /**
  68219. * Creates a new zero matrix
  68220. * @returns a new zero matrix
  68221. */
  68222. static Zero(): Matrix;
  68223. /**
  68224. * Creates a new rotation matrix for "angle" radians around the X axis
  68225. * @param angle defines the angle (in radians) to use
  68226. * @return the new matrix
  68227. */
  68228. static RotationX(angle: number): Matrix;
  68229. /**
  68230. * Creates a new matrix as the invert of a given matrix
  68231. * @param source defines the source matrix
  68232. * @returns the new matrix
  68233. */
  68234. static Invert(source: DeepImmutable<Matrix>): Matrix;
  68235. /**
  68236. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  68237. * @param angle defines the angle (in radians) to use
  68238. * @param result defines the target matrix
  68239. */
  68240. static RotationXToRef(angle: number, result: Matrix): void;
  68241. /**
  68242. * Creates a new rotation matrix for "angle" radians around the Y axis
  68243. * @param angle defines the angle (in radians) to use
  68244. * @return the new matrix
  68245. */
  68246. static RotationY(angle: number): Matrix;
  68247. /**
  68248. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  68249. * @param angle defines the angle (in radians) to use
  68250. * @param result defines the target matrix
  68251. */
  68252. static RotationYToRef(angle: number, result: Matrix): void;
  68253. /**
  68254. * Creates a new rotation matrix for "angle" radians around the Z axis
  68255. * @param angle defines the angle (in radians) to use
  68256. * @return the new matrix
  68257. */
  68258. static RotationZ(angle: number): Matrix;
  68259. /**
  68260. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  68261. * @param angle defines the angle (in radians) to use
  68262. * @param result defines the target matrix
  68263. */
  68264. static RotationZToRef(angle: number, result: Matrix): void;
  68265. /**
  68266. * Creates a new rotation matrix for "angle" radians around the given axis
  68267. * @param axis defines the axis to use
  68268. * @param angle defines the angle (in radians) to use
  68269. * @return the new matrix
  68270. */
  68271. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  68272. /**
  68273. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  68274. * @param axis defines the axis to use
  68275. * @param angle defines the angle (in radians) to use
  68276. * @param result defines the target matrix
  68277. */
  68278. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  68279. /**
  68280. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  68281. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  68282. * @param from defines the vector to align
  68283. * @param to defines the vector to align to
  68284. * @param result defines the target matrix
  68285. */
  68286. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  68287. /**
  68288. * Creates a rotation matrix
  68289. * @param yaw defines the yaw angle in radians (Y axis)
  68290. * @param pitch defines the pitch angle in radians (X axis)
  68291. * @param roll defines the roll angle in radians (X axis)
  68292. * @returns the new rotation matrix
  68293. */
  68294. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  68295. /**
  68296. * Creates a rotation matrix and stores it in a given matrix
  68297. * @param yaw defines the yaw angle in radians (Y axis)
  68298. * @param pitch defines the pitch angle in radians (X axis)
  68299. * @param roll defines the roll angle in radians (X axis)
  68300. * @param result defines the target matrix
  68301. */
  68302. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  68303. /**
  68304. * Creates a scaling matrix
  68305. * @param x defines the scale factor on X axis
  68306. * @param y defines the scale factor on Y axis
  68307. * @param z defines the scale factor on Z axis
  68308. * @returns the new matrix
  68309. */
  68310. static Scaling(x: number, y: number, z: number): Matrix;
  68311. /**
  68312. * Creates a scaling matrix and stores it in a given matrix
  68313. * @param x defines the scale factor on X axis
  68314. * @param y defines the scale factor on Y axis
  68315. * @param z defines the scale factor on Z axis
  68316. * @param result defines the target matrix
  68317. */
  68318. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  68319. /**
  68320. * Creates a translation matrix
  68321. * @param x defines the translation on X axis
  68322. * @param y defines the translation on Y axis
  68323. * @param z defines the translationon Z axis
  68324. * @returns the new matrix
  68325. */
  68326. static Translation(x: number, y: number, z: number): Matrix;
  68327. /**
  68328. * Creates a translation matrix and stores it in a given matrix
  68329. * @param x defines the translation on X axis
  68330. * @param y defines the translation on Y axis
  68331. * @param z defines the translationon Z axis
  68332. * @param result defines the target matrix
  68333. */
  68334. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  68335. /**
  68336. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  68337. * @param startValue defines the start value
  68338. * @param endValue defines the end value
  68339. * @param gradient defines the gradient factor
  68340. * @returns the new matrix
  68341. */
  68342. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  68343. /**
  68344. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  68345. * @param startValue defines the start value
  68346. * @param endValue defines the end value
  68347. * @param gradient defines the gradient factor
  68348. * @param result defines the Matrix object where to store data
  68349. */
  68350. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  68351. /**
  68352. * Builds a new matrix whose values are computed by:
  68353. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  68354. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  68355. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  68356. * @param startValue defines the first matrix
  68357. * @param endValue defines the second matrix
  68358. * @param gradient defines the gradient between the two matrices
  68359. * @returns the new matrix
  68360. */
  68361. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  68362. /**
  68363. * Update a matrix to values which are computed by:
  68364. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  68365. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  68366. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  68367. * @param startValue defines the first matrix
  68368. * @param endValue defines the second matrix
  68369. * @param gradient defines the gradient between the two matrices
  68370. * @param result defines the target matrix
  68371. */
  68372. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  68373. /**
  68374. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  68375. * This function works in left handed mode
  68376. * @param eye defines the final position of the entity
  68377. * @param target defines where the entity should look at
  68378. * @param up defines the up vector for the entity
  68379. * @returns the new matrix
  68380. */
  68381. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  68382. /**
  68383. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  68384. * This function works in left handed mode
  68385. * @param eye defines the final position of the entity
  68386. * @param target defines where the entity should look at
  68387. * @param up defines the up vector for the entity
  68388. * @param result defines the target matrix
  68389. */
  68390. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  68391. /**
  68392. * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
  68393. * This function works in right handed mode
  68394. * @param eye defines the final position of the entity
  68395. * @param target defines where the entity should look at
  68396. * @param up defines the up vector for the entity
  68397. * @returns the new matrix
  68398. */
  68399. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  68400. /**
  68401. * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
  68402. * This function works in right handed mode
  68403. * @param eye defines the final position of the entity
  68404. * @param target defines where the entity should look at
  68405. * @param up defines the up vector for the entity
  68406. * @param result defines the target matrix
  68407. */
  68408. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  68409. /**
  68410. * Create a left-handed orthographic projection matrix
  68411. * @param width defines the viewport width
  68412. * @param height defines the viewport height
  68413. * @param znear defines the near clip plane
  68414. * @param zfar defines the far clip plane
  68415. * @returns a new matrix as a left-handed orthographic projection matrix
  68416. */
  68417. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  68418. /**
  68419. * Store a left-handed orthographic projection to a given matrix
  68420. * @param width defines the viewport width
  68421. * @param height defines the viewport height
  68422. * @param znear defines the near clip plane
  68423. * @param zfar defines the far clip plane
  68424. * @param result defines the target matrix
  68425. */
  68426. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  68427. /**
  68428. * Create a left-handed orthographic projection matrix
  68429. * @param left defines the viewport left coordinate
  68430. * @param right defines the viewport right coordinate
  68431. * @param bottom defines the viewport bottom coordinate
  68432. * @param top defines the viewport top coordinate
  68433. * @param znear defines the near clip plane
  68434. * @param zfar defines the far clip plane
  68435. * @returns a new matrix as a left-handed orthographic projection matrix
  68436. */
  68437. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  68438. /**
  68439. * Stores a left-handed orthographic projection into a given matrix
  68440. * @param left defines the viewport left coordinate
  68441. * @param right defines the viewport right coordinate
  68442. * @param bottom defines the viewport bottom coordinate
  68443. * @param top defines the viewport top coordinate
  68444. * @param znear defines the near clip plane
  68445. * @param zfar defines the far clip plane
  68446. * @param result defines the target matrix
  68447. */
  68448. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  68449. /**
  68450. * Creates a right-handed orthographic projection matrix
  68451. * @param left defines the viewport left coordinate
  68452. * @param right defines the viewport right coordinate
  68453. * @param bottom defines the viewport bottom coordinate
  68454. * @param top defines the viewport top coordinate
  68455. * @param znear defines the near clip plane
  68456. * @param zfar defines the far clip plane
  68457. * @returns a new matrix as a right-handed orthographic projection matrix
  68458. */
  68459. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  68460. /**
  68461. * Stores a right-handed orthographic projection into a given matrix
  68462. * @param left defines the viewport left coordinate
  68463. * @param right defines the viewport right coordinate
  68464. * @param bottom defines the viewport bottom coordinate
  68465. * @param top defines the viewport top coordinate
  68466. * @param znear defines the near clip plane
  68467. * @param zfar defines the far clip plane
  68468. * @param result defines the target matrix
  68469. */
  68470. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  68471. /**
  68472. * Creates a left-handed perspective projection matrix
  68473. * @param width defines the viewport width
  68474. * @param height defines the viewport height
  68475. * @param znear defines the near clip plane
  68476. * @param zfar defines the far clip plane
  68477. * @returns a new matrix as a left-handed perspective projection matrix
  68478. */
  68479. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  68480. /**
  68481. * Creates a left-handed perspective projection matrix
  68482. * @param fov defines the horizontal field of view
  68483. * @param aspect defines the aspect ratio
  68484. * @param znear defines the near clip plane
  68485. * @param zfar defines the far clip plane
  68486. * @returns a new matrix as a left-handed perspective projection matrix
  68487. */
  68488. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  68489. /**
  68490. * Stores a left-handed perspective projection into a given matrix
  68491. * @param fov defines the horizontal field of view
  68492. * @param aspect defines the aspect ratio
  68493. * @param znear defines the near clip plane
  68494. * @param zfar defines the far clip plane
  68495. * @param result defines the target matrix
  68496. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  68497. */
  68498. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  68499. /**
  68500. * Creates a right-handed perspective projection matrix
  68501. * @param fov defines the horizontal field of view
  68502. * @param aspect defines the aspect ratio
  68503. * @param znear defines the near clip plane
  68504. * @param zfar defines the far clip plane
  68505. * @returns a new matrix as a right-handed perspective projection matrix
  68506. */
  68507. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  68508. /**
  68509. * Stores a right-handed perspective projection into a given matrix
  68510. * @param fov defines the horizontal field of view
  68511. * @param aspect defines the aspect ratio
  68512. * @param znear defines the near clip plane
  68513. * @param zfar defines the far clip plane
  68514. * @param result defines the target matrix
  68515. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  68516. */
  68517. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  68518. /**
  68519. * Stores a perspective projection for WebVR info a given matrix
  68520. * @param fov defines the field of view
  68521. * @param znear defines the near clip plane
  68522. * @param zfar defines the far clip plane
  68523. * @param result defines the target matrix
  68524. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  68525. */
  68526. static PerspectiveFovWebVRToRef(fov: {
  68527. upDegrees: number;
  68528. downDegrees: number;
  68529. leftDegrees: number;
  68530. rightDegrees: number;
  68531. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  68532. /**
  68533. * Computes a complete transformation matrix
  68534. * @param viewport defines the viewport to use
  68535. * @param world defines the world matrix
  68536. * @param view defines the view matrix
  68537. * @param projection defines the projection matrix
  68538. * @param zmin defines the near clip plane
  68539. * @param zmax defines the far clip plane
  68540. * @returns the transformation matrix
  68541. */
  68542. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  68543. /**
  68544. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  68545. * @param matrix defines the matrix to use
  68546. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  68547. */
  68548. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  68549. /**
  68550. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  68551. * @param matrix defines the matrix to use
  68552. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  68553. */
  68554. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  68555. /**
  68556. * Compute the transpose of a given matrix
  68557. * @param matrix defines the matrix to transpose
  68558. * @returns the new matrix
  68559. */
  68560. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  68561. /**
  68562. * Compute the transpose of a matrix and store it in a target matrix
  68563. * @param matrix defines the matrix to transpose
  68564. * @param result defines the target matrix
  68565. */
  68566. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  68567. /**
  68568. * Computes a reflection matrix from a plane
  68569. * @param plane defines the reflection plane
  68570. * @returns a new matrix
  68571. */
  68572. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  68573. /**
  68574. * Computes a reflection matrix from a plane
  68575. * @param plane defines the reflection plane
  68576. * @param result defines the target matrix
  68577. */
  68578. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  68579. /**
  68580. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  68581. * @param xaxis defines the value of the 1st axis
  68582. * @param yaxis defines the value of the 2nd axis
  68583. * @param zaxis defines the value of the 3rd axis
  68584. * @param result defines the target matrix
  68585. */
  68586. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  68587. /**
  68588. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  68589. * @param quat defines the quaternion to use
  68590. * @param result defines the target matrix
  68591. */
  68592. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  68593. }
  68594. /**
  68595. * @hidden
  68596. */
  68597. export class TmpVectors {
  68598. static Vector2: Vector2[];
  68599. static Vector3: Vector3[];
  68600. static Vector4: Vector4[];
  68601. static Quaternion: Quaternion[];
  68602. static Matrix: Matrix[];
  68603. }
  68604. }
  68605. declare module BABYLON {
  68606. /** Defines the cross module used constants to avoid circular dependncies */
  68607. export class Constants {
  68608. /** Defines that alpha blending is disabled */
  68609. static readonly ALPHA_DISABLE: number;
  68610. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  68611. static readonly ALPHA_ADD: number;
  68612. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  68613. static readonly ALPHA_COMBINE: number;
  68614. /** Defines that alpha blending to DEST - SRC * DEST */
  68615. static readonly ALPHA_SUBTRACT: number;
  68616. /** Defines that alpha blending to SRC * DEST */
  68617. static readonly ALPHA_MULTIPLY: number;
  68618. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  68619. static readonly ALPHA_MAXIMIZED: number;
  68620. /** Defines that alpha blending to SRC + DEST */
  68621. static readonly ALPHA_ONEONE: number;
  68622. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  68623. static readonly ALPHA_PREMULTIPLIED: number;
  68624. /**
  68625. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  68626. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  68627. */
  68628. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  68629. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  68630. static readonly ALPHA_INTERPOLATE: number;
  68631. /**
  68632. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  68633. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  68634. */
  68635. static readonly ALPHA_SCREENMODE: number;
  68636. /** Defines that the ressource is not delayed*/
  68637. static readonly DELAYLOADSTATE_NONE: number;
  68638. /** Defines that the ressource was successfully delay loaded */
  68639. static readonly DELAYLOADSTATE_LOADED: number;
  68640. /** Defines that the ressource is currently delay loading */
  68641. static readonly DELAYLOADSTATE_LOADING: number;
  68642. /** Defines that the ressource is delayed and has not started loading */
  68643. static readonly DELAYLOADSTATE_NOTLOADED: number;
  68644. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  68645. static readonly NEVER: number;
  68646. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  68647. static readonly ALWAYS: number;
  68648. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  68649. static readonly LESS: number;
  68650. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  68651. static readonly EQUAL: number;
  68652. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  68653. static readonly LEQUAL: number;
  68654. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  68655. static readonly GREATER: number;
  68656. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  68657. static readonly GEQUAL: number;
  68658. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  68659. static readonly NOTEQUAL: number;
  68660. /** Passed to stencilOperation to specify that stencil value must be kept */
  68661. static readonly KEEP: number;
  68662. /** Passed to stencilOperation to specify that stencil value must be replaced */
  68663. static readonly REPLACE: number;
  68664. /** Passed to stencilOperation to specify that stencil value must be incremented */
  68665. static readonly INCR: number;
  68666. /** Passed to stencilOperation to specify that stencil value must be decremented */
  68667. static readonly DECR: number;
  68668. /** Passed to stencilOperation to specify that stencil value must be inverted */
  68669. static readonly INVERT: number;
  68670. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  68671. static readonly INCR_WRAP: number;
  68672. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  68673. static readonly DECR_WRAP: number;
  68674. /** Texture is not repeating outside of 0..1 UVs */
  68675. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  68676. /** Texture is repeating outside of 0..1 UVs */
  68677. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  68678. /** Texture is repeating and mirrored */
  68679. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  68680. /** ALPHA */
  68681. static readonly TEXTUREFORMAT_ALPHA: number;
  68682. /** LUMINANCE */
  68683. static readonly TEXTUREFORMAT_LUMINANCE: number;
  68684. /** LUMINANCE_ALPHA */
  68685. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  68686. /** RGB */
  68687. static readonly TEXTUREFORMAT_RGB: number;
  68688. /** RGBA */
  68689. static readonly TEXTUREFORMAT_RGBA: number;
  68690. /** RED */
  68691. static readonly TEXTUREFORMAT_RED: number;
  68692. /** RED (2nd reference) */
  68693. static readonly TEXTUREFORMAT_R: number;
  68694. /** RG */
  68695. static readonly TEXTUREFORMAT_RG: number;
  68696. /** RED_INTEGER */
  68697. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  68698. /** RED_INTEGER (2nd reference) */
  68699. static readonly TEXTUREFORMAT_R_INTEGER: number;
  68700. /** RG_INTEGER */
  68701. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  68702. /** RGB_INTEGER */
  68703. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  68704. /** RGBA_INTEGER */
  68705. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  68706. /** UNSIGNED_BYTE */
  68707. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  68708. /** UNSIGNED_BYTE (2nd reference) */
  68709. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  68710. /** FLOAT */
  68711. static readonly TEXTURETYPE_FLOAT: number;
  68712. /** HALF_FLOAT */
  68713. static readonly TEXTURETYPE_HALF_FLOAT: number;
  68714. /** BYTE */
  68715. static readonly TEXTURETYPE_BYTE: number;
  68716. /** SHORT */
  68717. static readonly TEXTURETYPE_SHORT: number;
  68718. /** UNSIGNED_SHORT */
  68719. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  68720. /** INT */
  68721. static readonly TEXTURETYPE_INT: number;
  68722. /** UNSIGNED_INT */
  68723. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  68724. /** UNSIGNED_SHORT_4_4_4_4 */
  68725. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  68726. /** UNSIGNED_SHORT_5_5_5_1 */
  68727. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  68728. /** UNSIGNED_SHORT_5_6_5 */
  68729. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  68730. /** UNSIGNED_INT_2_10_10_10_REV */
  68731. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  68732. /** UNSIGNED_INT_24_8 */
  68733. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  68734. /** UNSIGNED_INT_10F_11F_11F_REV */
  68735. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  68736. /** UNSIGNED_INT_5_9_9_9_REV */
  68737. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  68738. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  68739. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  68740. /** nearest is mag = nearest and min = nearest and mip = linear */
  68741. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  68742. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68743. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  68744. /** Trilinear is mag = linear and min = linear and mip = linear */
  68745. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  68746. /** nearest is mag = nearest and min = nearest and mip = linear */
  68747. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  68748. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68749. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  68750. /** Trilinear is mag = linear and min = linear and mip = linear */
  68751. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  68752. /** mag = nearest and min = nearest and mip = nearest */
  68753. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  68754. /** mag = nearest and min = linear and mip = nearest */
  68755. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  68756. /** mag = nearest and min = linear and mip = linear */
  68757. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  68758. /** mag = nearest and min = linear and mip = none */
  68759. static readonly TEXTURE_NEAREST_LINEAR: number;
  68760. /** mag = nearest and min = nearest and mip = none */
  68761. static readonly TEXTURE_NEAREST_NEAREST: number;
  68762. /** mag = linear and min = nearest and mip = nearest */
  68763. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  68764. /** mag = linear and min = nearest and mip = linear */
  68765. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  68766. /** mag = linear and min = linear and mip = none */
  68767. static readonly TEXTURE_LINEAR_LINEAR: number;
  68768. /** mag = linear and min = nearest and mip = none */
  68769. static readonly TEXTURE_LINEAR_NEAREST: number;
  68770. /** Explicit coordinates mode */
  68771. static readonly TEXTURE_EXPLICIT_MODE: number;
  68772. /** Spherical coordinates mode */
  68773. static readonly TEXTURE_SPHERICAL_MODE: number;
  68774. /** Planar coordinates mode */
  68775. static readonly TEXTURE_PLANAR_MODE: number;
  68776. /** Cubic coordinates mode */
  68777. static readonly TEXTURE_CUBIC_MODE: number;
  68778. /** Projection coordinates mode */
  68779. static readonly TEXTURE_PROJECTION_MODE: number;
  68780. /** Skybox coordinates mode */
  68781. static readonly TEXTURE_SKYBOX_MODE: number;
  68782. /** Inverse Cubic coordinates mode */
  68783. static readonly TEXTURE_INVCUBIC_MODE: number;
  68784. /** Equirectangular coordinates mode */
  68785. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  68786. /** Equirectangular Fixed coordinates mode */
  68787. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  68788. /** Equirectangular Fixed Mirrored coordinates mode */
  68789. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  68790. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  68791. static readonly SCALEMODE_FLOOR: number;
  68792. /** Defines that texture rescaling will look for the nearest power of 2 size */
  68793. static readonly SCALEMODE_NEAREST: number;
  68794. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  68795. static readonly SCALEMODE_CEILING: number;
  68796. /**
  68797. * The dirty texture flag value
  68798. */
  68799. static readonly MATERIAL_TextureDirtyFlag: number;
  68800. /**
  68801. * The dirty light flag value
  68802. */
  68803. static readonly MATERIAL_LightDirtyFlag: number;
  68804. /**
  68805. * The dirty fresnel flag value
  68806. */
  68807. static readonly MATERIAL_FresnelDirtyFlag: number;
  68808. /**
  68809. * The dirty attribute flag value
  68810. */
  68811. static readonly MATERIAL_AttributesDirtyFlag: number;
  68812. /**
  68813. * The dirty misc flag value
  68814. */
  68815. static readonly MATERIAL_MiscDirtyFlag: number;
  68816. /**
  68817. * The all dirty flag value
  68818. */
  68819. static readonly MATERIAL_AllDirtyFlag: number;
  68820. /**
  68821. * Returns the triangle fill mode
  68822. */
  68823. static readonly MATERIAL_TriangleFillMode: number;
  68824. /**
  68825. * Returns the wireframe mode
  68826. */
  68827. static readonly MATERIAL_WireFrameFillMode: number;
  68828. /**
  68829. * Returns the point fill mode
  68830. */
  68831. static readonly MATERIAL_PointFillMode: number;
  68832. /**
  68833. * Returns the point list draw mode
  68834. */
  68835. static readonly MATERIAL_PointListDrawMode: number;
  68836. /**
  68837. * Returns the line list draw mode
  68838. */
  68839. static readonly MATERIAL_LineListDrawMode: number;
  68840. /**
  68841. * Returns the line loop draw mode
  68842. */
  68843. static readonly MATERIAL_LineLoopDrawMode: number;
  68844. /**
  68845. * Returns the line strip draw mode
  68846. */
  68847. static readonly MATERIAL_LineStripDrawMode: number;
  68848. /**
  68849. * Returns the triangle strip draw mode
  68850. */
  68851. static readonly MATERIAL_TriangleStripDrawMode: number;
  68852. /**
  68853. * Returns the triangle fan draw mode
  68854. */
  68855. static readonly MATERIAL_TriangleFanDrawMode: number;
  68856. /**
  68857. * Stores the clock-wise side orientation
  68858. */
  68859. static readonly MATERIAL_ClockWiseSideOrientation: number;
  68860. /**
  68861. * Stores the counter clock-wise side orientation
  68862. */
  68863. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  68864. /**
  68865. * Nothing
  68866. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68867. */
  68868. static readonly ACTION_NothingTrigger: number;
  68869. /**
  68870. * On pick
  68871. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68872. */
  68873. static readonly ACTION_OnPickTrigger: number;
  68874. /**
  68875. * On left pick
  68876. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68877. */
  68878. static readonly ACTION_OnLeftPickTrigger: number;
  68879. /**
  68880. * On right pick
  68881. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68882. */
  68883. static readonly ACTION_OnRightPickTrigger: number;
  68884. /**
  68885. * On center pick
  68886. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68887. */
  68888. static readonly ACTION_OnCenterPickTrigger: number;
  68889. /**
  68890. * On pick down
  68891. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68892. */
  68893. static readonly ACTION_OnPickDownTrigger: number;
  68894. /**
  68895. * On double pick
  68896. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68897. */
  68898. static readonly ACTION_OnDoublePickTrigger: number;
  68899. /**
  68900. * On pick up
  68901. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68902. */
  68903. static readonly ACTION_OnPickUpTrigger: number;
  68904. /**
  68905. * On pick out.
  68906. * This trigger will only be raised if you also declared a OnPickDown
  68907. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68908. */
  68909. static readonly ACTION_OnPickOutTrigger: number;
  68910. /**
  68911. * On long press
  68912. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68913. */
  68914. static readonly ACTION_OnLongPressTrigger: number;
  68915. /**
  68916. * On pointer over
  68917. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68918. */
  68919. static readonly ACTION_OnPointerOverTrigger: number;
  68920. /**
  68921. * On pointer out
  68922. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68923. */
  68924. static readonly ACTION_OnPointerOutTrigger: number;
  68925. /**
  68926. * On every frame
  68927. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68928. */
  68929. static readonly ACTION_OnEveryFrameTrigger: number;
  68930. /**
  68931. * On intersection enter
  68932. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68933. */
  68934. static readonly ACTION_OnIntersectionEnterTrigger: number;
  68935. /**
  68936. * On intersection exit
  68937. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68938. */
  68939. static readonly ACTION_OnIntersectionExitTrigger: number;
  68940. /**
  68941. * On key down
  68942. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68943. */
  68944. static readonly ACTION_OnKeyDownTrigger: number;
  68945. /**
  68946. * On key up
  68947. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68948. */
  68949. static readonly ACTION_OnKeyUpTrigger: number;
  68950. /**
  68951. * Billboard mode will only apply to Y axis
  68952. */
  68953. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  68954. /**
  68955. * Billboard mode will apply to all axes
  68956. */
  68957. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  68958. /**
  68959. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  68960. */
  68961. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  68962. /**
  68963. * Gets or sets base Assets URL
  68964. */
  68965. static PARTICLES_BaseAssetsUrl: string;
  68966. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  68967. * Test order :
  68968. * Is the bounding sphere outside the frustum ?
  68969. * If not, are the bounding box vertices outside the frustum ?
  68970. * It not, then the cullable object is in the frustum.
  68971. */
  68972. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  68973. /** Culling strategy : Bounding Sphere Only.
  68974. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  68975. * It's also less accurate than the standard because some not visible objects can still be selected.
  68976. * Test : is the bounding sphere outside the frustum ?
  68977. * If not, then the cullable object is in the frustum.
  68978. */
  68979. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  68980. /** Culling strategy : Optimistic Inclusion.
  68981. * This in an inclusion test first, then the standard exclusion test.
  68982. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  68983. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  68984. * Anyway, it's as accurate as the standard strategy.
  68985. * Test :
  68986. * Is the cullable object bounding sphere center in the frustum ?
  68987. * If not, apply the default culling strategy.
  68988. */
  68989. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  68990. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  68991. * This in an inclusion test first, then the bounding sphere only exclusion test.
  68992. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  68993. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  68994. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  68995. * Test :
  68996. * Is the cullable object bounding sphere center in the frustum ?
  68997. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  68998. */
  68999. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  69000. /**
  69001. * No logging while loading
  69002. */
  69003. static readonly SCENELOADER_NO_LOGGING: number;
  69004. /**
  69005. * Minimal logging while loading
  69006. */
  69007. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  69008. /**
  69009. * Summary logging while loading
  69010. */
  69011. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  69012. /**
  69013. * Detailled logging while loading
  69014. */
  69015. static readonly SCENELOADER_DETAILED_LOGGING: number;
  69016. }
  69017. }
  69018. declare module BABYLON {
  69019. /**
  69020. * Class used to store and describe the pipeline context associated with an effect
  69021. */
  69022. export interface IPipelineContext {
  69023. /**
  69024. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  69025. */
  69026. isAsync: boolean;
  69027. /**
  69028. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  69029. */
  69030. isReady: boolean;
  69031. /** @hidden */
  69032. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  69033. }
  69034. }
  69035. declare module BABYLON {
  69036. /** @hidden */
  69037. export interface IShaderProcessor {
  69038. attributeProcessor?: (attribute: string) => string;
  69039. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  69040. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  69041. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  69042. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  69043. lineProcessor?: (line: string, isFragment: boolean) => string;
  69044. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69045. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69046. }
  69047. }
  69048. declare module BABYLON {
  69049. /** @hidden */
  69050. export interface ProcessingOptions {
  69051. defines: string[];
  69052. indexParameters: any;
  69053. isFragment: boolean;
  69054. shouldUseHighPrecisionShader: boolean;
  69055. supportsUniformBuffers: boolean;
  69056. shadersRepository: string;
  69057. includesShadersStore: {
  69058. [key: string]: string;
  69059. };
  69060. processor?: IShaderProcessor;
  69061. version: string;
  69062. platformName: string;
  69063. lookForClosingBracketForUniformBuffer?: boolean;
  69064. }
  69065. }
  69066. declare module BABYLON {
  69067. /**
  69068. * Helper to manipulate strings
  69069. */
  69070. export class StringTools {
  69071. /**
  69072. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  69073. * @param str Source string
  69074. * @param suffix Suffix to search for in the source string
  69075. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  69076. */
  69077. static EndsWith(str: string, suffix: string): boolean;
  69078. /**
  69079. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  69080. * @param str Source string
  69081. * @param suffix Suffix to search for in the source string
  69082. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  69083. */
  69084. static StartsWith(str: string, suffix: string): boolean;
  69085. }
  69086. }
  69087. declare module BABYLON {
  69088. /** @hidden */
  69089. export class ShaderCodeNode {
  69090. line: string;
  69091. children: ShaderCodeNode[];
  69092. additionalDefineKey?: string;
  69093. additionalDefineValue?: string;
  69094. isValid(preprocessors: {
  69095. [key: string]: string;
  69096. }): boolean;
  69097. process(preprocessors: {
  69098. [key: string]: string;
  69099. }, options: ProcessingOptions): string;
  69100. }
  69101. }
  69102. declare module BABYLON {
  69103. /** @hidden */
  69104. export class ShaderCodeCursor {
  69105. private _lines;
  69106. lineIndex: number;
  69107. readonly currentLine: string;
  69108. readonly canRead: boolean;
  69109. lines: string[];
  69110. }
  69111. }
  69112. declare module BABYLON {
  69113. /** @hidden */
  69114. export class ShaderCodeConditionNode extends ShaderCodeNode {
  69115. process(preprocessors: {
  69116. [key: string]: string;
  69117. }, options: ProcessingOptions): string;
  69118. }
  69119. }
  69120. declare module BABYLON {
  69121. /** @hidden */
  69122. export class ShaderDefineExpression {
  69123. isTrue(preprocessors: {
  69124. [key: string]: string;
  69125. }): boolean;
  69126. }
  69127. }
  69128. declare module BABYLON {
  69129. /** @hidden */
  69130. export class ShaderCodeTestNode extends ShaderCodeNode {
  69131. testExpression: ShaderDefineExpression;
  69132. isValid(preprocessors: {
  69133. [key: string]: string;
  69134. }): boolean;
  69135. }
  69136. }
  69137. declare module BABYLON {
  69138. /** @hidden */
  69139. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  69140. define: string;
  69141. not: boolean;
  69142. constructor(define: string, not?: boolean);
  69143. isTrue(preprocessors: {
  69144. [key: string]: string;
  69145. }): boolean;
  69146. }
  69147. }
  69148. declare module BABYLON {
  69149. /** @hidden */
  69150. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  69151. leftOperand: ShaderDefineExpression;
  69152. rightOperand: ShaderDefineExpression;
  69153. isTrue(preprocessors: {
  69154. [key: string]: string;
  69155. }): boolean;
  69156. }
  69157. }
  69158. declare module BABYLON {
  69159. /** @hidden */
  69160. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  69161. leftOperand: ShaderDefineExpression;
  69162. rightOperand: ShaderDefineExpression;
  69163. isTrue(preprocessors: {
  69164. [key: string]: string;
  69165. }): boolean;
  69166. }
  69167. }
  69168. declare module BABYLON {
  69169. /** @hidden */
  69170. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  69171. define: string;
  69172. operand: string;
  69173. testValue: string;
  69174. constructor(define: string, operand: string, testValue: string);
  69175. isTrue(preprocessors: {
  69176. [key: string]: string;
  69177. }): boolean;
  69178. }
  69179. }
  69180. declare module BABYLON {
  69181. /**
  69182. * @ignore
  69183. * Application error to support additional information when loading a file
  69184. */
  69185. export class LoadFileError extends Error {
  69186. /** defines the optional web request */
  69187. request?: WebRequest | undefined;
  69188. private static _setPrototypeOf;
  69189. /**
  69190. * Creates a new LoadFileError
  69191. * @param message defines the message of the error
  69192. * @param request defines the optional web request
  69193. */
  69194. constructor(message: string,
  69195. /** defines the optional web request */
  69196. request?: WebRequest | undefined);
  69197. }
  69198. }
  69199. declare module BABYLON {
  69200. /**
  69201. * Class used to enable access to offline support
  69202. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  69203. */
  69204. export interface IOfflineProvider {
  69205. /**
  69206. * Gets a boolean indicating if scene must be saved in the database
  69207. */
  69208. enableSceneOffline: boolean;
  69209. /**
  69210. * Gets a boolean indicating if textures must be saved in the database
  69211. */
  69212. enableTexturesOffline: boolean;
  69213. /**
  69214. * Open the offline support and make it available
  69215. * @param successCallback defines the callback to call on success
  69216. * @param errorCallback defines the callback to call on error
  69217. */
  69218. open(successCallback: () => void, errorCallback: () => void): void;
  69219. /**
  69220. * Loads an image from the offline support
  69221. * @param url defines the url to load from
  69222. * @param image defines the target DOM image
  69223. */
  69224. loadImage(url: string, image: HTMLImageElement): void;
  69225. /**
  69226. * Loads a file from offline support
  69227. * @param url defines the URL to load from
  69228. * @param sceneLoaded defines a callback to call on success
  69229. * @param progressCallBack defines a callback to call when progress changed
  69230. * @param errorCallback defines a callback to call on error
  69231. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  69232. */
  69233. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  69234. }
  69235. }
  69236. declare module BABYLON {
  69237. /**
  69238. * Class used to help managing file picking and drag'n'drop
  69239. * File Storage
  69240. */
  69241. export class FilesInputStore {
  69242. /**
  69243. * List of files ready to be loaded
  69244. */
  69245. static FilesToLoad: {
  69246. [key: string]: File;
  69247. };
  69248. }
  69249. }
  69250. declare module BABYLON {
  69251. /**
  69252. * Class used to define a retry strategy when error happens while loading assets
  69253. */
  69254. export class RetryStrategy {
  69255. /**
  69256. * Function used to defines an exponential back off strategy
  69257. * @param maxRetries defines the maximum number of retries (3 by default)
  69258. * @param baseInterval defines the interval between retries
  69259. * @returns the strategy function to use
  69260. */
  69261. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  69262. }
  69263. }
  69264. declare module BABYLON {
  69265. /**
  69266. * @hidden
  69267. */
  69268. export class FileTools {
  69269. /**
  69270. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  69271. */
  69272. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  69273. /**
  69274. * Gets or sets the base URL to use to load assets
  69275. */
  69276. static BaseUrl: string;
  69277. /**
  69278. * Default behaviour for cors in the application.
  69279. * It can be a string if the expected behavior is identical in the entire app.
  69280. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  69281. */
  69282. static CorsBehavior: string | ((url: string | string[]) => string);
  69283. /**
  69284. * Gets or sets a function used to pre-process url before using them to load assets
  69285. */
  69286. static PreprocessUrl: (url: string) => string;
  69287. /**
  69288. * Removes unwanted characters from an url
  69289. * @param url defines the url to clean
  69290. * @returns the cleaned url
  69291. */
  69292. private static _CleanUrl;
  69293. /**
  69294. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  69295. * @param url define the url we are trying
  69296. * @param element define the dom element where to configure the cors policy
  69297. */
  69298. static SetCorsBehavior(url: string | string[], element: {
  69299. crossOrigin: string | null;
  69300. }): void;
  69301. /**
  69302. * Loads an image as an HTMLImageElement.
  69303. * @param input url string, ArrayBuffer, or Blob to load
  69304. * @param onLoad callback called when the image successfully loads
  69305. * @param onError callback called when the image fails to load
  69306. * @param offlineProvider offline provider for caching
  69307. * @returns the HTMLImageElement of the loaded image
  69308. */
  69309. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  69310. /**
  69311. * Loads a file
  69312. * @param fileToLoad defines the file to load
  69313. * @param callback defines the callback to call when data is loaded
  69314. * @param progressCallBack defines the callback to call during loading process
  69315. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  69316. * @returns a file request object
  69317. */
  69318. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  69319. /**
  69320. * Loads a file
  69321. * @param url url string, ArrayBuffer, or Blob to load
  69322. * @param onSuccess callback called when the file successfully loads
  69323. * @param onProgress callback called while file is loading (if the server supports this mode)
  69324. * @param offlineProvider defines the offline provider for caching
  69325. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69326. * @param onError callback called when the file fails to load
  69327. * @returns a file request object
  69328. */
  69329. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  69330. /**
  69331. * Checks if the loaded document was accessed via `file:`-Protocol.
  69332. * @returns boolean
  69333. */
  69334. static IsFileURL(): boolean;
  69335. }
  69336. }
  69337. declare module BABYLON {
  69338. /** @hidden */
  69339. export class ShaderProcessor {
  69340. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  69341. private static _ProcessPrecision;
  69342. private static _ExtractOperation;
  69343. private static _BuildSubExpression;
  69344. private static _BuildExpression;
  69345. private static _MoveCursorWithinIf;
  69346. private static _MoveCursor;
  69347. private static _EvaluatePreProcessors;
  69348. private static _PreparePreProcessors;
  69349. private static _ProcessShaderConversion;
  69350. private static _ProcessIncludes;
  69351. }
  69352. }
  69353. declare module BABYLON {
  69354. /**
  69355. * Class used to hold a RBG color
  69356. */
  69357. export class Color3 {
  69358. /**
  69359. * Defines the red component (between 0 and 1, default is 0)
  69360. */
  69361. r: number;
  69362. /**
  69363. * Defines the green component (between 0 and 1, default is 0)
  69364. */
  69365. g: number;
  69366. /**
  69367. * Defines the blue component (between 0 and 1, default is 0)
  69368. */
  69369. b: number;
  69370. /**
  69371. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  69372. * @param r defines the red component (between 0 and 1, default is 0)
  69373. * @param g defines the green component (between 0 and 1, default is 0)
  69374. * @param b defines the blue component (between 0 and 1, default is 0)
  69375. */
  69376. constructor(
  69377. /**
  69378. * Defines the red component (between 0 and 1, default is 0)
  69379. */
  69380. r?: number,
  69381. /**
  69382. * Defines the green component (between 0 and 1, default is 0)
  69383. */
  69384. g?: number,
  69385. /**
  69386. * Defines the blue component (between 0 and 1, default is 0)
  69387. */
  69388. b?: number);
  69389. /**
  69390. * Creates a string with the Color3 current values
  69391. * @returns the string representation of the Color3 object
  69392. */
  69393. toString(): string;
  69394. /**
  69395. * Returns the string "Color3"
  69396. * @returns "Color3"
  69397. */
  69398. getClassName(): string;
  69399. /**
  69400. * Compute the Color3 hash code
  69401. * @returns an unique number that can be used to hash Color3 objects
  69402. */
  69403. getHashCode(): number;
  69404. /**
  69405. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  69406. * @param array defines the array where to store the r,g,b components
  69407. * @param index defines an optional index in the target array to define where to start storing values
  69408. * @returns the current Color3 object
  69409. */
  69410. toArray(array: FloatArray, index?: number): Color3;
  69411. /**
  69412. * Returns a new Color4 object from the current Color3 and the given alpha
  69413. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  69414. * @returns a new Color4 object
  69415. */
  69416. toColor4(alpha?: number): Color4;
  69417. /**
  69418. * Returns a new array populated with 3 numeric elements : red, green and blue values
  69419. * @returns the new array
  69420. */
  69421. asArray(): number[];
  69422. /**
  69423. * Returns the luminance value
  69424. * @returns a float value
  69425. */
  69426. toLuminance(): number;
  69427. /**
  69428. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  69429. * @param otherColor defines the second operand
  69430. * @returns the new Color3 object
  69431. */
  69432. multiply(otherColor: DeepImmutable<Color3>): Color3;
  69433. /**
  69434. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  69435. * @param otherColor defines the second operand
  69436. * @param result defines the Color3 object where to store the result
  69437. * @returns the current Color3
  69438. */
  69439. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  69440. /**
  69441. * Determines equality between Color3 objects
  69442. * @param otherColor defines the second operand
  69443. * @returns true if the rgb values are equal to the given ones
  69444. */
  69445. equals(otherColor: DeepImmutable<Color3>): boolean;
  69446. /**
  69447. * Determines equality between the current Color3 object and a set of r,b,g values
  69448. * @param r defines the red component to check
  69449. * @param g defines the green component to check
  69450. * @param b defines the blue component to check
  69451. * @returns true if the rgb values are equal to the given ones
  69452. */
  69453. equalsFloats(r: number, g: number, b: number): boolean;
  69454. /**
  69455. * Multiplies in place each rgb value by scale
  69456. * @param scale defines the scaling factor
  69457. * @returns the updated Color3
  69458. */
  69459. scale(scale: number): Color3;
  69460. /**
  69461. * Multiplies the rgb values by scale and stores the result into "result"
  69462. * @param scale defines the scaling factor
  69463. * @param result defines the Color3 object where to store the result
  69464. * @returns the unmodified current Color3
  69465. */
  69466. scaleToRef(scale: number, result: Color3): Color3;
  69467. /**
  69468. * Scale the current Color3 values by a factor and add the result to a given Color3
  69469. * @param scale defines the scale factor
  69470. * @param result defines color to store the result into
  69471. * @returns the unmodified current Color3
  69472. */
  69473. scaleAndAddToRef(scale: number, result: Color3): Color3;
  69474. /**
  69475. * Clamps the rgb values by the min and max values and stores the result into "result"
  69476. * @param min defines minimum clamping value (default is 0)
  69477. * @param max defines maximum clamping value (default is 1)
  69478. * @param result defines color to store the result into
  69479. * @returns the original Color3
  69480. */
  69481. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  69482. /**
  69483. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  69484. * @param otherColor defines the second operand
  69485. * @returns the new Color3
  69486. */
  69487. add(otherColor: DeepImmutable<Color3>): Color3;
  69488. /**
  69489. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  69490. * @param otherColor defines the second operand
  69491. * @param result defines Color3 object to store the result into
  69492. * @returns the unmodified current Color3
  69493. */
  69494. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  69495. /**
  69496. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  69497. * @param otherColor defines the second operand
  69498. * @returns the new Color3
  69499. */
  69500. subtract(otherColor: DeepImmutable<Color3>): Color3;
  69501. /**
  69502. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  69503. * @param otherColor defines the second operand
  69504. * @param result defines Color3 object to store the result into
  69505. * @returns the unmodified current Color3
  69506. */
  69507. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  69508. /**
  69509. * Copy the current object
  69510. * @returns a new Color3 copied the current one
  69511. */
  69512. clone(): Color3;
  69513. /**
  69514. * Copies the rgb values from the source in the current Color3
  69515. * @param source defines the source Color3 object
  69516. * @returns the updated Color3 object
  69517. */
  69518. copyFrom(source: DeepImmutable<Color3>): Color3;
  69519. /**
  69520. * Updates the Color3 rgb values from the given floats
  69521. * @param r defines the red component to read from
  69522. * @param g defines the green component to read from
  69523. * @param b defines the blue component to read from
  69524. * @returns the current Color3 object
  69525. */
  69526. copyFromFloats(r: number, g: number, b: number): Color3;
  69527. /**
  69528. * Updates the Color3 rgb values from the given floats
  69529. * @param r defines the red component to read from
  69530. * @param g defines the green component to read from
  69531. * @param b defines the blue component to read from
  69532. * @returns the current Color3 object
  69533. */
  69534. set(r: number, g: number, b: number): Color3;
  69535. /**
  69536. * Compute the Color3 hexadecimal code as a string
  69537. * @returns a string containing the hexadecimal representation of the Color3 object
  69538. */
  69539. toHexString(): string;
  69540. /**
  69541. * Computes a new Color3 converted from the current one to linear space
  69542. * @returns a new Color3 object
  69543. */
  69544. toLinearSpace(): Color3;
  69545. /**
  69546. * Converts current color in rgb space to HSV values
  69547. * @returns a new color3 representing the HSV values
  69548. */
  69549. toHSV(): Color3;
  69550. /**
  69551. * Converts current color in rgb space to HSV values
  69552. * @param result defines the Color3 where to store the HSV values
  69553. */
  69554. toHSVToRef(result: Color3): void;
  69555. /**
  69556. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  69557. * @param convertedColor defines the Color3 object where to store the linear space version
  69558. * @returns the unmodified Color3
  69559. */
  69560. toLinearSpaceToRef(convertedColor: Color3): Color3;
  69561. /**
  69562. * Computes a new Color3 converted from the current one to gamma space
  69563. * @returns a new Color3 object
  69564. */
  69565. toGammaSpace(): Color3;
  69566. /**
  69567. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  69568. * @param convertedColor defines the Color3 object where to store the gamma space version
  69569. * @returns the unmodified Color3
  69570. */
  69571. toGammaSpaceToRef(convertedColor: Color3): Color3;
  69572. private static _BlackReadOnly;
  69573. /**
  69574. * Convert Hue, saturation and value to a Color3 (RGB)
  69575. * @param hue defines the hue
  69576. * @param saturation defines the saturation
  69577. * @param value defines the value
  69578. * @param result defines the Color3 where to store the RGB values
  69579. */
  69580. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  69581. /**
  69582. * Creates a new Color3 from the string containing valid hexadecimal values
  69583. * @param hex defines a string containing valid hexadecimal values
  69584. * @returns a new Color3 object
  69585. */
  69586. static FromHexString(hex: string): Color3;
  69587. /**
  69588. * Creates a new Color3 from the starting index of the given array
  69589. * @param array defines the source array
  69590. * @param offset defines an offset in the source array
  69591. * @returns a new Color3 object
  69592. */
  69593. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  69594. /**
  69595. * Creates a new Color3 from integer values (< 256)
  69596. * @param r defines the red component to read from (value between 0 and 255)
  69597. * @param g defines the green component to read from (value between 0 and 255)
  69598. * @param b defines the blue component to read from (value between 0 and 255)
  69599. * @returns a new Color3 object
  69600. */
  69601. static FromInts(r: number, g: number, b: number): Color3;
  69602. /**
  69603. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  69604. * @param start defines the start Color3 value
  69605. * @param end defines the end Color3 value
  69606. * @param amount defines the gradient value between start and end
  69607. * @returns a new Color3 object
  69608. */
  69609. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  69610. /**
  69611. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  69612. * @param left defines the start value
  69613. * @param right defines the end value
  69614. * @param amount defines the gradient factor
  69615. * @param result defines the Color3 object where to store the result
  69616. */
  69617. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  69618. /**
  69619. * Returns a Color3 value containing a red color
  69620. * @returns a new Color3 object
  69621. */
  69622. static Red(): Color3;
  69623. /**
  69624. * Returns a Color3 value containing a green color
  69625. * @returns a new Color3 object
  69626. */
  69627. static Green(): Color3;
  69628. /**
  69629. * Returns a Color3 value containing a blue color
  69630. * @returns a new Color3 object
  69631. */
  69632. static Blue(): Color3;
  69633. /**
  69634. * Returns a Color3 value containing a black color
  69635. * @returns a new Color3 object
  69636. */
  69637. static Black(): Color3;
  69638. /**
  69639. * Gets a Color3 value containing a black color that must not be updated
  69640. */
  69641. static readonly BlackReadOnly: DeepImmutable<Color3>;
  69642. /**
  69643. * Returns a Color3 value containing a white color
  69644. * @returns a new Color3 object
  69645. */
  69646. static White(): Color3;
  69647. /**
  69648. * Returns a Color3 value containing a purple color
  69649. * @returns a new Color3 object
  69650. */
  69651. static Purple(): Color3;
  69652. /**
  69653. * Returns a Color3 value containing a magenta color
  69654. * @returns a new Color3 object
  69655. */
  69656. static Magenta(): Color3;
  69657. /**
  69658. * Returns a Color3 value containing a yellow color
  69659. * @returns a new Color3 object
  69660. */
  69661. static Yellow(): Color3;
  69662. /**
  69663. * Returns a Color3 value containing a gray color
  69664. * @returns a new Color3 object
  69665. */
  69666. static Gray(): Color3;
  69667. /**
  69668. * Returns a Color3 value containing a teal color
  69669. * @returns a new Color3 object
  69670. */
  69671. static Teal(): Color3;
  69672. /**
  69673. * Returns a Color3 value containing a random color
  69674. * @returns a new Color3 object
  69675. */
  69676. static Random(): Color3;
  69677. }
  69678. /**
  69679. * Class used to hold a RBGA color
  69680. */
  69681. export class Color4 {
  69682. /**
  69683. * Defines the red component (between 0 and 1, default is 0)
  69684. */
  69685. r: number;
  69686. /**
  69687. * Defines the green component (between 0 and 1, default is 0)
  69688. */
  69689. g: number;
  69690. /**
  69691. * Defines the blue component (between 0 and 1, default is 0)
  69692. */
  69693. b: number;
  69694. /**
  69695. * Defines the alpha component (between 0 and 1, default is 1)
  69696. */
  69697. a: number;
  69698. /**
  69699. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  69700. * @param r defines the red component (between 0 and 1, default is 0)
  69701. * @param g defines the green component (between 0 and 1, default is 0)
  69702. * @param b defines the blue component (between 0 and 1, default is 0)
  69703. * @param a defines the alpha component (between 0 and 1, default is 1)
  69704. */
  69705. constructor(
  69706. /**
  69707. * Defines the red component (between 0 and 1, default is 0)
  69708. */
  69709. r?: number,
  69710. /**
  69711. * Defines the green component (between 0 and 1, default is 0)
  69712. */
  69713. g?: number,
  69714. /**
  69715. * Defines the blue component (between 0 and 1, default is 0)
  69716. */
  69717. b?: number,
  69718. /**
  69719. * Defines the alpha component (between 0 and 1, default is 1)
  69720. */
  69721. a?: number);
  69722. /**
  69723. * Adds in place the given Color4 values to the current Color4 object
  69724. * @param right defines the second operand
  69725. * @returns the current updated Color4 object
  69726. */
  69727. addInPlace(right: DeepImmutable<Color4>): Color4;
  69728. /**
  69729. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  69730. * @returns the new array
  69731. */
  69732. asArray(): number[];
  69733. /**
  69734. * Stores from the starting index in the given array the Color4 successive values
  69735. * @param array defines the array where to store the r,g,b components
  69736. * @param index defines an optional index in the target array to define where to start storing values
  69737. * @returns the current Color4 object
  69738. */
  69739. toArray(array: number[], index?: number): Color4;
  69740. /**
  69741. * Determines equality between Color4 objects
  69742. * @param otherColor defines the second operand
  69743. * @returns true if the rgba values are equal to the given ones
  69744. */
  69745. equals(otherColor: DeepImmutable<Color4>): boolean;
  69746. /**
  69747. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  69748. * @param right defines the second operand
  69749. * @returns a new Color4 object
  69750. */
  69751. add(right: DeepImmutable<Color4>): Color4;
  69752. /**
  69753. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  69754. * @param right defines the second operand
  69755. * @returns a new Color4 object
  69756. */
  69757. subtract(right: DeepImmutable<Color4>): Color4;
  69758. /**
  69759. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  69760. * @param right defines the second operand
  69761. * @param result defines the Color4 object where to store the result
  69762. * @returns the current Color4 object
  69763. */
  69764. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  69765. /**
  69766. * Creates a new Color4 with the current Color4 values multiplied by scale
  69767. * @param scale defines the scaling factor to apply
  69768. * @returns a new Color4 object
  69769. */
  69770. scale(scale: number): Color4;
  69771. /**
  69772. * Multiplies the current Color4 values by scale and stores the result in "result"
  69773. * @param scale defines the scaling factor to apply
  69774. * @param result defines the Color4 object where to store the result
  69775. * @returns the current unmodified Color4
  69776. */
  69777. scaleToRef(scale: number, result: Color4): Color4;
  69778. /**
  69779. * Scale the current Color4 values by a factor and add the result to a given Color4
  69780. * @param scale defines the scale factor
  69781. * @param result defines the Color4 object where to store the result
  69782. * @returns the unmodified current Color4
  69783. */
  69784. scaleAndAddToRef(scale: number, result: Color4): Color4;
  69785. /**
  69786. * Clamps the rgb values by the min and max values and stores the result into "result"
  69787. * @param min defines minimum clamping value (default is 0)
  69788. * @param max defines maximum clamping value (default is 1)
  69789. * @param result defines color to store the result into.
  69790. * @returns the cuurent Color4
  69791. */
  69792. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  69793. /**
  69794. * Multipy an Color4 value by another and return a new Color4 object
  69795. * @param color defines the Color4 value to multiply by
  69796. * @returns a new Color4 object
  69797. */
  69798. multiply(color: Color4): Color4;
  69799. /**
  69800. * Multipy a Color4 value by another and push the result in a reference value
  69801. * @param color defines the Color4 value to multiply by
  69802. * @param result defines the Color4 to fill the result in
  69803. * @returns the result Color4
  69804. */
  69805. multiplyToRef(color: Color4, result: Color4): Color4;
  69806. /**
  69807. * Creates a string with the Color4 current values
  69808. * @returns the string representation of the Color4 object
  69809. */
  69810. toString(): string;
  69811. /**
  69812. * Returns the string "Color4"
  69813. * @returns "Color4"
  69814. */
  69815. getClassName(): string;
  69816. /**
  69817. * Compute the Color4 hash code
  69818. * @returns an unique number that can be used to hash Color4 objects
  69819. */
  69820. getHashCode(): number;
  69821. /**
  69822. * Creates a new Color4 copied from the current one
  69823. * @returns a new Color4 object
  69824. */
  69825. clone(): Color4;
  69826. /**
  69827. * Copies the given Color4 values into the current one
  69828. * @param source defines the source Color4 object
  69829. * @returns the current updated Color4 object
  69830. */
  69831. copyFrom(source: Color4): Color4;
  69832. /**
  69833. * Copies the given float values into the current one
  69834. * @param r defines the red component to read from
  69835. * @param g defines the green component to read from
  69836. * @param b defines the blue component to read from
  69837. * @param a defines the alpha component to read from
  69838. * @returns the current updated Color4 object
  69839. */
  69840. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  69841. /**
  69842. * Copies the given float values into the current one
  69843. * @param r defines the red component to read from
  69844. * @param g defines the green component to read from
  69845. * @param b defines the blue component to read from
  69846. * @param a defines the alpha component to read from
  69847. * @returns the current updated Color4 object
  69848. */
  69849. set(r: number, g: number, b: number, a: number): Color4;
  69850. /**
  69851. * Compute the Color4 hexadecimal code as a string
  69852. * @returns a string containing the hexadecimal representation of the Color4 object
  69853. */
  69854. toHexString(): string;
  69855. /**
  69856. * Computes a new Color4 converted from the current one to linear space
  69857. * @returns a new Color4 object
  69858. */
  69859. toLinearSpace(): Color4;
  69860. /**
  69861. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  69862. * @param convertedColor defines the Color4 object where to store the linear space version
  69863. * @returns the unmodified Color4
  69864. */
  69865. toLinearSpaceToRef(convertedColor: Color4): Color4;
  69866. /**
  69867. * Computes a new Color4 converted from the current one to gamma space
  69868. * @returns a new Color4 object
  69869. */
  69870. toGammaSpace(): Color4;
  69871. /**
  69872. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  69873. * @param convertedColor defines the Color4 object where to store the gamma space version
  69874. * @returns the unmodified Color4
  69875. */
  69876. toGammaSpaceToRef(convertedColor: Color4): Color4;
  69877. /**
  69878. * Creates a new Color4 from the string containing valid hexadecimal values
  69879. * @param hex defines a string containing valid hexadecimal values
  69880. * @returns a new Color4 object
  69881. */
  69882. static FromHexString(hex: string): Color4;
  69883. /**
  69884. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  69885. * @param left defines the start value
  69886. * @param right defines the end value
  69887. * @param amount defines the gradient factor
  69888. * @returns a new Color4 object
  69889. */
  69890. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  69891. /**
  69892. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  69893. * @param left defines the start value
  69894. * @param right defines the end value
  69895. * @param amount defines the gradient factor
  69896. * @param result defines the Color4 object where to store data
  69897. */
  69898. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  69899. /**
  69900. * Creates a new Color4 from a Color3 and an alpha value
  69901. * @param color3 defines the source Color3 to read from
  69902. * @param alpha defines the alpha component (1.0 by default)
  69903. * @returns a new Color4 object
  69904. */
  69905. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  69906. /**
  69907. * Creates a new Color4 from the starting index element of the given array
  69908. * @param array defines the source array to read from
  69909. * @param offset defines the offset in the source array
  69910. * @returns a new Color4 object
  69911. */
  69912. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  69913. /**
  69914. * Creates a new Color3 from integer values (< 256)
  69915. * @param r defines the red component to read from (value between 0 and 255)
  69916. * @param g defines the green component to read from (value between 0 and 255)
  69917. * @param b defines the blue component to read from (value between 0 and 255)
  69918. * @param a defines the alpha component to read from (value between 0 and 255)
  69919. * @returns a new Color3 object
  69920. */
  69921. static FromInts(r: number, g: number, b: number, a: number): Color4;
  69922. /**
  69923. * Check the content of a given array and convert it to an array containing RGBA data
  69924. * If the original array was already containing count * 4 values then it is returned directly
  69925. * @param colors defines the array to check
  69926. * @param count defines the number of RGBA data to expect
  69927. * @returns an array containing count * 4 values (RGBA)
  69928. */
  69929. static CheckColors4(colors: number[], count: number): number[];
  69930. }
  69931. /**
  69932. * @hidden
  69933. */
  69934. export class TmpColors {
  69935. static Color3: Color3[];
  69936. static Color4: Color4[];
  69937. }
  69938. }
  69939. declare module BABYLON {
  69940. /**
  69941. * Class representing spherical harmonics coefficients to the 3rd degree
  69942. */
  69943. export class SphericalHarmonics {
  69944. /**
  69945. * Defines whether or not the harmonics have been prescaled for rendering.
  69946. */
  69947. preScaled: boolean;
  69948. /**
  69949. * The l0,0 coefficients of the spherical harmonics
  69950. */
  69951. l00: Vector3;
  69952. /**
  69953. * The l1,-1 coefficients of the spherical harmonics
  69954. */
  69955. l1_1: Vector3;
  69956. /**
  69957. * The l1,0 coefficients of the spherical harmonics
  69958. */
  69959. l10: Vector3;
  69960. /**
  69961. * The l1,1 coefficients of the spherical harmonics
  69962. */
  69963. l11: Vector3;
  69964. /**
  69965. * The l2,-2 coefficients of the spherical harmonics
  69966. */
  69967. l2_2: Vector3;
  69968. /**
  69969. * The l2,-1 coefficients of the spherical harmonics
  69970. */
  69971. l2_1: Vector3;
  69972. /**
  69973. * The l2,0 coefficients of the spherical harmonics
  69974. */
  69975. l20: Vector3;
  69976. /**
  69977. * The l2,1 coefficients of the spherical harmonics
  69978. */
  69979. l21: Vector3;
  69980. /**
  69981. * The l2,2 coefficients of the spherical harmonics
  69982. */
  69983. l22: Vector3;
  69984. /**
  69985. * Adds a light to the spherical harmonics
  69986. * @param direction the direction of the light
  69987. * @param color the color of the light
  69988. * @param deltaSolidAngle the delta solid angle of the light
  69989. */
  69990. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  69991. /**
  69992. * Scales the spherical harmonics by the given amount
  69993. * @param scale the amount to scale
  69994. */
  69995. scaleInPlace(scale: number): void;
  69996. /**
  69997. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  69998. *
  69999. * ```
  70000. * E_lm = A_l * L_lm
  70001. * ```
  70002. *
  70003. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  70004. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  70005. * the scaling factors are given in equation 9.
  70006. */
  70007. convertIncidentRadianceToIrradiance(): void;
  70008. /**
  70009. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  70010. *
  70011. * ```
  70012. * L = (1/pi) * E * rho
  70013. * ```
  70014. *
  70015. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  70016. */
  70017. convertIrradianceToLambertianRadiance(): void;
  70018. /**
  70019. * Integrates the reconstruction coefficients directly in to the SH preventing further
  70020. * required operations at run time.
  70021. *
  70022. * This is simply done by scaling back the SH with Ylm constants parameter.
  70023. * The trigonometric part being applied by the shader at run time.
  70024. */
  70025. preScaleForRendering(): void;
  70026. /**
  70027. * Constructs a spherical harmonics from an array.
  70028. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  70029. * @returns the spherical harmonics
  70030. */
  70031. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  70032. /**
  70033. * Gets the spherical harmonics from polynomial
  70034. * @param polynomial the spherical polynomial
  70035. * @returns the spherical harmonics
  70036. */
  70037. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  70038. }
  70039. /**
  70040. * Class representing spherical polynomial coefficients to the 3rd degree
  70041. */
  70042. export class SphericalPolynomial {
  70043. private _harmonics;
  70044. /**
  70045. * The spherical harmonics used to create the polynomials.
  70046. */
  70047. readonly preScaledHarmonics: SphericalHarmonics;
  70048. /**
  70049. * The x coefficients of the spherical polynomial
  70050. */
  70051. x: Vector3;
  70052. /**
  70053. * The y coefficients of the spherical polynomial
  70054. */
  70055. y: Vector3;
  70056. /**
  70057. * The z coefficients of the spherical polynomial
  70058. */
  70059. z: Vector3;
  70060. /**
  70061. * The xx coefficients of the spherical polynomial
  70062. */
  70063. xx: Vector3;
  70064. /**
  70065. * The yy coefficients of the spherical polynomial
  70066. */
  70067. yy: Vector3;
  70068. /**
  70069. * The zz coefficients of the spherical polynomial
  70070. */
  70071. zz: Vector3;
  70072. /**
  70073. * The xy coefficients of the spherical polynomial
  70074. */
  70075. xy: Vector3;
  70076. /**
  70077. * The yz coefficients of the spherical polynomial
  70078. */
  70079. yz: Vector3;
  70080. /**
  70081. * The zx coefficients of the spherical polynomial
  70082. */
  70083. zx: Vector3;
  70084. /**
  70085. * Adds an ambient color to the spherical polynomial
  70086. * @param color the color to add
  70087. */
  70088. addAmbient(color: Color3): void;
  70089. /**
  70090. * Scales the spherical polynomial by the given amount
  70091. * @param scale the amount to scale
  70092. */
  70093. scaleInPlace(scale: number): void;
  70094. /**
  70095. * Gets the spherical polynomial from harmonics
  70096. * @param harmonics the spherical harmonics
  70097. * @returns the spherical polynomial
  70098. */
  70099. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  70100. /**
  70101. * Constructs a spherical polynomial from an array.
  70102. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  70103. * @returns the spherical polynomial
  70104. */
  70105. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  70106. }
  70107. }
  70108. declare module BABYLON {
  70109. /**
  70110. * Define options used to create a render target texture
  70111. */
  70112. export class RenderTargetCreationOptions {
  70113. /**
  70114. * Specifies is mipmaps must be generated
  70115. */
  70116. generateMipMaps?: boolean;
  70117. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  70118. generateDepthBuffer?: boolean;
  70119. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  70120. generateStencilBuffer?: boolean;
  70121. /** Defines texture type (int by default) */
  70122. type?: number;
  70123. /** Defines sampling mode (trilinear by default) */
  70124. samplingMode?: number;
  70125. /** Defines format (RGBA by default) */
  70126. format?: number;
  70127. }
  70128. }
  70129. declare module BABYLON {
  70130. /**
  70131. * @hidden
  70132. **/
  70133. export class _AlphaState {
  70134. private _isAlphaBlendDirty;
  70135. private _isBlendFunctionParametersDirty;
  70136. private _isBlendEquationParametersDirty;
  70137. private _isBlendConstantsDirty;
  70138. private _alphaBlend;
  70139. private _blendFunctionParameters;
  70140. private _blendEquationParameters;
  70141. private _blendConstants;
  70142. /**
  70143. * Initializes the state.
  70144. */
  70145. constructor();
  70146. readonly isDirty: boolean;
  70147. alphaBlend: boolean;
  70148. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  70149. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  70150. setAlphaEquationParameters(rgb: number, alpha: number): void;
  70151. reset(): void;
  70152. apply(gl: WebGLRenderingContext): void;
  70153. }
  70154. }
  70155. declare module BABYLON {
  70156. /**
  70157. * @hidden
  70158. **/
  70159. export class _DepthCullingState {
  70160. private _isDepthTestDirty;
  70161. private _isDepthMaskDirty;
  70162. private _isDepthFuncDirty;
  70163. private _isCullFaceDirty;
  70164. private _isCullDirty;
  70165. private _isZOffsetDirty;
  70166. private _isFrontFaceDirty;
  70167. private _depthTest;
  70168. private _depthMask;
  70169. private _depthFunc;
  70170. private _cull;
  70171. private _cullFace;
  70172. private _zOffset;
  70173. private _frontFace;
  70174. /**
  70175. * Initializes the state.
  70176. */
  70177. constructor();
  70178. readonly isDirty: boolean;
  70179. zOffset: number;
  70180. cullFace: Nullable<number>;
  70181. cull: Nullable<boolean>;
  70182. depthFunc: Nullable<number>;
  70183. depthMask: boolean;
  70184. depthTest: boolean;
  70185. frontFace: Nullable<number>;
  70186. reset(): void;
  70187. apply(gl: WebGLRenderingContext): void;
  70188. }
  70189. }
  70190. declare module BABYLON {
  70191. /**
  70192. * @hidden
  70193. **/
  70194. export class _StencilState {
  70195. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  70196. static readonly ALWAYS: number;
  70197. /** Passed to stencilOperation to specify that stencil value must be kept */
  70198. static readonly KEEP: number;
  70199. /** Passed to stencilOperation to specify that stencil value must be replaced */
  70200. static readonly REPLACE: number;
  70201. private _isStencilTestDirty;
  70202. private _isStencilMaskDirty;
  70203. private _isStencilFuncDirty;
  70204. private _isStencilOpDirty;
  70205. private _stencilTest;
  70206. private _stencilMask;
  70207. private _stencilFunc;
  70208. private _stencilFuncRef;
  70209. private _stencilFuncMask;
  70210. private _stencilOpStencilFail;
  70211. private _stencilOpDepthFail;
  70212. private _stencilOpStencilDepthPass;
  70213. readonly isDirty: boolean;
  70214. stencilFunc: number;
  70215. stencilFuncRef: number;
  70216. stencilFuncMask: number;
  70217. stencilOpStencilFail: number;
  70218. stencilOpDepthFail: number;
  70219. stencilOpStencilDepthPass: number;
  70220. stencilMask: number;
  70221. stencilTest: boolean;
  70222. constructor();
  70223. reset(): void;
  70224. apply(gl: WebGLRenderingContext): void;
  70225. }
  70226. }
  70227. declare module BABYLON {
  70228. /**
  70229. * @hidden
  70230. **/
  70231. export class _TimeToken {
  70232. _startTimeQuery: Nullable<WebGLQuery>;
  70233. _endTimeQuery: Nullable<WebGLQuery>;
  70234. _timeElapsedQuery: Nullable<WebGLQuery>;
  70235. _timeElapsedQueryEnded: boolean;
  70236. }
  70237. }
  70238. declare module BABYLON {
  70239. /**
  70240. * Class used to evalaute queries containing `and` and `or` operators
  70241. */
  70242. export class AndOrNotEvaluator {
  70243. /**
  70244. * Evaluate a query
  70245. * @param query defines the query to evaluate
  70246. * @param evaluateCallback defines the callback used to filter result
  70247. * @returns true if the query matches
  70248. */
  70249. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  70250. private static _HandleParenthesisContent;
  70251. private static _SimplifyNegation;
  70252. }
  70253. }
  70254. declare module BABYLON {
  70255. /**
  70256. * Class used to store custom tags
  70257. */
  70258. export class Tags {
  70259. /**
  70260. * Adds support for tags on the given object
  70261. * @param obj defines the object to use
  70262. */
  70263. static EnableFor(obj: any): void;
  70264. /**
  70265. * Removes tags support
  70266. * @param obj defines the object to use
  70267. */
  70268. static DisableFor(obj: any): void;
  70269. /**
  70270. * Gets a boolean indicating if the given object has tags
  70271. * @param obj defines the object to use
  70272. * @returns a boolean
  70273. */
  70274. static HasTags(obj: any): boolean;
  70275. /**
  70276. * Gets the tags available on a given object
  70277. * @param obj defines the object to use
  70278. * @param asString defines if the tags must be returned as a string instead of an array of strings
  70279. * @returns the tags
  70280. */
  70281. static GetTags(obj: any, asString?: boolean): any;
  70282. /**
  70283. * Adds tags to an object
  70284. * @param obj defines the object to use
  70285. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  70286. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  70287. */
  70288. static AddTagsTo(obj: any, tagsString: string): void;
  70289. /**
  70290. * @hidden
  70291. */
  70292. static _AddTagTo(obj: any, tag: string): void;
  70293. /**
  70294. * Removes specific tags from a specific object
  70295. * @param obj defines the object to use
  70296. * @param tagsString defines the tags to remove
  70297. */
  70298. static RemoveTagsFrom(obj: any, tagsString: string): void;
  70299. /**
  70300. * @hidden
  70301. */
  70302. static _RemoveTagFrom(obj: any, tag: string): void;
  70303. /**
  70304. * Defines if tags hosted on an object match a given query
  70305. * @param obj defines the object to use
  70306. * @param tagsQuery defines the tag query
  70307. * @returns a boolean
  70308. */
  70309. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  70310. }
  70311. }
  70312. declare module BABYLON {
  70313. /**
  70314. * Defines potential orientation for back face culling
  70315. */
  70316. export enum Orientation {
  70317. /**
  70318. * Clockwise
  70319. */
  70320. CW = 0,
  70321. /** Counter clockwise */
  70322. CCW = 1
  70323. }
  70324. /** Class used to represent a Bezier curve */
  70325. export class BezierCurve {
  70326. /**
  70327. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  70328. * @param t defines the time
  70329. * @param x1 defines the left coordinate on X axis
  70330. * @param y1 defines the left coordinate on Y axis
  70331. * @param x2 defines the right coordinate on X axis
  70332. * @param y2 defines the right coordinate on Y axis
  70333. * @returns the interpolated value
  70334. */
  70335. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  70336. }
  70337. /**
  70338. * Defines angle representation
  70339. */
  70340. export class Angle {
  70341. private _radians;
  70342. /**
  70343. * Creates an Angle object of "radians" radians (float).
  70344. * @param radians the angle in radians
  70345. */
  70346. constructor(radians: number);
  70347. /**
  70348. * Get value in degrees
  70349. * @returns the Angle value in degrees (float)
  70350. */
  70351. degrees(): number;
  70352. /**
  70353. * Get value in radians
  70354. * @returns the Angle value in radians (float)
  70355. */
  70356. radians(): number;
  70357. /**
  70358. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  70359. * @param a defines first vector
  70360. * @param b defines second vector
  70361. * @returns a new Angle
  70362. */
  70363. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  70364. /**
  70365. * Gets a new Angle object from the given float in radians
  70366. * @param radians defines the angle value in radians
  70367. * @returns a new Angle
  70368. */
  70369. static FromRadians(radians: number): Angle;
  70370. /**
  70371. * Gets a new Angle object from the given float in degrees
  70372. * @param degrees defines the angle value in degrees
  70373. * @returns a new Angle
  70374. */
  70375. static FromDegrees(degrees: number): Angle;
  70376. }
  70377. /**
  70378. * This represents an arc in a 2d space.
  70379. */
  70380. export class Arc2 {
  70381. /** Defines the start point of the arc */
  70382. startPoint: Vector2;
  70383. /** Defines the mid point of the arc */
  70384. midPoint: Vector2;
  70385. /** Defines the end point of the arc */
  70386. endPoint: Vector2;
  70387. /**
  70388. * Defines the center point of the arc.
  70389. */
  70390. centerPoint: Vector2;
  70391. /**
  70392. * Defines the radius of the arc.
  70393. */
  70394. radius: number;
  70395. /**
  70396. * Defines the angle of the arc (from mid point to end point).
  70397. */
  70398. angle: Angle;
  70399. /**
  70400. * Defines the start angle of the arc (from start point to middle point).
  70401. */
  70402. startAngle: Angle;
  70403. /**
  70404. * Defines the orientation of the arc (clock wise/counter clock wise).
  70405. */
  70406. orientation: Orientation;
  70407. /**
  70408. * Creates an Arc object from the three given points : start, middle and end.
  70409. * @param startPoint Defines the start point of the arc
  70410. * @param midPoint Defines the midlle point of the arc
  70411. * @param endPoint Defines the end point of the arc
  70412. */
  70413. constructor(
  70414. /** Defines the start point of the arc */
  70415. startPoint: Vector2,
  70416. /** Defines the mid point of the arc */
  70417. midPoint: Vector2,
  70418. /** Defines the end point of the arc */
  70419. endPoint: Vector2);
  70420. }
  70421. /**
  70422. * Represents a 2D path made up of multiple 2D points
  70423. */
  70424. export class Path2 {
  70425. private _points;
  70426. private _length;
  70427. /**
  70428. * If the path start and end point are the same
  70429. */
  70430. closed: boolean;
  70431. /**
  70432. * Creates a Path2 object from the starting 2D coordinates x and y.
  70433. * @param x the starting points x value
  70434. * @param y the starting points y value
  70435. */
  70436. constructor(x: number, y: number);
  70437. /**
  70438. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  70439. * @param x the added points x value
  70440. * @param y the added points y value
  70441. * @returns the updated Path2.
  70442. */
  70443. addLineTo(x: number, y: number): Path2;
  70444. /**
  70445. * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
  70446. * @param midX middle point x value
  70447. * @param midY middle point y value
  70448. * @param endX end point x value
  70449. * @param endY end point y value
  70450. * @param numberOfSegments (default: 36)
  70451. * @returns the updated Path2.
  70452. */
  70453. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  70454. /**
  70455. * Closes the Path2.
  70456. * @returns the Path2.
  70457. */
  70458. close(): Path2;
  70459. /**
  70460. * Gets the sum of the distance between each sequential point in the path
  70461. * @returns the Path2 total length (float).
  70462. */
  70463. length(): number;
  70464. /**
  70465. * Gets the points which construct the path
  70466. * @returns the Path2 internal array of points.
  70467. */
  70468. getPoints(): Vector2[];
  70469. /**
  70470. * Retreives the point at the distance aways from the starting point
  70471. * @param normalizedLengthPosition the length along the path to retreive the point from
  70472. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  70473. */
  70474. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  70475. /**
  70476. * Creates a new path starting from an x and y position
  70477. * @param x starting x value
  70478. * @param y starting y value
  70479. * @returns a new Path2 starting at the coordinates (x, y).
  70480. */
  70481. static StartingAt(x: number, y: number): Path2;
  70482. }
  70483. /**
  70484. * Represents a 3D path made up of multiple 3D points
  70485. */
  70486. export class Path3D {
  70487. /**
  70488. * an array of Vector3, the curve axis of the Path3D
  70489. */
  70490. path: Vector3[];
  70491. private _curve;
  70492. private _distances;
  70493. private _tangents;
  70494. private _normals;
  70495. private _binormals;
  70496. private _raw;
  70497. /**
  70498. * new Path3D(path, normal, raw)
  70499. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  70500. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  70501. * @param path an array of Vector3, the curve axis of the Path3D
  70502. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  70503. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  70504. */
  70505. constructor(
  70506. /**
  70507. * an array of Vector3, the curve axis of the Path3D
  70508. */
  70509. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  70510. /**
  70511. * Returns the Path3D array of successive Vector3 designing its curve.
  70512. * @returns the Path3D array of successive Vector3 designing its curve.
  70513. */
  70514. getCurve(): Vector3[];
  70515. /**
  70516. * Returns an array populated with tangent vectors on each Path3D curve point.
  70517. * @returns an array populated with tangent vectors on each Path3D curve point.
  70518. */
  70519. getTangents(): Vector3[];
  70520. /**
  70521. * Returns an array populated with normal vectors on each Path3D curve point.
  70522. * @returns an array populated with normal vectors on each Path3D curve point.
  70523. */
  70524. getNormals(): Vector3[];
  70525. /**
  70526. * Returns an array populated with binormal vectors on each Path3D curve point.
  70527. * @returns an array populated with binormal vectors on each Path3D curve point.
  70528. */
  70529. getBinormals(): Vector3[];
  70530. /**
  70531. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  70532. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  70533. */
  70534. getDistances(): number[];
  70535. /**
  70536. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  70537. * @param path path which all values are copied into the curves points
  70538. * @param firstNormal which should be projected onto the curve
  70539. * @returns the same object updated.
  70540. */
  70541. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  70542. private _compute;
  70543. private _getFirstNonNullVector;
  70544. private _getLastNonNullVector;
  70545. private _normalVector;
  70546. }
  70547. /**
  70548. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  70549. * A Curve3 is designed from a series of successive Vector3.
  70550. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  70551. */
  70552. export class Curve3 {
  70553. private _points;
  70554. private _length;
  70555. /**
  70556. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  70557. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  70558. * @param v1 (Vector3) the control point
  70559. * @param v2 (Vector3) the end point of the Quadratic Bezier
  70560. * @param nbPoints (integer) the wanted number of points in the curve
  70561. * @returns the created Curve3
  70562. */
  70563. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  70564. /**
  70565. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  70566. * @param v0 (Vector3) the origin point of the Cubic Bezier
  70567. * @param v1 (Vector3) the first control point
  70568. * @param v2 (Vector3) the second control point
  70569. * @param v3 (Vector3) the end point of the Cubic Bezier
  70570. * @param nbPoints (integer) the wanted number of points in the curve
  70571. * @returns the created Curve3
  70572. */
  70573. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  70574. /**
  70575. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  70576. * @param p1 (Vector3) the origin point of the Hermite Spline
  70577. * @param t1 (Vector3) the tangent vector at the origin point
  70578. * @param p2 (Vector3) the end point of the Hermite Spline
  70579. * @param t2 (Vector3) the tangent vector at the end point
  70580. * @param nbPoints (integer) the wanted number of points in the curve
  70581. * @returns the created Curve3
  70582. */
  70583. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  70584. /**
  70585. * Returns a Curve3 object along a CatmullRom Spline curve :
  70586. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  70587. * @param nbPoints (integer) the wanted number of points between each curve control points
  70588. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  70589. * @returns the created Curve3
  70590. */
  70591. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  70592. /**
  70593. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  70594. * A Curve3 is designed from a series of successive Vector3.
  70595. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  70596. * @param points points which make up the curve
  70597. */
  70598. constructor(points: Vector3[]);
  70599. /**
  70600. * @returns the Curve3 stored array of successive Vector3
  70601. */
  70602. getPoints(): Vector3[];
  70603. /**
  70604. * @returns the computed length (float) of the curve.
  70605. */
  70606. length(): number;
  70607. /**
  70608. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  70609. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  70610. * curveA and curveB keep unchanged.
  70611. * @param curve the curve to continue from this curve
  70612. * @returns the newly constructed curve
  70613. */
  70614. continue(curve: DeepImmutable<Curve3>): Curve3;
  70615. private _computeLength;
  70616. }
  70617. }
  70618. declare module BABYLON {
  70619. /**
  70620. * This represents the main contract an easing function should follow.
  70621. * Easing functions are used throughout the animation system.
  70622. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70623. */
  70624. export interface IEasingFunction {
  70625. /**
  70626. * Given an input gradient between 0 and 1, this returns the corrseponding value
  70627. * of the easing function.
  70628. * The link below provides some of the most common examples of easing functions.
  70629. * @see https://easings.net/
  70630. * @param gradient Defines the value between 0 and 1 we want the easing value for
  70631. * @returns the corresponding value on the curve defined by the easing function
  70632. */
  70633. ease(gradient: number): number;
  70634. }
  70635. /**
  70636. * Base class used for every default easing function.
  70637. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70638. */
  70639. export class EasingFunction implements IEasingFunction {
  70640. /**
  70641. * Interpolation follows the mathematical formula associated with the easing function.
  70642. */
  70643. static readonly EASINGMODE_EASEIN: number;
  70644. /**
  70645. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  70646. */
  70647. static readonly EASINGMODE_EASEOUT: number;
  70648. /**
  70649. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  70650. */
  70651. static readonly EASINGMODE_EASEINOUT: number;
  70652. private _easingMode;
  70653. /**
  70654. * Sets the easing mode of the current function.
  70655. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  70656. */
  70657. setEasingMode(easingMode: number): void;
  70658. /**
  70659. * Gets the current easing mode.
  70660. * @returns the easing mode
  70661. */
  70662. getEasingMode(): number;
  70663. /**
  70664. * @hidden
  70665. */
  70666. easeInCore(gradient: number): number;
  70667. /**
  70668. * Given an input gradient between 0 and 1, this returns the corresponding value
  70669. * of the easing function.
  70670. * @param gradient Defines the value between 0 and 1 we want the easing value for
  70671. * @returns the corresponding value on the curve defined by the easing function
  70672. */
  70673. ease(gradient: number): number;
  70674. }
  70675. /**
  70676. * Easing function with a circle shape (see link below).
  70677. * @see https://easings.net/#easeInCirc
  70678. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70679. */
  70680. export class CircleEase extends EasingFunction implements IEasingFunction {
  70681. /** @hidden */
  70682. easeInCore(gradient: number): number;
  70683. }
  70684. /**
  70685. * Easing function with a ease back shape (see link below).
  70686. * @see https://easings.net/#easeInBack
  70687. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70688. */
  70689. export class BackEase extends EasingFunction implements IEasingFunction {
  70690. /** Defines the amplitude of the function */
  70691. amplitude: number;
  70692. /**
  70693. * Instantiates a back ease easing
  70694. * @see https://easings.net/#easeInBack
  70695. * @param amplitude Defines the amplitude of the function
  70696. */
  70697. constructor(
  70698. /** Defines the amplitude of the function */
  70699. amplitude?: number);
  70700. /** @hidden */
  70701. easeInCore(gradient: number): number;
  70702. }
  70703. /**
  70704. * Easing function with a bouncing shape (see link below).
  70705. * @see https://easings.net/#easeInBounce
  70706. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70707. */
  70708. export class BounceEase extends EasingFunction implements IEasingFunction {
  70709. /** Defines the number of bounces */
  70710. bounces: number;
  70711. /** Defines the amplitude of the bounce */
  70712. bounciness: number;
  70713. /**
  70714. * Instantiates a bounce easing
  70715. * @see https://easings.net/#easeInBounce
  70716. * @param bounces Defines the number of bounces
  70717. * @param bounciness Defines the amplitude of the bounce
  70718. */
  70719. constructor(
  70720. /** Defines the number of bounces */
  70721. bounces?: number,
  70722. /** Defines the amplitude of the bounce */
  70723. bounciness?: number);
  70724. /** @hidden */
  70725. easeInCore(gradient: number): number;
  70726. }
  70727. /**
  70728. * Easing function with a power of 3 shape (see link below).
  70729. * @see https://easings.net/#easeInCubic
  70730. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70731. */
  70732. export class CubicEase extends EasingFunction implements IEasingFunction {
  70733. /** @hidden */
  70734. easeInCore(gradient: number): number;
  70735. }
  70736. /**
  70737. * Easing function with an elastic shape (see link below).
  70738. * @see https://easings.net/#easeInElastic
  70739. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70740. */
  70741. export class ElasticEase extends EasingFunction implements IEasingFunction {
  70742. /** Defines the number of oscillations*/
  70743. oscillations: number;
  70744. /** Defines the amplitude of the oscillations*/
  70745. springiness: number;
  70746. /**
  70747. * Instantiates an elastic easing function
  70748. * @see https://easings.net/#easeInElastic
  70749. * @param oscillations Defines the number of oscillations
  70750. * @param springiness Defines the amplitude of the oscillations
  70751. */
  70752. constructor(
  70753. /** Defines the number of oscillations*/
  70754. oscillations?: number,
  70755. /** Defines the amplitude of the oscillations*/
  70756. springiness?: number);
  70757. /** @hidden */
  70758. easeInCore(gradient: number): number;
  70759. }
  70760. /**
  70761. * Easing function with an exponential shape (see link below).
  70762. * @see https://easings.net/#easeInExpo
  70763. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70764. */
  70765. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  70766. /** Defines the exponent of the function */
  70767. exponent: number;
  70768. /**
  70769. * Instantiates an exponential easing function
  70770. * @see https://easings.net/#easeInExpo
  70771. * @param exponent Defines the exponent of the function
  70772. */
  70773. constructor(
  70774. /** Defines the exponent of the function */
  70775. exponent?: number);
  70776. /** @hidden */
  70777. easeInCore(gradient: number): number;
  70778. }
  70779. /**
  70780. * Easing function with a power shape (see link below).
  70781. * @see https://easings.net/#easeInQuad
  70782. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70783. */
  70784. export class PowerEase extends EasingFunction implements IEasingFunction {
  70785. /** Defines the power of the function */
  70786. power: number;
  70787. /**
  70788. * Instantiates an power base easing function
  70789. * @see https://easings.net/#easeInQuad
  70790. * @param power Defines the power of the function
  70791. */
  70792. constructor(
  70793. /** Defines the power of the function */
  70794. power?: number);
  70795. /** @hidden */
  70796. easeInCore(gradient: number): number;
  70797. }
  70798. /**
  70799. * Easing function with a power of 2 shape (see link below).
  70800. * @see https://easings.net/#easeInQuad
  70801. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70802. */
  70803. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  70804. /** @hidden */
  70805. easeInCore(gradient: number): number;
  70806. }
  70807. /**
  70808. * Easing function with a power of 4 shape (see link below).
  70809. * @see https://easings.net/#easeInQuart
  70810. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70811. */
  70812. export class QuarticEase extends EasingFunction implements IEasingFunction {
  70813. /** @hidden */
  70814. easeInCore(gradient: number): number;
  70815. }
  70816. /**
  70817. * Easing function with a power of 5 shape (see link below).
  70818. * @see https://easings.net/#easeInQuint
  70819. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70820. */
  70821. export class QuinticEase extends EasingFunction implements IEasingFunction {
  70822. /** @hidden */
  70823. easeInCore(gradient: number): number;
  70824. }
  70825. /**
  70826. * Easing function with a sin shape (see link below).
  70827. * @see https://easings.net/#easeInSine
  70828. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70829. */
  70830. export class SineEase extends EasingFunction implements IEasingFunction {
  70831. /** @hidden */
  70832. easeInCore(gradient: number): number;
  70833. }
  70834. /**
  70835. * Easing function with a bezier shape (see link below).
  70836. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  70837. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  70838. */
  70839. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  70840. /** Defines the x component of the start tangent in the bezier curve */
  70841. x1: number;
  70842. /** Defines the y component of the start tangent in the bezier curve */
  70843. y1: number;
  70844. /** Defines the x component of the end tangent in the bezier curve */
  70845. x2: number;
  70846. /** Defines the y component of the end tangent in the bezier curve */
  70847. y2: number;
  70848. /**
  70849. * Instantiates a bezier function
  70850. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  70851. * @param x1 Defines the x component of the start tangent in the bezier curve
  70852. * @param y1 Defines the y component of the start tangent in the bezier curve
  70853. * @param x2 Defines the x component of the end tangent in the bezier curve
  70854. * @param y2 Defines the y component of the end tangent in the bezier curve
  70855. */
  70856. constructor(
  70857. /** Defines the x component of the start tangent in the bezier curve */
  70858. x1?: number,
  70859. /** Defines the y component of the start tangent in the bezier curve */
  70860. y1?: number,
  70861. /** Defines the x component of the end tangent in the bezier curve */
  70862. x2?: number,
  70863. /** Defines the y component of the end tangent in the bezier curve */
  70864. y2?: number);
  70865. /** @hidden */
  70866. easeInCore(gradient: number): number;
  70867. }
  70868. }
  70869. declare module BABYLON {
  70870. /**
  70871. * Defines an interface which represents an animation key frame
  70872. */
  70873. export interface IAnimationKey {
  70874. /**
  70875. * Frame of the key frame
  70876. */
  70877. frame: number;
  70878. /**
  70879. * Value at the specifies key frame
  70880. */
  70881. value: any;
  70882. /**
  70883. * The input tangent for the cubic hermite spline
  70884. */
  70885. inTangent?: any;
  70886. /**
  70887. * The output tangent for the cubic hermite spline
  70888. */
  70889. outTangent?: any;
  70890. /**
  70891. * The animation interpolation type
  70892. */
  70893. interpolation?: AnimationKeyInterpolation;
  70894. }
  70895. /**
  70896. * Enum for the animation key frame interpolation type
  70897. */
  70898. export enum AnimationKeyInterpolation {
  70899. /**
  70900. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  70901. */
  70902. STEP = 1
  70903. }
  70904. }
  70905. declare module BABYLON {
  70906. /**
  70907. * Represents the range of an animation
  70908. */
  70909. export class AnimationRange {
  70910. /**The name of the animation range**/
  70911. name: string;
  70912. /**The starting frame of the animation */
  70913. from: number;
  70914. /**The ending frame of the animation*/
  70915. to: number;
  70916. /**
  70917. * Initializes the range of an animation
  70918. * @param name The name of the animation range
  70919. * @param from The starting frame of the animation
  70920. * @param to The ending frame of the animation
  70921. */
  70922. constructor(
  70923. /**The name of the animation range**/
  70924. name: string,
  70925. /**The starting frame of the animation */
  70926. from: number,
  70927. /**The ending frame of the animation*/
  70928. to: number);
  70929. /**
  70930. * Makes a copy of the animation range
  70931. * @returns A copy of the animation range
  70932. */
  70933. clone(): AnimationRange;
  70934. }
  70935. }
  70936. declare module BABYLON {
  70937. /**
  70938. * Composed of a frame, and an action function
  70939. */
  70940. export class AnimationEvent {
  70941. /** The frame for which the event is triggered **/
  70942. frame: number;
  70943. /** The event to perform when triggered **/
  70944. action: (currentFrame: number) => void;
  70945. /** Specifies if the event should be triggered only once**/
  70946. onlyOnce?: boolean | undefined;
  70947. /**
  70948. * Specifies if the animation event is done
  70949. */
  70950. isDone: boolean;
  70951. /**
  70952. * Initializes the animation event
  70953. * @param frame The frame for which the event is triggered
  70954. * @param action The event to perform when triggered
  70955. * @param onlyOnce Specifies if the event should be triggered only once
  70956. */
  70957. constructor(
  70958. /** The frame for which the event is triggered **/
  70959. frame: number,
  70960. /** The event to perform when triggered **/
  70961. action: (currentFrame: number) => void,
  70962. /** Specifies if the event should be triggered only once**/
  70963. onlyOnce?: boolean | undefined);
  70964. /** @hidden */
  70965. _clone(): AnimationEvent;
  70966. }
  70967. }
  70968. declare module BABYLON {
  70969. /**
  70970. * Interface used to define a behavior
  70971. */
  70972. export interface Behavior<T> {
  70973. /** gets or sets behavior's name */
  70974. name: string;
  70975. /**
  70976. * Function called when the behavior needs to be initialized (after attaching it to a target)
  70977. */
  70978. init(): void;
  70979. /**
  70980. * Called when the behavior is attached to a target
  70981. * @param target defines the target where the behavior is attached to
  70982. */
  70983. attach(target: T): void;
  70984. /**
  70985. * Called when the behavior is detached from its target
  70986. */
  70987. detach(): void;
  70988. }
  70989. /**
  70990. * Interface implemented by classes supporting behaviors
  70991. */
  70992. export interface IBehaviorAware<T> {
  70993. /**
  70994. * Attach a behavior
  70995. * @param behavior defines the behavior to attach
  70996. * @returns the current host
  70997. */
  70998. addBehavior(behavior: Behavior<T>): T;
  70999. /**
  71000. * Remove a behavior from the current object
  71001. * @param behavior defines the behavior to detach
  71002. * @returns the current host
  71003. */
  71004. removeBehavior(behavior: Behavior<T>): T;
  71005. /**
  71006. * Gets a behavior using its name to search
  71007. * @param name defines the name to search
  71008. * @returns the behavior or null if not found
  71009. */
  71010. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  71011. }
  71012. }
  71013. declare module BABYLON {
  71014. /**
  71015. * Defines an array and its length.
  71016. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  71017. */
  71018. export interface ISmartArrayLike<T> {
  71019. /**
  71020. * The data of the array.
  71021. */
  71022. data: Array<T>;
  71023. /**
  71024. * The active length of the array.
  71025. */
  71026. length: number;
  71027. }
  71028. /**
  71029. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  71030. */
  71031. export class SmartArray<T> implements ISmartArrayLike<T> {
  71032. /**
  71033. * The full set of data from the array.
  71034. */
  71035. data: Array<T>;
  71036. /**
  71037. * The active length of the array.
  71038. */
  71039. length: number;
  71040. protected _id: number;
  71041. /**
  71042. * Instantiates a Smart Array.
  71043. * @param capacity defines the default capacity of the array.
  71044. */
  71045. constructor(capacity: number);
  71046. /**
  71047. * Pushes a value at the end of the active data.
  71048. * @param value defines the object to push in the array.
  71049. */
  71050. push(value: T): void;
  71051. /**
  71052. * Iterates over the active data and apply the lambda to them.
  71053. * @param func defines the action to apply on each value.
  71054. */
  71055. forEach(func: (content: T) => void): void;
  71056. /**
  71057. * Sorts the full sets of data.
  71058. * @param compareFn defines the comparison function to apply.
  71059. */
  71060. sort(compareFn: (a: T, b: T) => number): void;
  71061. /**
  71062. * Resets the active data to an empty array.
  71063. */
  71064. reset(): void;
  71065. /**
  71066. * Releases all the data from the array as well as the array.
  71067. */
  71068. dispose(): void;
  71069. /**
  71070. * Concats the active data with a given array.
  71071. * @param array defines the data to concatenate with.
  71072. */
  71073. concat(array: any): void;
  71074. /**
  71075. * Returns the position of a value in the active data.
  71076. * @param value defines the value to find the index for
  71077. * @returns the index if found in the active data otherwise -1
  71078. */
  71079. indexOf(value: T): number;
  71080. /**
  71081. * Returns whether an element is part of the active data.
  71082. * @param value defines the value to look for
  71083. * @returns true if found in the active data otherwise false
  71084. */
  71085. contains(value: T): boolean;
  71086. private static _GlobalId;
  71087. }
  71088. /**
  71089. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  71090. * The data in this array can only be present once
  71091. */
  71092. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  71093. private _duplicateId;
  71094. /**
  71095. * Pushes a value at the end of the active data.
  71096. * THIS DOES NOT PREVENT DUPPLICATE DATA
  71097. * @param value defines the object to push in the array.
  71098. */
  71099. push(value: T): void;
  71100. /**
  71101. * Pushes a value at the end of the active data.
  71102. * If the data is already present, it won t be added again
  71103. * @param value defines the object to push in the array.
  71104. * @returns true if added false if it was already present
  71105. */
  71106. pushNoDuplicate(value: T): boolean;
  71107. /**
  71108. * Resets the active data to an empty array.
  71109. */
  71110. reset(): void;
  71111. /**
  71112. * Concats the active data with a given array.
  71113. * This ensures no dupplicate will be present in the result.
  71114. * @param array defines the data to concatenate with.
  71115. */
  71116. concatWithNoDuplicate(array: any): void;
  71117. }
  71118. }
  71119. declare module BABYLON {
  71120. /**
  71121. * @ignore
  71122. * This is a list of all the different input types that are available in the application.
  71123. * Fo instance: ArcRotateCameraGamepadInput...
  71124. */
  71125. export var CameraInputTypes: {};
  71126. /**
  71127. * This is the contract to implement in order to create a new input class.
  71128. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  71129. */
  71130. export interface ICameraInput<TCamera extends Camera> {
  71131. /**
  71132. * Defines the camera the input is attached to.
  71133. */
  71134. camera: Nullable<TCamera>;
  71135. /**
  71136. * Gets the class name of the current intput.
  71137. * @returns the class name
  71138. */
  71139. getClassName(): string;
  71140. /**
  71141. * Get the friendly name associated with the input class.
  71142. * @returns the input friendly name
  71143. */
  71144. getSimpleName(): string;
  71145. /**
  71146. * Attach the input controls to a specific dom element to get the input from.
  71147. * @param element Defines the element the controls should be listened from
  71148. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  71149. */
  71150. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  71151. /**
  71152. * Detach the current controls from the specified dom element.
  71153. * @param element Defines the element to stop listening the inputs from
  71154. */
  71155. detachControl(element: Nullable<HTMLElement>): void;
  71156. /**
  71157. * Update the current camera state depending on the inputs that have been used this frame.
  71158. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  71159. */
  71160. checkInputs?: () => void;
  71161. }
  71162. /**
  71163. * Represents a map of input types to input instance or input index to input instance.
  71164. */
  71165. export interface CameraInputsMap<TCamera extends Camera> {
  71166. /**
  71167. * Accessor to the input by input type.
  71168. */
  71169. [name: string]: ICameraInput<TCamera>;
  71170. /**
  71171. * Accessor to the input by input index.
  71172. */
  71173. [idx: number]: ICameraInput<TCamera>;
  71174. }
  71175. /**
  71176. * This represents the input manager used within a camera.
  71177. * It helps dealing with all the different kind of input attached to a camera.
  71178. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  71179. */
  71180. export class CameraInputsManager<TCamera extends Camera> {
  71181. /**
  71182. * Defines the list of inputs attahed to the camera.
  71183. */
  71184. attached: CameraInputsMap<TCamera>;
  71185. /**
  71186. * Defines the dom element the camera is collecting inputs from.
  71187. * This is null if the controls have not been attached.
  71188. */
  71189. attachedElement: Nullable<HTMLElement>;
  71190. /**
  71191. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  71192. */
  71193. noPreventDefault: boolean;
  71194. /**
  71195. * Defined the camera the input manager belongs to.
  71196. */
  71197. camera: TCamera;
  71198. /**
  71199. * Update the current camera state depending on the inputs that have been used this frame.
  71200. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  71201. */
  71202. checkInputs: () => void;
  71203. /**
  71204. * Instantiate a new Camera Input Manager.
  71205. * @param camera Defines the camera the input manager blongs to
  71206. */
  71207. constructor(camera: TCamera);
  71208. /**
  71209. * Add an input method to a camera
  71210. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  71211. * @param input camera input method
  71212. */
  71213. add(input: ICameraInput<TCamera>): void;
  71214. /**
  71215. * Remove a specific input method from a camera
  71216. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  71217. * @param inputToRemove camera input method
  71218. */
  71219. remove(inputToRemove: ICameraInput<TCamera>): void;
  71220. /**
  71221. * Remove a specific input type from a camera
  71222. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  71223. * @param inputType the type of the input to remove
  71224. */
  71225. removeByType(inputType: string): void;
  71226. private _addCheckInputs;
  71227. /**
  71228. * Attach the input controls to the currently attached dom element to listen the events from.
  71229. * @param input Defines the input to attach
  71230. */
  71231. attachInput(input: ICameraInput<TCamera>): void;
  71232. /**
  71233. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  71234. * @param element Defines the dom element to collect the events from
  71235. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  71236. */
  71237. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  71238. /**
  71239. * Detach the current manager inputs controls from a specific dom element.
  71240. * @param element Defines the dom element to collect the events from
  71241. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  71242. */
  71243. detachElement(element: HTMLElement, disconnect?: boolean): void;
  71244. /**
  71245. * Rebuild the dynamic inputCheck function from the current list of
  71246. * defined inputs in the manager.
  71247. */
  71248. rebuildInputCheck(): void;
  71249. /**
  71250. * Remove all attached input methods from a camera
  71251. */
  71252. clear(): void;
  71253. /**
  71254. * Serialize the current input manager attached to a camera.
  71255. * This ensures than once parsed,
  71256. * the input associated to the camera will be identical to the current ones
  71257. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  71258. */
  71259. serialize(serializedCamera: any): void;
  71260. /**
  71261. * Parses an input manager serialized JSON to restore the previous list of inputs
  71262. * and states associated to a camera.
  71263. * @param parsedCamera Defines the JSON to parse
  71264. */
  71265. parse(parsedCamera: any): void;
  71266. }
  71267. }
  71268. declare module BABYLON {
  71269. /**
  71270. * @hidden
  71271. */
  71272. export class IntersectionInfo {
  71273. bu: Nullable<number>;
  71274. bv: Nullable<number>;
  71275. distance: number;
  71276. faceId: number;
  71277. subMeshId: number;
  71278. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  71279. }
  71280. }
  71281. declare module BABYLON {
  71282. /**
  71283. * Represens a plane by the equation ax + by + cz + d = 0
  71284. */
  71285. export class Plane {
  71286. private static _TmpMatrix;
  71287. /**
  71288. * Normal of the plane (a,b,c)
  71289. */
  71290. normal: Vector3;
  71291. /**
  71292. * d component of the plane
  71293. */
  71294. d: number;
  71295. /**
  71296. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  71297. * @param a a component of the plane
  71298. * @param b b component of the plane
  71299. * @param c c component of the plane
  71300. * @param d d component of the plane
  71301. */
  71302. constructor(a: number, b: number, c: number, d: number);
  71303. /**
  71304. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  71305. */
  71306. asArray(): number[];
  71307. /**
  71308. * @returns a new plane copied from the current Plane.
  71309. */
  71310. clone(): Plane;
  71311. /**
  71312. * @returns the string "Plane".
  71313. */
  71314. getClassName(): string;
  71315. /**
  71316. * @returns the Plane hash code.
  71317. */
  71318. getHashCode(): number;
  71319. /**
  71320. * Normalize the current Plane in place.
  71321. * @returns the updated Plane.
  71322. */
  71323. normalize(): Plane;
  71324. /**
  71325. * Applies a transformation the plane and returns the result
  71326. * @param transformation the transformation matrix to be applied to the plane
  71327. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  71328. */
  71329. transform(transformation: DeepImmutable<Matrix>): Plane;
  71330. /**
  71331. * Calcualtte the dot product between the point and the plane normal
  71332. * @param point point to calculate the dot product with
  71333. * @returns the dot product (float) of the point coordinates and the plane normal.
  71334. */
  71335. dotCoordinate(point: DeepImmutable<Vector3>): number;
  71336. /**
  71337. * Updates the current Plane from the plane defined by the three given points.
  71338. * @param point1 one of the points used to contruct the plane
  71339. * @param point2 one of the points used to contruct the plane
  71340. * @param point3 one of the points used to contruct the plane
  71341. * @returns the updated Plane.
  71342. */
  71343. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  71344. /**
  71345. * Checks if the plane is facing a given direction
  71346. * @param direction the direction to check if the plane is facing
  71347. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  71348. * @returns True is the vector "direction" is the same side than the plane normal.
  71349. */
  71350. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  71351. /**
  71352. * Calculates the distance to a point
  71353. * @param point point to calculate distance to
  71354. * @returns the signed distance (float) from the given point to the Plane.
  71355. */
  71356. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  71357. /**
  71358. * Creates a plane from an array
  71359. * @param array the array to create a plane from
  71360. * @returns a new Plane from the given array.
  71361. */
  71362. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  71363. /**
  71364. * Creates a plane from three points
  71365. * @param point1 point used to create the plane
  71366. * @param point2 point used to create the plane
  71367. * @param point3 point used to create the plane
  71368. * @returns a new Plane defined by the three given points.
  71369. */
  71370. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  71371. /**
  71372. * Creates a plane from an origin point and a normal
  71373. * @param origin origin of the plane to be constructed
  71374. * @param normal normal of the plane to be constructed
  71375. * @returns a new Plane the normal vector to this plane at the given origin point.
  71376. * Note : the vector "normal" is updated because normalized.
  71377. */
  71378. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  71379. /**
  71380. * Calculates the distance from a plane and a point
  71381. * @param origin origin of the plane to be constructed
  71382. * @param normal normal of the plane to be constructed
  71383. * @param point point to calculate distance to
  71384. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  71385. */
  71386. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  71387. }
  71388. }
  71389. declare module BABYLON {
  71390. /**
  71391. * Class used to store bounding sphere information
  71392. */
  71393. export class BoundingSphere {
  71394. /**
  71395. * Gets the center of the bounding sphere in local space
  71396. */
  71397. readonly center: Vector3;
  71398. /**
  71399. * Radius of the bounding sphere in local space
  71400. */
  71401. radius: number;
  71402. /**
  71403. * Gets the center of the bounding sphere in world space
  71404. */
  71405. readonly centerWorld: Vector3;
  71406. /**
  71407. * Radius of the bounding sphere in world space
  71408. */
  71409. radiusWorld: number;
  71410. /**
  71411. * Gets the minimum vector in local space
  71412. */
  71413. readonly minimum: Vector3;
  71414. /**
  71415. * Gets the maximum vector in local space
  71416. */
  71417. readonly maximum: Vector3;
  71418. private _worldMatrix;
  71419. private static readonly TmpVector3;
  71420. /**
  71421. * Creates a new bounding sphere
  71422. * @param min defines the minimum vector (in local space)
  71423. * @param max defines the maximum vector (in local space)
  71424. * @param worldMatrix defines the new world matrix
  71425. */
  71426. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  71427. /**
  71428. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  71429. * @param min defines the new minimum vector (in local space)
  71430. * @param max defines the new maximum vector (in local space)
  71431. * @param worldMatrix defines the new world matrix
  71432. */
  71433. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  71434. /**
  71435. * Scale the current bounding sphere by applying a scale factor
  71436. * @param factor defines the scale factor to apply
  71437. * @returns the current bounding box
  71438. */
  71439. scale(factor: number): BoundingSphere;
  71440. /**
  71441. * Gets the world matrix of the bounding box
  71442. * @returns a matrix
  71443. */
  71444. getWorldMatrix(): DeepImmutable<Matrix>;
  71445. /** @hidden */
  71446. _update(worldMatrix: DeepImmutable<Matrix>): void;
  71447. /**
  71448. * Tests if the bounding sphere is intersecting the frustum planes
  71449. * @param frustumPlanes defines the frustum planes to test
  71450. * @returns true if there is an intersection
  71451. */
  71452. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71453. /**
  71454. * Tests if the bounding sphere center is in between the frustum planes.
  71455. * Used for optimistic fast inclusion.
  71456. * @param frustumPlanes defines the frustum planes to test
  71457. * @returns true if the sphere center is in between the frustum planes
  71458. */
  71459. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71460. /**
  71461. * Tests if a point is inside the bounding sphere
  71462. * @param point defines the point to test
  71463. * @returns true if the point is inside the bounding sphere
  71464. */
  71465. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  71466. /**
  71467. * Checks if two sphere intersct
  71468. * @param sphere0 sphere 0
  71469. * @param sphere1 sphere 1
  71470. * @returns true if the speres intersect
  71471. */
  71472. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  71473. }
  71474. }
  71475. declare module BABYLON {
  71476. /**
  71477. * Class used to store bounding box information
  71478. */
  71479. export class BoundingBox implements ICullable {
  71480. /**
  71481. * Gets the 8 vectors representing the bounding box in local space
  71482. */
  71483. readonly vectors: Vector3[];
  71484. /**
  71485. * Gets the center of the bounding box in local space
  71486. */
  71487. readonly center: Vector3;
  71488. /**
  71489. * Gets the center of the bounding box in world space
  71490. */
  71491. readonly centerWorld: Vector3;
  71492. /**
  71493. * Gets the extend size in local space
  71494. */
  71495. readonly extendSize: Vector3;
  71496. /**
  71497. * Gets the extend size in world space
  71498. */
  71499. readonly extendSizeWorld: Vector3;
  71500. /**
  71501. * Gets the OBB (object bounding box) directions
  71502. */
  71503. readonly directions: Vector3[];
  71504. /**
  71505. * Gets the 8 vectors representing the bounding box in world space
  71506. */
  71507. readonly vectorsWorld: Vector3[];
  71508. /**
  71509. * Gets the minimum vector in world space
  71510. */
  71511. readonly minimumWorld: Vector3;
  71512. /**
  71513. * Gets the maximum vector in world space
  71514. */
  71515. readonly maximumWorld: Vector3;
  71516. /**
  71517. * Gets the minimum vector in local space
  71518. */
  71519. readonly minimum: Vector3;
  71520. /**
  71521. * Gets the maximum vector in local space
  71522. */
  71523. readonly maximum: Vector3;
  71524. private _worldMatrix;
  71525. private static readonly TmpVector3;
  71526. /**
  71527. * @hidden
  71528. */
  71529. _tag: number;
  71530. /**
  71531. * Creates a new bounding box
  71532. * @param min defines the minimum vector (in local space)
  71533. * @param max defines the maximum vector (in local space)
  71534. * @param worldMatrix defines the new world matrix
  71535. */
  71536. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  71537. /**
  71538. * Recreates the entire bounding box from scratch as if we call the constructor in place
  71539. * @param min defines the new minimum vector (in local space)
  71540. * @param max defines the new maximum vector (in local space)
  71541. * @param worldMatrix defines the new world matrix
  71542. */
  71543. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  71544. /**
  71545. * Scale the current bounding box by applying a scale factor
  71546. * @param factor defines the scale factor to apply
  71547. * @returns the current bounding box
  71548. */
  71549. scale(factor: number): BoundingBox;
  71550. /**
  71551. * Gets the world matrix of the bounding box
  71552. * @returns a matrix
  71553. */
  71554. getWorldMatrix(): DeepImmutable<Matrix>;
  71555. /** @hidden */
  71556. _update(world: DeepImmutable<Matrix>): void;
  71557. /**
  71558. * Tests if the bounding box is intersecting the frustum planes
  71559. * @param frustumPlanes defines the frustum planes to test
  71560. * @returns true if there is an intersection
  71561. */
  71562. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71563. /**
  71564. * Tests if the bounding box is entirely inside the frustum planes
  71565. * @param frustumPlanes defines the frustum planes to test
  71566. * @returns true if there is an inclusion
  71567. */
  71568. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71569. /**
  71570. * Tests if a point is inside the bounding box
  71571. * @param point defines the point to test
  71572. * @returns true if the point is inside the bounding box
  71573. */
  71574. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  71575. /**
  71576. * Tests if the bounding box intersects with a bounding sphere
  71577. * @param sphere defines the sphere to test
  71578. * @returns true if there is an intersection
  71579. */
  71580. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  71581. /**
  71582. * Tests if the bounding box intersects with a box defined by a min and max vectors
  71583. * @param min defines the min vector to use
  71584. * @param max defines the max vector to use
  71585. * @returns true if there is an intersection
  71586. */
  71587. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  71588. /**
  71589. * Tests if two bounding boxes are intersections
  71590. * @param box0 defines the first box to test
  71591. * @param box1 defines the second box to test
  71592. * @returns true if there is an intersection
  71593. */
  71594. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  71595. /**
  71596. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  71597. * @param minPoint defines the minimum vector of the bounding box
  71598. * @param maxPoint defines the maximum vector of the bounding box
  71599. * @param sphereCenter defines the sphere center
  71600. * @param sphereRadius defines the sphere radius
  71601. * @returns true if there is an intersection
  71602. */
  71603. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  71604. /**
  71605. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  71606. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  71607. * @param frustumPlanes defines the frustum planes to test
  71608. * @return true if there is an inclusion
  71609. */
  71610. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71611. /**
  71612. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  71613. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  71614. * @param frustumPlanes defines the frustum planes to test
  71615. * @return true if there is an intersection
  71616. */
  71617. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71618. }
  71619. }
  71620. declare module BABYLON {
  71621. /** @hidden */
  71622. export class Collider {
  71623. /** Define if a collision was found */
  71624. collisionFound: boolean;
  71625. /**
  71626. * Define last intersection point in local space
  71627. */
  71628. intersectionPoint: Vector3;
  71629. /**
  71630. * Define last collided mesh
  71631. */
  71632. collidedMesh: Nullable<AbstractMesh>;
  71633. private _collisionPoint;
  71634. private _planeIntersectionPoint;
  71635. private _tempVector;
  71636. private _tempVector2;
  71637. private _tempVector3;
  71638. private _tempVector4;
  71639. private _edge;
  71640. private _baseToVertex;
  71641. private _destinationPoint;
  71642. private _slidePlaneNormal;
  71643. private _displacementVector;
  71644. /** @hidden */
  71645. _radius: Vector3;
  71646. /** @hidden */
  71647. _retry: number;
  71648. private _velocity;
  71649. private _basePoint;
  71650. private _epsilon;
  71651. /** @hidden */
  71652. _velocityWorldLength: number;
  71653. /** @hidden */
  71654. _basePointWorld: Vector3;
  71655. private _velocityWorld;
  71656. private _normalizedVelocity;
  71657. /** @hidden */
  71658. _initialVelocity: Vector3;
  71659. /** @hidden */
  71660. _initialPosition: Vector3;
  71661. private _nearestDistance;
  71662. private _collisionMask;
  71663. collisionMask: number;
  71664. /**
  71665. * Gets the plane normal used to compute the sliding response (in local space)
  71666. */
  71667. readonly slidePlaneNormal: Vector3;
  71668. /** @hidden */
  71669. _initialize(source: Vector3, dir: Vector3, e: number): void;
  71670. /** @hidden */
  71671. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  71672. /** @hidden */
  71673. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  71674. /** @hidden */
  71675. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  71676. /** @hidden */
  71677. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  71678. /** @hidden */
  71679. _getResponse(pos: Vector3, vel: Vector3): void;
  71680. }
  71681. }
  71682. declare module BABYLON {
  71683. /**
  71684. * Interface for cullable objects
  71685. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  71686. */
  71687. export interface ICullable {
  71688. /**
  71689. * Checks if the object or part of the object is in the frustum
  71690. * @param frustumPlanes Camera near/planes
  71691. * @returns true if the object is in frustum otherwise false
  71692. */
  71693. isInFrustum(frustumPlanes: Plane[]): boolean;
  71694. /**
  71695. * Checks if a cullable object (mesh...) is in the camera frustum
  71696. * Unlike isInFrustum this cheks the full bounding box
  71697. * @param frustumPlanes Camera near/planes
  71698. * @returns true if the object is in frustum otherwise false
  71699. */
  71700. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  71701. }
  71702. /**
  71703. * Info for a bounding data of a mesh
  71704. */
  71705. export class BoundingInfo implements ICullable {
  71706. /**
  71707. * Bounding box for the mesh
  71708. */
  71709. readonly boundingBox: BoundingBox;
  71710. /**
  71711. * Bounding sphere for the mesh
  71712. */
  71713. readonly boundingSphere: BoundingSphere;
  71714. private _isLocked;
  71715. private static readonly TmpVector3;
  71716. /**
  71717. * Constructs bounding info
  71718. * @param minimum min vector of the bounding box/sphere
  71719. * @param maximum max vector of the bounding box/sphere
  71720. * @param worldMatrix defines the new world matrix
  71721. */
  71722. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  71723. /**
  71724. * Recreates the entire bounding info from scratch as if we call the constructor in place
  71725. * @param min defines the new minimum vector (in local space)
  71726. * @param max defines the new maximum vector (in local space)
  71727. * @param worldMatrix defines the new world matrix
  71728. */
  71729. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  71730. /**
  71731. * min vector of the bounding box/sphere
  71732. */
  71733. readonly minimum: Vector3;
  71734. /**
  71735. * max vector of the bounding box/sphere
  71736. */
  71737. readonly maximum: Vector3;
  71738. /**
  71739. * If the info is locked and won't be updated to avoid perf overhead
  71740. */
  71741. isLocked: boolean;
  71742. /**
  71743. * Updates the bounding sphere and box
  71744. * @param world world matrix to be used to update
  71745. */
  71746. update(world: DeepImmutable<Matrix>): void;
  71747. /**
  71748. * Recreate the bounding info to be centered around a specific point given a specific extend.
  71749. * @param center New center of the bounding info
  71750. * @param extend New extend of the bounding info
  71751. * @returns the current bounding info
  71752. */
  71753. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  71754. /**
  71755. * Scale the current bounding info by applying a scale factor
  71756. * @param factor defines the scale factor to apply
  71757. * @returns the current bounding info
  71758. */
  71759. scale(factor: number): BoundingInfo;
  71760. /**
  71761. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  71762. * @param frustumPlanes defines the frustum to test
  71763. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  71764. * @returns true if the bounding info is in the frustum planes
  71765. */
  71766. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  71767. /**
  71768. * Gets the world distance between the min and max points of the bounding box
  71769. */
  71770. readonly diagonalLength: number;
  71771. /**
  71772. * Checks if a cullable object (mesh...) is in the camera frustum
  71773. * Unlike isInFrustum this cheks the full bounding box
  71774. * @param frustumPlanes Camera near/planes
  71775. * @returns true if the object is in frustum otherwise false
  71776. */
  71777. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  71778. /** @hidden */
  71779. _checkCollision(collider: Collider): boolean;
  71780. /**
  71781. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  71782. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  71783. * @param point the point to check intersection with
  71784. * @returns if the point intersects
  71785. */
  71786. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  71787. /**
  71788. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  71789. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  71790. * @param boundingInfo the bounding info to check intersection with
  71791. * @param precise if the intersection should be done using OBB
  71792. * @returns if the bounding info intersects
  71793. */
  71794. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  71795. }
  71796. }
  71797. declare module BABYLON {
  71798. /**
  71799. * Extracts minimum and maximum values from a list of indexed positions
  71800. * @param positions defines the positions to use
  71801. * @param indices defines the indices to the positions
  71802. * @param indexStart defines the start index
  71803. * @param indexCount defines the end index
  71804. * @param bias defines bias value to add to the result
  71805. * @return minimum and maximum values
  71806. */
  71807. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  71808. minimum: Vector3;
  71809. maximum: Vector3;
  71810. };
  71811. /**
  71812. * Extracts minimum and maximum values from a list of positions
  71813. * @param positions defines the positions to use
  71814. * @param start defines the start index in the positions array
  71815. * @param count defines the number of positions to handle
  71816. * @param bias defines bias value to add to the result
  71817. * @param stride defines the stride size to use (distance between two positions in the positions array)
  71818. * @return minimum and maximum values
  71819. */
  71820. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  71821. minimum: Vector3;
  71822. maximum: Vector3;
  71823. };
  71824. }
  71825. declare module BABYLON {
  71826. /**
  71827. * Enum that determines the text-wrapping mode to use.
  71828. */
  71829. export enum InspectableType {
  71830. /**
  71831. * Checkbox for booleans
  71832. */
  71833. Checkbox = 0,
  71834. /**
  71835. * Sliders for numbers
  71836. */
  71837. Slider = 1,
  71838. /**
  71839. * Vector3
  71840. */
  71841. Vector3 = 2,
  71842. /**
  71843. * Quaternions
  71844. */
  71845. Quaternion = 3,
  71846. /**
  71847. * Color3
  71848. */
  71849. Color3 = 4,
  71850. /**
  71851. * String
  71852. */
  71853. String = 5
  71854. }
  71855. /**
  71856. * Interface used to define custom inspectable properties.
  71857. * This interface is used by the inspector to display custom property grids
  71858. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  71859. */
  71860. export interface IInspectable {
  71861. /**
  71862. * Gets the label to display
  71863. */
  71864. label: string;
  71865. /**
  71866. * Gets the name of the property to edit
  71867. */
  71868. propertyName: string;
  71869. /**
  71870. * Gets the type of the editor to use
  71871. */
  71872. type: InspectableType;
  71873. /**
  71874. * Gets the minimum value of the property when using in "slider" mode
  71875. */
  71876. min?: number;
  71877. /**
  71878. * Gets the maximum value of the property when using in "slider" mode
  71879. */
  71880. max?: number;
  71881. /**
  71882. * Gets the setp to use when using in "slider" mode
  71883. */
  71884. step?: number;
  71885. }
  71886. }
  71887. declare module BABYLON {
  71888. /**
  71889. * Class used to provide helper for timing
  71890. */
  71891. export class TimingTools {
  71892. /**
  71893. * Polyfill for setImmediate
  71894. * @param action defines the action to execute after the current execution block
  71895. */
  71896. static SetImmediate(action: () => void): void;
  71897. }
  71898. }
  71899. declare module BABYLON {
  71900. /**
  71901. * Class used to enable instatition of objects by class name
  71902. */
  71903. export class InstantiationTools {
  71904. /**
  71905. * Use this object to register external classes like custom textures or material
  71906. * to allow the laoders to instantiate them
  71907. */
  71908. static RegisteredExternalClasses: {
  71909. [key: string]: Object;
  71910. };
  71911. /**
  71912. * Tries to instantiate a new object from a given class name
  71913. * @param className defines the class name to instantiate
  71914. * @returns the new object or null if the system was not able to do the instantiation
  71915. */
  71916. static Instantiate(className: string): any;
  71917. }
  71918. }
  71919. declare module BABYLON {
  71920. /**
  71921. * This represents the required contract to create a new type of texture loader.
  71922. */
  71923. export interface IInternalTextureLoader {
  71924. /**
  71925. * Defines wether the loader supports cascade loading the different faces.
  71926. */
  71927. supportCascades: boolean;
  71928. /**
  71929. * This returns if the loader support the current file information.
  71930. * @param extension defines the file extension of the file being loaded
  71931. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71932. * @param fallback defines the fallback internal texture if any
  71933. * @param isBase64 defines whether the texture is encoded as a base64
  71934. * @param isBuffer defines whether the texture data are stored as a buffer
  71935. * @returns true if the loader can load the specified file
  71936. */
  71937. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  71938. /**
  71939. * Transform the url before loading if required.
  71940. * @param rootUrl the url of the texture
  71941. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71942. * @returns the transformed texture
  71943. */
  71944. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  71945. /**
  71946. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  71947. * @param rootUrl the url of the texture
  71948. * @param textureFormatInUse defines the current compressed format in use iun the engine
  71949. * @returns the fallback texture
  71950. */
  71951. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  71952. /**
  71953. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  71954. * @param data contains the texture data
  71955. * @param texture defines the BabylonJS internal texture
  71956. * @param createPolynomials will be true if polynomials have been requested
  71957. * @param onLoad defines the callback to trigger once the texture is ready
  71958. * @param onError defines the callback to trigger in case of error
  71959. */
  71960. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  71961. /**
  71962. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  71963. * @param data contains the texture data
  71964. * @param texture defines the BabylonJS internal texture
  71965. * @param callback defines the method to call once ready to upload
  71966. */
  71967. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  71968. }
  71969. }
  71970. declare module BABYLON {
  71971. interface Engine {
  71972. /**
  71973. * Creates a depth stencil cube texture.
  71974. * This is only available in WebGL 2.
  71975. * @param size The size of face edge in the cube texture.
  71976. * @param options The options defining the cube texture.
  71977. * @returns The cube texture
  71978. */
  71979. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  71980. /**
  71981. * Creates a cube texture
  71982. * @param rootUrl defines the url where the files to load is located
  71983. * @param scene defines the current scene
  71984. * @param files defines the list of files to load (1 per face)
  71985. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  71986. * @param onLoad defines an optional callback raised when the texture is loaded
  71987. * @param onError defines an optional callback raised if there is an issue to load the texture
  71988. * @param format defines the format of the data
  71989. * @param forcedExtension defines the extension to use to pick the right loader
  71990. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  71991. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  71992. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  71993. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  71994. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  71995. * @returns the cube texture as an InternalTexture
  71996. */
  71997. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, excludeLoaders: Array<IInternalTextureLoader>): InternalTexture;
  71998. /**
  71999. * Creates a cube texture
  72000. * @param rootUrl defines the url where the files to load is located
  72001. * @param scene defines the current scene
  72002. * @param files defines the list of files to load (1 per face)
  72003. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  72004. * @param onLoad defines an optional callback raised when the texture is loaded
  72005. * @param onError defines an optional callback raised if there is an issue to load the texture
  72006. * @param format defines the format of the data
  72007. * @param forcedExtension defines the extension to use to pick the right loader
  72008. * @returns the cube texture as an InternalTexture
  72009. */
  72010. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture;
  72011. /**
  72012. * Creates a cube texture
  72013. * @param rootUrl defines the url where the files to load is located
  72014. * @param scene defines the current scene
  72015. * @param files defines the list of files to load (1 per face)
  72016. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  72017. * @param onLoad defines an optional callback raised when the texture is loaded
  72018. * @param onError defines an optional callback raised if there is an issue to load the texture
  72019. * @param format defines the format of the data
  72020. * @param forcedExtension defines the extension to use to pick the right loader
  72021. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  72022. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72023. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72024. * @returns the cube texture as an InternalTexture
  72025. */
  72026. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture;
  72027. /** @hidden */
  72028. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  72029. /** @hidden */
  72030. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  72031. /** @hidden */
  72032. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  72033. /** @hidden */
  72034. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  72035. }
  72036. }
  72037. declare module BABYLON {
  72038. /**
  72039. * Class for creating a cube texture
  72040. */
  72041. export class CubeTexture extends BaseTexture {
  72042. private _delayedOnLoad;
  72043. /**
  72044. * The url of the texture
  72045. */
  72046. url: string;
  72047. /**
  72048. * Gets or sets the center of the bounding box associated with the cube texture.
  72049. * It must define where the camera used to render the texture was set
  72050. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72051. */
  72052. boundingBoxPosition: Vector3;
  72053. private _boundingBoxSize;
  72054. /**
  72055. * Gets or sets the size of the bounding box associated with the cube texture
  72056. * When defined, the cubemap will switch to local mode
  72057. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  72058. * @example https://www.babylonjs-playground.com/#RNASML
  72059. */
  72060. /**
  72061. * Returns the bounding box size
  72062. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72063. */
  72064. boundingBoxSize: Vector3;
  72065. protected _rotationY: number;
  72066. /**
  72067. * Sets texture matrix rotation angle around Y axis in radians.
  72068. */
  72069. /**
  72070. * Gets texture matrix rotation angle around Y axis radians.
  72071. */
  72072. rotationY: number;
  72073. /**
  72074. * Are mip maps generated for this texture or not.
  72075. */
  72076. readonly noMipmap: boolean;
  72077. private _noMipmap;
  72078. private _files;
  72079. private _extensions;
  72080. private _textureMatrix;
  72081. private _format;
  72082. private _createPolynomials;
  72083. /** @hidden */
  72084. _prefiltered: boolean;
  72085. /**
  72086. * Creates a cube texture from an array of image urls
  72087. * @param files defines an array of image urls
  72088. * @param scene defines the hosting scene
  72089. * @param noMipmap specifies if mip maps are not used
  72090. * @returns a cube texture
  72091. */
  72092. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  72093. /**
  72094. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  72095. * @param url defines the url of the prefiltered texture
  72096. * @param scene defines the scene the texture is attached to
  72097. * @param forcedExtension defines the extension of the file if different from the url
  72098. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72099. * @return the prefiltered texture
  72100. */
  72101. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  72102. /**
  72103. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  72104. * as prefiltered data.
  72105. * @param rootUrl defines the url of the texture or the root name of the six images
  72106. * @param scene defines the scene the texture is attached to
  72107. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  72108. * @param noMipmap defines if mipmaps should be created or not
  72109. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  72110. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  72111. * @param onError defines a callback triggered in case of error during load
  72112. * @param format defines the internal format to use for the texture once loaded
  72113. * @param prefiltered defines whether or not the texture is created from prefiltered data
  72114. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  72115. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72116. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72117. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72118. * @return the cube texture
  72119. */
  72120. constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
  72121. /**
  72122. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  72123. */
  72124. readonly isPrefiltered: boolean;
  72125. /**
  72126. * Get the current class name of the texture useful for serialization or dynamic coding.
  72127. * @returns "CubeTexture"
  72128. */
  72129. getClassName(): string;
  72130. /**
  72131. * Update the url (and optional buffer) of this texture if url was null during construction.
  72132. * @param url the url of the texture
  72133. * @param forcedExtension defines the extension to use
  72134. * @param onLoad callback called when the texture is loaded (defaults to null)
  72135. */
  72136. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  72137. /**
  72138. * Delays loading of the cube texture
  72139. * @param forcedExtension defines the extension to use
  72140. */
  72141. delayLoad(forcedExtension?: string): void;
  72142. /**
  72143. * Returns the reflection texture matrix
  72144. * @returns the reflection texture matrix
  72145. */
  72146. getReflectionTextureMatrix(): Matrix;
  72147. /**
  72148. * Sets the reflection texture matrix
  72149. * @param value Reflection texture matrix
  72150. */
  72151. setReflectionTextureMatrix(value: Matrix): void;
  72152. /**
  72153. * Parses text to create a cube texture
  72154. * @param parsedTexture define the serialized text to read from
  72155. * @param scene defines the hosting scene
  72156. * @param rootUrl defines the root url of the cube texture
  72157. * @returns a cube texture
  72158. */
  72159. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  72160. /**
  72161. * Makes a clone, or deep copy, of the cube texture
  72162. * @returns a new cube texture
  72163. */
  72164. clone(): CubeTexture;
  72165. }
  72166. }
  72167. declare module BABYLON {
  72168. /**
  72169. * Manages the defines for the Material
  72170. */
  72171. export class MaterialDefines {
  72172. /** @hidden */
  72173. protected _keys: string[];
  72174. private _isDirty;
  72175. /** @hidden */
  72176. _renderId: number;
  72177. /** @hidden */
  72178. _areLightsDirty: boolean;
  72179. /** @hidden */
  72180. _areAttributesDirty: boolean;
  72181. /** @hidden */
  72182. _areTexturesDirty: boolean;
  72183. /** @hidden */
  72184. _areFresnelDirty: boolean;
  72185. /** @hidden */
  72186. _areMiscDirty: boolean;
  72187. /** @hidden */
  72188. _areImageProcessingDirty: boolean;
  72189. /** @hidden */
  72190. _normals: boolean;
  72191. /** @hidden */
  72192. _uvs: boolean;
  72193. /** @hidden */
  72194. _needNormals: boolean;
  72195. /** @hidden */
  72196. _needUVs: boolean;
  72197. [id: string]: any;
  72198. /**
  72199. * Specifies if the material needs to be re-calculated
  72200. */
  72201. readonly isDirty: boolean;
  72202. /**
  72203. * Marks the material to indicate that it has been re-calculated
  72204. */
  72205. markAsProcessed(): void;
  72206. /**
  72207. * Marks the material to indicate that it needs to be re-calculated
  72208. */
  72209. markAsUnprocessed(): void;
  72210. /**
  72211. * Marks the material to indicate all of its defines need to be re-calculated
  72212. */
  72213. markAllAsDirty(): void;
  72214. /**
  72215. * Marks the material to indicate that image processing needs to be re-calculated
  72216. */
  72217. markAsImageProcessingDirty(): void;
  72218. /**
  72219. * Marks the material to indicate the lights need to be re-calculated
  72220. */
  72221. markAsLightDirty(): void;
  72222. /**
  72223. * Marks the attribute state as changed
  72224. */
  72225. markAsAttributesDirty(): void;
  72226. /**
  72227. * Marks the texture state as changed
  72228. */
  72229. markAsTexturesDirty(): void;
  72230. /**
  72231. * Marks the fresnel state as changed
  72232. */
  72233. markAsFresnelDirty(): void;
  72234. /**
  72235. * Marks the misc state as changed
  72236. */
  72237. markAsMiscDirty(): void;
  72238. /**
  72239. * Rebuilds the material defines
  72240. */
  72241. rebuild(): void;
  72242. /**
  72243. * Specifies if two material defines are equal
  72244. * @param other - A material define instance to compare to
  72245. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  72246. */
  72247. isEqual(other: MaterialDefines): boolean;
  72248. /**
  72249. * Clones this instance's defines to another instance
  72250. * @param other - material defines to clone values to
  72251. */
  72252. cloneTo(other: MaterialDefines): void;
  72253. /**
  72254. * Resets the material define values
  72255. */
  72256. reset(): void;
  72257. /**
  72258. * Converts the material define values to a string
  72259. * @returns - String of material define information
  72260. */
  72261. toString(): string;
  72262. }
  72263. }
  72264. declare module BABYLON {
  72265. /**
  72266. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  72267. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  72268. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  72269. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  72270. */
  72271. export class ColorCurves {
  72272. private _dirty;
  72273. private _tempColor;
  72274. private _globalCurve;
  72275. private _highlightsCurve;
  72276. private _midtonesCurve;
  72277. private _shadowsCurve;
  72278. private _positiveCurve;
  72279. private _negativeCurve;
  72280. private _globalHue;
  72281. private _globalDensity;
  72282. private _globalSaturation;
  72283. private _globalExposure;
  72284. /**
  72285. * Gets the global Hue value.
  72286. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  72287. */
  72288. /**
  72289. * Sets the global Hue value.
  72290. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  72291. */
  72292. globalHue: number;
  72293. /**
  72294. * Gets the global Density value.
  72295. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  72296. * Values less than zero provide a filter of opposite hue.
  72297. */
  72298. /**
  72299. * Sets the global Density value.
  72300. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  72301. * Values less than zero provide a filter of opposite hue.
  72302. */
  72303. globalDensity: number;
  72304. /**
  72305. * Gets the global Saturation value.
  72306. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  72307. */
  72308. /**
  72309. * Sets the global Saturation value.
  72310. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  72311. */
  72312. globalSaturation: number;
  72313. /**
  72314. * Gets the global Exposure value.
  72315. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  72316. */
  72317. /**
  72318. * Sets the global Exposure value.
  72319. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  72320. */
  72321. globalExposure: number;
  72322. private _highlightsHue;
  72323. private _highlightsDensity;
  72324. private _highlightsSaturation;
  72325. private _highlightsExposure;
  72326. /**
  72327. * Gets the highlights Hue value.
  72328. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  72329. */
  72330. /**
  72331. * Sets the highlights Hue value.
  72332. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  72333. */
  72334. highlightsHue: number;
  72335. /**
  72336. * Gets the highlights Density value.
  72337. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  72338. * Values less than zero provide a filter of opposite hue.
  72339. */
  72340. /**
  72341. * Sets the highlights Density value.
  72342. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  72343. * Values less than zero provide a filter of opposite hue.
  72344. */
  72345. highlightsDensity: number;
  72346. /**
  72347. * Gets the highlights Saturation value.
  72348. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  72349. */
  72350. /**
  72351. * Sets the highlights Saturation value.
  72352. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  72353. */
  72354. highlightsSaturation: number;
  72355. /**
  72356. * Gets the highlights Exposure value.
  72357. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  72358. */
  72359. /**
  72360. * Sets the highlights Exposure value.
  72361. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  72362. */
  72363. highlightsExposure: number;
  72364. private _midtonesHue;
  72365. private _midtonesDensity;
  72366. private _midtonesSaturation;
  72367. private _midtonesExposure;
  72368. /**
  72369. * Gets the midtones Hue value.
  72370. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  72371. */
  72372. /**
  72373. * Sets the midtones Hue value.
  72374. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  72375. */
  72376. midtonesHue: number;
  72377. /**
  72378. * Gets the midtones Density value.
  72379. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  72380. * Values less than zero provide a filter of opposite hue.
  72381. */
  72382. /**
  72383. * Sets the midtones Density value.
  72384. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  72385. * Values less than zero provide a filter of opposite hue.
  72386. */
  72387. midtonesDensity: number;
  72388. /**
  72389. * Gets the midtones Saturation value.
  72390. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  72391. */
  72392. /**
  72393. * Sets the midtones Saturation value.
  72394. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  72395. */
  72396. midtonesSaturation: number;
  72397. /**
  72398. * Gets the midtones Exposure value.
  72399. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  72400. */
  72401. /**
  72402. * Sets the midtones Exposure value.
  72403. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  72404. */
  72405. midtonesExposure: number;
  72406. private _shadowsHue;
  72407. private _shadowsDensity;
  72408. private _shadowsSaturation;
  72409. private _shadowsExposure;
  72410. /**
  72411. * Gets the shadows Hue value.
  72412. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  72413. */
  72414. /**
  72415. * Sets the shadows Hue value.
  72416. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  72417. */
  72418. shadowsHue: number;
  72419. /**
  72420. * Gets the shadows Density value.
  72421. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  72422. * Values less than zero provide a filter of opposite hue.
  72423. */
  72424. /**
  72425. * Sets the shadows Density value.
  72426. * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
  72427. * Values less than zero provide a filter of opposite hue.
  72428. */
  72429. shadowsDensity: number;
  72430. /**
  72431. * Gets the shadows Saturation value.
  72432. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  72433. */
  72434. /**
  72435. * Sets the shadows Saturation value.
  72436. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  72437. */
  72438. shadowsSaturation: number;
  72439. /**
  72440. * Gets the shadows Exposure value.
  72441. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  72442. */
  72443. /**
  72444. * Sets the shadows Exposure value.
  72445. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  72446. */
  72447. shadowsExposure: number;
  72448. /**
  72449. * Returns the class name
  72450. * @returns The class name
  72451. */
  72452. getClassName(): string;
  72453. /**
  72454. * Binds the color curves to the shader.
  72455. * @param colorCurves The color curve to bind
  72456. * @param effect The effect to bind to
  72457. * @param positiveUniform The positive uniform shader parameter
  72458. * @param neutralUniform The neutral uniform shader parameter
  72459. * @param negativeUniform The negative uniform shader parameter
  72460. */
  72461. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  72462. /**
  72463. * Prepare the list of uniforms associated with the ColorCurves effects.
  72464. * @param uniformsList The list of uniforms used in the effect
  72465. */
  72466. static PrepareUniforms(uniformsList: string[]): void;
  72467. /**
  72468. * Returns color grading data based on a hue, density, saturation and exposure value.
  72469. * @param filterHue The hue of the color filter.
  72470. * @param filterDensity The density of the color filter.
  72471. * @param saturation The saturation.
  72472. * @param exposure The exposure.
  72473. * @param result The result data container.
  72474. */
  72475. private getColorGradingDataToRef;
  72476. /**
  72477. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  72478. * @param value The input slider value in range [-100,100].
  72479. * @returns Adjusted value.
  72480. */
  72481. private static applyColorGradingSliderNonlinear;
  72482. /**
  72483. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  72484. * @param hue The hue (H) input.
  72485. * @param saturation The saturation (S) input.
  72486. * @param brightness The brightness (B) input.
  72487. * @result An RGBA color represented as Vector4.
  72488. */
  72489. private static fromHSBToRef;
  72490. /**
  72491. * Returns a value clamped between min and max
  72492. * @param value The value to clamp
  72493. * @param min The minimum of value
  72494. * @param max The maximum of value
  72495. * @returns The clamped value.
  72496. */
  72497. private static clamp;
  72498. /**
  72499. * Clones the current color curve instance.
  72500. * @return The cloned curves
  72501. */
  72502. clone(): ColorCurves;
  72503. /**
  72504. * Serializes the current color curve instance to a json representation.
  72505. * @return a JSON representation
  72506. */
  72507. serialize(): any;
  72508. /**
  72509. * Parses the color curve from a json representation.
  72510. * @param source the JSON source to parse
  72511. * @return The parsed curves
  72512. */
  72513. static Parse(source: any): ColorCurves;
  72514. }
  72515. }
  72516. declare module BABYLON {
  72517. /**
  72518. * Interface to follow in your material defines to integrate easily the
  72519. * Image proccessing functions.
  72520. * @hidden
  72521. */
  72522. export interface IImageProcessingConfigurationDefines {
  72523. IMAGEPROCESSING: boolean;
  72524. VIGNETTE: boolean;
  72525. VIGNETTEBLENDMODEMULTIPLY: boolean;
  72526. VIGNETTEBLENDMODEOPAQUE: boolean;
  72527. TONEMAPPING: boolean;
  72528. TONEMAPPING_ACES: boolean;
  72529. CONTRAST: boolean;
  72530. EXPOSURE: boolean;
  72531. COLORCURVES: boolean;
  72532. COLORGRADING: boolean;
  72533. COLORGRADING3D: boolean;
  72534. SAMPLER3DGREENDEPTH: boolean;
  72535. SAMPLER3DBGRMAP: boolean;
  72536. IMAGEPROCESSINGPOSTPROCESS: boolean;
  72537. }
  72538. /**
  72539. * @hidden
  72540. */
  72541. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  72542. IMAGEPROCESSING: boolean;
  72543. VIGNETTE: boolean;
  72544. VIGNETTEBLENDMODEMULTIPLY: boolean;
  72545. VIGNETTEBLENDMODEOPAQUE: boolean;
  72546. TONEMAPPING: boolean;
  72547. TONEMAPPING_ACES: boolean;
  72548. CONTRAST: boolean;
  72549. COLORCURVES: boolean;
  72550. COLORGRADING: boolean;
  72551. COLORGRADING3D: boolean;
  72552. SAMPLER3DGREENDEPTH: boolean;
  72553. SAMPLER3DBGRMAP: boolean;
  72554. IMAGEPROCESSINGPOSTPROCESS: boolean;
  72555. EXPOSURE: boolean;
  72556. constructor();
  72557. }
  72558. /**
  72559. * This groups together the common properties used for image processing either in direct forward pass
  72560. * or through post processing effect depending on the use of the image processing pipeline in your scene
  72561. * or not.
  72562. */
  72563. export class ImageProcessingConfiguration {
  72564. /**
  72565. * Default tone mapping applied in BabylonJS.
  72566. */
  72567. static readonly TONEMAPPING_STANDARD: number;
  72568. /**
  72569. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  72570. * to other engines rendering to increase portability.
  72571. */
  72572. static readonly TONEMAPPING_ACES: number;
  72573. /**
  72574. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  72575. */
  72576. colorCurves: Nullable<ColorCurves>;
  72577. private _colorCurvesEnabled;
  72578. /**
  72579. * Gets wether the color curves effect is enabled.
  72580. */
  72581. /**
  72582. * Sets wether the color curves effect is enabled.
  72583. */
  72584. colorCurvesEnabled: boolean;
  72585. private _colorGradingTexture;
  72586. /**
  72587. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  72588. */
  72589. /**
  72590. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  72591. */
  72592. colorGradingTexture: Nullable<BaseTexture>;
  72593. private _colorGradingEnabled;
  72594. /**
  72595. * Gets wether the color grading effect is enabled.
  72596. */
  72597. /**
  72598. * Sets wether the color grading effect is enabled.
  72599. */
  72600. colorGradingEnabled: boolean;
  72601. private _colorGradingWithGreenDepth;
  72602. /**
  72603. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  72604. */
  72605. /**
  72606. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  72607. */
  72608. colorGradingWithGreenDepth: boolean;
  72609. private _colorGradingBGR;
  72610. /**
  72611. * Gets wether the color grading texture contains BGR values.
  72612. */
  72613. /**
  72614. * Sets wether the color grading texture contains BGR values.
  72615. */
  72616. colorGradingBGR: boolean;
  72617. /** @hidden */
  72618. _exposure: number;
  72619. /**
  72620. * Gets the Exposure used in the effect.
  72621. */
  72622. /**
  72623. * Sets the Exposure used in the effect.
  72624. */
  72625. exposure: number;
  72626. private _toneMappingEnabled;
  72627. /**
  72628. * Gets wether the tone mapping effect is enabled.
  72629. */
  72630. /**
  72631. * Sets wether the tone mapping effect is enabled.
  72632. */
  72633. toneMappingEnabled: boolean;
  72634. private _toneMappingType;
  72635. /**
  72636. * Gets the type of tone mapping effect.
  72637. */
  72638. /**
  72639. * Sets the type of tone mapping effect used in BabylonJS.
  72640. */
  72641. toneMappingType: number;
  72642. protected _contrast: number;
  72643. /**
  72644. * Gets the contrast used in the effect.
  72645. */
  72646. /**
  72647. * Sets the contrast used in the effect.
  72648. */
  72649. contrast: number;
  72650. /**
  72651. * Vignette stretch size.
  72652. */
  72653. vignetteStretch: number;
  72654. /**
  72655. * Vignette centre X Offset.
  72656. */
  72657. vignetteCentreX: number;
  72658. /**
  72659. * Vignette centre Y Offset.
  72660. */
  72661. vignetteCentreY: number;
  72662. /**
  72663. * Vignette weight or intensity of the vignette effect.
  72664. */
  72665. vignetteWeight: number;
  72666. /**
  72667. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  72668. * if vignetteEnabled is set to true.
  72669. */
  72670. vignetteColor: Color4;
  72671. /**
  72672. * Camera field of view used by the Vignette effect.
  72673. */
  72674. vignetteCameraFov: number;
  72675. private _vignetteBlendMode;
  72676. /**
  72677. * Gets the vignette blend mode allowing different kind of effect.
  72678. */
  72679. /**
  72680. * Sets the vignette blend mode allowing different kind of effect.
  72681. */
  72682. vignetteBlendMode: number;
  72683. private _vignetteEnabled;
  72684. /**
  72685. * Gets wether the vignette effect is enabled.
  72686. */
  72687. /**
  72688. * Sets wether the vignette effect is enabled.
  72689. */
  72690. vignetteEnabled: boolean;
  72691. private _applyByPostProcess;
  72692. /**
  72693. * Gets wether the image processing is applied through a post process or not.
  72694. */
  72695. /**
  72696. * Sets wether the image processing is applied through a post process or not.
  72697. */
  72698. applyByPostProcess: boolean;
  72699. private _isEnabled;
  72700. /**
  72701. * Gets wether the image processing is enabled or not.
  72702. */
  72703. /**
  72704. * Sets wether the image processing is enabled or not.
  72705. */
  72706. isEnabled: boolean;
  72707. /**
  72708. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  72709. */
  72710. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  72711. /**
  72712. * Method called each time the image processing information changes requires to recompile the effect.
  72713. */
  72714. protected _updateParameters(): void;
  72715. /**
  72716. * Gets the current class name.
  72717. * @return "ImageProcessingConfiguration"
  72718. */
  72719. getClassName(): string;
  72720. /**
  72721. * Prepare the list of uniforms associated with the Image Processing effects.
  72722. * @param uniforms The list of uniforms used in the effect
  72723. * @param defines the list of defines currently in use
  72724. */
  72725. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  72726. /**
  72727. * Prepare the list of samplers associated with the Image Processing effects.
  72728. * @param samplersList The list of uniforms used in the effect
  72729. * @param defines the list of defines currently in use
  72730. */
  72731. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  72732. /**
  72733. * Prepare the list of defines associated to the shader.
  72734. * @param defines the list of defines to complete
  72735. * @param forPostProcess Define if we are currently in post process mode or not
  72736. */
  72737. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  72738. /**
  72739. * Returns true if all the image processing information are ready.
  72740. * @returns True if ready, otherwise, false
  72741. */
  72742. isReady(): boolean;
  72743. /**
  72744. * Binds the image processing to the shader.
  72745. * @param effect The effect to bind to
  72746. * @param aspectRatio Define the current aspect ratio of the effect
  72747. */
  72748. bind(effect: Effect, aspectRatio?: number): void;
  72749. /**
  72750. * Clones the current image processing instance.
  72751. * @return The cloned image processing
  72752. */
  72753. clone(): ImageProcessingConfiguration;
  72754. /**
  72755. * Serializes the current image processing instance to a json representation.
  72756. * @return a JSON representation
  72757. */
  72758. serialize(): any;
  72759. /**
  72760. * Parses the image processing from a json representation.
  72761. * @param source the JSON source to parse
  72762. * @return The parsed image processing
  72763. */
  72764. static Parse(source: any): ImageProcessingConfiguration;
  72765. private static _VIGNETTEMODE_MULTIPLY;
  72766. private static _VIGNETTEMODE_OPAQUE;
  72767. /**
  72768. * Used to apply the vignette as a mix with the pixel color.
  72769. */
  72770. static readonly VIGNETTEMODE_MULTIPLY: number;
  72771. /**
  72772. * Used to apply the vignette as a replacement of the pixel color.
  72773. */
  72774. static readonly VIGNETTEMODE_OPAQUE: number;
  72775. }
  72776. }
  72777. declare module BABYLON {
  72778. /** @hidden */
  72779. export var postprocessVertexShader: {
  72780. name: string;
  72781. shader: string;
  72782. };
  72783. }
  72784. declare module BABYLON {
  72785. /** Defines supported spaces */
  72786. export enum Space {
  72787. /** Local (object) space */
  72788. LOCAL = 0,
  72789. /** World space */
  72790. WORLD = 1,
  72791. /** Bone space */
  72792. BONE = 2
  72793. }
  72794. /** Defines the 3 main axes */
  72795. export class Axis {
  72796. /** X axis */
  72797. static X: Vector3;
  72798. /** Y axis */
  72799. static Y: Vector3;
  72800. /** Z axis */
  72801. static Z: Vector3;
  72802. }
  72803. }
  72804. declare module BABYLON {
  72805. /**
  72806. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  72807. * This is the base of the follow, arc rotate cameras and Free camera
  72808. * @see http://doc.babylonjs.com/features/cameras
  72809. */
  72810. export class TargetCamera extends Camera {
  72811. private static _RigCamTransformMatrix;
  72812. private static _TargetTransformMatrix;
  72813. private static _TargetFocalPoint;
  72814. /**
  72815. * Define the current direction the camera is moving to
  72816. */
  72817. cameraDirection: Vector3;
  72818. /**
  72819. * Define the current rotation the camera is rotating to
  72820. */
  72821. cameraRotation: Vector2;
  72822. /**
  72823. * When set, the up vector of the camera will be updated by the rotation of the camera
  72824. */
  72825. updateUpVectorFromRotation: boolean;
  72826. private _tmpQuaternion;
  72827. /**
  72828. * Define the current rotation of the camera
  72829. */
  72830. rotation: Vector3;
  72831. /**
  72832. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  72833. */
  72834. rotationQuaternion: Quaternion;
  72835. /**
  72836. * Define the current speed of the camera
  72837. */
  72838. speed: number;
  72839. /**
  72840. * Add cconstraint to the camera to prevent it to move freely in all directions and
  72841. * around all axis.
  72842. */
  72843. noRotationConstraint: boolean;
  72844. /**
  72845. * Define the current target of the camera as an object or a position.
  72846. */
  72847. lockedTarget: any;
  72848. /** @hidden */
  72849. _currentTarget: Vector3;
  72850. /** @hidden */
  72851. _initialFocalDistance: number;
  72852. /** @hidden */
  72853. _viewMatrix: Matrix;
  72854. /** @hidden */
  72855. _camMatrix: Matrix;
  72856. /** @hidden */
  72857. _cameraTransformMatrix: Matrix;
  72858. /** @hidden */
  72859. _cameraRotationMatrix: Matrix;
  72860. /** @hidden */
  72861. _referencePoint: Vector3;
  72862. /** @hidden */
  72863. _transformedReferencePoint: Vector3;
  72864. protected _globalCurrentTarget: Vector3;
  72865. protected _globalCurrentUpVector: Vector3;
  72866. /** @hidden */
  72867. _reset: () => void;
  72868. private _defaultUp;
  72869. /**
  72870. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  72871. * This is the base of the follow, arc rotate cameras and Free camera
  72872. * @see http://doc.babylonjs.com/features/cameras
  72873. * @param name Defines the name of the camera in the scene
  72874. * @param position Defines the start position of the camera in the scene
  72875. * @param scene Defines the scene the camera belongs to
  72876. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  72877. */
  72878. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  72879. /**
  72880. * Gets the position in front of the camera at a given distance.
  72881. * @param distance The distance from the camera we want the position to be
  72882. * @returns the position
  72883. */
  72884. getFrontPosition(distance: number): Vector3;
  72885. /** @hidden */
  72886. _getLockedTargetPosition(): Nullable<Vector3>;
  72887. private _storedPosition;
  72888. private _storedRotation;
  72889. private _storedRotationQuaternion;
  72890. /**
  72891. * Store current camera state of the camera (fov, position, rotation, etc..)
  72892. * @returns the camera
  72893. */
  72894. storeState(): Camera;
  72895. /**
  72896. * Restored camera state. You must call storeState() first
  72897. * @returns whether it was successful or not
  72898. * @hidden
  72899. */
  72900. _restoreStateValues(): boolean;
  72901. /** @hidden */
  72902. _initCache(): void;
  72903. /** @hidden */
  72904. _updateCache(ignoreParentClass?: boolean): void;
  72905. /** @hidden */
  72906. _isSynchronizedViewMatrix(): boolean;
  72907. /** @hidden */
  72908. _computeLocalCameraSpeed(): number;
  72909. /**
  72910. * Defines the target the camera should look at.
  72911. * @param target Defines the new target as a Vector or a mesh
  72912. */
  72913. setTarget(target: Vector3): void;
  72914. /**
  72915. * Return the current target position of the camera. This value is expressed in local space.
  72916. * @returns the target position
  72917. */
  72918. getTarget(): Vector3;
  72919. /** @hidden */
  72920. _decideIfNeedsToMove(): boolean;
  72921. /** @hidden */
  72922. _updatePosition(): void;
  72923. /** @hidden */
  72924. _checkInputs(): void;
  72925. protected _updateCameraRotationMatrix(): void;
  72926. /**
  72927. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  72928. * @returns the current camera
  72929. */
  72930. private _rotateUpVectorWithCameraRotationMatrix;
  72931. private _cachedRotationZ;
  72932. private _cachedQuaternionRotationZ;
  72933. /** @hidden */
  72934. _getViewMatrix(): Matrix;
  72935. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  72936. /**
  72937. * @hidden
  72938. */
  72939. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  72940. /**
  72941. * @hidden
  72942. */
  72943. _updateRigCameras(): void;
  72944. private _getRigCamPositionAndTarget;
  72945. /**
  72946. * Gets the current object class name.
  72947. * @return the class name
  72948. */
  72949. getClassName(): string;
  72950. }
  72951. }
  72952. declare module BABYLON {
  72953. /**
  72954. * Gather the list of keyboard event types as constants.
  72955. */
  72956. export class KeyboardEventTypes {
  72957. /**
  72958. * The keydown event is fired when a key becomes active (pressed).
  72959. */
  72960. static readonly KEYDOWN: number;
  72961. /**
  72962. * The keyup event is fired when a key has been released.
  72963. */
  72964. static readonly KEYUP: number;
  72965. }
  72966. /**
  72967. * This class is used to store keyboard related info for the onKeyboardObservable event.
  72968. */
  72969. export class KeyboardInfo {
  72970. /**
  72971. * Defines the type of event (KeyboardEventTypes)
  72972. */
  72973. type: number;
  72974. /**
  72975. * Defines the related dom event
  72976. */
  72977. event: KeyboardEvent;
  72978. /**
  72979. * Instantiates a new keyboard info.
  72980. * This class is used to store keyboard related info for the onKeyboardObservable event.
  72981. * @param type Defines the type of event (KeyboardEventTypes)
  72982. * @param event Defines the related dom event
  72983. */
  72984. constructor(
  72985. /**
  72986. * Defines the type of event (KeyboardEventTypes)
  72987. */
  72988. type: number,
  72989. /**
  72990. * Defines the related dom event
  72991. */
  72992. event: KeyboardEvent);
  72993. }
  72994. /**
  72995. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  72996. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  72997. */
  72998. export class KeyboardInfoPre extends KeyboardInfo {
  72999. /**
  73000. * Defines the type of event (KeyboardEventTypes)
  73001. */
  73002. type: number;
  73003. /**
  73004. * Defines the related dom event
  73005. */
  73006. event: KeyboardEvent;
  73007. /**
  73008. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  73009. */
  73010. skipOnPointerObservable: boolean;
  73011. /**
  73012. * Instantiates a new keyboard pre info.
  73013. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  73014. * @param type Defines the type of event (KeyboardEventTypes)
  73015. * @param event Defines the related dom event
  73016. */
  73017. constructor(
  73018. /**
  73019. * Defines the type of event (KeyboardEventTypes)
  73020. */
  73021. type: number,
  73022. /**
  73023. * Defines the related dom event
  73024. */
  73025. event: KeyboardEvent);
  73026. }
  73027. }
  73028. declare module BABYLON {
  73029. /**
  73030. * Manage the keyboard inputs to control the movement of a free camera.
  73031. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  73032. */
  73033. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  73034. /**
  73035. * Defines the camera the input is attached to.
  73036. */
  73037. camera: FreeCamera;
  73038. /**
  73039. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  73040. */
  73041. keysUp: number[];
  73042. /**
  73043. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  73044. */
  73045. keysDown: number[];
  73046. /**
  73047. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  73048. */
  73049. keysLeft: number[];
  73050. /**
  73051. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  73052. */
  73053. keysRight: number[];
  73054. private _keys;
  73055. private _onCanvasBlurObserver;
  73056. private _onKeyboardObserver;
  73057. private _engine;
  73058. private _scene;
  73059. /**
  73060. * Attach the input controls to a specific dom element to get the input from.
  73061. * @param element Defines the element the controls should be listened from
  73062. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  73063. */
  73064. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  73065. /**
  73066. * Detach the current controls from the specified dom element.
  73067. * @param element Defines the element to stop listening the inputs from
  73068. */
  73069. detachControl(element: Nullable<HTMLElement>): void;
  73070. /**
  73071. * Update the current camera state depending on the inputs that have been used this frame.
  73072. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  73073. */
  73074. checkInputs(): void;
  73075. /**
  73076. * Gets the class name of the current intput.
  73077. * @returns the class name
  73078. */
  73079. getClassName(): string;
  73080. /** @hidden */
  73081. _onLostFocus(): void;
  73082. /**
  73083. * Get the friendly name associated with the input class.
  73084. * @returns the input friendly name
  73085. */
  73086. getSimpleName(): string;
  73087. }
  73088. }
  73089. declare module BABYLON {
  73090. /**
  73091. * Interface describing all the common properties and methods a shadow light needs to implement.
  73092. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  73093. * as well as binding the different shadow properties to the effects.
  73094. */
  73095. export interface IShadowLight extends Light {
  73096. /**
  73097. * The light id in the scene (used in scene.findLighById for instance)
  73098. */
  73099. id: string;
  73100. /**
  73101. * The position the shdow will be casted from.
  73102. */
  73103. position: Vector3;
  73104. /**
  73105. * In 2d mode (needCube being false), the direction used to cast the shadow.
  73106. */
  73107. direction: Vector3;
  73108. /**
  73109. * The transformed position. Position of the light in world space taking parenting in account.
  73110. */
  73111. transformedPosition: Vector3;
  73112. /**
  73113. * The transformed direction. Direction of the light in world space taking parenting in account.
  73114. */
  73115. transformedDirection: Vector3;
  73116. /**
  73117. * The friendly name of the light in the scene.
  73118. */
  73119. name: string;
  73120. /**
  73121. * Defines the shadow projection clipping minimum z value.
  73122. */
  73123. shadowMinZ: number;
  73124. /**
  73125. * Defines the shadow projection clipping maximum z value.
  73126. */
  73127. shadowMaxZ: number;
  73128. /**
  73129. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  73130. * @returns true if the information has been computed, false if it does not need to (no parenting)
  73131. */
  73132. computeTransformedInformation(): boolean;
  73133. /**
  73134. * Gets the scene the light belongs to.
  73135. * @returns The scene
  73136. */
  73137. getScene(): Scene;
  73138. /**
  73139. * Callback defining a custom Projection Matrix Builder.
  73140. * This can be used to override the default projection matrix computation.
  73141. */
  73142. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  73143. /**
  73144. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  73145. * @param matrix The materix to updated with the projection information
  73146. * @param viewMatrix The transform matrix of the light
  73147. * @param renderList The list of mesh to render in the map
  73148. * @returns The current light
  73149. */
  73150. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  73151. /**
  73152. * Gets the current depth scale used in ESM.
  73153. * @returns The scale
  73154. */
  73155. getDepthScale(): number;
  73156. /**
  73157. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  73158. * @returns true if a cube texture needs to be use
  73159. */
  73160. needCube(): boolean;
  73161. /**
  73162. * Detects if the projection matrix requires to be recomputed this frame.
  73163. * @returns true if it requires to be recomputed otherwise, false.
  73164. */
  73165. needProjectionMatrixCompute(): boolean;
  73166. /**
  73167. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  73168. */
  73169. forceProjectionMatrixCompute(): void;
  73170. /**
  73171. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  73172. * @param faceIndex The index of the face we are computed the direction to generate shadow
  73173. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  73174. */
  73175. getShadowDirection(faceIndex?: number): Vector3;
  73176. /**
  73177. * Gets the minZ used for shadow according to both the scene and the light.
  73178. * @param activeCamera The camera we are returning the min for
  73179. * @returns the depth min z
  73180. */
  73181. getDepthMinZ(activeCamera: Camera): number;
  73182. /**
  73183. * Gets the maxZ used for shadow according to both the scene and the light.
  73184. * @param activeCamera The camera we are returning the max for
  73185. * @returns the depth max z
  73186. */
  73187. getDepthMaxZ(activeCamera: Camera): number;
  73188. }
  73189. /**
  73190. * Base implementation IShadowLight
  73191. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  73192. */
  73193. export abstract class ShadowLight extends Light implements IShadowLight {
  73194. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  73195. protected _position: Vector3;
  73196. protected _setPosition(value: Vector3): void;
  73197. /**
  73198. * Sets the position the shadow will be casted from. Also use as the light position for both
  73199. * point and spot lights.
  73200. */
  73201. /**
  73202. * Sets the position the shadow will be casted from. Also use as the light position for both
  73203. * point and spot lights.
  73204. */
  73205. position: Vector3;
  73206. protected _direction: Vector3;
  73207. protected _setDirection(value: Vector3): void;
  73208. /**
  73209. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  73210. * Also use as the light direction on spot and directional lights.
  73211. */
  73212. /**
  73213. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  73214. * Also use as the light direction on spot and directional lights.
  73215. */
  73216. direction: Vector3;
  73217. private _shadowMinZ;
  73218. /**
  73219. * Gets the shadow projection clipping minimum z value.
  73220. */
  73221. /**
  73222. * Sets the shadow projection clipping minimum z value.
  73223. */
  73224. shadowMinZ: number;
  73225. private _shadowMaxZ;
  73226. /**
  73227. * Sets the shadow projection clipping maximum z value.
  73228. */
  73229. /**
  73230. * Gets the shadow projection clipping maximum z value.
  73231. */
  73232. shadowMaxZ: number;
  73233. /**
  73234. * Callback defining a custom Projection Matrix Builder.
  73235. * This can be used to override the default projection matrix computation.
  73236. */
  73237. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  73238. /**
  73239. * The transformed position. Position of the light in world space taking parenting in account.
  73240. */
  73241. transformedPosition: Vector3;
  73242. /**
  73243. * The transformed direction. Direction of the light in world space taking parenting in account.
  73244. */
  73245. transformedDirection: Vector3;
  73246. private _needProjectionMatrixCompute;
  73247. /**
  73248. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  73249. * @returns true if the information has been computed, false if it does not need to (no parenting)
  73250. */
  73251. computeTransformedInformation(): boolean;
  73252. /**
  73253. * Return the depth scale used for the shadow map.
  73254. * @returns the depth scale.
  73255. */
  73256. getDepthScale(): number;
  73257. /**
  73258. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  73259. * @param faceIndex The index of the face we are computed the direction to generate shadow
  73260. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  73261. */
  73262. getShadowDirection(faceIndex?: number): Vector3;
  73263. /**
  73264. * Returns the ShadowLight absolute position in the World.
  73265. * @returns the position vector in world space
  73266. */
  73267. getAbsolutePosition(): Vector3;
  73268. /**
  73269. * Sets the ShadowLight direction toward the passed target.
  73270. * @param target The point to target in local space
  73271. * @returns the updated ShadowLight direction
  73272. */
  73273. setDirectionToTarget(target: Vector3): Vector3;
  73274. /**
  73275. * Returns the light rotation in euler definition.
  73276. * @returns the x y z rotation in local space.
  73277. */
  73278. getRotation(): Vector3;
  73279. /**
  73280. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  73281. * @returns true if a cube texture needs to be use
  73282. */
  73283. needCube(): boolean;
  73284. /**
  73285. * Detects if the projection matrix requires to be recomputed this frame.
  73286. * @returns true if it requires to be recomputed otherwise, false.
  73287. */
  73288. needProjectionMatrixCompute(): boolean;
  73289. /**
  73290. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  73291. */
  73292. forceProjectionMatrixCompute(): void;
  73293. /** @hidden */
  73294. _initCache(): void;
  73295. /** @hidden */
  73296. _isSynchronized(): boolean;
  73297. /**
  73298. * Computes the world matrix of the node
  73299. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  73300. * @returns the world matrix
  73301. */
  73302. computeWorldMatrix(force?: boolean): Matrix;
  73303. /**
  73304. * Gets the minZ used for shadow according to both the scene and the light.
  73305. * @param activeCamera The camera we are returning the min for
  73306. * @returns the depth min z
  73307. */
  73308. getDepthMinZ(activeCamera: Camera): number;
  73309. /**
  73310. * Gets the maxZ used for shadow according to both the scene and the light.
  73311. * @param activeCamera The camera we are returning the max for
  73312. * @returns the depth max z
  73313. */
  73314. getDepthMaxZ(activeCamera: Camera): number;
  73315. /**
  73316. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  73317. * @param matrix The materix to updated with the projection information
  73318. * @param viewMatrix The transform matrix of the light
  73319. * @param renderList The list of mesh to render in the map
  73320. * @returns The current light
  73321. */
  73322. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  73323. }
  73324. }
  73325. declare module BABYLON {
  73326. /**
  73327. * "Static Class" containing the most commonly used helper while dealing with material for
  73328. * rendering purpose.
  73329. *
  73330. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  73331. *
  73332. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  73333. */
  73334. export class MaterialHelper {
  73335. /**
  73336. * Bind the current view position to an effect.
  73337. * @param effect The effect to be bound
  73338. * @param scene The scene the eyes position is used from
  73339. */
  73340. static BindEyePosition(effect: Effect, scene: Scene): void;
  73341. /**
  73342. * Helps preparing the defines values about the UVs in used in the effect.
  73343. * UVs are shared as much as we can accross channels in the shaders.
  73344. * @param texture The texture we are preparing the UVs for
  73345. * @param defines The defines to update
  73346. * @param key The channel key "diffuse", "specular"... used in the shader
  73347. */
  73348. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  73349. /**
  73350. * Binds a texture matrix value to its corrsponding uniform
  73351. * @param texture The texture to bind the matrix for
  73352. * @param uniformBuffer The uniform buffer receivin the data
  73353. * @param key The channel key "diffuse", "specular"... used in the shader
  73354. */
  73355. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  73356. /**
  73357. * Gets the current status of the fog (should it be enabled?)
  73358. * @param mesh defines the mesh to evaluate for fog support
  73359. * @param scene defines the hosting scene
  73360. * @returns true if fog must be enabled
  73361. */
  73362. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  73363. /**
  73364. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  73365. * @param mesh defines the current mesh
  73366. * @param scene defines the current scene
  73367. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  73368. * @param pointsCloud defines if point cloud rendering has to be turned on
  73369. * @param fogEnabled defines if fog has to be turned on
  73370. * @param alphaTest defines if alpha testing has to be turned on
  73371. * @param defines defines the current list of defines
  73372. */
  73373. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  73374. /**
  73375. * Helper used to prepare the list of defines associated with frame values for shader compilation
  73376. * @param scene defines the current scene
  73377. * @param engine defines the current engine
  73378. * @param defines specifies the list of active defines
  73379. * @param useInstances defines if instances have to be turned on
  73380. * @param useClipPlane defines if clip plane have to be turned on
  73381. */
  73382. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  73383. /**
  73384. * Prepares the defines for bones
  73385. * @param mesh The mesh containing the geometry data we will draw
  73386. * @param defines The defines to update
  73387. */
  73388. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  73389. /**
  73390. * Prepares the defines for morph targets
  73391. * @param mesh The mesh containing the geometry data we will draw
  73392. * @param defines The defines to update
  73393. */
  73394. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  73395. /**
  73396. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  73397. * @param mesh The mesh containing the geometry data we will draw
  73398. * @param defines The defines to update
  73399. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  73400. * @param useBones Precise whether bones should be used or not (override mesh info)
  73401. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  73402. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  73403. * @returns false if defines are considered not dirty and have not been checked
  73404. */
  73405. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  73406. /**
  73407. * Prepares the defines related to multiview
  73408. * @param scene The scene we are intending to draw
  73409. * @param defines The defines to update
  73410. */
  73411. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  73412. /**
  73413. * Prepares the defines related to the light information passed in parameter
  73414. * @param scene The scene we are intending to draw
  73415. * @param mesh The mesh the effect is compiling for
  73416. * @param light The light the effect is compiling for
  73417. * @param lightIndex The index of the light
  73418. * @param defines The defines to update
  73419. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  73420. * @param state Defines the current state regarding what is needed (normals, etc...)
  73421. */
  73422. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  73423. needNormals: boolean;
  73424. needRebuild: boolean;
  73425. shadowEnabled: boolean;
  73426. specularEnabled: boolean;
  73427. lightmapMode: boolean;
  73428. }): void;
  73429. /**
  73430. * Prepares the defines related to the light information passed in parameter
  73431. * @param scene The scene we are intending to draw
  73432. * @param mesh The mesh the effect is compiling for
  73433. * @param defines The defines to update
  73434. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  73435. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  73436. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  73437. * @returns true if normals will be required for the rest of the effect
  73438. */
  73439. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  73440. /**
  73441. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  73442. * @param lightIndex defines the light index
  73443. * @param uniformsList The uniform list
  73444. * @param samplersList The sampler list
  73445. * @param projectedLightTexture defines if projected texture must be used
  73446. * @param uniformBuffersList defines an optional list of uniform buffers
  73447. */
  73448. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  73449. /**
  73450. * Prepares the uniforms and samplers list to be used in the effect
  73451. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  73452. * @param samplersList The sampler list
  73453. * @param defines The defines helping in the list generation
  73454. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  73455. */
  73456. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  73457. /**
  73458. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  73459. * @param defines The defines to update while falling back
  73460. * @param fallbacks The authorized effect fallbacks
  73461. * @param maxSimultaneousLights The maximum number of lights allowed
  73462. * @param rank the current rank of the Effect
  73463. * @returns The newly affected rank
  73464. */
  73465. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  73466. private static _TmpMorphInfluencers;
  73467. /**
  73468. * Prepares the list of attributes required for morph targets according to the effect defines.
  73469. * @param attribs The current list of supported attribs
  73470. * @param mesh The mesh to prepare the morph targets attributes for
  73471. * @param influencers The number of influencers
  73472. */
  73473. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  73474. /**
  73475. * Prepares the list of attributes required for morph targets according to the effect defines.
  73476. * @param attribs The current list of supported attribs
  73477. * @param mesh The mesh to prepare the morph targets attributes for
  73478. * @param defines The current Defines of the effect
  73479. */
  73480. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  73481. /**
  73482. * Prepares the list of attributes required for bones according to the effect defines.
  73483. * @param attribs The current list of supported attribs
  73484. * @param mesh The mesh to prepare the bones attributes for
  73485. * @param defines The current Defines of the effect
  73486. * @param fallbacks The current efffect fallback strategy
  73487. */
  73488. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  73489. /**
  73490. * Check and prepare the list of attributes required for instances according to the effect defines.
  73491. * @param attribs The current list of supported attribs
  73492. * @param defines The current MaterialDefines of the effect
  73493. */
  73494. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  73495. /**
  73496. * Add the list of attributes required for instances to the attribs array.
  73497. * @param attribs The current list of supported attribs
  73498. */
  73499. static PushAttributesForInstances(attribs: string[]): void;
  73500. /**
  73501. * Binds the light shadow information to the effect for the given mesh.
  73502. * @param light The light containing the generator
  73503. * @param scene The scene the lights belongs to
  73504. * @param mesh The mesh we are binding the information to render
  73505. * @param lightIndex The light index in the effect used to render the mesh
  73506. * @param effect The effect we are binding the data to
  73507. */
  73508. static BindLightShadow(light: Light, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
  73509. /**
  73510. * Binds the light information to the effect.
  73511. * @param light The light containing the generator
  73512. * @param effect The effect we are binding the data to
  73513. * @param lightIndex The light index in the effect used to render
  73514. */
  73515. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  73516. /**
  73517. * Binds the lights information from the scene to the effect for the given mesh.
  73518. * @param light Light to bind
  73519. * @param lightIndex Light index
  73520. * @param scene The scene where the light belongs to
  73521. * @param mesh The mesh we are binding the information to render
  73522. * @param effect The effect we are binding the data to
  73523. * @param useSpecular Defines if specular is supported
  73524. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  73525. */
  73526. static BindLight(light: Light, lightIndex: number, scene: Scene, mesh: AbstractMesh, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean): void;
  73527. /**
  73528. * Binds the lights information from the scene to the effect for the given mesh.
  73529. * @param scene The scene the lights belongs to
  73530. * @param mesh The mesh we are binding the information to render
  73531. * @param effect The effect we are binding the data to
  73532. * @param defines The generated defines for the effect
  73533. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  73534. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  73535. */
  73536. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
  73537. private static _tempFogColor;
  73538. /**
  73539. * Binds the fog information from the scene to the effect for the given mesh.
  73540. * @param scene The scene the lights belongs to
  73541. * @param mesh The mesh we are binding the information to render
  73542. * @param effect The effect we are binding the data to
  73543. * @param linearSpace Defines if the fog effect is applied in linear space
  73544. */
  73545. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  73546. /**
  73547. * Binds the bones information from the mesh to the effect.
  73548. * @param mesh The mesh we are binding the information to render
  73549. * @param effect The effect we are binding the data to
  73550. */
  73551. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  73552. /**
  73553. * Binds the morph targets information from the mesh to the effect.
  73554. * @param abstractMesh The mesh we are binding the information to render
  73555. * @param effect The effect we are binding the data to
  73556. */
  73557. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  73558. /**
  73559. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  73560. * @param defines The generated defines used in the effect
  73561. * @param effect The effect we are binding the data to
  73562. * @param scene The scene we are willing to render with logarithmic scale for
  73563. */
  73564. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  73565. /**
  73566. * Binds the clip plane information from the scene to the effect.
  73567. * @param scene The scene the clip plane information are extracted from
  73568. * @param effect The effect we are binding the data to
  73569. */
  73570. static BindClipPlane(effect: Effect, scene: Scene): void;
  73571. }
  73572. }
  73573. declare module BABYLON {
  73574. /** @hidden */
  73575. export var packingFunctions: {
  73576. name: string;
  73577. shader: string;
  73578. };
  73579. }
  73580. declare module BABYLON {
  73581. /** @hidden */
  73582. export var shadowMapPixelShader: {
  73583. name: string;
  73584. shader: string;
  73585. };
  73586. }
  73587. declare module BABYLON {
  73588. /** @hidden */
  73589. export var bonesDeclaration: {
  73590. name: string;
  73591. shader: string;
  73592. };
  73593. }
  73594. declare module BABYLON {
  73595. /** @hidden */
  73596. export var morphTargetsVertexGlobalDeclaration: {
  73597. name: string;
  73598. shader: string;
  73599. };
  73600. }
  73601. declare module BABYLON {
  73602. /** @hidden */
  73603. export var morphTargetsVertexDeclaration: {
  73604. name: string;
  73605. shader: string;
  73606. };
  73607. }
  73608. declare module BABYLON {
  73609. /** @hidden */
  73610. export var instancesDeclaration: {
  73611. name: string;
  73612. shader: string;
  73613. };
  73614. }
  73615. declare module BABYLON {
  73616. /** @hidden */
  73617. export var helperFunctions: {
  73618. name: string;
  73619. shader: string;
  73620. };
  73621. }
  73622. declare module BABYLON {
  73623. /** @hidden */
  73624. export var morphTargetsVertex: {
  73625. name: string;
  73626. shader: string;
  73627. };
  73628. }
  73629. declare module BABYLON {
  73630. /** @hidden */
  73631. export var instancesVertex: {
  73632. name: string;
  73633. shader: string;
  73634. };
  73635. }
  73636. declare module BABYLON {
  73637. /** @hidden */
  73638. export var bonesVertex: {
  73639. name: string;
  73640. shader: string;
  73641. };
  73642. }
  73643. declare module BABYLON {
  73644. /** @hidden */
  73645. export var shadowMapVertexShader: {
  73646. name: string;
  73647. shader: string;
  73648. };
  73649. }
  73650. declare module BABYLON {
  73651. /** @hidden */
  73652. export var depthBoxBlurPixelShader: {
  73653. name: string;
  73654. shader: string;
  73655. };
  73656. }
  73657. declare module BABYLON {
  73658. /**
  73659. * Defines the options associated with the creation of a custom shader for a shadow generator.
  73660. */
  73661. export interface ICustomShaderOptions {
  73662. /**
  73663. * Gets or sets the custom shader name to use
  73664. */
  73665. shaderName: string;
  73666. /**
  73667. * The list of attribute names used in the shader
  73668. */
  73669. attributes?: string[];
  73670. /**
  73671. * The list of unifrom names used in the shader
  73672. */
  73673. uniforms?: string[];
  73674. /**
  73675. * The list of sampler names used in the shader
  73676. */
  73677. samplers?: string[];
  73678. /**
  73679. * The list of defines used in the shader
  73680. */
  73681. defines?: string[];
  73682. }
  73683. /**
  73684. * Interface to implement to create a shadow generator compatible with BJS.
  73685. */
  73686. export interface IShadowGenerator {
  73687. /**
  73688. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  73689. * @returns The render target texture if present otherwise, null
  73690. */
  73691. getShadowMap(): Nullable<RenderTargetTexture>;
  73692. /**
  73693. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  73694. * @returns The render target texture if the shadow map is present otherwise, null
  73695. */
  73696. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  73697. /**
  73698. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  73699. * @param subMesh The submesh we want to render in the shadow map
  73700. * @param useInstances Defines wether will draw in the map using instances
  73701. * @returns true if ready otherwise, false
  73702. */
  73703. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  73704. /**
  73705. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  73706. * @param defines Defines of the material we want to update
  73707. * @param lightIndex Index of the light in the enabled light list of the material
  73708. */
  73709. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  73710. /**
  73711. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  73712. * defined in the generator but impacting the effect).
  73713. * It implies the unifroms available on the materials are the standard BJS ones.
  73714. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  73715. * @param effect The effect we are binfing the information for
  73716. */
  73717. bindShadowLight(lightIndex: string, effect: Effect): void;
  73718. /**
  73719. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  73720. * (eq to shadow prjection matrix * light transform matrix)
  73721. * @returns The transform matrix used to create the shadow map
  73722. */
  73723. getTransformMatrix(): Matrix;
  73724. /**
  73725. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  73726. * Cube and 2D textures for instance.
  73727. */
  73728. recreateShadowMap(): void;
  73729. /**
  73730. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73731. * @param onCompiled Callback triggered at the and of the effects compilation
  73732. * @param options Sets of optional options forcing the compilation with different modes
  73733. */
  73734. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  73735. useInstances: boolean;
  73736. }>): void;
  73737. /**
  73738. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  73739. * @param options Sets of optional options forcing the compilation with different modes
  73740. * @returns A promise that resolves when the compilation completes
  73741. */
  73742. forceCompilationAsync(options?: Partial<{
  73743. useInstances: boolean;
  73744. }>): Promise<void>;
  73745. /**
  73746. * Serializes the shadow generator setup to a json object.
  73747. * @returns The serialized JSON object
  73748. */
  73749. serialize(): any;
  73750. /**
  73751. * Disposes the Shadow map and related Textures and effects.
  73752. */
  73753. dispose(): void;
  73754. }
  73755. /**
  73756. * Default implementation IShadowGenerator.
  73757. * This is the main object responsible of generating shadows in the framework.
  73758. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  73759. */
  73760. export class ShadowGenerator implements IShadowGenerator {
  73761. /**
  73762. * Shadow generator mode None: no filtering applied.
  73763. */
  73764. static readonly FILTER_NONE: number;
  73765. /**
  73766. * Shadow generator mode ESM: Exponential Shadow Mapping.
  73767. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73768. */
  73769. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  73770. /**
  73771. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  73772. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  73773. */
  73774. static readonly FILTER_POISSONSAMPLING: number;
  73775. /**
  73776. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  73777. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73778. */
  73779. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  73780. /**
  73781. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  73782. * edge artifacts on steep falloff.
  73783. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73784. */
  73785. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  73786. /**
  73787. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  73788. * edge artifacts on steep falloff.
  73789. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  73790. */
  73791. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  73792. /**
  73793. * Shadow generator mode PCF: Percentage Closer Filtering
  73794. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  73795. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  73796. */
  73797. static readonly FILTER_PCF: number;
  73798. /**
  73799. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  73800. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  73801. * Contact Hardening
  73802. */
  73803. static readonly FILTER_PCSS: number;
  73804. /**
  73805. * Reserved for PCF and PCSS
  73806. * Highest Quality.
  73807. *
  73808. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  73809. *
  73810. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  73811. */
  73812. static readonly QUALITY_HIGH: number;
  73813. /**
  73814. * Reserved for PCF and PCSS
  73815. * Good tradeoff for quality/perf cross devices
  73816. *
  73817. * Execute PCF on a 3*3 kernel.
  73818. *
  73819. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  73820. */
  73821. static readonly QUALITY_MEDIUM: number;
  73822. /**
  73823. * Reserved for PCF and PCSS
  73824. * The lowest quality but the fastest.
  73825. *
  73826. * Execute PCF on a 1*1 kernel.
  73827. *
  73828. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  73829. */
  73830. static readonly QUALITY_LOW: number;
  73831. /** Gets or sets the custom shader name to use */
  73832. customShaderOptions: ICustomShaderOptions;
  73833. /**
  73834. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  73835. */
  73836. onBeforeShadowMapRenderObservable: Observable<Effect>;
  73837. /**
  73838. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  73839. */
  73840. onAfterShadowMapRenderObservable: Observable<Effect>;
  73841. /**
  73842. * Observable triggered before a mesh is rendered in the shadow map.
  73843. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  73844. */
  73845. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  73846. /**
  73847. * Observable triggered after a mesh is rendered in the shadow map.
  73848. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  73849. */
  73850. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  73851. private _bias;
  73852. /**
  73853. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  73854. */
  73855. /**
  73856. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  73857. */
  73858. bias: number;
  73859. private _normalBias;
  73860. /**
  73861. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  73862. */
  73863. /**
  73864. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  73865. */
  73866. normalBias: number;
  73867. private _blurBoxOffset;
  73868. /**
  73869. * Gets the blur box offset: offset applied during the blur pass.
  73870. * Only useful if useKernelBlur = false
  73871. */
  73872. /**
  73873. * Sets the blur box offset: offset applied during the blur pass.
  73874. * Only useful if useKernelBlur = false
  73875. */
  73876. blurBoxOffset: number;
  73877. private _blurScale;
  73878. /**
  73879. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  73880. * 2 means half of the size.
  73881. */
  73882. /**
  73883. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  73884. * 2 means half of the size.
  73885. */
  73886. blurScale: number;
  73887. private _blurKernel;
  73888. /**
  73889. * Gets the blur kernel: kernel size of the blur pass.
  73890. * Only useful if useKernelBlur = true
  73891. */
  73892. /**
  73893. * Sets the blur kernel: kernel size of the blur pass.
  73894. * Only useful if useKernelBlur = true
  73895. */
  73896. blurKernel: number;
  73897. private _useKernelBlur;
  73898. /**
  73899. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  73900. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  73901. */
  73902. /**
  73903. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  73904. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  73905. */
  73906. useKernelBlur: boolean;
  73907. private _depthScale;
  73908. /**
  73909. * Gets the depth scale used in ESM mode.
  73910. */
  73911. /**
  73912. * Sets the depth scale used in ESM mode.
  73913. * This can override the scale stored on the light.
  73914. */
  73915. depthScale: number;
  73916. private _filter;
  73917. /**
  73918. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  73919. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  73920. */
  73921. /**
  73922. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  73923. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  73924. */
  73925. filter: number;
  73926. /**
  73927. * Gets if the current filter is set to Poisson Sampling.
  73928. */
  73929. /**
  73930. * Sets the current filter to Poisson Sampling.
  73931. */
  73932. usePoissonSampling: boolean;
  73933. /**
  73934. * Gets if the current filter is set to ESM.
  73935. */
  73936. /**
  73937. * Sets the current filter is to ESM.
  73938. */
  73939. useExponentialShadowMap: boolean;
  73940. /**
  73941. * Gets if the current filter is set to filtered ESM.
  73942. */
  73943. /**
  73944. * Gets if the current filter is set to filtered ESM.
  73945. */
  73946. useBlurExponentialShadowMap: boolean;
  73947. /**
  73948. * Gets if the current filter is set to "close ESM" (using the inverse of the
  73949. * exponential to prevent steep falloff artifacts).
  73950. */
  73951. /**
  73952. * Sets the current filter to "close ESM" (using the inverse of the
  73953. * exponential to prevent steep falloff artifacts).
  73954. */
  73955. useCloseExponentialShadowMap: boolean;
  73956. /**
  73957. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  73958. * exponential to prevent steep falloff artifacts).
  73959. */
  73960. /**
  73961. * Sets the current filter to filtered "close ESM" (using the inverse of the
  73962. * exponential to prevent steep falloff artifacts).
  73963. */
  73964. useBlurCloseExponentialShadowMap: boolean;
  73965. /**
  73966. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  73967. */
  73968. /**
  73969. * Sets the current filter to "PCF" (percentage closer filtering).
  73970. */
  73971. usePercentageCloserFiltering: boolean;
  73972. private _filteringQuality;
  73973. /**
  73974. * Gets the PCF or PCSS Quality.
  73975. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  73976. */
  73977. /**
  73978. * Sets the PCF or PCSS Quality.
  73979. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  73980. */
  73981. filteringQuality: number;
  73982. /**
  73983. * Gets if the current filter is set to "PCSS" (contact hardening).
  73984. */
  73985. /**
  73986. * Sets the current filter to "PCSS" (contact hardening).
  73987. */
  73988. useContactHardeningShadow: boolean;
  73989. private _contactHardeningLightSizeUVRatio;
  73990. /**
  73991. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  73992. * Using a ratio helps keeping shape stability independently of the map size.
  73993. *
  73994. * It does not account for the light projection as it was having too much
  73995. * instability during the light setup or during light position changes.
  73996. *
  73997. * Only valid if useContactHardeningShadow is true.
  73998. */
  73999. /**
  74000. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  74001. * Using a ratio helps keeping shape stability independently of the map size.
  74002. *
  74003. * It does not account for the light projection as it was having too much
  74004. * instability during the light setup or during light position changes.
  74005. *
  74006. * Only valid if useContactHardeningShadow is true.
  74007. */
  74008. contactHardeningLightSizeUVRatio: number;
  74009. private _darkness;
  74010. /** Gets or sets the actual darkness of a shadow */
  74011. darkness: number;
  74012. /**
  74013. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  74014. * 0 means strongest and 1 would means no shadow.
  74015. * @returns the darkness.
  74016. */
  74017. getDarkness(): number;
  74018. /**
  74019. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  74020. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  74021. * @returns the shadow generator allowing fluent coding.
  74022. */
  74023. setDarkness(darkness: number): ShadowGenerator;
  74024. private _transparencyShadow;
  74025. /** Gets or sets the ability to have transparent shadow */
  74026. transparencyShadow: boolean;
  74027. /**
  74028. * Sets the ability to have transparent shadow (boolean).
  74029. * @param transparent True if transparent else False
  74030. * @returns the shadow generator allowing fluent coding
  74031. */
  74032. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  74033. private _shadowMap;
  74034. private _shadowMap2;
  74035. /**
  74036. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  74037. * @returns The render target texture if present otherwise, null
  74038. */
  74039. getShadowMap(): Nullable<RenderTargetTexture>;
  74040. /**
  74041. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  74042. * @returns The render target texture if the shadow map is present otherwise, null
  74043. */
  74044. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  74045. /**
  74046. * Gets the class name of that object
  74047. * @returns "ShadowGenerator"
  74048. */
  74049. getClassName(): string;
  74050. /**
  74051. * Helper function to add a mesh and its descendants to the list of shadow casters.
  74052. * @param mesh Mesh to add
  74053. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  74054. * @returns the Shadow Generator itself
  74055. */
  74056. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  74057. /**
  74058. * Helper function to remove a mesh and its descendants from the list of shadow casters
  74059. * @param mesh Mesh to remove
  74060. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  74061. * @returns the Shadow Generator itself
  74062. */
  74063. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  74064. /**
  74065. * Controls the extent to which the shadows fade out at the edge of the frustum
  74066. * Used only by directionals and spots
  74067. */
  74068. frustumEdgeFalloff: number;
  74069. private _light;
  74070. /**
  74071. * Returns the associated light object.
  74072. * @returns the light generating the shadow
  74073. */
  74074. getLight(): IShadowLight;
  74075. /**
  74076. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  74077. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  74078. * It might on the other hand introduce peter panning.
  74079. */
  74080. forceBackFacesOnly: boolean;
  74081. private _scene;
  74082. private _lightDirection;
  74083. private _effect;
  74084. private _viewMatrix;
  74085. private _projectionMatrix;
  74086. private _transformMatrix;
  74087. private _cachedPosition;
  74088. private _cachedDirection;
  74089. private _cachedDefines;
  74090. private _currentRenderID;
  74091. private _boxBlurPostprocess;
  74092. private _kernelBlurXPostprocess;
  74093. private _kernelBlurYPostprocess;
  74094. private _blurPostProcesses;
  74095. private _mapSize;
  74096. private _currentFaceIndex;
  74097. private _currentFaceIndexCache;
  74098. private _textureType;
  74099. private _defaultTextureMatrix;
  74100. /** @hidden */
  74101. static _SceneComponentInitialization: (scene: Scene) => void;
  74102. /**
  74103. * Creates a ShadowGenerator object.
  74104. * A ShadowGenerator is the required tool to use the shadows.
  74105. * Each light casting shadows needs to use its own ShadowGenerator.
  74106. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  74107. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  74108. * @param light The light object generating the shadows.
  74109. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  74110. */
  74111. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  74112. private _initializeGenerator;
  74113. private _initializeShadowMap;
  74114. private _initializeBlurRTTAndPostProcesses;
  74115. private _renderForShadowMap;
  74116. private _renderSubMeshForShadowMap;
  74117. private _applyFilterValues;
  74118. /**
  74119. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74120. * @param onCompiled Callback triggered at the and of the effects compilation
  74121. * @param options Sets of optional options forcing the compilation with different modes
  74122. */
  74123. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  74124. useInstances: boolean;
  74125. }>): void;
  74126. /**
  74127. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  74128. * @param options Sets of optional options forcing the compilation with different modes
  74129. * @returns A promise that resolves when the compilation completes
  74130. */
  74131. forceCompilationAsync(options?: Partial<{
  74132. useInstances: boolean;
  74133. }>): Promise<void>;
  74134. /**
  74135. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  74136. * @param subMesh The submesh we want to render in the shadow map
  74137. * @param useInstances Defines wether will draw in the map using instances
  74138. * @returns true if ready otherwise, false
  74139. */
  74140. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  74141. /**
  74142. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  74143. * @param defines Defines of the material we want to update
  74144. * @param lightIndex Index of the light in the enabled light list of the material
  74145. */
  74146. prepareDefines(defines: any, lightIndex: number): void;
  74147. /**
  74148. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  74149. * defined in the generator but impacting the effect).
  74150. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  74151. * @param effect The effect we are binfing the information for
  74152. */
  74153. bindShadowLight(lightIndex: string, effect: Effect): void;
  74154. /**
  74155. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  74156. * (eq to shadow prjection matrix * light transform matrix)
  74157. * @returns The transform matrix used to create the shadow map
  74158. */
  74159. getTransformMatrix(): Matrix;
  74160. /**
  74161. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  74162. * Cube and 2D textures for instance.
  74163. */
  74164. recreateShadowMap(): void;
  74165. private _disposeBlurPostProcesses;
  74166. private _disposeRTTandPostProcesses;
  74167. /**
  74168. * Disposes the ShadowGenerator.
  74169. * Returns nothing.
  74170. */
  74171. dispose(): void;
  74172. /**
  74173. * Serializes the shadow generator setup to a json object.
  74174. * @returns The serialized JSON object
  74175. */
  74176. serialize(): any;
  74177. /**
  74178. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  74179. * @param parsedShadowGenerator The JSON object to parse
  74180. * @param scene The scene to create the shadow map for
  74181. * @returns The parsed shadow generator
  74182. */
  74183. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  74184. }
  74185. }
  74186. declare module BABYLON {
  74187. /**
  74188. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  74189. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  74190. * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
  74191. */
  74192. export abstract class Light extends Node {
  74193. /**
  74194. * Falloff Default: light is falling off following the material specification:
  74195. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  74196. */
  74197. static readonly FALLOFF_DEFAULT: number;
  74198. /**
  74199. * Falloff Physical: light is falling off following the inverse squared distance law.
  74200. */
  74201. static readonly FALLOFF_PHYSICAL: number;
  74202. /**
  74203. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  74204. * to enhance interoperability with other engines.
  74205. */
  74206. static readonly FALLOFF_GLTF: number;
  74207. /**
  74208. * Falloff Standard: light is falling off like in the standard material
  74209. * to enhance interoperability with other materials.
  74210. */
  74211. static readonly FALLOFF_STANDARD: number;
  74212. /**
  74213. * If every light affecting the material is in this lightmapMode,
  74214. * material.lightmapTexture adds or multiplies
  74215. * (depends on material.useLightmapAsShadowmap)
  74216. * after every other light calculations.
  74217. */
  74218. static readonly LIGHTMAP_DEFAULT: number;
  74219. /**
  74220. * material.lightmapTexture as only diffuse lighting from this light
  74221. * adds only specular lighting from this light
  74222. * adds dynamic shadows
  74223. */
  74224. static readonly LIGHTMAP_SPECULAR: number;
  74225. /**
  74226. * material.lightmapTexture as only lighting
  74227. * no light calculation from this light
  74228. * only adds dynamic shadows from this light
  74229. */
  74230. static readonly LIGHTMAP_SHADOWSONLY: number;
  74231. /**
  74232. * Each light type uses the default quantity according to its type:
  74233. * point/spot lights use luminous intensity
  74234. * directional lights use illuminance
  74235. */
  74236. static readonly INTENSITYMODE_AUTOMATIC: number;
  74237. /**
  74238. * lumen (lm)
  74239. */
  74240. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  74241. /**
  74242. * candela (lm/sr)
  74243. */
  74244. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  74245. /**
  74246. * lux (lm/m^2)
  74247. */
  74248. static readonly INTENSITYMODE_ILLUMINANCE: number;
  74249. /**
  74250. * nit (cd/m^2)
  74251. */
  74252. static readonly INTENSITYMODE_LUMINANCE: number;
  74253. /**
  74254. * Light type const id of the point light.
  74255. */
  74256. static readonly LIGHTTYPEID_POINTLIGHT: number;
  74257. /**
  74258. * Light type const id of the directional light.
  74259. */
  74260. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  74261. /**
  74262. * Light type const id of the spot light.
  74263. */
  74264. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  74265. /**
  74266. * Light type const id of the hemispheric light.
  74267. */
  74268. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  74269. /**
  74270. * Diffuse gives the basic color to an object.
  74271. */
  74272. diffuse: Color3;
  74273. /**
  74274. * Specular produces a highlight color on an object.
  74275. * Note: This is note affecting PBR materials.
  74276. */
  74277. specular: Color3;
  74278. /**
  74279. * Defines the falloff type for this light. This lets overrriding how punctual light are
  74280. * falling off base on range or angle.
  74281. * This can be set to any values in Light.FALLOFF_x.
  74282. *
  74283. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  74284. * other types of materials.
  74285. */
  74286. falloffType: number;
  74287. /**
  74288. * Strength of the light.
  74289. * Note: By default it is define in the framework own unit.
  74290. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  74291. */
  74292. intensity: number;
  74293. private _range;
  74294. protected _inverseSquaredRange: number;
  74295. /**
  74296. * Defines how far from the source the light is impacting in scene units.
  74297. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  74298. */
  74299. /**
  74300. * Defines how far from the source the light is impacting in scene units.
  74301. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  74302. */
  74303. range: number;
  74304. /**
  74305. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  74306. * of light.
  74307. */
  74308. private _photometricScale;
  74309. private _intensityMode;
  74310. /**
  74311. * Gets the photometric scale used to interpret the intensity.
  74312. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  74313. */
  74314. /**
  74315. * Sets the photometric scale used to interpret the intensity.
  74316. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  74317. */
  74318. intensityMode: number;
  74319. private _radius;
  74320. /**
  74321. * Gets the light radius used by PBR Materials to simulate soft area lights.
  74322. */
  74323. /**
  74324. * sets the light radius used by PBR Materials to simulate soft area lights.
  74325. */
  74326. radius: number;
  74327. private _renderPriority;
  74328. /**
  74329. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  74330. * exceeding the number allowed of the materials.
  74331. */
  74332. renderPriority: number;
  74333. private _shadowEnabled;
  74334. /**
  74335. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  74336. * the current shadow generator.
  74337. */
  74338. /**
  74339. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  74340. * the current shadow generator.
  74341. */
  74342. shadowEnabled: boolean;
  74343. private _includedOnlyMeshes;
  74344. /**
  74345. * Gets the only meshes impacted by this light.
  74346. */
  74347. /**
  74348. * Sets the only meshes impacted by this light.
  74349. */
  74350. includedOnlyMeshes: AbstractMesh[];
  74351. private _excludedMeshes;
  74352. /**
  74353. * Gets the meshes not impacted by this light.
  74354. */
  74355. /**
  74356. * Sets the meshes not impacted by this light.
  74357. */
  74358. excludedMeshes: AbstractMesh[];
  74359. private _excludeWithLayerMask;
  74360. /**
  74361. * Gets the layer id use to find what meshes are not impacted by the light.
  74362. * Inactive if 0
  74363. */
  74364. /**
  74365. * Sets the layer id use to find what meshes are not impacted by the light.
  74366. * Inactive if 0
  74367. */
  74368. excludeWithLayerMask: number;
  74369. private _includeOnlyWithLayerMask;
  74370. /**
  74371. * Gets the layer id use to find what meshes are impacted by the light.
  74372. * Inactive if 0
  74373. */
  74374. /**
  74375. * Sets the layer id use to find what meshes are impacted by the light.
  74376. * Inactive if 0
  74377. */
  74378. includeOnlyWithLayerMask: number;
  74379. private _lightmapMode;
  74380. /**
  74381. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  74382. */
  74383. /**
  74384. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  74385. */
  74386. lightmapMode: number;
  74387. /**
  74388. * Shadow generator associted to the light.
  74389. * @hidden Internal use only.
  74390. */
  74391. _shadowGenerator: Nullable<IShadowGenerator>;
  74392. /**
  74393. * @hidden Internal use only.
  74394. */
  74395. _excludedMeshesIds: string[];
  74396. /**
  74397. * @hidden Internal use only.
  74398. */
  74399. _includedOnlyMeshesIds: string[];
  74400. /**
  74401. * The current light unifom buffer.
  74402. * @hidden Internal use only.
  74403. */
  74404. _uniformBuffer: UniformBuffer;
  74405. /**
  74406. * Creates a Light object in the scene.
  74407. * Documentation : https://doc.babylonjs.com/babylon101/lights
  74408. * @param name The firendly name of the light
  74409. * @param scene The scene the light belongs too
  74410. */
  74411. constructor(name: string, scene: Scene);
  74412. protected abstract _buildUniformLayout(): void;
  74413. /**
  74414. * Sets the passed Effect "effect" with the Light information.
  74415. * @param effect The effect to update
  74416. * @param lightIndex The index of the light in the effect to update
  74417. * @returns The light
  74418. */
  74419. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  74420. /**
  74421. * Returns the string "Light".
  74422. * @returns the class name
  74423. */
  74424. getClassName(): string;
  74425. /** @hidden */
  74426. readonly _isLight: boolean;
  74427. /**
  74428. * Converts the light information to a readable string for debug purpose.
  74429. * @param fullDetails Supports for multiple levels of logging within scene loading
  74430. * @returns the human readable light info
  74431. */
  74432. toString(fullDetails?: boolean): string;
  74433. /** @hidden */
  74434. protected _syncParentEnabledState(): void;
  74435. /**
  74436. * Set the enabled state of this node.
  74437. * @param value - the new enabled state
  74438. */
  74439. setEnabled(value: boolean): void;
  74440. /**
  74441. * Returns the Light associated shadow generator if any.
  74442. * @return the associated shadow generator.
  74443. */
  74444. getShadowGenerator(): Nullable<IShadowGenerator>;
  74445. /**
  74446. * Returns a Vector3, the absolute light position in the World.
  74447. * @returns the world space position of the light
  74448. */
  74449. getAbsolutePosition(): Vector3;
  74450. /**
  74451. * Specifies if the light will affect the passed mesh.
  74452. * @param mesh The mesh to test against the light
  74453. * @return true the mesh is affected otherwise, false.
  74454. */
  74455. canAffectMesh(mesh: AbstractMesh): boolean;
  74456. /**
  74457. * Sort function to order lights for rendering.
  74458. * @param a First Light object to compare to second.
  74459. * @param b Second Light object to compare first.
  74460. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  74461. */
  74462. static CompareLightsPriority(a: Light, b: Light): number;
  74463. /**
  74464. * Releases resources associated with this node.
  74465. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  74466. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  74467. */
  74468. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  74469. /**
  74470. * Returns the light type ID (integer).
  74471. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  74472. */
  74473. getTypeID(): number;
  74474. /**
  74475. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  74476. * @returns the scaled intensity in intensity mode unit
  74477. */
  74478. getScaledIntensity(): number;
  74479. /**
  74480. * Returns a new Light object, named "name", from the current one.
  74481. * @param name The name of the cloned light
  74482. * @returns the new created light
  74483. */
  74484. clone(name: string): Nullable<Light>;
  74485. /**
  74486. * Serializes the current light into a Serialization object.
  74487. * @returns the serialized object.
  74488. */
  74489. serialize(): any;
  74490. /**
  74491. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  74492. * This new light is named "name" and added to the passed scene.
  74493. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  74494. * @param name The friendly name of the light
  74495. * @param scene The scene the new light will belong to
  74496. * @returns the constructor function
  74497. */
  74498. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  74499. /**
  74500. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  74501. * @param parsedLight The JSON representation of the light
  74502. * @param scene The scene to create the parsed light in
  74503. * @returns the created light after parsing
  74504. */
  74505. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  74506. private _hookArrayForExcluded;
  74507. private _hookArrayForIncludedOnly;
  74508. private _resyncMeshes;
  74509. /**
  74510. * Forces the meshes to update their light related information in their rendering used effects
  74511. * @hidden Internal Use Only
  74512. */
  74513. _markMeshesAsLightDirty(): void;
  74514. /**
  74515. * Recomputes the cached photometric scale if needed.
  74516. */
  74517. private _computePhotometricScale;
  74518. /**
  74519. * Returns the Photometric Scale according to the light type and intensity mode.
  74520. */
  74521. private _getPhotometricScale;
  74522. /**
  74523. * Reorder the light in the scene according to their defined priority.
  74524. * @hidden Internal Use Only
  74525. */
  74526. _reorderLightsInScene(): void;
  74527. /**
  74528. * Prepares the list of defines specific to the light type.
  74529. * @param defines the list of defines
  74530. * @param lightIndex defines the index of the light for the effect
  74531. */
  74532. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  74533. }
  74534. }
  74535. declare module BABYLON {
  74536. /**
  74537. * Interface used to define Action
  74538. */
  74539. export interface IAction {
  74540. /**
  74541. * Trigger for the action
  74542. */
  74543. trigger: number;
  74544. /** Options of the trigger */
  74545. triggerOptions: any;
  74546. /**
  74547. * Gets the trigger parameters
  74548. * @returns the trigger parameters
  74549. */
  74550. getTriggerParameter(): any;
  74551. /**
  74552. * Internal only - executes current action event
  74553. * @hidden
  74554. */
  74555. _executeCurrent(evt?: ActionEvent): void;
  74556. /**
  74557. * Serialize placeholder for child classes
  74558. * @param parent of child
  74559. * @returns the serialized object
  74560. */
  74561. serialize(parent: any): any;
  74562. /**
  74563. * Internal only
  74564. * @hidden
  74565. */
  74566. _prepare(): void;
  74567. /**
  74568. * Internal only - manager for action
  74569. * @hidden
  74570. */
  74571. _actionManager: AbstractActionManager;
  74572. /**
  74573. * Adds action to chain of actions, may be a DoNothingAction
  74574. * @param action defines the next action to execute
  74575. * @returns The action passed in
  74576. * @see https://www.babylonjs-playground.com/#1T30HR#0
  74577. */
  74578. then(action: IAction): IAction;
  74579. }
  74580. /**
  74581. * The action to be carried out following a trigger
  74582. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  74583. */
  74584. export class Action implements IAction {
  74585. /** the trigger, with or without parameters, for the action */
  74586. triggerOptions: any;
  74587. /**
  74588. * Trigger for the action
  74589. */
  74590. trigger: number;
  74591. /**
  74592. * Internal only - manager for action
  74593. * @hidden
  74594. */
  74595. _actionManager: ActionManager;
  74596. private _nextActiveAction;
  74597. private _child;
  74598. private _condition?;
  74599. private _triggerParameter;
  74600. /**
  74601. * An event triggered prior to action being executed.
  74602. */
  74603. onBeforeExecuteObservable: Observable<Action>;
  74604. /**
  74605. * Creates a new Action
  74606. * @param triggerOptions the trigger, with or without parameters, for the action
  74607. * @param condition an optional determinant of action
  74608. */
  74609. constructor(
  74610. /** the trigger, with or without parameters, for the action */
  74611. triggerOptions: any, condition?: Condition);
  74612. /**
  74613. * Internal only
  74614. * @hidden
  74615. */
  74616. _prepare(): void;
  74617. /**
  74618. * Gets the trigger parameters
  74619. * @returns the trigger parameters
  74620. */
  74621. getTriggerParameter(): any;
  74622. /**
  74623. * Internal only - executes current action event
  74624. * @hidden
  74625. */
  74626. _executeCurrent(evt?: ActionEvent): void;
  74627. /**
  74628. * Execute placeholder for child classes
  74629. * @param evt optional action event
  74630. */
  74631. execute(evt?: ActionEvent): void;
  74632. /**
  74633. * Skips to next active action
  74634. */
  74635. skipToNextActiveAction(): void;
  74636. /**
  74637. * Adds action to chain of actions, may be a DoNothingAction
  74638. * @param action defines the next action to execute
  74639. * @returns The action passed in
  74640. * @see https://www.babylonjs-playground.com/#1T30HR#0
  74641. */
  74642. then(action: Action): Action;
  74643. /**
  74644. * Internal only
  74645. * @hidden
  74646. */
  74647. _getProperty(propertyPath: string): string;
  74648. /**
  74649. * Internal only
  74650. * @hidden
  74651. */
  74652. _getEffectiveTarget(target: any, propertyPath: string): any;
  74653. /**
  74654. * Serialize placeholder for child classes
  74655. * @param parent of child
  74656. * @returns the serialized object
  74657. */
  74658. serialize(parent: any): any;
  74659. /**
  74660. * Internal only called by serialize
  74661. * @hidden
  74662. */
  74663. protected _serialize(serializedAction: any, parent?: any): any;
  74664. /**
  74665. * Internal only
  74666. * @hidden
  74667. */
  74668. static _SerializeValueAsString: (value: any) => string;
  74669. /**
  74670. * Internal only
  74671. * @hidden
  74672. */
  74673. static _GetTargetProperty: (target: Node | Scene) => {
  74674. name: string;
  74675. targetType: string;
  74676. value: string;
  74677. };
  74678. }
  74679. }
  74680. declare module BABYLON {
  74681. /**
  74682. * A Condition applied to an Action
  74683. */
  74684. export class Condition {
  74685. /**
  74686. * Internal only - manager for action
  74687. * @hidden
  74688. */
  74689. _actionManager: ActionManager;
  74690. /**
  74691. * Internal only
  74692. * @hidden
  74693. */
  74694. _evaluationId: number;
  74695. /**
  74696. * Internal only
  74697. * @hidden
  74698. */
  74699. _currentResult: boolean;
  74700. /**
  74701. * Creates a new Condition
  74702. * @param actionManager the manager of the action the condition is applied to
  74703. */
  74704. constructor(actionManager: ActionManager);
  74705. /**
  74706. * Check if the current condition is valid
  74707. * @returns a boolean
  74708. */
  74709. isValid(): boolean;
  74710. /**
  74711. * Internal only
  74712. * @hidden
  74713. */
  74714. _getProperty(propertyPath: string): string;
  74715. /**
  74716. * Internal only
  74717. * @hidden
  74718. */
  74719. _getEffectiveTarget(target: any, propertyPath: string): any;
  74720. /**
  74721. * Serialize placeholder for child classes
  74722. * @returns the serialized object
  74723. */
  74724. serialize(): any;
  74725. /**
  74726. * Internal only
  74727. * @hidden
  74728. */
  74729. protected _serialize(serializedCondition: any): any;
  74730. }
  74731. /**
  74732. * Defines specific conditional operators as extensions of Condition
  74733. */
  74734. export class ValueCondition extends Condition {
  74735. /** path to specify the property of the target the conditional operator uses */
  74736. propertyPath: string;
  74737. /** the value compared by the conditional operator against the current value of the property */
  74738. value: any;
  74739. /** the conditional operator, default ValueCondition.IsEqual */
  74740. operator: number;
  74741. /**
  74742. * Internal only
  74743. * @hidden
  74744. */
  74745. private static _IsEqual;
  74746. /**
  74747. * Internal only
  74748. * @hidden
  74749. */
  74750. private static _IsDifferent;
  74751. /**
  74752. * Internal only
  74753. * @hidden
  74754. */
  74755. private static _IsGreater;
  74756. /**
  74757. * Internal only
  74758. * @hidden
  74759. */
  74760. private static _IsLesser;
  74761. /**
  74762. * returns the number for IsEqual
  74763. */
  74764. static readonly IsEqual: number;
  74765. /**
  74766. * Returns the number for IsDifferent
  74767. */
  74768. static readonly IsDifferent: number;
  74769. /**
  74770. * Returns the number for IsGreater
  74771. */
  74772. static readonly IsGreater: number;
  74773. /**
  74774. * Returns the number for IsLesser
  74775. */
  74776. static readonly IsLesser: number;
  74777. /**
  74778. * Internal only The action manager for the condition
  74779. * @hidden
  74780. */
  74781. _actionManager: ActionManager;
  74782. /**
  74783. * Internal only
  74784. * @hidden
  74785. */
  74786. private _target;
  74787. /**
  74788. * Internal only
  74789. * @hidden
  74790. */
  74791. private _effectiveTarget;
  74792. /**
  74793. * Internal only
  74794. * @hidden
  74795. */
  74796. private _property;
  74797. /**
  74798. * Creates a new ValueCondition
  74799. * @param actionManager manager for the action the condition applies to
  74800. * @param target for the action
  74801. * @param propertyPath path to specify the property of the target the conditional operator uses
  74802. * @param value the value compared by the conditional operator against the current value of the property
  74803. * @param operator the conditional operator, default ValueCondition.IsEqual
  74804. */
  74805. constructor(actionManager: ActionManager, target: any,
  74806. /** path to specify the property of the target the conditional operator uses */
  74807. propertyPath: string,
  74808. /** the value compared by the conditional operator against the current value of the property */
  74809. value: any,
  74810. /** the conditional operator, default ValueCondition.IsEqual */
  74811. operator?: number);
  74812. /**
  74813. * Compares the given value with the property value for the specified conditional operator
  74814. * @returns the result of the comparison
  74815. */
  74816. isValid(): boolean;
  74817. /**
  74818. * Serialize the ValueCondition into a JSON compatible object
  74819. * @returns serialization object
  74820. */
  74821. serialize(): any;
  74822. /**
  74823. * Gets the name of the conditional operator for the ValueCondition
  74824. * @param operator the conditional operator
  74825. * @returns the name
  74826. */
  74827. static GetOperatorName(operator: number): string;
  74828. }
  74829. /**
  74830. * Defines a predicate condition as an extension of Condition
  74831. */
  74832. export class PredicateCondition extends Condition {
  74833. /** defines the predicate function used to validate the condition */
  74834. predicate: () => boolean;
  74835. /**
  74836. * Internal only - manager for action
  74837. * @hidden
  74838. */
  74839. _actionManager: ActionManager;
  74840. /**
  74841. * Creates a new PredicateCondition
  74842. * @param actionManager manager for the action the condition applies to
  74843. * @param predicate defines the predicate function used to validate the condition
  74844. */
  74845. constructor(actionManager: ActionManager,
  74846. /** defines the predicate function used to validate the condition */
  74847. predicate: () => boolean);
  74848. /**
  74849. * @returns the validity of the predicate condition
  74850. */
  74851. isValid(): boolean;
  74852. }
  74853. /**
  74854. * Defines a state condition as an extension of Condition
  74855. */
  74856. export class StateCondition extends Condition {
  74857. /** Value to compare with target state */
  74858. value: string;
  74859. /**
  74860. * Internal only - manager for action
  74861. * @hidden
  74862. */
  74863. _actionManager: ActionManager;
  74864. /**
  74865. * Internal only
  74866. * @hidden
  74867. */
  74868. private _target;
  74869. /**
  74870. * Creates a new StateCondition
  74871. * @param actionManager manager for the action the condition applies to
  74872. * @param target of the condition
  74873. * @param value to compare with target state
  74874. */
  74875. constructor(actionManager: ActionManager, target: any,
  74876. /** Value to compare with target state */
  74877. value: string);
  74878. /**
  74879. * Gets a boolean indicating if the current condition is met
  74880. * @returns the validity of the state
  74881. */
  74882. isValid(): boolean;
  74883. /**
  74884. * Serialize the StateCondition into a JSON compatible object
  74885. * @returns serialization object
  74886. */
  74887. serialize(): any;
  74888. }
  74889. }
  74890. declare module BABYLON {
  74891. /**
  74892. * This defines an action responsible to toggle a boolean once triggered.
  74893. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74894. */
  74895. export class SwitchBooleanAction extends Action {
  74896. /**
  74897. * The path to the boolean property in the target object
  74898. */
  74899. propertyPath: string;
  74900. private _target;
  74901. private _effectiveTarget;
  74902. private _property;
  74903. /**
  74904. * Instantiate the action
  74905. * @param triggerOptions defines the trigger options
  74906. * @param target defines the object containing the boolean
  74907. * @param propertyPath defines the path to the boolean property in the target object
  74908. * @param condition defines the trigger related conditions
  74909. */
  74910. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  74911. /** @hidden */
  74912. _prepare(): void;
  74913. /**
  74914. * Execute the action toggle the boolean value.
  74915. */
  74916. execute(): void;
  74917. /**
  74918. * Serializes the actions and its related information.
  74919. * @param parent defines the object to serialize in
  74920. * @returns the serialized object
  74921. */
  74922. serialize(parent: any): any;
  74923. }
  74924. /**
  74925. * This defines an action responsible to set a the state field of the target
  74926. * to a desired value once triggered.
  74927. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74928. */
  74929. export class SetStateAction extends Action {
  74930. /**
  74931. * The value to store in the state field.
  74932. */
  74933. value: string;
  74934. private _target;
  74935. /**
  74936. * Instantiate the action
  74937. * @param triggerOptions defines the trigger options
  74938. * @param target defines the object containing the state property
  74939. * @param value defines the value to store in the state field
  74940. * @param condition defines the trigger related conditions
  74941. */
  74942. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  74943. /**
  74944. * Execute the action and store the value on the target state property.
  74945. */
  74946. execute(): void;
  74947. /**
  74948. * Serializes the actions and its related information.
  74949. * @param parent defines the object to serialize in
  74950. * @returns the serialized object
  74951. */
  74952. serialize(parent: any): any;
  74953. }
  74954. /**
  74955. * This defines an action responsible to set a property of the target
  74956. * to a desired value once triggered.
  74957. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74958. */
  74959. export class SetValueAction extends Action {
  74960. /**
  74961. * The path of the property to set in the target.
  74962. */
  74963. propertyPath: string;
  74964. /**
  74965. * The value to set in the property
  74966. */
  74967. value: any;
  74968. private _target;
  74969. private _effectiveTarget;
  74970. private _property;
  74971. /**
  74972. * Instantiate the action
  74973. * @param triggerOptions defines the trigger options
  74974. * @param target defines the object containing the property
  74975. * @param propertyPath defines the path of the property to set in the target
  74976. * @param value defines the value to set in the property
  74977. * @param condition defines the trigger related conditions
  74978. */
  74979. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  74980. /** @hidden */
  74981. _prepare(): void;
  74982. /**
  74983. * Execute the action and set the targetted property to the desired value.
  74984. */
  74985. execute(): void;
  74986. /**
  74987. * Serializes the actions and its related information.
  74988. * @param parent defines the object to serialize in
  74989. * @returns the serialized object
  74990. */
  74991. serialize(parent: any): any;
  74992. }
  74993. /**
  74994. * This defines an action responsible to increment the target value
  74995. * to a desired value once triggered.
  74996. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  74997. */
  74998. export class IncrementValueAction extends Action {
  74999. /**
  75000. * The path of the property to increment in the target.
  75001. */
  75002. propertyPath: string;
  75003. /**
  75004. * The value we should increment the property by.
  75005. */
  75006. value: any;
  75007. private _target;
  75008. private _effectiveTarget;
  75009. private _property;
  75010. /**
  75011. * Instantiate the action
  75012. * @param triggerOptions defines the trigger options
  75013. * @param target defines the object containing the property
  75014. * @param propertyPath defines the path of the property to increment in the target
  75015. * @param value defines the value value we should increment the property by
  75016. * @param condition defines the trigger related conditions
  75017. */
  75018. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  75019. /** @hidden */
  75020. _prepare(): void;
  75021. /**
  75022. * Execute the action and increment the target of the value amount.
  75023. */
  75024. execute(): void;
  75025. /**
  75026. * Serializes the actions and its related information.
  75027. * @param parent defines the object to serialize in
  75028. * @returns the serialized object
  75029. */
  75030. serialize(parent: any): any;
  75031. }
  75032. /**
  75033. * This defines an action responsible to start an animation once triggered.
  75034. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75035. */
  75036. export class PlayAnimationAction extends Action {
  75037. /**
  75038. * Where the animation should start (animation frame)
  75039. */
  75040. from: number;
  75041. /**
  75042. * Where the animation should stop (animation frame)
  75043. */
  75044. to: number;
  75045. /**
  75046. * Define if the animation should loop or stop after the first play.
  75047. */
  75048. loop?: boolean;
  75049. private _target;
  75050. /**
  75051. * Instantiate the action
  75052. * @param triggerOptions defines the trigger options
  75053. * @param target defines the target animation or animation name
  75054. * @param from defines from where the animation should start (animation frame)
  75055. * @param end defines where the animation should stop (animation frame)
  75056. * @param loop defines if the animation should loop or stop after the first play
  75057. * @param condition defines the trigger related conditions
  75058. */
  75059. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  75060. /** @hidden */
  75061. _prepare(): void;
  75062. /**
  75063. * Execute the action and play the animation.
  75064. */
  75065. execute(): void;
  75066. /**
  75067. * Serializes the actions and its related information.
  75068. * @param parent defines the object to serialize in
  75069. * @returns the serialized object
  75070. */
  75071. serialize(parent: any): any;
  75072. }
  75073. /**
  75074. * This defines an action responsible to stop an animation once triggered.
  75075. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75076. */
  75077. export class StopAnimationAction extends Action {
  75078. private _target;
  75079. /**
  75080. * Instantiate the action
  75081. * @param triggerOptions defines the trigger options
  75082. * @param target defines the target animation or animation name
  75083. * @param condition defines the trigger related conditions
  75084. */
  75085. constructor(triggerOptions: any, target: any, condition?: Condition);
  75086. /** @hidden */
  75087. _prepare(): void;
  75088. /**
  75089. * Execute the action and stop the animation.
  75090. */
  75091. execute(): void;
  75092. /**
  75093. * Serializes the actions and its related information.
  75094. * @param parent defines the object to serialize in
  75095. * @returns the serialized object
  75096. */
  75097. serialize(parent: any): any;
  75098. }
  75099. /**
  75100. * This defines an action responsible that does nothing once triggered.
  75101. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75102. */
  75103. export class DoNothingAction extends Action {
  75104. /**
  75105. * Instantiate the action
  75106. * @param triggerOptions defines the trigger options
  75107. * @param condition defines the trigger related conditions
  75108. */
  75109. constructor(triggerOptions?: any, condition?: Condition);
  75110. /**
  75111. * Execute the action and do nothing.
  75112. */
  75113. execute(): void;
  75114. /**
  75115. * Serializes the actions and its related information.
  75116. * @param parent defines the object to serialize in
  75117. * @returns the serialized object
  75118. */
  75119. serialize(parent: any): any;
  75120. }
  75121. /**
  75122. * This defines an action responsible to trigger several actions once triggered.
  75123. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75124. */
  75125. export class CombineAction extends Action {
  75126. /**
  75127. * The list of aggregated animations to run.
  75128. */
  75129. children: Action[];
  75130. /**
  75131. * Instantiate the action
  75132. * @param triggerOptions defines the trigger options
  75133. * @param children defines the list of aggregated animations to run
  75134. * @param condition defines the trigger related conditions
  75135. */
  75136. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  75137. /** @hidden */
  75138. _prepare(): void;
  75139. /**
  75140. * Execute the action and executes all the aggregated actions.
  75141. */
  75142. execute(evt: ActionEvent): void;
  75143. /**
  75144. * Serializes the actions and its related information.
  75145. * @param parent defines the object to serialize in
  75146. * @returns the serialized object
  75147. */
  75148. serialize(parent: any): any;
  75149. }
  75150. /**
  75151. * This defines an action responsible to run code (external event) once triggered.
  75152. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75153. */
  75154. export class ExecuteCodeAction extends Action {
  75155. /**
  75156. * The callback function to run.
  75157. */
  75158. func: (evt: ActionEvent) => void;
  75159. /**
  75160. * Instantiate the action
  75161. * @param triggerOptions defines the trigger options
  75162. * @param func defines the callback function to run
  75163. * @param condition defines the trigger related conditions
  75164. */
  75165. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  75166. /**
  75167. * Execute the action and run the attached code.
  75168. */
  75169. execute(evt: ActionEvent): void;
  75170. }
  75171. /**
  75172. * This defines an action responsible to set the parent property of the target once triggered.
  75173. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75174. */
  75175. export class SetParentAction extends Action {
  75176. private _parent;
  75177. private _target;
  75178. /**
  75179. * Instantiate the action
  75180. * @param triggerOptions defines the trigger options
  75181. * @param target defines the target containing the parent property
  75182. * @param parent defines from where the animation should start (animation frame)
  75183. * @param condition defines the trigger related conditions
  75184. */
  75185. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  75186. /** @hidden */
  75187. _prepare(): void;
  75188. /**
  75189. * Execute the action and set the parent property.
  75190. */
  75191. execute(): void;
  75192. /**
  75193. * Serializes the actions and its related information.
  75194. * @param parent defines the object to serialize in
  75195. * @returns the serialized object
  75196. */
  75197. serialize(parent: any): any;
  75198. }
  75199. }
  75200. declare module BABYLON {
  75201. /**
  75202. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  75203. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  75204. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  75205. */
  75206. export class ActionManager extends AbstractActionManager {
  75207. /**
  75208. * Nothing
  75209. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75210. */
  75211. static readonly NothingTrigger: number;
  75212. /**
  75213. * On pick
  75214. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75215. */
  75216. static readonly OnPickTrigger: number;
  75217. /**
  75218. * On left pick
  75219. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75220. */
  75221. static readonly OnLeftPickTrigger: number;
  75222. /**
  75223. * On right pick
  75224. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75225. */
  75226. static readonly OnRightPickTrigger: number;
  75227. /**
  75228. * On center pick
  75229. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75230. */
  75231. static readonly OnCenterPickTrigger: number;
  75232. /**
  75233. * On pick down
  75234. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75235. */
  75236. static readonly OnPickDownTrigger: number;
  75237. /**
  75238. * On double pick
  75239. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75240. */
  75241. static readonly OnDoublePickTrigger: number;
  75242. /**
  75243. * On pick up
  75244. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75245. */
  75246. static readonly OnPickUpTrigger: number;
  75247. /**
  75248. * On pick out.
  75249. * This trigger will only be raised if you also declared a OnPickDown
  75250. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75251. */
  75252. static readonly OnPickOutTrigger: number;
  75253. /**
  75254. * On long press
  75255. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75256. */
  75257. static readonly OnLongPressTrigger: number;
  75258. /**
  75259. * On pointer over
  75260. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75261. */
  75262. static readonly OnPointerOverTrigger: number;
  75263. /**
  75264. * On pointer out
  75265. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75266. */
  75267. static readonly OnPointerOutTrigger: number;
  75268. /**
  75269. * On every frame
  75270. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75271. */
  75272. static readonly OnEveryFrameTrigger: number;
  75273. /**
  75274. * On intersection enter
  75275. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75276. */
  75277. static readonly OnIntersectionEnterTrigger: number;
  75278. /**
  75279. * On intersection exit
  75280. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75281. */
  75282. static readonly OnIntersectionExitTrigger: number;
  75283. /**
  75284. * On key down
  75285. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75286. */
  75287. static readonly OnKeyDownTrigger: number;
  75288. /**
  75289. * On key up
  75290. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  75291. */
  75292. static readonly OnKeyUpTrigger: number;
  75293. private _scene;
  75294. /**
  75295. * Creates a new action manager
  75296. * @param scene defines the hosting scene
  75297. */
  75298. constructor(scene: Scene);
  75299. /**
  75300. * Releases all associated resources
  75301. */
  75302. dispose(): void;
  75303. /**
  75304. * Gets hosting scene
  75305. * @returns the hosting scene
  75306. */
  75307. getScene(): Scene;
  75308. /**
  75309. * Does this action manager handles actions of any of the given triggers
  75310. * @param triggers defines the triggers to be tested
  75311. * @return a boolean indicating whether one (or more) of the triggers is handled
  75312. */
  75313. hasSpecificTriggers(triggers: number[]): boolean;
  75314. /**
  75315. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  75316. * speed.
  75317. * @param triggerA defines the trigger to be tested
  75318. * @param triggerB defines the trigger to be tested
  75319. * @return a boolean indicating whether one (or more) of the triggers is handled
  75320. */
  75321. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  75322. /**
  75323. * Does this action manager handles actions of a given trigger
  75324. * @param trigger defines the trigger to be tested
  75325. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  75326. * @return whether the trigger is handled
  75327. */
  75328. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  75329. /**
  75330. * Does this action manager has pointer triggers
  75331. */
  75332. readonly hasPointerTriggers: boolean;
  75333. /**
  75334. * Does this action manager has pick triggers
  75335. */
  75336. readonly hasPickTriggers: boolean;
  75337. /**
  75338. * Registers an action to this action manager
  75339. * @param action defines the action to be registered
  75340. * @return the action amended (prepared) after registration
  75341. */
  75342. registerAction(action: IAction): Nullable<IAction>;
  75343. /**
  75344. * Unregisters an action to this action manager
  75345. * @param action defines the action to be unregistered
  75346. * @return a boolean indicating whether the action has been unregistered
  75347. */
  75348. unregisterAction(action: IAction): Boolean;
  75349. /**
  75350. * Process a specific trigger
  75351. * @param trigger defines the trigger to process
  75352. * @param evt defines the event details to be processed
  75353. */
  75354. processTrigger(trigger: number, evt?: IActionEvent): void;
  75355. /** @hidden */
  75356. _getEffectiveTarget(target: any, propertyPath: string): any;
  75357. /** @hidden */
  75358. _getProperty(propertyPath: string): string;
  75359. /**
  75360. * Serialize this manager to a JSON object
  75361. * @param name defines the property name to store this manager
  75362. * @returns a JSON representation of this manager
  75363. */
  75364. serialize(name: string): any;
  75365. /**
  75366. * Creates a new ActionManager from a JSON data
  75367. * @param parsedActions defines the JSON data to read from
  75368. * @param object defines the hosting mesh
  75369. * @param scene defines the hosting scene
  75370. */
  75371. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  75372. /**
  75373. * Get a trigger name by index
  75374. * @param trigger defines the trigger index
  75375. * @returns a trigger name
  75376. */
  75377. static GetTriggerName(trigger: number): string;
  75378. }
  75379. }
  75380. declare module BABYLON {
  75381. /**
  75382. * Class representing a ray with position and direction
  75383. */
  75384. export class Ray {
  75385. /** origin point */
  75386. origin: Vector3;
  75387. /** direction */
  75388. direction: Vector3;
  75389. /** length of the ray */
  75390. length: number;
  75391. private static readonly TmpVector3;
  75392. private _tmpRay;
  75393. /**
  75394. * Creates a new ray
  75395. * @param origin origin point
  75396. * @param direction direction
  75397. * @param length length of the ray
  75398. */
  75399. constructor(
  75400. /** origin point */
  75401. origin: Vector3,
  75402. /** direction */
  75403. direction: Vector3,
  75404. /** length of the ray */
  75405. length?: number);
  75406. /**
  75407. * Checks if the ray intersects a box
  75408. * @param minimum bound of the box
  75409. * @param maximum bound of the box
  75410. * @param intersectionTreshold extra extend to be added to the box in all direction
  75411. * @returns if the box was hit
  75412. */
  75413. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  75414. /**
  75415. * Checks if the ray intersects a box
  75416. * @param box the bounding box to check
  75417. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  75418. * @returns if the box was hit
  75419. */
  75420. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  75421. /**
  75422. * If the ray hits a sphere
  75423. * @param sphere the bounding sphere to check
  75424. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  75425. * @returns true if it hits the sphere
  75426. */
  75427. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  75428. /**
  75429. * If the ray hits a triange
  75430. * @param vertex0 triangle vertex
  75431. * @param vertex1 triangle vertex
  75432. * @param vertex2 triangle vertex
  75433. * @returns intersection information if hit
  75434. */
  75435. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  75436. /**
  75437. * Checks if ray intersects a plane
  75438. * @param plane the plane to check
  75439. * @returns the distance away it was hit
  75440. */
  75441. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  75442. /**
  75443. * Calculate the intercept of a ray on a given axis
  75444. * @param axis to check 'x' | 'y' | 'z'
  75445. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  75446. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  75447. */
  75448. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  75449. /**
  75450. * Checks if ray intersects a mesh
  75451. * @param mesh the mesh to check
  75452. * @param fastCheck if only the bounding box should checked
  75453. * @returns picking info of the intersecton
  75454. */
  75455. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  75456. /**
  75457. * Checks if ray intersects a mesh
  75458. * @param meshes the meshes to check
  75459. * @param fastCheck if only the bounding box should checked
  75460. * @param results array to store result in
  75461. * @returns Array of picking infos
  75462. */
  75463. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  75464. private _comparePickingInfo;
  75465. private static smallnum;
  75466. private static rayl;
  75467. /**
  75468. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  75469. * @param sega the first point of the segment to test the intersection against
  75470. * @param segb the second point of the segment to test the intersection against
  75471. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  75472. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  75473. */
  75474. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  75475. /**
  75476. * Update the ray from viewport position
  75477. * @param x position
  75478. * @param y y position
  75479. * @param viewportWidth viewport width
  75480. * @param viewportHeight viewport height
  75481. * @param world world matrix
  75482. * @param view view matrix
  75483. * @param projection projection matrix
  75484. * @returns this ray updated
  75485. */
  75486. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  75487. /**
  75488. * Creates a ray with origin and direction of 0,0,0
  75489. * @returns the new ray
  75490. */
  75491. static Zero(): Ray;
  75492. /**
  75493. * Creates a new ray from screen space and viewport
  75494. * @param x position
  75495. * @param y y position
  75496. * @param viewportWidth viewport width
  75497. * @param viewportHeight viewport height
  75498. * @param world world matrix
  75499. * @param view view matrix
  75500. * @param projection projection matrix
  75501. * @returns new ray
  75502. */
  75503. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  75504. /**
  75505. * 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
  75506. * transformed to the given world matrix.
  75507. * @param origin The origin point
  75508. * @param end The end point
  75509. * @param world a matrix to transform the ray to. Default is the identity matrix.
  75510. * @returns the new ray
  75511. */
  75512. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  75513. /**
  75514. * Transforms a ray by a matrix
  75515. * @param ray ray to transform
  75516. * @param matrix matrix to apply
  75517. * @returns the resulting new ray
  75518. */
  75519. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  75520. /**
  75521. * Transforms a ray by a matrix
  75522. * @param ray ray to transform
  75523. * @param matrix matrix to apply
  75524. * @param result ray to store result in
  75525. */
  75526. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  75527. /**
  75528. * Unproject a ray from screen space to object space
  75529. * @param sourceX defines the screen space x coordinate to use
  75530. * @param sourceY defines the screen space y coordinate to use
  75531. * @param viewportWidth defines the current width of the viewport
  75532. * @param viewportHeight defines the current height of the viewport
  75533. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  75534. * @param view defines the view matrix to use
  75535. * @param projection defines the projection matrix to use
  75536. */
  75537. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  75538. }
  75539. /**
  75540. * Type used to define predicate used to select faces when a mesh intersection is detected
  75541. */
  75542. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  75543. interface Scene {
  75544. /** @hidden */
  75545. _tempPickingRay: Nullable<Ray>;
  75546. /** @hidden */
  75547. _cachedRayForTransform: Ray;
  75548. /** @hidden */
  75549. _pickWithRayInverseMatrix: Matrix;
  75550. /** @hidden */
  75551. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  75552. /** @hidden */
  75553. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  75554. }
  75555. }
  75556. declare module BABYLON {
  75557. /**
  75558. * Groups all the scene component constants in one place to ease maintenance.
  75559. * @hidden
  75560. */
  75561. export class SceneComponentConstants {
  75562. static readonly NAME_EFFECTLAYER: string;
  75563. static readonly NAME_LAYER: string;
  75564. static readonly NAME_LENSFLARESYSTEM: string;
  75565. static readonly NAME_BOUNDINGBOXRENDERER: string;
  75566. static readonly NAME_PARTICLESYSTEM: string;
  75567. static readonly NAME_GAMEPAD: string;
  75568. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  75569. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  75570. static readonly NAME_DEPTHRENDERER: string;
  75571. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  75572. static readonly NAME_SPRITE: string;
  75573. static readonly NAME_OUTLINERENDERER: string;
  75574. static readonly NAME_PROCEDURALTEXTURE: string;
  75575. static readonly NAME_SHADOWGENERATOR: string;
  75576. static readonly NAME_OCTREE: string;
  75577. static readonly NAME_PHYSICSENGINE: string;
  75578. static readonly NAME_AUDIO: string;
  75579. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  75580. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  75581. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  75582. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  75583. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  75584. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  75585. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  75586. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  75587. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  75588. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  75589. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  75590. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  75591. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  75592. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  75593. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  75594. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  75595. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  75596. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  75597. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  75598. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  75599. static readonly STEP_AFTERRENDER_AUDIO: number;
  75600. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  75601. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  75602. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  75603. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  75604. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  75605. static readonly STEP_POINTERMOVE_SPRITE: number;
  75606. static readonly STEP_POINTERDOWN_SPRITE: number;
  75607. static readonly STEP_POINTERUP_SPRITE: number;
  75608. }
  75609. /**
  75610. * This represents a scene component.
  75611. *
  75612. * This is used to decouple the dependency the scene is having on the different workloads like
  75613. * layers, post processes...
  75614. */
  75615. export interface ISceneComponent {
  75616. /**
  75617. * The name of the component. Each component must have a unique name.
  75618. */
  75619. name: string;
  75620. /**
  75621. * The scene the component belongs to.
  75622. */
  75623. scene: Scene;
  75624. /**
  75625. * Register the component to one instance of a scene.
  75626. */
  75627. register(): void;
  75628. /**
  75629. * Rebuilds the elements related to this component in case of
  75630. * context lost for instance.
  75631. */
  75632. rebuild(): void;
  75633. /**
  75634. * Disposes the component and the associated ressources.
  75635. */
  75636. dispose(): void;
  75637. }
  75638. /**
  75639. * This represents a SERIALIZABLE scene component.
  75640. *
  75641. * This extends Scene Component to add Serialization methods on top.
  75642. */
  75643. export interface ISceneSerializableComponent extends ISceneComponent {
  75644. /**
  75645. * Adds all the elements from the container to the scene
  75646. * @param container the container holding the elements
  75647. */
  75648. addFromContainer(container: AbstractScene): void;
  75649. /**
  75650. * Removes all the elements in the container from the scene
  75651. * @param container contains the elements to remove
  75652. * @param dispose if the removed element should be disposed (default: false)
  75653. */
  75654. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  75655. /**
  75656. * Serializes the component data to the specified json object
  75657. * @param serializationObject The object to serialize to
  75658. */
  75659. serialize(serializationObject: any): void;
  75660. }
  75661. /**
  75662. * Strong typing of a Mesh related stage step action
  75663. */
  75664. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  75665. /**
  75666. * Strong typing of a Evaluate Sub Mesh related stage step action
  75667. */
  75668. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  75669. /**
  75670. * Strong typing of a Active Mesh related stage step action
  75671. */
  75672. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  75673. /**
  75674. * Strong typing of a Camera related stage step action
  75675. */
  75676. export type CameraStageAction = (camera: Camera) => void;
  75677. /**
  75678. * Strong typing of a Camera Frame buffer related stage step action
  75679. */
  75680. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  75681. /**
  75682. * Strong typing of a Render Target related stage step action
  75683. */
  75684. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  75685. /**
  75686. * Strong typing of a RenderingGroup related stage step action
  75687. */
  75688. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  75689. /**
  75690. * Strong typing of a Mesh Render related stage step action
  75691. */
  75692. export type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  75693. /**
  75694. * Strong typing of a simple stage step action
  75695. */
  75696. export type SimpleStageAction = () => void;
  75697. /**
  75698. * Strong typing of a render target action.
  75699. */
  75700. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  75701. /**
  75702. * Strong typing of a pointer move action.
  75703. */
  75704. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
  75705. /**
  75706. * Strong typing of a pointer up/down action.
  75707. */
  75708. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  75709. /**
  75710. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  75711. * @hidden
  75712. */
  75713. export class Stage<T extends Function> extends Array<{
  75714. index: number;
  75715. component: ISceneComponent;
  75716. action: T;
  75717. }> {
  75718. /**
  75719. * Hide ctor from the rest of the world.
  75720. * @param items The items to add.
  75721. */
  75722. private constructor();
  75723. /**
  75724. * Creates a new Stage.
  75725. * @returns A new instance of a Stage
  75726. */
  75727. static Create<T extends Function>(): Stage<T>;
  75728. /**
  75729. * Registers a step in an ordered way in the targeted stage.
  75730. * @param index Defines the position to register the step in
  75731. * @param component Defines the component attached to the step
  75732. * @param action Defines the action to launch during the step
  75733. */
  75734. registerStep(index: number, component: ISceneComponent, action: T): void;
  75735. /**
  75736. * Clears all the steps from the stage.
  75737. */
  75738. clear(): void;
  75739. }
  75740. }
  75741. declare module BABYLON {
  75742. interface Scene {
  75743. /** @hidden */
  75744. _pointerOverSprite: Nullable<Sprite>;
  75745. /** @hidden */
  75746. _pickedDownSprite: Nullable<Sprite>;
  75747. /** @hidden */
  75748. _tempSpritePickingRay: Nullable<Ray>;
  75749. /**
  75750. * All of the sprite managers added to this scene
  75751. * @see http://doc.babylonjs.com/babylon101/sprites
  75752. */
  75753. spriteManagers: Array<ISpriteManager>;
  75754. /**
  75755. * An event triggered when sprites rendering is about to start
  75756. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  75757. */
  75758. onBeforeSpritesRenderingObservable: Observable<Scene>;
  75759. /**
  75760. * An event triggered when sprites rendering is done
  75761. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  75762. */
  75763. onAfterSpritesRenderingObservable: Observable<Scene>;
  75764. /** @hidden */
  75765. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75766. /** Launch a ray to try to pick a sprite in the scene
  75767. * @param x position on screen
  75768. * @param y position on screen
  75769. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  75770. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  75771. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  75772. * @returns a PickingInfo
  75773. */
  75774. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75775. /** Use the given ray to pick a sprite in the scene
  75776. * @param ray The ray (in world space) to use to pick meshes
  75777. * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
  75778. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  75779. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  75780. * @returns a PickingInfo
  75781. */
  75782. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  75783. /**
  75784. * Force the sprite under the pointer
  75785. * @param sprite defines the sprite to use
  75786. */
  75787. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  75788. /**
  75789. * Gets the sprite under the pointer
  75790. * @returns a Sprite or null if no sprite is under the pointer
  75791. */
  75792. getPointerOverSprite(): Nullable<Sprite>;
  75793. }
  75794. /**
  75795. * Defines the sprite scene component responsible to manage sprites
  75796. * in a given scene.
  75797. */
  75798. export class SpriteSceneComponent implements ISceneComponent {
  75799. /**
  75800. * The component name helpfull to identify the component in the list of scene components.
  75801. */
  75802. readonly name: string;
  75803. /**
  75804. * The scene the component belongs to.
  75805. */
  75806. scene: Scene;
  75807. /** @hidden */
  75808. private _spritePredicate;
  75809. /**
  75810. * Creates a new instance of the component for the given scene
  75811. * @param scene Defines the scene to register the component in
  75812. */
  75813. constructor(scene: Scene);
  75814. /**
  75815. * Registers the component in a given scene
  75816. */
  75817. register(): void;
  75818. /**
  75819. * Rebuilds the elements related to this component in case of
  75820. * context lost for instance.
  75821. */
  75822. rebuild(): void;
  75823. /**
  75824. * Disposes the component and the associated ressources.
  75825. */
  75826. dispose(): void;
  75827. private _pickSpriteButKeepRay;
  75828. private _pointerMove;
  75829. private _pointerDown;
  75830. private _pointerUp;
  75831. }
  75832. }
  75833. declare module BABYLON {
  75834. /** @hidden */
  75835. export var fogFragmentDeclaration: {
  75836. name: string;
  75837. shader: string;
  75838. };
  75839. }
  75840. declare module BABYLON {
  75841. /** @hidden */
  75842. export var fogFragment: {
  75843. name: string;
  75844. shader: string;
  75845. };
  75846. }
  75847. declare module BABYLON {
  75848. /** @hidden */
  75849. export var spritesPixelShader: {
  75850. name: string;
  75851. shader: string;
  75852. };
  75853. }
  75854. declare module BABYLON {
  75855. /** @hidden */
  75856. export var fogVertexDeclaration: {
  75857. name: string;
  75858. shader: string;
  75859. };
  75860. }
  75861. declare module BABYLON {
  75862. /** @hidden */
  75863. export var spritesVertexShader: {
  75864. name: string;
  75865. shader: string;
  75866. };
  75867. }
  75868. declare module BABYLON {
  75869. /**
  75870. * Defines the minimum interface to fullfil in order to be a sprite manager.
  75871. */
  75872. export interface ISpriteManager extends IDisposable {
  75873. /**
  75874. * Restricts the camera to viewing objects with the same layerMask.
  75875. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  75876. */
  75877. layerMask: number;
  75878. /**
  75879. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  75880. */
  75881. isPickable: boolean;
  75882. /**
  75883. * Specifies the rendering group id for this mesh (0 by default)
  75884. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  75885. */
  75886. renderingGroupId: number;
  75887. /**
  75888. * Defines the list of sprites managed by the manager.
  75889. */
  75890. sprites: Array<Sprite>;
  75891. /**
  75892. * Tests the intersection of a sprite with a specific ray.
  75893. * @param ray The ray we are sending to test the collision
  75894. * @param camera The camera space we are sending rays in
  75895. * @param predicate A predicate allowing excluding sprites from the list of object to test
  75896. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  75897. * @returns picking info or null.
  75898. */
  75899. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  75900. /**
  75901. * Renders the list of sprites on screen.
  75902. */
  75903. render(): void;
  75904. }
  75905. /**
  75906. * Class used to manage multiple sprites on the same spritesheet
  75907. * @see http://doc.babylonjs.com/babylon101/sprites
  75908. */
  75909. export class SpriteManager implements ISpriteManager {
  75910. /** defines the manager's name */
  75911. name: string;
  75912. /** Gets the list of sprites */
  75913. sprites: Sprite[];
  75914. /** Gets or sets the rendering group id (0 by default) */
  75915. renderingGroupId: number;
  75916. /** Gets or sets camera layer mask */
  75917. layerMask: number;
  75918. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  75919. fogEnabled: boolean;
  75920. /** Gets or sets a boolean indicating if the sprites are pickable */
  75921. isPickable: boolean;
  75922. /** Defines the default width of a cell in the spritesheet */
  75923. cellWidth: number;
  75924. /** Defines the default height of a cell in the spritesheet */
  75925. cellHeight: number;
  75926. /** Associative array from JSON sprite data file */
  75927. private _cellData;
  75928. /** Array of sprite names from JSON sprite data file */
  75929. private _spriteMap;
  75930. /** True when packed cell data from JSON file is ready*/
  75931. private _packedAndReady;
  75932. /**
  75933. * An event triggered when the manager is disposed.
  75934. */
  75935. onDisposeObservable: Observable<SpriteManager>;
  75936. private _onDisposeObserver;
  75937. /**
  75938. * Callback called when the manager is disposed
  75939. */
  75940. onDispose: () => void;
  75941. private _capacity;
  75942. private _fromPacked;
  75943. private _spriteTexture;
  75944. private _epsilon;
  75945. private _scene;
  75946. private _vertexData;
  75947. private _buffer;
  75948. private _vertexBuffers;
  75949. private _indexBuffer;
  75950. private _effectBase;
  75951. private _effectFog;
  75952. /**
  75953. * Gets or sets the spritesheet texture
  75954. */
  75955. texture: Texture;
  75956. /**
  75957. * Creates a new sprite manager
  75958. * @param name defines the manager's name
  75959. * @param imgUrl defines the sprite sheet url
  75960. * @param capacity defines the maximum allowed number of sprites
  75961. * @param cellSize defines the size of a sprite cell
  75962. * @param scene defines the hosting scene
  75963. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  75964. * @param samplingMode defines the smapling mode to use with spritesheet
  75965. * @param fromPacked set to false; do not alter
  75966. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  75967. */
  75968. constructor(
  75969. /** defines the manager's name */
  75970. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  75971. private _makePacked;
  75972. private _appendSpriteVertex;
  75973. /**
  75974. * Intersects the sprites with a ray
  75975. * @param ray defines the ray to intersect with
  75976. * @param camera defines the current active camera
  75977. * @param predicate defines a predicate used to select candidate sprites
  75978. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  75979. * @returns null if no hit or a PickingInfo
  75980. */
  75981. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  75982. /**
  75983. * Render all child sprites
  75984. */
  75985. render(): void;
  75986. /**
  75987. * Release associated resources
  75988. */
  75989. dispose(): void;
  75990. }
  75991. }
  75992. declare module BABYLON {
  75993. /**
  75994. * Class used to represent a sprite
  75995. * @see http://doc.babylonjs.com/babylon101/sprites
  75996. */
  75997. export class Sprite {
  75998. /** defines the name */
  75999. name: string;
  76000. /** Gets or sets the current world position */
  76001. position: Vector3;
  76002. /** Gets or sets the main color */
  76003. color: Color4;
  76004. /** Gets or sets the width */
  76005. width: number;
  76006. /** Gets or sets the height */
  76007. height: number;
  76008. /** Gets or sets rotation angle */
  76009. angle: number;
  76010. /** Gets or sets the cell index in the sprite sheet */
  76011. cellIndex: number;
  76012. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  76013. cellRef: string;
  76014. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  76015. invertU: number;
  76016. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  76017. invertV: number;
  76018. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  76019. disposeWhenFinishedAnimating: boolean;
  76020. /** Gets the list of attached animations */
  76021. animations: Animation[];
  76022. /** Gets or sets a boolean indicating if the sprite can be picked */
  76023. isPickable: boolean;
  76024. /**
  76025. * Gets or sets the associated action manager
  76026. */
  76027. actionManager: Nullable<ActionManager>;
  76028. private _animationStarted;
  76029. private _loopAnimation;
  76030. private _fromIndex;
  76031. private _toIndex;
  76032. private _delay;
  76033. private _direction;
  76034. private _manager;
  76035. private _time;
  76036. private _onAnimationEnd;
  76037. /**
  76038. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  76039. */
  76040. isVisible: boolean;
  76041. /**
  76042. * Gets or sets the sprite size
  76043. */
  76044. size: number;
  76045. /**
  76046. * Creates a new Sprite
  76047. * @param name defines the name
  76048. * @param manager defines the manager
  76049. */
  76050. constructor(
  76051. /** defines the name */
  76052. name: string, manager: ISpriteManager);
  76053. /**
  76054. * Starts an animation
  76055. * @param from defines the initial key
  76056. * @param to defines the end key
  76057. * @param loop defines if the animation must loop
  76058. * @param delay defines the start delay (in ms)
  76059. * @param onAnimationEnd defines a callback to call when animation ends
  76060. */
  76061. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  76062. /** Stops current animation (if any) */
  76063. stopAnimation(): void;
  76064. /** @hidden */
  76065. _animate(deltaTime: number): void;
  76066. /** Release associated resources */
  76067. dispose(): void;
  76068. }
  76069. }
  76070. declare module BABYLON {
  76071. /**
  76072. * Information about the result of picking within a scene
  76073. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  76074. */
  76075. export class PickingInfo {
  76076. /** @hidden */
  76077. _pickingUnavailable: boolean;
  76078. /**
  76079. * If the pick collided with an object
  76080. */
  76081. hit: boolean;
  76082. /**
  76083. * Distance away where the pick collided
  76084. */
  76085. distance: number;
  76086. /**
  76087. * The location of pick collision
  76088. */
  76089. pickedPoint: Nullable<Vector3>;
  76090. /**
  76091. * The mesh corresponding the the pick collision
  76092. */
  76093. pickedMesh: Nullable<AbstractMesh>;
  76094. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  76095. bu: number;
  76096. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  76097. bv: number;
  76098. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  76099. faceId: number;
  76100. /** Id of the the submesh that was picked */
  76101. subMeshId: number;
  76102. /** If a sprite was picked, this will be the sprite the pick collided with */
  76103. pickedSprite: Nullable<Sprite>;
  76104. /**
  76105. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  76106. */
  76107. originMesh: Nullable<AbstractMesh>;
  76108. /**
  76109. * The ray that was used to perform the picking.
  76110. */
  76111. ray: Nullable<Ray>;
  76112. /**
  76113. * Gets the normal correspodning to the face the pick collided with
  76114. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  76115. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  76116. * @returns The normal correspodning to the face the pick collided with
  76117. */
  76118. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  76119. /**
  76120. * Gets the texture coordinates of where the pick occured
  76121. * @returns the vector containing the coordnates of the texture
  76122. */
  76123. getTextureCoordinates(): Nullable<Vector2>;
  76124. }
  76125. }
  76126. declare module BABYLON {
  76127. /**
  76128. * Gather the list of pointer event types as constants.
  76129. */
  76130. export class PointerEventTypes {
  76131. /**
  76132. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  76133. */
  76134. static readonly POINTERDOWN: number;
  76135. /**
  76136. * The pointerup event is fired when a pointer is no longer active.
  76137. */
  76138. static readonly POINTERUP: number;
  76139. /**
  76140. * The pointermove event is fired when a pointer changes coordinates.
  76141. */
  76142. static readonly POINTERMOVE: number;
  76143. /**
  76144. * The pointerwheel event is fired when a mouse wheel has been rotated.
  76145. */
  76146. static readonly POINTERWHEEL: number;
  76147. /**
  76148. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  76149. */
  76150. static readonly POINTERPICK: number;
  76151. /**
  76152. * The pointertap event is fired when a the object has been touched and released without drag.
  76153. */
  76154. static readonly POINTERTAP: number;
  76155. /**
  76156. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  76157. */
  76158. static readonly POINTERDOUBLETAP: number;
  76159. }
  76160. /**
  76161. * Base class of pointer info types.
  76162. */
  76163. export class PointerInfoBase {
  76164. /**
  76165. * Defines the type of event (PointerEventTypes)
  76166. */
  76167. type: number;
  76168. /**
  76169. * Defines the related dom event
  76170. */
  76171. event: PointerEvent | MouseWheelEvent;
  76172. /**
  76173. * Instantiates the base class of pointers info.
  76174. * @param type Defines the type of event (PointerEventTypes)
  76175. * @param event Defines the related dom event
  76176. */
  76177. constructor(
  76178. /**
  76179. * Defines the type of event (PointerEventTypes)
  76180. */
  76181. type: number,
  76182. /**
  76183. * Defines the related dom event
  76184. */
  76185. event: PointerEvent | MouseWheelEvent);
  76186. }
  76187. /**
  76188. * This class is used to store pointer related info for the onPrePointerObservable event.
  76189. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  76190. */
  76191. export class PointerInfoPre extends PointerInfoBase {
  76192. /**
  76193. * Ray from a pointer if availible (eg. 6dof controller)
  76194. */
  76195. ray: Nullable<Ray>;
  76196. /**
  76197. * Defines the local position of the pointer on the canvas.
  76198. */
  76199. localPosition: Vector2;
  76200. /**
  76201. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  76202. */
  76203. skipOnPointerObservable: boolean;
  76204. /**
  76205. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  76206. * @param type Defines the type of event (PointerEventTypes)
  76207. * @param event Defines the related dom event
  76208. * @param localX Defines the local x coordinates of the pointer when the event occured
  76209. * @param localY Defines the local y coordinates of the pointer when the event occured
  76210. */
  76211. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  76212. }
  76213. /**
  76214. * This type contains all the data related to a pointer event in Babylon.js.
  76215. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  76216. */
  76217. export class PointerInfo extends PointerInfoBase {
  76218. /**
  76219. * Defines the picking info associated to the info (if any)\
  76220. */
  76221. pickInfo: Nullable<PickingInfo>;
  76222. /**
  76223. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  76224. * @param type Defines the type of event (PointerEventTypes)
  76225. * @param event Defines the related dom event
  76226. * @param pickInfo Defines the picking info associated to the info (if any)\
  76227. */
  76228. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  76229. /**
  76230. * Defines the picking info associated to the info (if any)\
  76231. */
  76232. pickInfo: Nullable<PickingInfo>);
  76233. }
  76234. /**
  76235. * Data relating to a touch event on the screen.
  76236. */
  76237. export interface PointerTouch {
  76238. /**
  76239. * X coordinate of touch.
  76240. */
  76241. x: number;
  76242. /**
  76243. * Y coordinate of touch.
  76244. */
  76245. y: number;
  76246. /**
  76247. * Id of touch. Unique for each finger.
  76248. */
  76249. pointerId: number;
  76250. /**
  76251. * Event type passed from DOM.
  76252. */
  76253. type: any;
  76254. }
  76255. }
  76256. declare module BABYLON {
  76257. /**
  76258. * Manage the mouse inputs to control the movement of a free camera.
  76259. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76260. */
  76261. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  76262. /**
  76263. * Define if touch is enabled in the mouse input
  76264. */
  76265. touchEnabled: boolean;
  76266. /**
  76267. * Defines the camera the input is attached to.
  76268. */
  76269. camera: FreeCamera;
  76270. /**
  76271. * Defines the buttons associated with the input to handle camera move.
  76272. */
  76273. buttons: number[];
  76274. /**
  76275. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  76276. */
  76277. angularSensibility: number;
  76278. private _pointerInput;
  76279. private _onMouseMove;
  76280. private _observer;
  76281. private previousPosition;
  76282. /**
  76283. * Observable for when a pointer move event occurs containing the move offset
  76284. */
  76285. onPointerMovedObservable: Observable<{
  76286. offsetX: number;
  76287. offsetY: number;
  76288. }>;
  76289. /**
  76290. * @hidden
  76291. * If the camera should be rotated automatically based on pointer movement
  76292. */
  76293. _allowCameraRotation: boolean;
  76294. /**
  76295. * Manage the mouse inputs to control the movement of a free camera.
  76296. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76297. * @param touchEnabled Defines if touch is enabled or not
  76298. */
  76299. constructor(
  76300. /**
  76301. * Define if touch is enabled in the mouse input
  76302. */
  76303. touchEnabled?: boolean);
  76304. /**
  76305. * Attach the input controls to a specific dom element to get the input from.
  76306. * @param element Defines the element the controls should be listened from
  76307. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76308. */
  76309. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76310. /**
  76311. * Called on JS contextmenu event.
  76312. * Override this method to provide functionality.
  76313. */
  76314. protected onContextMenu(evt: PointerEvent): void;
  76315. /**
  76316. * Detach the current controls from the specified dom element.
  76317. * @param element Defines the element to stop listening the inputs from
  76318. */
  76319. detachControl(element: Nullable<HTMLElement>): void;
  76320. /**
  76321. * Gets the class name of the current intput.
  76322. * @returns the class name
  76323. */
  76324. getClassName(): string;
  76325. /**
  76326. * Get the friendly name associated with the input class.
  76327. * @returns the input friendly name
  76328. */
  76329. getSimpleName(): string;
  76330. }
  76331. }
  76332. declare module BABYLON {
  76333. /**
  76334. * Manage the touch inputs to control the movement of a free camera.
  76335. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76336. */
  76337. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  76338. /**
  76339. * Defines the camera the input is attached to.
  76340. */
  76341. camera: FreeCamera;
  76342. /**
  76343. * Defines the touch sensibility for rotation.
  76344. * The higher the faster.
  76345. */
  76346. touchAngularSensibility: number;
  76347. /**
  76348. * Defines the touch sensibility for move.
  76349. * The higher the faster.
  76350. */
  76351. touchMoveSensibility: number;
  76352. private _offsetX;
  76353. private _offsetY;
  76354. private _pointerPressed;
  76355. private _pointerInput;
  76356. private _observer;
  76357. private _onLostFocus;
  76358. /**
  76359. * Attach the input controls to a specific dom element to get the input from.
  76360. * @param element Defines the element the controls should be listened from
  76361. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76362. */
  76363. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76364. /**
  76365. * Detach the current controls from the specified dom element.
  76366. * @param element Defines the element to stop listening the inputs from
  76367. */
  76368. detachControl(element: Nullable<HTMLElement>): void;
  76369. /**
  76370. * Update the current camera state depending on the inputs that have been used this frame.
  76371. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  76372. */
  76373. checkInputs(): void;
  76374. /**
  76375. * Gets the class name of the current intput.
  76376. * @returns the class name
  76377. */
  76378. getClassName(): string;
  76379. /**
  76380. * Get the friendly name associated with the input class.
  76381. * @returns the input friendly name
  76382. */
  76383. getSimpleName(): string;
  76384. }
  76385. }
  76386. declare module BABYLON {
  76387. /**
  76388. * Default Inputs manager for the FreeCamera.
  76389. * It groups all the default supported inputs for ease of use.
  76390. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76391. */
  76392. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  76393. /**
  76394. * @hidden
  76395. */
  76396. _mouseInput: Nullable<FreeCameraMouseInput>;
  76397. /**
  76398. * Instantiates a new FreeCameraInputsManager.
  76399. * @param camera Defines the camera the inputs belong to
  76400. */
  76401. constructor(camera: FreeCamera);
  76402. /**
  76403. * Add keyboard input support to the input manager.
  76404. * @returns the current input manager
  76405. */
  76406. addKeyboard(): FreeCameraInputsManager;
  76407. /**
  76408. * Add mouse input support to the input manager.
  76409. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  76410. * @returns the current input manager
  76411. */
  76412. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  76413. /**
  76414. * Removes the mouse input support from the manager
  76415. * @returns the current input manager
  76416. */
  76417. removeMouse(): FreeCameraInputsManager;
  76418. /**
  76419. * Add touch input support to the input manager.
  76420. * @returns the current input manager
  76421. */
  76422. addTouch(): FreeCameraInputsManager;
  76423. /**
  76424. * Remove all attached input methods from a camera
  76425. */
  76426. clear(): void;
  76427. }
  76428. }
  76429. declare module BABYLON {
  76430. /**
  76431. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  76432. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  76433. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  76434. */
  76435. export class FreeCamera extends TargetCamera {
  76436. /**
  76437. * Define the collision ellipsoid of the camera.
  76438. * This is helpful to simulate a camera body like the player body around the camera
  76439. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  76440. */
  76441. ellipsoid: Vector3;
  76442. /**
  76443. * Define an offset for the position of the ellipsoid around the camera.
  76444. * This can be helpful to determine the center of the body near the gravity center of the body
  76445. * instead of its head.
  76446. */
  76447. ellipsoidOffset: Vector3;
  76448. /**
  76449. * Enable or disable collisions of the camera with the rest of the scene objects.
  76450. */
  76451. checkCollisions: boolean;
  76452. /**
  76453. * Enable or disable gravity on the camera.
  76454. */
  76455. applyGravity: boolean;
  76456. /**
  76457. * Define the input manager associated to the camera.
  76458. */
  76459. inputs: FreeCameraInputsManager;
  76460. /**
  76461. * Gets the input sensibility for a mouse input. (default is 2000.0)
  76462. * Higher values reduce sensitivity.
  76463. */
  76464. /**
  76465. * Sets the input sensibility for a mouse input. (default is 2000.0)
  76466. * Higher values reduce sensitivity.
  76467. */
  76468. angularSensibility: number;
  76469. /**
  76470. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  76471. */
  76472. keysUp: number[];
  76473. /**
  76474. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  76475. */
  76476. keysDown: number[];
  76477. /**
  76478. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  76479. */
  76480. keysLeft: number[];
  76481. /**
  76482. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  76483. */
  76484. keysRight: number[];
  76485. /**
  76486. * Event raised when the camera collide with a mesh in the scene.
  76487. */
  76488. onCollide: (collidedMesh: AbstractMesh) => void;
  76489. private _collider;
  76490. private _needMoveForGravity;
  76491. private _oldPosition;
  76492. private _diffPosition;
  76493. private _newPosition;
  76494. /** @hidden */
  76495. _localDirection: Vector3;
  76496. /** @hidden */
  76497. _transformedDirection: Vector3;
  76498. /**
  76499. * Instantiates a Free Camera.
  76500. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  76501. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  76502. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  76503. * @param name Define the name of the camera in the scene
  76504. * @param position Define the start position of the camera in the scene
  76505. * @param scene Define the scene the camera belongs to
  76506. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  76507. */
  76508. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  76509. /**
  76510. * Attached controls to the current camera.
  76511. * @param element Defines the element the controls should be listened from
  76512. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76513. */
  76514. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76515. /**
  76516. * Detach the current controls from the camera.
  76517. * The camera will stop reacting to inputs.
  76518. * @param element Defines the element to stop listening the inputs from
  76519. */
  76520. detachControl(element: HTMLElement): void;
  76521. private _collisionMask;
  76522. /**
  76523. * Define a collision mask to limit the list of object the camera can collide with
  76524. */
  76525. collisionMask: number;
  76526. /** @hidden */
  76527. _collideWithWorld(displacement: Vector3): void;
  76528. private _onCollisionPositionChange;
  76529. /** @hidden */
  76530. _checkInputs(): void;
  76531. /** @hidden */
  76532. _decideIfNeedsToMove(): boolean;
  76533. /** @hidden */
  76534. _updatePosition(): void;
  76535. /**
  76536. * Destroy the camera and release the current resources hold by it.
  76537. */
  76538. dispose(): void;
  76539. /**
  76540. * Gets the current object class name.
  76541. * @return the class name
  76542. */
  76543. getClassName(): string;
  76544. }
  76545. }
  76546. declare module BABYLON {
  76547. /**
  76548. * Represents a gamepad control stick position
  76549. */
  76550. export class StickValues {
  76551. /**
  76552. * The x component of the control stick
  76553. */
  76554. x: number;
  76555. /**
  76556. * The y component of the control stick
  76557. */
  76558. y: number;
  76559. /**
  76560. * Initializes the gamepad x and y control stick values
  76561. * @param x The x component of the gamepad control stick value
  76562. * @param y The y component of the gamepad control stick value
  76563. */
  76564. constructor(
  76565. /**
  76566. * The x component of the control stick
  76567. */
  76568. x: number,
  76569. /**
  76570. * The y component of the control stick
  76571. */
  76572. y: number);
  76573. }
  76574. /**
  76575. * An interface which manages callbacks for gamepad button changes
  76576. */
  76577. export interface GamepadButtonChanges {
  76578. /**
  76579. * Called when a gamepad has been changed
  76580. */
  76581. changed: boolean;
  76582. /**
  76583. * Called when a gamepad press event has been triggered
  76584. */
  76585. pressChanged: boolean;
  76586. /**
  76587. * Called when a touch event has been triggered
  76588. */
  76589. touchChanged: boolean;
  76590. /**
  76591. * Called when a value has changed
  76592. */
  76593. valueChanged: boolean;
  76594. }
  76595. /**
  76596. * Represents a gamepad
  76597. */
  76598. export class Gamepad {
  76599. /**
  76600. * The id of the gamepad
  76601. */
  76602. id: string;
  76603. /**
  76604. * The index of the gamepad
  76605. */
  76606. index: number;
  76607. /**
  76608. * The browser gamepad
  76609. */
  76610. browserGamepad: any;
  76611. /**
  76612. * Specifies what type of gamepad this represents
  76613. */
  76614. type: number;
  76615. private _leftStick;
  76616. private _rightStick;
  76617. /** @hidden */
  76618. _isConnected: boolean;
  76619. private _leftStickAxisX;
  76620. private _leftStickAxisY;
  76621. private _rightStickAxisX;
  76622. private _rightStickAxisY;
  76623. /**
  76624. * Triggered when the left control stick has been changed
  76625. */
  76626. private _onleftstickchanged;
  76627. /**
  76628. * Triggered when the right control stick has been changed
  76629. */
  76630. private _onrightstickchanged;
  76631. /**
  76632. * Represents a gamepad controller
  76633. */
  76634. static GAMEPAD: number;
  76635. /**
  76636. * Represents a generic controller
  76637. */
  76638. static GENERIC: number;
  76639. /**
  76640. * Represents an XBox controller
  76641. */
  76642. static XBOX: number;
  76643. /**
  76644. * Represents a pose-enabled controller
  76645. */
  76646. static POSE_ENABLED: number;
  76647. /**
  76648. * Represents an Dual Shock controller
  76649. */
  76650. static DUALSHOCK: number;
  76651. /**
  76652. * Specifies whether the left control stick should be Y-inverted
  76653. */
  76654. protected _invertLeftStickY: boolean;
  76655. /**
  76656. * Specifies if the gamepad has been connected
  76657. */
  76658. readonly isConnected: boolean;
  76659. /**
  76660. * Initializes the gamepad
  76661. * @param id The id of the gamepad
  76662. * @param index The index of the gamepad
  76663. * @param browserGamepad The browser gamepad
  76664. * @param leftStickX The x component of the left joystick
  76665. * @param leftStickY The y component of the left joystick
  76666. * @param rightStickX The x component of the right joystick
  76667. * @param rightStickY The y component of the right joystick
  76668. */
  76669. constructor(
  76670. /**
  76671. * The id of the gamepad
  76672. */
  76673. id: string,
  76674. /**
  76675. * The index of the gamepad
  76676. */
  76677. index: number,
  76678. /**
  76679. * The browser gamepad
  76680. */
  76681. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  76682. /**
  76683. * Callback triggered when the left joystick has changed
  76684. * @param callback
  76685. */
  76686. onleftstickchanged(callback: (values: StickValues) => void): void;
  76687. /**
  76688. * Callback triggered when the right joystick has changed
  76689. * @param callback
  76690. */
  76691. onrightstickchanged(callback: (values: StickValues) => void): void;
  76692. /**
  76693. * Gets the left joystick
  76694. */
  76695. /**
  76696. * Sets the left joystick values
  76697. */
  76698. leftStick: StickValues;
  76699. /**
  76700. * Gets the right joystick
  76701. */
  76702. /**
  76703. * Sets the right joystick value
  76704. */
  76705. rightStick: StickValues;
  76706. /**
  76707. * Updates the gamepad joystick positions
  76708. */
  76709. update(): void;
  76710. /**
  76711. * Disposes the gamepad
  76712. */
  76713. dispose(): void;
  76714. }
  76715. /**
  76716. * Represents a generic gamepad
  76717. */
  76718. export class GenericPad extends Gamepad {
  76719. private _buttons;
  76720. private _onbuttondown;
  76721. private _onbuttonup;
  76722. /**
  76723. * Observable triggered when a button has been pressed
  76724. */
  76725. onButtonDownObservable: Observable<number>;
  76726. /**
  76727. * Observable triggered when a button has been released
  76728. */
  76729. onButtonUpObservable: Observable<number>;
  76730. /**
  76731. * Callback triggered when a button has been pressed
  76732. * @param callback Called when a button has been pressed
  76733. */
  76734. onbuttondown(callback: (buttonPressed: number) => void): void;
  76735. /**
  76736. * Callback triggered when a button has been released
  76737. * @param callback Called when a button has been released
  76738. */
  76739. onbuttonup(callback: (buttonReleased: number) => void): void;
  76740. /**
  76741. * Initializes the generic gamepad
  76742. * @param id The id of the generic gamepad
  76743. * @param index The index of the generic gamepad
  76744. * @param browserGamepad The browser gamepad
  76745. */
  76746. constructor(id: string, index: number, browserGamepad: any);
  76747. private _setButtonValue;
  76748. /**
  76749. * Updates the generic gamepad
  76750. */
  76751. update(): void;
  76752. /**
  76753. * Disposes the generic gamepad
  76754. */
  76755. dispose(): void;
  76756. }
  76757. }
  76758. declare module BABYLON {
  76759. interface Engine {
  76760. /**
  76761. * Creates a raw texture
  76762. * @param data defines the data to store in the texture
  76763. * @param width defines the width of the texture
  76764. * @param height defines the height of the texture
  76765. * @param format defines the format of the data
  76766. * @param generateMipMaps defines if the engine should generate the mip levels
  76767. * @param invertY defines if data must be stored with Y axis inverted
  76768. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  76769. * @param compression defines the compression used (null by default)
  76770. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76771. * @returns the raw texture inside an InternalTexture
  76772. */
  76773. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  76774. /**
  76775. * Update a raw texture
  76776. * @param texture defines the texture to update
  76777. * @param data defines the data to store in the texture
  76778. * @param format defines the format of the data
  76779. * @param invertY defines if data must be stored with Y axis inverted
  76780. */
  76781. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  76782. /**
  76783. * Update a raw texture
  76784. * @param texture defines the texture to update
  76785. * @param data defines the data to store in the texture
  76786. * @param format defines the format of the data
  76787. * @param invertY defines if data must be stored with Y axis inverted
  76788. * @param compression defines the compression used (null by default)
  76789. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76790. */
  76791. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  76792. /**
  76793. * Creates a new raw cube texture
  76794. * @param data defines the array of data to use to create each face
  76795. * @param size defines the size of the textures
  76796. * @param format defines the format of the data
  76797. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76798. * @param generateMipMaps defines if the engine should generate the mip levels
  76799. * @param invertY defines if data must be stored with Y axis inverted
  76800. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76801. * @param compression defines the compression used (null by default)
  76802. * @returns the cube texture as an InternalTexture
  76803. */
  76804. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  76805. /**
  76806. * Update a raw cube texture
  76807. * @param texture defines the texture to udpdate
  76808. * @param data defines the data to store
  76809. * @param format defines the data format
  76810. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76811. * @param invertY defines if data must be stored with Y axis inverted
  76812. */
  76813. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  76814. /**
  76815. * Update a raw cube texture
  76816. * @param texture defines the texture to udpdate
  76817. * @param data defines the data to store
  76818. * @param format defines the data format
  76819. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76820. * @param invertY defines if data must be stored with Y axis inverted
  76821. * @param compression defines the compression used (null by default)
  76822. */
  76823. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  76824. /**
  76825. * Update a raw cube texture
  76826. * @param texture defines the texture to udpdate
  76827. * @param data defines the data to store
  76828. * @param format defines the data format
  76829. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  76830. * @param invertY defines if data must be stored with Y axis inverted
  76831. * @param compression defines the compression used (null by default)
  76832. * @param level defines which level of the texture to update
  76833. */
  76834. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  76835. /**
  76836. * Creates a new raw cube texture from a specified url
  76837. * @param url defines the url where the data is located
  76838. * @param scene defines the current scene
  76839. * @param size defines the size of the textures
  76840. * @param format defines the format of the data
  76841. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76842. * @param noMipmap defines if the engine should avoid generating the mip levels
  76843. * @param callback defines a callback used to extract texture data from loaded data
  76844. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  76845. * @param onLoad defines a callback called when texture is loaded
  76846. * @param onError defines a callback called if there is an error
  76847. * @returns the cube texture as an InternalTexture
  76848. */
  76849. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>): InternalTexture;
  76850. /**
  76851. * Creates a new raw cube texture from a specified url
  76852. * @param url defines the url where the data is located
  76853. * @param scene defines the current scene
  76854. * @param size defines the size of the textures
  76855. * @param format defines the format of the data
  76856. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  76857. * @param noMipmap defines if the engine should avoid generating the mip levels
  76858. * @param callback defines a callback used to extract texture data from loaded data
  76859. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  76860. * @param onLoad defines a callback called when texture is loaded
  76861. * @param onError defines a callback called if there is an error
  76862. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76863. * @param invertY defines if data must be stored with Y axis inverted
  76864. * @returns the cube texture as an InternalTexture
  76865. */
  76866. createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad: Nullable<() => void>, onError: Nullable<(message?: string, exception?: any) => void>, samplingMode: number, invertY: boolean): InternalTexture;
  76867. /**
  76868. * Creates a new raw 3D texture
  76869. * @param data defines the data used to create the texture
  76870. * @param width defines the width of the texture
  76871. * @param height defines the height of the texture
  76872. * @param depth defines the depth of the texture
  76873. * @param format defines the format of the texture
  76874. * @param generateMipMaps defines if the engine must generate mip levels
  76875. * @param invertY defines if data must be stored with Y axis inverted
  76876. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  76877. * @param compression defines the compressed used (can be null)
  76878. * @param textureType defines the compressed used (can be null)
  76879. * @returns a new raw 3D texture (stored in an InternalTexture)
  76880. */
  76881. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  76882. /**
  76883. * Update a raw 3D texture
  76884. * @param texture defines the texture to update
  76885. * @param data defines the data to store
  76886. * @param format defines the data format
  76887. * @param invertY defines if data must be stored with Y axis inverted
  76888. */
  76889. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  76890. /**
  76891. * Update a raw 3D texture
  76892. * @param texture defines the texture to update
  76893. * @param data defines the data to store
  76894. * @param format defines the data format
  76895. * @param invertY defines if data must be stored with Y axis inverted
  76896. * @param compression defines the used compression (can be null)
  76897. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  76898. */
  76899. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  76900. }
  76901. }
  76902. declare module BABYLON {
  76903. /**
  76904. * Raw texture can help creating a texture directly from an array of data.
  76905. * This can be super useful if you either get the data from an uncompressed source or
  76906. * if you wish to create your texture pixel by pixel.
  76907. */
  76908. export class RawTexture extends Texture {
  76909. /**
  76910. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76911. */
  76912. format: number;
  76913. private _engine;
  76914. /**
  76915. * Instantiates a new RawTexture.
  76916. * Raw texture can help creating a texture directly from an array of data.
  76917. * This can be super useful if you either get the data from an uncompressed source or
  76918. * if you wish to create your texture pixel by pixel.
  76919. * @param data define the array of data to use to create the texture
  76920. * @param width define the width of the texture
  76921. * @param height define the height of the texture
  76922. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76923. * @param scene define the scene the texture belongs to
  76924. * @param generateMipMaps define whether mip maps should be generated or not
  76925. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76926. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76927. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76928. */
  76929. constructor(data: ArrayBufferView, width: number, height: number,
  76930. /**
  76931. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  76932. */
  76933. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  76934. /**
  76935. * Updates the texture underlying data.
  76936. * @param data Define the new data of the texture
  76937. */
  76938. update(data: ArrayBufferView): void;
  76939. /**
  76940. * Creates a luminance texture from some data.
  76941. * @param data Define the texture data
  76942. * @param width Define the width of the texture
  76943. * @param height Define the height of the texture
  76944. * @param scene Define the scene the texture belongs to
  76945. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76946. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76947. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76948. * @returns the luminance texture
  76949. */
  76950. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76951. /**
  76952. * Creates a luminance alpha texture from some data.
  76953. * @param data Define the texture data
  76954. * @param width Define the width of the texture
  76955. * @param height Define the height of the texture
  76956. * @param scene Define the scene the texture belongs to
  76957. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76958. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76959. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76960. * @returns the luminance alpha texture
  76961. */
  76962. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76963. /**
  76964. * Creates an alpha texture from some data.
  76965. * @param data Define the texture data
  76966. * @param width Define the width of the texture
  76967. * @param height Define the height of the texture
  76968. * @param scene Define the scene the texture belongs to
  76969. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76970. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76971. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76972. * @returns the alpha texture
  76973. */
  76974. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  76975. /**
  76976. * Creates a RGB texture from some data.
  76977. * @param data Define the texture data
  76978. * @param width Define the width of the texture
  76979. * @param height Define the height of the texture
  76980. * @param scene Define the scene the texture belongs to
  76981. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76982. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76983. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76984. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76985. * @returns the RGB alpha texture
  76986. */
  76987. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  76988. /**
  76989. * Creates a RGBA texture from some data.
  76990. * @param data Define the texture data
  76991. * @param width Define the width of the texture
  76992. * @param height Define the height of the texture
  76993. * @param scene Define the scene the texture belongs to
  76994. * @param generateMipMaps Define whether or not to create mip maps for the texture
  76995. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  76996. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  76997. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  76998. * @returns the RGBA texture
  76999. */
  77000. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  77001. /**
  77002. * Creates a R texture from some data.
  77003. * @param data Define the texture data
  77004. * @param width Define the width of the texture
  77005. * @param height Define the height of the texture
  77006. * @param scene Define the scene the texture belongs to
  77007. * @param generateMipMaps Define whether or not to create mip maps for the texture
  77008. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  77009. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  77010. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  77011. * @returns the R texture
  77012. */
  77013. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  77014. }
  77015. }
  77016. declare module BABYLON {
  77017. /**
  77018. * Interface for the size containing width and height
  77019. */
  77020. export interface ISize {
  77021. /**
  77022. * Width
  77023. */
  77024. width: number;
  77025. /**
  77026. * Heighht
  77027. */
  77028. height: number;
  77029. }
  77030. /**
  77031. * Size containing widht and height
  77032. */
  77033. export class Size implements ISize {
  77034. /**
  77035. * Width
  77036. */
  77037. width: number;
  77038. /**
  77039. * Height
  77040. */
  77041. height: number;
  77042. /**
  77043. * Creates a Size object from the given width and height (floats).
  77044. * @param width width of the new size
  77045. * @param height height of the new size
  77046. */
  77047. constructor(width: number, height: number);
  77048. /**
  77049. * Returns a string with the Size width and height
  77050. * @returns a string with the Size width and height
  77051. */
  77052. toString(): string;
  77053. /**
  77054. * "Size"
  77055. * @returns the string "Size"
  77056. */
  77057. getClassName(): string;
  77058. /**
  77059. * Returns the Size hash code.
  77060. * @returns a hash code for a unique width and height
  77061. */
  77062. getHashCode(): number;
  77063. /**
  77064. * Updates the current size from the given one.
  77065. * @param src the given size
  77066. */
  77067. copyFrom(src: Size): void;
  77068. /**
  77069. * Updates in place the current Size from the given floats.
  77070. * @param width width of the new size
  77071. * @param height height of the new size
  77072. * @returns the updated Size.
  77073. */
  77074. copyFromFloats(width: number, height: number): Size;
  77075. /**
  77076. * Updates in place the current Size from the given floats.
  77077. * @param width width to set
  77078. * @param height height to set
  77079. * @returns the updated Size.
  77080. */
  77081. set(width: number, height: number): Size;
  77082. /**
  77083. * Multiplies the width and height by numbers
  77084. * @param w factor to multiple the width by
  77085. * @param h factor to multiple the height by
  77086. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  77087. */
  77088. multiplyByFloats(w: number, h: number): Size;
  77089. /**
  77090. * Clones the size
  77091. * @returns a new Size copied from the given one.
  77092. */
  77093. clone(): Size;
  77094. /**
  77095. * True if the current Size and the given one width and height are strictly equal.
  77096. * @param other the other size to compare against
  77097. * @returns True if the current Size and the given one width and height are strictly equal.
  77098. */
  77099. equals(other: Size): boolean;
  77100. /**
  77101. * The surface of the Size : width * height (float).
  77102. */
  77103. readonly surface: number;
  77104. /**
  77105. * Create a new size of zero
  77106. * @returns a new Size set to (0.0, 0.0)
  77107. */
  77108. static Zero(): Size;
  77109. /**
  77110. * Sums the width and height of two sizes
  77111. * @param otherSize size to add to this size
  77112. * @returns a new Size set as the addition result of the current Size and the given one.
  77113. */
  77114. add(otherSize: Size): Size;
  77115. /**
  77116. * Subtracts the width and height of two
  77117. * @param otherSize size to subtract to this size
  77118. * @returns a new Size set as the subtraction result of the given one from the current Size.
  77119. */
  77120. subtract(otherSize: Size): Size;
  77121. /**
  77122. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  77123. * @param start starting size to lerp between
  77124. * @param end end size to lerp between
  77125. * @param amount amount to lerp between the start and end values
  77126. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  77127. */
  77128. static Lerp(start: Size, end: Size, amount: number): Size;
  77129. }
  77130. }
  77131. declare module BABYLON {
  77132. /**
  77133. * Defines a runtime animation
  77134. */
  77135. export class RuntimeAnimation {
  77136. private _events;
  77137. /**
  77138. * The current frame of the runtime animation
  77139. */
  77140. private _currentFrame;
  77141. /**
  77142. * The animation used by the runtime animation
  77143. */
  77144. private _animation;
  77145. /**
  77146. * The target of the runtime animation
  77147. */
  77148. private _target;
  77149. /**
  77150. * The initiating animatable
  77151. */
  77152. private _host;
  77153. /**
  77154. * The original value of the runtime animation
  77155. */
  77156. private _originalValue;
  77157. /**
  77158. * The original blend value of the runtime animation
  77159. */
  77160. private _originalBlendValue;
  77161. /**
  77162. * The offsets cache of the runtime animation
  77163. */
  77164. private _offsetsCache;
  77165. /**
  77166. * The high limits cache of the runtime animation
  77167. */
  77168. private _highLimitsCache;
  77169. /**
  77170. * Specifies if the runtime animation has been stopped
  77171. */
  77172. private _stopped;
  77173. /**
  77174. * The blending factor of the runtime animation
  77175. */
  77176. private _blendingFactor;
  77177. /**
  77178. * The BabylonJS scene
  77179. */
  77180. private _scene;
  77181. /**
  77182. * The current value of the runtime animation
  77183. */
  77184. private _currentValue;
  77185. /** @hidden */
  77186. _animationState: _IAnimationState;
  77187. /**
  77188. * The active target of the runtime animation
  77189. */
  77190. private _activeTargets;
  77191. private _currentActiveTarget;
  77192. private _directTarget;
  77193. /**
  77194. * The target path of the runtime animation
  77195. */
  77196. private _targetPath;
  77197. /**
  77198. * The weight of the runtime animation
  77199. */
  77200. private _weight;
  77201. /**
  77202. * The ratio offset of the runtime animation
  77203. */
  77204. private _ratioOffset;
  77205. /**
  77206. * The previous delay of the runtime animation
  77207. */
  77208. private _previousDelay;
  77209. /**
  77210. * The previous ratio of the runtime animation
  77211. */
  77212. private _previousRatio;
  77213. private _enableBlending;
  77214. private _keys;
  77215. private _minFrame;
  77216. private _maxFrame;
  77217. private _minValue;
  77218. private _maxValue;
  77219. private _targetIsArray;
  77220. /**
  77221. * Gets the current frame of the runtime animation
  77222. */
  77223. readonly currentFrame: number;
  77224. /**
  77225. * Gets the weight of the runtime animation
  77226. */
  77227. readonly weight: number;
  77228. /**
  77229. * Gets the current value of the runtime animation
  77230. */
  77231. readonly currentValue: any;
  77232. /**
  77233. * Gets the target path of the runtime animation
  77234. */
  77235. readonly targetPath: string;
  77236. /**
  77237. * Gets the actual target of the runtime animation
  77238. */
  77239. readonly target: any;
  77240. /** @hidden */
  77241. _onLoop: () => void;
  77242. /**
  77243. * Create a new RuntimeAnimation object
  77244. * @param target defines the target of the animation
  77245. * @param animation defines the source animation object
  77246. * @param scene defines the hosting scene
  77247. * @param host defines the initiating Animatable
  77248. */
  77249. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  77250. private _preparePath;
  77251. /**
  77252. * Gets the animation from the runtime animation
  77253. */
  77254. readonly animation: Animation;
  77255. /**
  77256. * Resets the runtime animation to the beginning
  77257. * @param restoreOriginal defines whether to restore the target property to the original value
  77258. */
  77259. reset(restoreOriginal?: boolean): void;
  77260. /**
  77261. * Specifies if the runtime animation is stopped
  77262. * @returns Boolean specifying if the runtime animation is stopped
  77263. */
  77264. isStopped(): boolean;
  77265. /**
  77266. * Disposes of the runtime animation
  77267. */
  77268. dispose(): void;
  77269. /**
  77270. * Apply the interpolated value to the target
  77271. * @param currentValue defines the value computed by the animation
  77272. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  77273. */
  77274. setValue(currentValue: any, weight: number): void;
  77275. private _getOriginalValues;
  77276. private _setValue;
  77277. /**
  77278. * Gets the loop pmode of the runtime animation
  77279. * @returns Loop Mode
  77280. */
  77281. private _getCorrectLoopMode;
  77282. /**
  77283. * Move the current animation to a given frame
  77284. * @param frame defines the frame to move to
  77285. */
  77286. goToFrame(frame: number): void;
  77287. /**
  77288. * @hidden Internal use only
  77289. */
  77290. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  77291. /**
  77292. * Execute the current animation
  77293. * @param delay defines the delay to add to the current frame
  77294. * @param from defines the lower bound of the animation range
  77295. * @param to defines the upper bound of the animation range
  77296. * @param loop defines if the current animation must loop
  77297. * @param speedRatio defines the current speed ratio
  77298. * @param weight defines the weight of the animation (default is -1 so no weight)
  77299. * @param onLoop optional callback called when animation loops
  77300. * @returns a boolean indicating if the animation is running
  77301. */
  77302. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  77303. }
  77304. }
  77305. declare module BABYLON {
  77306. /**
  77307. * Class used to store an actual running animation
  77308. */
  77309. export class Animatable {
  77310. /** defines the target object */
  77311. target: any;
  77312. /** defines the starting frame number (default is 0) */
  77313. fromFrame: number;
  77314. /** defines the ending frame number (default is 100) */
  77315. toFrame: number;
  77316. /** defines if the animation must loop (default is false) */
  77317. loopAnimation: boolean;
  77318. /** defines a callback to call when animation ends if it is not looping */
  77319. onAnimationEnd?: (() => void) | null | undefined;
  77320. /** defines a callback to call when animation loops */
  77321. onAnimationLoop?: (() => void) | null | undefined;
  77322. private _localDelayOffset;
  77323. private _pausedDelay;
  77324. private _runtimeAnimations;
  77325. private _paused;
  77326. private _scene;
  77327. private _speedRatio;
  77328. private _weight;
  77329. private _syncRoot;
  77330. /**
  77331. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  77332. * This will only apply for non looping animation (default is true)
  77333. */
  77334. disposeOnEnd: boolean;
  77335. /**
  77336. * Gets a boolean indicating if the animation has started
  77337. */
  77338. animationStarted: boolean;
  77339. /**
  77340. * Observer raised when the animation ends
  77341. */
  77342. onAnimationEndObservable: Observable<Animatable>;
  77343. /**
  77344. * Observer raised when the animation loops
  77345. */
  77346. onAnimationLoopObservable: Observable<Animatable>;
  77347. /**
  77348. * Gets the root Animatable used to synchronize and normalize animations
  77349. */
  77350. readonly syncRoot: Nullable<Animatable>;
  77351. /**
  77352. * Gets the current frame of the first RuntimeAnimation
  77353. * Used to synchronize Animatables
  77354. */
  77355. readonly masterFrame: number;
  77356. /**
  77357. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  77358. */
  77359. weight: number;
  77360. /**
  77361. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  77362. */
  77363. speedRatio: number;
  77364. /**
  77365. * Creates a new Animatable
  77366. * @param scene defines the hosting scene
  77367. * @param target defines the target object
  77368. * @param fromFrame defines the starting frame number (default is 0)
  77369. * @param toFrame defines the ending frame number (default is 100)
  77370. * @param loopAnimation defines if the animation must loop (default is false)
  77371. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  77372. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  77373. * @param animations defines a group of animation to add to the new Animatable
  77374. * @param onAnimationLoop defines a callback to call when animation loops
  77375. */
  77376. constructor(scene: Scene,
  77377. /** defines the target object */
  77378. target: any,
  77379. /** defines the starting frame number (default is 0) */
  77380. fromFrame?: number,
  77381. /** defines the ending frame number (default is 100) */
  77382. toFrame?: number,
  77383. /** defines if the animation must loop (default is false) */
  77384. loopAnimation?: boolean, speedRatio?: number,
  77385. /** defines a callback to call when animation ends if it is not looping */
  77386. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  77387. /** defines a callback to call when animation loops */
  77388. onAnimationLoop?: (() => void) | null | undefined);
  77389. /**
  77390. * Synchronize and normalize current Animatable with a source Animatable
  77391. * This is useful when using animation weights and when animations are not of the same length
  77392. * @param root defines the root Animatable to synchronize with
  77393. * @returns the current Animatable
  77394. */
  77395. syncWith(root: Animatable): Animatable;
  77396. /**
  77397. * Gets the list of runtime animations
  77398. * @returns an array of RuntimeAnimation
  77399. */
  77400. getAnimations(): RuntimeAnimation[];
  77401. /**
  77402. * Adds more animations to the current animatable
  77403. * @param target defines the target of the animations
  77404. * @param animations defines the new animations to add
  77405. */
  77406. appendAnimations(target: any, animations: Animation[]): void;
  77407. /**
  77408. * Gets the source animation for a specific property
  77409. * @param property defines the propertyu to look for
  77410. * @returns null or the source animation for the given property
  77411. */
  77412. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  77413. /**
  77414. * Gets the runtime animation for a specific property
  77415. * @param property defines the propertyu to look for
  77416. * @returns null or the runtime animation for the given property
  77417. */
  77418. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  77419. /**
  77420. * Resets the animatable to its original state
  77421. */
  77422. reset(): void;
  77423. /**
  77424. * Allows the animatable to blend with current running animations
  77425. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  77426. * @param blendingSpeed defines the blending speed to use
  77427. */
  77428. enableBlending(blendingSpeed: number): void;
  77429. /**
  77430. * Disable animation blending
  77431. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  77432. */
  77433. disableBlending(): void;
  77434. /**
  77435. * Jump directly to a given frame
  77436. * @param frame defines the frame to jump to
  77437. */
  77438. goToFrame(frame: number): void;
  77439. /**
  77440. * Pause the animation
  77441. */
  77442. pause(): void;
  77443. /**
  77444. * Restart the animation
  77445. */
  77446. restart(): void;
  77447. private _raiseOnAnimationEnd;
  77448. /**
  77449. * Stop and delete the current animation
  77450. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  77451. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  77452. */
  77453. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  77454. /**
  77455. * Wait asynchronously for the animation to end
  77456. * @returns a promise which will be fullfilled when the animation ends
  77457. */
  77458. waitAsync(): Promise<Animatable>;
  77459. /** @hidden */
  77460. _animate(delay: number): boolean;
  77461. }
  77462. interface Scene {
  77463. /** @hidden */
  77464. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  77465. /** @hidden */
  77466. _processLateAnimationBindingsForMatrices(holder: {
  77467. totalWeight: number;
  77468. animations: RuntimeAnimation[];
  77469. originalValue: Matrix;
  77470. }): any;
  77471. /** @hidden */
  77472. _processLateAnimationBindingsForQuaternions(holder: {
  77473. totalWeight: number;
  77474. animations: RuntimeAnimation[];
  77475. originalValue: Quaternion;
  77476. }, refQuaternion: Quaternion): Quaternion;
  77477. /** @hidden */
  77478. _processLateAnimationBindings(): void;
  77479. /**
  77480. * Will start the animation sequence of a given target
  77481. * @param target defines the target
  77482. * @param from defines from which frame should animation start
  77483. * @param to defines until which frame should animation run.
  77484. * @param weight defines the weight to apply to the animation (1.0 by default)
  77485. * @param loop defines if the animation loops
  77486. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  77487. * @param onAnimationEnd defines the function to be executed when the animation ends
  77488. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  77489. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  77490. * @param onAnimationLoop defines the callback to call when an animation loops
  77491. * @returns the animatable object created for this animation
  77492. */
  77493. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  77494. /**
  77495. * Will start the animation sequence of a given target
  77496. * @param target defines the target
  77497. * @param from defines from which frame should animation start
  77498. * @param to defines until which frame should animation run.
  77499. * @param loop defines if the animation loops
  77500. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  77501. * @param onAnimationEnd defines the function to be executed when the animation ends
  77502. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  77503. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  77504. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  77505. * @param onAnimationLoop defines the callback to call when an animation loops
  77506. * @returns the animatable object created for this animation
  77507. */
  77508. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  77509. /**
  77510. * Will start the animation sequence of a given target and its hierarchy
  77511. * @param target defines the target
  77512. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  77513. * @param from defines from which frame should animation start
  77514. * @param to defines until which frame should animation run.
  77515. * @param loop defines if the animation loops
  77516. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  77517. * @param onAnimationEnd defines the function to be executed when the animation ends
  77518. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  77519. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  77520. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  77521. * @param onAnimationLoop defines the callback to call when an animation loops
  77522. * @returns the list of created animatables
  77523. */
  77524. beginHierarchyAnimation(target: any, directDescendantsOnly: boolean, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable[];
  77525. /**
  77526. * Begin a new animation on a given node
  77527. * @param target defines the target where the animation will take place
  77528. * @param animations defines the list of animations to start
  77529. * @param from defines the initial value
  77530. * @param to defines the final value
  77531. * @param loop defines if you want animation to loop (off by default)
  77532. * @param speedRatio defines the speed ratio to apply to all animations
  77533. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  77534. * @param onAnimationLoop defines the callback to call when an animation loops
  77535. * @returns the list of created animatables
  77536. */
  77537. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  77538. /**
  77539. * Begin a new animation on a given node and its hierarchy
  77540. * @param target defines the root node where the animation will take place
  77541. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
  77542. * @param animations defines the list of animations to start
  77543. * @param from defines the initial value
  77544. * @param to defines the final value
  77545. * @param loop defines if you want animation to loop (off by default)
  77546. * @param speedRatio defines the speed ratio to apply to all animations
  77547. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  77548. * @param onAnimationLoop defines the callback to call when an animation loops
  77549. * @returns the list of animatables created for all nodes
  77550. */
  77551. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  77552. /**
  77553. * Gets the animatable associated with a specific target
  77554. * @param target defines the target of the animatable
  77555. * @returns the required animatable if found
  77556. */
  77557. getAnimatableByTarget(target: any): Nullable<Animatable>;
  77558. /**
  77559. * Gets all animatables associated with a given target
  77560. * @param target defines the target to look animatables for
  77561. * @returns an array of Animatables
  77562. */
  77563. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  77564. /**
  77565. * Stops and removes all animations that have been applied to the scene
  77566. */
  77567. stopAllAnimations(): void;
  77568. }
  77569. interface Bone {
  77570. /**
  77571. * Copy an animation range from another bone
  77572. * @param source defines the source bone
  77573. * @param rangeName defines the range name to copy
  77574. * @param frameOffset defines the frame offset
  77575. * @param rescaleAsRequired defines if rescaling must be applied if required
  77576. * @param skelDimensionsRatio defines the scaling ratio
  77577. * @returns true if operation was successful
  77578. */
  77579. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  77580. }
  77581. }
  77582. declare module BABYLON {
  77583. /**
  77584. * Class used to override all child animations of a given target
  77585. */
  77586. export class AnimationPropertiesOverride {
  77587. /**
  77588. * Gets or sets a value indicating if animation blending must be used
  77589. */
  77590. enableBlending: boolean;
  77591. /**
  77592. * Gets or sets the blending speed to use when enableBlending is true
  77593. */
  77594. blendingSpeed: number;
  77595. /**
  77596. * Gets or sets the default loop mode to use
  77597. */
  77598. loopMode: number;
  77599. }
  77600. }
  77601. declare module BABYLON {
  77602. /**
  77603. * Class used to handle skinning animations
  77604. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  77605. */
  77606. export class Skeleton implements IAnimatable {
  77607. /** defines the skeleton name */
  77608. name: string;
  77609. /** defines the skeleton Id */
  77610. id: string;
  77611. /**
  77612. * Defines the list of child bones
  77613. */
  77614. bones: Bone[];
  77615. /**
  77616. * Defines an estimate of the dimension of the skeleton at rest
  77617. */
  77618. dimensionsAtRest: Vector3;
  77619. /**
  77620. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  77621. */
  77622. needInitialSkinMatrix: boolean;
  77623. /**
  77624. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  77625. */
  77626. overrideMesh: Nullable<AbstractMesh>;
  77627. /**
  77628. * Gets the list of animations attached to this skeleton
  77629. */
  77630. animations: Array<Animation>;
  77631. private _scene;
  77632. private _isDirty;
  77633. private _transformMatrices;
  77634. private _transformMatrixTexture;
  77635. private _meshesWithPoseMatrix;
  77636. private _animatables;
  77637. private _identity;
  77638. private _synchronizedWithMesh;
  77639. private _ranges;
  77640. private _lastAbsoluteTransformsUpdateId;
  77641. private _canUseTextureForBones;
  77642. private _uniqueId;
  77643. /** @hidden */
  77644. _numBonesWithLinkedTransformNode: number;
  77645. /** @hidden */
  77646. _hasWaitingData: Nullable<boolean>;
  77647. /**
  77648. * Specifies if the skeleton should be serialized
  77649. */
  77650. doNotSerialize: boolean;
  77651. private _useTextureToStoreBoneMatrices;
  77652. /**
  77653. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  77654. * Please note that this option is not available if the hardware does not support it
  77655. */
  77656. useTextureToStoreBoneMatrices: boolean;
  77657. private _animationPropertiesOverride;
  77658. /**
  77659. * Gets or sets the animation properties override
  77660. */
  77661. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  77662. /**
  77663. * List of inspectable custom properties (used by the Inspector)
  77664. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  77665. */
  77666. inspectableCustomProperties: IInspectable[];
  77667. /**
  77668. * An observable triggered before computing the skeleton's matrices
  77669. */
  77670. onBeforeComputeObservable: Observable<Skeleton>;
  77671. /**
  77672. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  77673. */
  77674. readonly isUsingTextureForMatrices: boolean;
  77675. /**
  77676. * Gets the unique ID of this skeleton
  77677. */
  77678. readonly uniqueId: number;
  77679. /**
  77680. * Creates a new skeleton
  77681. * @param name defines the skeleton name
  77682. * @param id defines the skeleton Id
  77683. * @param scene defines the hosting scene
  77684. */
  77685. constructor(
  77686. /** defines the skeleton name */
  77687. name: string,
  77688. /** defines the skeleton Id */
  77689. id: string, scene: Scene);
  77690. /**
  77691. * Gets the current object class name.
  77692. * @return the class name
  77693. */
  77694. getClassName(): string;
  77695. /**
  77696. * Returns an array containing the root bones
  77697. * @returns an array containing the root bones
  77698. */
  77699. getChildren(): Array<Bone>;
  77700. /**
  77701. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  77702. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  77703. * @returns a Float32Array containing matrices data
  77704. */
  77705. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  77706. /**
  77707. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  77708. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  77709. * @returns a raw texture containing the data
  77710. */
  77711. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  77712. /**
  77713. * Gets the current hosting scene
  77714. * @returns a scene object
  77715. */
  77716. getScene(): Scene;
  77717. /**
  77718. * Gets a string representing the current skeleton data
  77719. * @param fullDetails defines a boolean indicating if we want a verbose version
  77720. * @returns a string representing the current skeleton data
  77721. */
  77722. toString(fullDetails?: boolean): string;
  77723. /**
  77724. * Get bone's index searching by name
  77725. * @param name defines bone's name to search for
  77726. * @return the indice of the bone. Returns -1 if not found
  77727. */
  77728. getBoneIndexByName(name: string): number;
  77729. /**
  77730. * Creater a new animation range
  77731. * @param name defines the name of the range
  77732. * @param from defines the start key
  77733. * @param to defines the end key
  77734. */
  77735. createAnimationRange(name: string, from: number, to: number): void;
  77736. /**
  77737. * Delete a specific animation range
  77738. * @param name defines the name of the range
  77739. * @param deleteFrames defines if frames must be removed as well
  77740. */
  77741. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  77742. /**
  77743. * Gets a specific animation range
  77744. * @param name defines the name of the range to look for
  77745. * @returns the requested animation range or null if not found
  77746. */
  77747. getAnimationRange(name: string): Nullable<AnimationRange>;
  77748. /**
  77749. * Gets the list of all animation ranges defined on this skeleton
  77750. * @returns an array
  77751. */
  77752. getAnimationRanges(): Nullable<AnimationRange>[];
  77753. /**
  77754. * Copy animation range from a source skeleton.
  77755. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  77756. * @param source defines the source skeleton
  77757. * @param name defines the name of the range to copy
  77758. * @param rescaleAsRequired defines if rescaling must be applied if required
  77759. * @returns true if operation was successful
  77760. */
  77761. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  77762. /**
  77763. * Forces the skeleton to go to rest pose
  77764. */
  77765. returnToRest(): void;
  77766. private _getHighestAnimationFrame;
  77767. /**
  77768. * Begin a specific animation range
  77769. * @param name defines the name of the range to start
  77770. * @param loop defines if looping must be turned on (false by default)
  77771. * @param speedRatio defines the speed ratio to apply (1 by default)
  77772. * @param onAnimationEnd defines a callback which will be called when animation will end
  77773. * @returns a new animatable
  77774. */
  77775. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  77776. /** @hidden */
  77777. _markAsDirty(): void;
  77778. /** @hidden */
  77779. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  77780. /** @hidden */
  77781. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  77782. private _computeTransformMatrices;
  77783. /**
  77784. * Build all resources required to render a skeleton
  77785. */
  77786. prepare(): void;
  77787. /**
  77788. * Gets the list of animatables currently running for this skeleton
  77789. * @returns an array of animatables
  77790. */
  77791. getAnimatables(): IAnimatable[];
  77792. /**
  77793. * Clone the current skeleton
  77794. * @param name defines the name of the new skeleton
  77795. * @param id defines the id of the new skeleton
  77796. * @returns the new skeleton
  77797. */
  77798. clone(name: string, id: string): Skeleton;
  77799. /**
  77800. * Enable animation blending for this skeleton
  77801. * @param blendingSpeed defines the blending speed to apply
  77802. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  77803. */
  77804. enableBlending(blendingSpeed?: number): void;
  77805. /**
  77806. * Releases all resources associated with the current skeleton
  77807. */
  77808. dispose(): void;
  77809. /**
  77810. * Serialize the skeleton in a JSON object
  77811. * @returns a JSON object
  77812. */
  77813. serialize(): any;
  77814. /**
  77815. * Creates a new skeleton from serialized data
  77816. * @param parsedSkeleton defines the serialized data
  77817. * @param scene defines the hosting scene
  77818. * @returns a new skeleton
  77819. */
  77820. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  77821. /**
  77822. * Compute all node absolute transforms
  77823. * @param forceUpdate defines if computation must be done even if cache is up to date
  77824. */
  77825. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  77826. /**
  77827. * Gets the root pose matrix
  77828. * @returns a matrix
  77829. */
  77830. getPoseMatrix(): Nullable<Matrix>;
  77831. /**
  77832. * Sorts bones per internal index
  77833. */
  77834. sortBones(): void;
  77835. private _sortBones;
  77836. }
  77837. }
  77838. declare module BABYLON {
  77839. /**
  77840. * Class used to store bone information
  77841. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  77842. */
  77843. export class Bone extends Node {
  77844. /**
  77845. * defines the bone name
  77846. */
  77847. name: string;
  77848. private static _tmpVecs;
  77849. private static _tmpQuat;
  77850. private static _tmpMats;
  77851. /**
  77852. * Gets the list of child bones
  77853. */
  77854. children: Bone[];
  77855. /** Gets the animations associated with this bone */
  77856. animations: Animation[];
  77857. /**
  77858. * Gets or sets bone length
  77859. */
  77860. length: number;
  77861. /**
  77862. * @hidden Internal only
  77863. * Set this value to map this bone to a different index in the transform matrices
  77864. * Set this value to -1 to exclude the bone from the transform matrices
  77865. */
  77866. _index: Nullable<number>;
  77867. private _skeleton;
  77868. private _localMatrix;
  77869. private _restPose;
  77870. private _baseMatrix;
  77871. private _absoluteTransform;
  77872. private _invertedAbsoluteTransform;
  77873. private _parent;
  77874. private _scalingDeterminant;
  77875. private _worldTransform;
  77876. private _localScaling;
  77877. private _localRotation;
  77878. private _localPosition;
  77879. private _needToDecompose;
  77880. private _needToCompose;
  77881. /** @hidden */
  77882. _linkedTransformNode: Nullable<TransformNode>;
  77883. /** @hidden */
  77884. _waitingTransformNodeId: Nullable<string>;
  77885. /** @hidden */
  77886. /** @hidden */
  77887. _matrix: Matrix;
  77888. /**
  77889. * Create a new bone
  77890. * @param name defines the bone name
  77891. * @param skeleton defines the parent skeleton
  77892. * @param parentBone defines the parent (can be null if the bone is the root)
  77893. * @param localMatrix defines the local matrix
  77894. * @param restPose defines the rest pose matrix
  77895. * @param baseMatrix defines the base matrix
  77896. * @param index defines index of the bone in the hiearchy
  77897. */
  77898. constructor(
  77899. /**
  77900. * defines the bone name
  77901. */
  77902. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  77903. /**
  77904. * Gets the current object class name.
  77905. * @return the class name
  77906. */
  77907. getClassName(): string;
  77908. /**
  77909. * Gets the parent skeleton
  77910. * @returns a skeleton
  77911. */
  77912. getSkeleton(): Skeleton;
  77913. /**
  77914. * Gets parent bone
  77915. * @returns a bone or null if the bone is the root of the bone hierarchy
  77916. */
  77917. getParent(): Nullable<Bone>;
  77918. /**
  77919. * Returns an array containing the root bones
  77920. * @returns an array containing the root bones
  77921. */
  77922. getChildren(): Array<Bone>;
  77923. /**
  77924. * Sets the parent bone
  77925. * @param parent defines the parent (can be null if the bone is the root)
  77926. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  77927. */
  77928. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  77929. /**
  77930. * Gets the local matrix
  77931. * @returns a matrix
  77932. */
  77933. getLocalMatrix(): Matrix;
  77934. /**
  77935. * Gets the base matrix (initial matrix which remains unchanged)
  77936. * @returns a matrix
  77937. */
  77938. getBaseMatrix(): Matrix;
  77939. /**
  77940. * Gets the rest pose matrix
  77941. * @returns a matrix
  77942. */
  77943. getRestPose(): Matrix;
  77944. /**
  77945. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  77946. */
  77947. getWorldMatrix(): Matrix;
  77948. /**
  77949. * Sets the local matrix to rest pose matrix
  77950. */
  77951. returnToRest(): void;
  77952. /**
  77953. * Gets the inverse of the absolute transform matrix.
  77954. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  77955. * @returns a matrix
  77956. */
  77957. getInvertedAbsoluteTransform(): Matrix;
  77958. /**
  77959. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  77960. * @returns a matrix
  77961. */
  77962. getAbsoluteTransform(): Matrix;
  77963. /**
  77964. * Links with the given transform node.
  77965. * The local matrix of this bone is copied from the transform node every frame.
  77966. * @param transformNode defines the transform node to link to
  77967. */
  77968. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  77969. /**
  77970. * Gets the node used to drive the bone's transformation
  77971. * @returns a transform node or null
  77972. */
  77973. getTransformNode(): Nullable<TransformNode>;
  77974. /** Gets or sets current position (in local space) */
  77975. position: Vector3;
  77976. /** Gets or sets current rotation (in local space) */
  77977. rotation: Vector3;
  77978. /** Gets or sets current rotation quaternion (in local space) */
  77979. rotationQuaternion: Quaternion;
  77980. /** Gets or sets current scaling (in local space) */
  77981. scaling: Vector3;
  77982. /**
  77983. * Gets the animation properties override
  77984. */
  77985. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  77986. private _decompose;
  77987. private _compose;
  77988. /**
  77989. * Update the base and local matrices
  77990. * @param matrix defines the new base or local matrix
  77991. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  77992. * @param updateLocalMatrix defines if the local matrix should be updated
  77993. */
  77994. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  77995. /** @hidden */
  77996. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  77997. /**
  77998. * Flag the bone as dirty (Forcing it to update everything)
  77999. */
  78000. markAsDirty(): void;
  78001. /** @hidden */
  78002. _markAsDirtyAndCompose(): void;
  78003. private _markAsDirtyAndDecompose;
  78004. /**
  78005. * Translate the bone in local or world space
  78006. * @param vec The amount to translate the bone
  78007. * @param space The space that the translation is in
  78008. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78009. */
  78010. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  78011. /**
  78012. * Set the postion of the bone in local or world space
  78013. * @param position The position to set the bone
  78014. * @param space The space that the position is in
  78015. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78016. */
  78017. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  78018. /**
  78019. * Set the absolute position of the bone (world space)
  78020. * @param position The position to set the bone
  78021. * @param mesh The mesh that this bone is attached to
  78022. */
  78023. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  78024. /**
  78025. * Scale the bone on the x, y and z axes (in local space)
  78026. * @param x The amount to scale the bone on the x axis
  78027. * @param y The amount to scale the bone on the y axis
  78028. * @param z The amount to scale the bone on the z axis
  78029. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  78030. */
  78031. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  78032. /**
  78033. * Set the bone scaling in local space
  78034. * @param scale defines the scaling vector
  78035. */
  78036. setScale(scale: Vector3): void;
  78037. /**
  78038. * Gets the current scaling in local space
  78039. * @returns the current scaling vector
  78040. */
  78041. getScale(): Vector3;
  78042. /**
  78043. * Gets the current scaling in local space and stores it in a target vector
  78044. * @param result defines the target vector
  78045. */
  78046. getScaleToRef(result: Vector3): void;
  78047. /**
  78048. * Set the yaw, pitch, and roll of the bone in local or world space
  78049. * @param yaw The rotation of the bone on the y axis
  78050. * @param pitch The rotation of the bone on the x axis
  78051. * @param roll The rotation of the bone on the z axis
  78052. * @param space The space that the axes of rotation are in
  78053. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78054. */
  78055. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  78056. /**
  78057. * Add a rotation to the bone on an axis in local or world space
  78058. * @param axis The axis to rotate the bone on
  78059. * @param amount The amount to rotate the bone
  78060. * @param space The space that the axis is in
  78061. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78062. */
  78063. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  78064. /**
  78065. * Set the rotation of the bone to a particular axis angle in local or world space
  78066. * @param axis The axis to rotate the bone on
  78067. * @param angle The angle that the bone should be rotated to
  78068. * @param space The space that the axis is in
  78069. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78070. */
  78071. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  78072. /**
  78073. * Set the euler rotation of the bone in local of world space
  78074. * @param rotation The euler rotation that the bone should be set to
  78075. * @param space The space that the rotation is in
  78076. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78077. */
  78078. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  78079. /**
  78080. * Set the quaternion rotation of the bone in local of world space
  78081. * @param quat The quaternion rotation that the bone should be set to
  78082. * @param space The space that the rotation is in
  78083. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78084. */
  78085. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  78086. /**
  78087. * Set the rotation matrix of the bone in local of world space
  78088. * @param rotMat The rotation matrix that the bone should be set to
  78089. * @param space The space that the rotation is in
  78090. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78091. */
  78092. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  78093. private _rotateWithMatrix;
  78094. private _getNegativeRotationToRef;
  78095. /**
  78096. * Get the position of the bone in local or world space
  78097. * @param space The space that the returned position is in
  78098. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78099. * @returns The position of the bone
  78100. */
  78101. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  78102. /**
  78103. * Copy the position of the bone to a vector3 in local or world space
  78104. * @param space The space that the returned position is in
  78105. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78106. * @param result The vector3 to copy the position to
  78107. */
  78108. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  78109. /**
  78110. * Get the absolute position of the bone (world space)
  78111. * @param mesh The mesh that this bone is attached to
  78112. * @returns The absolute position of the bone
  78113. */
  78114. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  78115. /**
  78116. * Copy the absolute position of the bone (world space) to the result param
  78117. * @param mesh The mesh that this bone is attached to
  78118. * @param result The vector3 to copy the absolute position to
  78119. */
  78120. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  78121. /**
  78122. * Compute the absolute transforms of this bone and its children
  78123. */
  78124. computeAbsoluteTransforms(): void;
  78125. /**
  78126. * Get the world direction from an axis that is in the local space of the bone
  78127. * @param localAxis The local direction that is used to compute the world direction
  78128. * @param mesh The mesh that this bone is attached to
  78129. * @returns The world direction
  78130. */
  78131. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  78132. /**
  78133. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  78134. * @param localAxis The local direction that is used to compute the world direction
  78135. * @param mesh The mesh that this bone is attached to
  78136. * @param result The vector3 that the world direction will be copied to
  78137. */
  78138. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  78139. /**
  78140. * Get the euler rotation of the bone in local or world space
  78141. * @param space The space that the rotation should be in
  78142. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78143. * @returns The euler rotation
  78144. */
  78145. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  78146. /**
  78147. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  78148. * @param space The space that the rotation should be in
  78149. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78150. * @param result The vector3 that the rotation should be copied to
  78151. */
  78152. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  78153. /**
  78154. * Get the quaternion rotation of the bone in either local or world space
  78155. * @param space The space that the rotation should be in
  78156. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78157. * @returns The quaternion rotation
  78158. */
  78159. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  78160. /**
  78161. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  78162. * @param space The space that the rotation should be in
  78163. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78164. * @param result The quaternion that the rotation should be copied to
  78165. */
  78166. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  78167. /**
  78168. * Get the rotation matrix of the bone in local or world space
  78169. * @param space The space that the rotation should be in
  78170. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78171. * @returns The rotation matrix
  78172. */
  78173. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  78174. /**
  78175. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  78176. * @param space The space that the rotation should be in
  78177. * @param mesh The mesh that this bone is attached to. This is only used in world space
  78178. * @param result The quaternion that the rotation should be copied to
  78179. */
  78180. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  78181. /**
  78182. * Get the world position of a point that is in the local space of the bone
  78183. * @param position The local position
  78184. * @param mesh The mesh that this bone is attached to
  78185. * @returns The world position
  78186. */
  78187. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  78188. /**
  78189. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  78190. * @param position The local position
  78191. * @param mesh The mesh that this bone is attached to
  78192. * @param result The vector3 that the world position should be copied to
  78193. */
  78194. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  78195. /**
  78196. * Get the local position of a point that is in world space
  78197. * @param position The world position
  78198. * @param mesh The mesh that this bone is attached to
  78199. * @returns The local position
  78200. */
  78201. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  78202. /**
  78203. * Get the local position of a point that is in world space and copy it to the result param
  78204. * @param position The world position
  78205. * @param mesh The mesh that this bone is attached to
  78206. * @param result The vector3 that the local position should be copied to
  78207. */
  78208. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  78209. }
  78210. }
  78211. declare module BABYLON {
  78212. /**
  78213. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  78214. * @see https://doc.babylonjs.com/how_to/transformnode
  78215. */
  78216. export class TransformNode extends Node {
  78217. /**
  78218. * Object will not rotate to face the camera
  78219. */
  78220. static BILLBOARDMODE_NONE: number;
  78221. /**
  78222. * Object will rotate to face the camera but only on the x axis
  78223. */
  78224. static BILLBOARDMODE_X: number;
  78225. /**
  78226. * Object will rotate to face the camera but only on the y axis
  78227. */
  78228. static BILLBOARDMODE_Y: number;
  78229. /**
  78230. * Object will rotate to face the camera but only on the z axis
  78231. */
  78232. static BILLBOARDMODE_Z: number;
  78233. /**
  78234. * Object will rotate to face the camera
  78235. */
  78236. static BILLBOARDMODE_ALL: number;
  78237. /**
  78238. * Object will rotate to face the camera's position instead of orientation
  78239. */
  78240. static BILLBOARDMODE_USE_POSITION: number;
  78241. private _forward;
  78242. private _forwardInverted;
  78243. private _up;
  78244. private _right;
  78245. private _rightInverted;
  78246. private _position;
  78247. private _rotation;
  78248. private _rotationQuaternion;
  78249. protected _scaling: Vector3;
  78250. protected _isDirty: boolean;
  78251. private _transformToBoneReferal;
  78252. private _isAbsoluteSynced;
  78253. private _billboardMode;
  78254. /**
  78255. * Gets or sets the billboard mode. Default is 0.
  78256. *
  78257. * | Value | Type | Description |
  78258. * | --- | --- | --- |
  78259. * | 0 | BILLBOARDMODE_NONE | |
  78260. * | 1 | BILLBOARDMODE_X | |
  78261. * | 2 | BILLBOARDMODE_Y | |
  78262. * | 4 | BILLBOARDMODE_Z | |
  78263. * | 7 | BILLBOARDMODE_ALL | |
  78264. *
  78265. */
  78266. billboardMode: number;
  78267. private _preserveParentRotationForBillboard;
  78268. /**
  78269. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  78270. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  78271. */
  78272. preserveParentRotationForBillboard: boolean;
  78273. /**
  78274. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  78275. */
  78276. scalingDeterminant: number;
  78277. private _infiniteDistance;
  78278. /**
  78279. * Gets or sets the distance of the object to max, often used by skybox
  78280. */
  78281. infiniteDistance: boolean;
  78282. /**
  78283. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  78284. * By default the system will update normals to compensate
  78285. */
  78286. ignoreNonUniformScaling: boolean;
  78287. /**
  78288. * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both
  78289. */
  78290. reIntegrateRotationIntoRotationQuaternion: boolean;
  78291. /** @hidden */
  78292. _poseMatrix: Nullable<Matrix>;
  78293. /** @hidden */
  78294. _localMatrix: Matrix;
  78295. private _usePivotMatrix;
  78296. private _absolutePosition;
  78297. private _absoluteScaling;
  78298. private _absoluteRotationQuaternion;
  78299. private _pivotMatrix;
  78300. private _pivotMatrixInverse;
  78301. protected _postMultiplyPivotMatrix: boolean;
  78302. protected _isWorldMatrixFrozen: boolean;
  78303. /** @hidden */
  78304. _indexInSceneTransformNodesArray: number;
  78305. /**
  78306. * An event triggered after the world matrix is updated
  78307. */
  78308. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  78309. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  78310. /**
  78311. * Gets a string identifying the name of the class
  78312. * @returns "TransformNode" string
  78313. */
  78314. getClassName(): string;
  78315. /**
  78316. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  78317. */
  78318. position: Vector3;
  78319. /**
  78320. * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  78321. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  78322. */
  78323. rotation: Vector3;
  78324. /**
  78325. * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  78326. */
  78327. scaling: Vector3;
  78328. /**
  78329. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).
  78330. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  78331. */
  78332. rotationQuaternion: Nullable<Quaternion>;
  78333. /**
  78334. * The forward direction of that transform in world space.
  78335. */
  78336. readonly forward: Vector3;
  78337. /**
  78338. * The up direction of that transform in world space.
  78339. */
  78340. readonly up: Vector3;
  78341. /**
  78342. * The right direction of that transform in world space.
  78343. */
  78344. readonly right: Vector3;
  78345. /**
  78346. * Copies the parameter passed Matrix into the mesh Pose matrix.
  78347. * @param matrix the matrix to copy the pose from
  78348. * @returns this TransformNode.
  78349. */
  78350. updatePoseMatrix(matrix: Matrix): TransformNode;
  78351. /**
  78352. * Returns the mesh Pose matrix.
  78353. * @returns the pose matrix
  78354. */
  78355. getPoseMatrix(): Matrix;
  78356. /** @hidden */
  78357. _isSynchronized(): boolean;
  78358. /** @hidden */
  78359. _initCache(): void;
  78360. /**
  78361. * Flag the transform node as dirty (Forcing it to update everything)
  78362. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  78363. * @returns this transform node
  78364. */
  78365. markAsDirty(property: string): TransformNode;
  78366. /**
  78367. * Returns the current mesh absolute position.
  78368. * Returns a Vector3.
  78369. */
  78370. readonly absolutePosition: Vector3;
  78371. /**
  78372. * Returns the current mesh absolute scaling.
  78373. * Returns a Vector3.
  78374. */
  78375. readonly absoluteScaling: Vector3;
  78376. /**
  78377. * Returns the current mesh absolute rotation.
  78378. * Returns a Quaternion.
  78379. */
  78380. readonly absoluteRotationQuaternion: Quaternion;
  78381. /**
  78382. * Sets a new matrix to apply before all other transformation
  78383. * @param matrix defines the transform matrix
  78384. * @returns the current TransformNode
  78385. */
  78386. setPreTransformMatrix(matrix: Matrix): TransformNode;
  78387. /**
  78388. * Sets a new pivot matrix to the current node
  78389. * @param matrix defines the new pivot matrix to use
  78390. * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
  78391. * @returns the current TransformNode
  78392. */
  78393. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  78394. /**
  78395. * Returns the mesh pivot matrix.
  78396. * Default : Identity.
  78397. * @returns the matrix
  78398. */
  78399. getPivotMatrix(): Matrix;
  78400. /**
  78401. * Prevents the World matrix to be computed any longer.
  78402. * @returns the TransformNode.
  78403. */
  78404. freezeWorldMatrix(): TransformNode;
  78405. /**
  78406. * Allows back the World matrix computation.
  78407. * @returns the TransformNode.
  78408. */
  78409. unfreezeWorldMatrix(): this;
  78410. /**
  78411. * True if the World matrix has been frozen.
  78412. */
  78413. readonly isWorldMatrixFrozen: boolean;
  78414. /**
  78415. * Retuns the mesh absolute position in the World.
  78416. * @returns a Vector3.
  78417. */
  78418. getAbsolutePosition(): Vector3;
  78419. /**
  78420. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  78421. * @param absolutePosition the absolute position to set
  78422. * @returns the TransformNode.
  78423. */
  78424. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  78425. /**
  78426. * Sets the mesh position in its local space.
  78427. * @param vector3 the position to set in localspace
  78428. * @returns the TransformNode.
  78429. */
  78430. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  78431. /**
  78432. * Returns the mesh position in the local space from the current World matrix values.
  78433. * @returns a new Vector3.
  78434. */
  78435. getPositionExpressedInLocalSpace(): Vector3;
  78436. /**
  78437. * Translates the mesh along the passed Vector3 in its local space.
  78438. * @param vector3 the distance to translate in localspace
  78439. * @returns the TransformNode.
  78440. */
  78441. locallyTranslate(vector3: Vector3): TransformNode;
  78442. private static _lookAtVectorCache;
  78443. /**
  78444. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  78445. * @param targetPoint the position (must be in same space as current mesh) to look at
  78446. * @param yawCor optional yaw (y-axis) correction in radians
  78447. * @param pitchCor optional pitch (x-axis) correction in radians
  78448. * @param rollCor optional roll (z-axis) correction in radians
  78449. * @param space the choosen space of the target
  78450. * @returns the TransformNode.
  78451. */
  78452. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  78453. /**
  78454. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  78455. * This Vector3 is expressed in the World space.
  78456. * @param localAxis axis to rotate
  78457. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  78458. */
  78459. getDirection(localAxis: Vector3): Vector3;
  78460. /**
  78461. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  78462. * localAxis is expressed in the mesh local space.
  78463. * result is computed in the Wordl space from the mesh World matrix.
  78464. * @param localAxis axis to rotate
  78465. * @param result the resulting transformnode
  78466. * @returns this TransformNode.
  78467. */
  78468. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  78469. /**
  78470. * Sets this transform node rotation to the given local axis.
  78471. * @param localAxis the axis in local space
  78472. * @param yawCor optional yaw (y-axis) correction in radians
  78473. * @param pitchCor optional pitch (x-axis) correction in radians
  78474. * @param rollCor optional roll (z-axis) correction in radians
  78475. * @returns this TransformNode
  78476. */
  78477. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  78478. /**
  78479. * Sets a new pivot point to the current node
  78480. * @param point defines the new pivot point to use
  78481. * @param space defines if the point is in world or local space (local by default)
  78482. * @returns the current TransformNode
  78483. */
  78484. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  78485. /**
  78486. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  78487. * @returns the pivot point
  78488. */
  78489. getPivotPoint(): Vector3;
  78490. /**
  78491. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  78492. * @param result the vector3 to store the result
  78493. * @returns this TransformNode.
  78494. */
  78495. getPivotPointToRef(result: Vector3): TransformNode;
  78496. /**
  78497. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  78498. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  78499. */
  78500. getAbsolutePivotPoint(): Vector3;
  78501. /**
  78502. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  78503. * @param result vector3 to store the result
  78504. * @returns this TransformNode.
  78505. */
  78506. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  78507. /**
  78508. * Defines the passed node as the parent of the current node.
  78509. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  78510. * @see https://doc.babylonjs.com/how_to/parenting
  78511. * @param node the node ot set as the parent
  78512. * @returns this TransformNode.
  78513. */
  78514. setParent(node: Nullable<Node>): TransformNode;
  78515. private _nonUniformScaling;
  78516. /**
  78517. * True if the scaling property of this object is non uniform eg. (1,2,1)
  78518. */
  78519. readonly nonUniformScaling: boolean;
  78520. /** @hidden */
  78521. _updateNonUniformScalingState(value: boolean): boolean;
  78522. /**
  78523. * Attach the current TransformNode to another TransformNode associated with a bone
  78524. * @param bone Bone affecting the TransformNode
  78525. * @param affectedTransformNode TransformNode associated with the bone
  78526. * @returns this object
  78527. */
  78528. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  78529. /**
  78530. * Detach the transform node if its associated with a bone
  78531. * @returns this object
  78532. */
  78533. detachFromBone(): TransformNode;
  78534. private static _rotationAxisCache;
  78535. /**
  78536. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  78537. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  78538. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  78539. * The passed axis is also normalized.
  78540. * @param axis the axis to rotate around
  78541. * @param amount the amount to rotate in radians
  78542. * @param space Space to rotate in (Default: local)
  78543. * @returns the TransformNode.
  78544. */
  78545. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  78546. /**
  78547. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  78548. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  78549. * The passed axis is also normalized. .
  78550. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  78551. * @param point the point to rotate around
  78552. * @param axis the axis to rotate around
  78553. * @param amount the amount to rotate in radians
  78554. * @returns the TransformNode
  78555. */
  78556. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  78557. /**
  78558. * Translates the mesh along the axis vector for the passed distance in the given space.
  78559. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  78560. * @param axis the axis to translate in
  78561. * @param distance the distance to translate
  78562. * @param space Space to rotate in (Default: local)
  78563. * @returns the TransformNode.
  78564. */
  78565. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  78566. /**
  78567. * Adds a rotation step to the mesh current rotation.
  78568. * x, y, z are Euler angles expressed in radians.
  78569. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  78570. * This means this rotation is made in the mesh local space only.
  78571. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  78572. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  78573. * ```javascript
  78574. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  78575. * ```
  78576. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  78577. * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.
  78578. * @param x Rotation to add
  78579. * @param y Rotation to add
  78580. * @param z Rotation to add
  78581. * @returns the TransformNode.
  78582. */
  78583. addRotation(x: number, y: number, z: number): TransformNode;
  78584. /**
  78585. * @hidden
  78586. */
  78587. protected _getEffectiveParent(): Nullable<Node>;
  78588. /**
  78589. * Computes the world matrix of the node
  78590. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  78591. * @returns the world matrix
  78592. */
  78593. computeWorldMatrix(force?: boolean): Matrix;
  78594. protected _afterComputeWorldMatrix(): void;
  78595. /**
  78596. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  78597. * @param func callback function to add
  78598. *
  78599. * @returns the TransformNode.
  78600. */
  78601. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  78602. /**
  78603. * Removes a registered callback function.
  78604. * @param func callback function to remove
  78605. * @returns the TransformNode.
  78606. */
  78607. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  78608. /**
  78609. * Gets the position of the current mesh in camera space
  78610. * @param camera defines the camera to use
  78611. * @returns a position
  78612. */
  78613. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  78614. /**
  78615. * Returns the distance from the mesh to the active camera
  78616. * @param camera defines the camera to use
  78617. * @returns the distance
  78618. */
  78619. getDistanceToCamera(camera?: Nullable<Camera>): number;
  78620. /**
  78621. * Clone the current transform node
  78622. * @param name Name of the new clone
  78623. * @param newParent New parent for the clone
  78624. * @param doNotCloneChildren Do not clone children hierarchy
  78625. * @returns the new transform node
  78626. */
  78627. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  78628. /**
  78629. * Serializes the objects information.
  78630. * @param currentSerializationObject defines the object to serialize in
  78631. * @returns the serialized object
  78632. */
  78633. serialize(currentSerializationObject?: any): any;
  78634. /**
  78635. * Returns a new TransformNode object parsed from the source provided.
  78636. * @param parsedTransformNode is the source.
  78637. * @param scene the scne the object belongs to
  78638. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  78639. * @returns a new TransformNode object parsed from the source provided.
  78640. */
  78641. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  78642. /**
  78643. * Get all child-transformNodes of this node
  78644. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  78645. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  78646. * @returns an array of TransformNode
  78647. */
  78648. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  78649. /**
  78650. * Releases resources associated with this transform node.
  78651. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  78652. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  78653. */
  78654. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  78655. /**
  78656. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  78657. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  78658. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  78659. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  78660. * @returns the current mesh
  78661. */
  78662. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  78663. private _syncAbsoluteScalingAndRotation;
  78664. }
  78665. }
  78666. declare module BABYLON {
  78667. /**
  78668. * Defines the types of pose enabled controllers that are supported
  78669. */
  78670. export enum PoseEnabledControllerType {
  78671. /**
  78672. * HTC Vive
  78673. */
  78674. VIVE = 0,
  78675. /**
  78676. * Oculus Rift
  78677. */
  78678. OCULUS = 1,
  78679. /**
  78680. * Windows mixed reality
  78681. */
  78682. WINDOWS = 2,
  78683. /**
  78684. * Samsung gear VR
  78685. */
  78686. GEAR_VR = 3,
  78687. /**
  78688. * Google Daydream
  78689. */
  78690. DAYDREAM = 4,
  78691. /**
  78692. * Generic
  78693. */
  78694. GENERIC = 5
  78695. }
  78696. /**
  78697. * Defines the MutableGamepadButton interface for the state of a gamepad button
  78698. */
  78699. export interface MutableGamepadButton {
  78700. /**
  78701. * Value of the button/trigger
  78702. */
  78703. value: number;
  78704. /**
  78705. * If the button/trigger is currently touched
  78706. */
  78707. touched: boolean;
  78708. /**
  78709. * If the button/trigger is currently pressed
  78710. */
  78711. pressed: boolean;
  78712. }
  78713. /**
  78714. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  78715. * @hidden
  78716. */
  78717. export interface ExtendedGamepadButton extends GamepadButton {
  78718. /**
  78719. * If the button/trigger is currently pressed
  78720. */
  78721. readonly pressed: boolean;
  78722. /**
  78723. * If the button/trigger is currently touched
  78724. */
  78725. readonly touched: boolean;
  78726. /**
  78727. * Value of the button/trigger
  78728. */
  78729. readonly value: number;
  78730. }
  78731. /** @hidden */
  78732. export interface _GamePadFactory {
  78733. /**
  78734. * Returns wether or not the current gamepad can be created for this type of controller.
  78735. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  78736. * @returns true if it can be created, otherwise false
  78737. */
  78738. canCreate(gamepadInfo: any): boolean;
  78739. /**
  78740. * Creates a new instance of the Gamepad.
  78741. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  78742. * @returns the new gamepad instance
  78743. */
  78744. create(gamepadInfo: any): Gamepad;
  78745. }
  78746. /**
  78747. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  78748. */
  78749. export class PoseEnabledControllerHelper {
  78750. /** @hidden */
  78751. static _ControllerFactories: _GamePadFactory[];
  78752. /** @hidden */
  78753. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  78754. /**
  78755. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  78756. * @param vrGamepad the gamepad to initialized
  78757. * @returns a vr controller of the type the gamepad identified as
  78758. */
  78759. static InitiateController(vrGamepad: any): Gamepad;
  78760. }
  78761. /**
  78762. * Defines the PoseEnabledController object that contains state of a vr capable controller
  78763. */
  78764. export class PoseEnabledController extends Gamepad implements PoseControlled {
  78765. /**
  78766. * If the controller is used in a webXR session
  78767. */
  78768. isXR: boolean;
  78769. private _deviceRoomPosition;
  78770. private _deviceRoomRotationQuaternion;
  78771. /**
  78772. * The device position in babylon space
  78773. */
  78774. devicePosition: Vector3;
  78775. /**
  78776. * The device rotation in babylon space
  78777. */
  78778. deviceRotationQuaternion: Quaternion;
  78779. /**
  78780. * The scale factor of the device in babylon space
  78781. */
  78782. deviceScaleFactor: number;
  78783. /**
  78784. * (Likely devicePosition should be used instead) The device position in its room space
  78785. */
  78786. position: Vector3;
  78787. /**
  78788. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  78789. */
  78790. rotationQuaternion: Quaternion;
  78791. /**
  78792. * The type of controller (Eg. Windows mixed reality)
  78793. */
  78794. controllerType: PoseEnabledControllerType;
  78795. protected _calculatedPosition: Vector3;
  78796. private _calculatedRotation;
  78797. /**
  78798. * The raw pose from the device
  78799. */
  78800. rawPose: DevicePose;
  78801. private _trackPosition;
  78802. private _maxRotationDistFromHeadset;
  78803. private _draggedRoomRotation;
  78804. /**
  78805. * @hidden
  78806. */
  78807. _disableTrackPosition(fixedPosition: Vector3): void;
  78808. /**
  78809. * Internal, the mesh attached to the controller
  78810. * @hidden
  78811. */
  78812. _mesh: Nullable<AbstractMesh>;
  78813. private _poseControlledCamera;
  78814. private _leftHandSystemQuaternion;
  78815. /**
  78816. * Internal, matrix used to convert room space to babylon space
  78817. * @hidden
  78818. */
  78819. _deviceToWorld: Matrix;
  78820. /**
  78821. * Node to be used when casting a ray from the controller
  78822. * @hidden
  78823. */
  78824. _pointingPoseNode: Nullable<TransformNode>;
  78825. /**
  78826. * Name of the child mesh that can be used to cast a ray from the controller
  78827. */
  78828. static readonly POINTING_POSE: string;
  78829. /**
  78830. * Creates a new PoseEnabledController from a gamepad
  78831. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  78832. */
  78833. constructor(browserGamepad: any);
  78834. private _workingMatrix;
  78835. /**
  78836. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  78837. */
  78838. update(): void;
  78839. /**
  78840. * Updates only the pose device and mesh without doing any button event checking
  78841. */
  78842. protected _updatePoseAndMesh(): void;
  78843. /**
  78844. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  78845. * @param poseData raw pose fromthe device
  78846. */
  78847. updateFromDevice(poseData: DevicePose): void;
  78848. /**
  78849. * @hidden
  78850. */
  78851. _meshAttachedObservable: Observable<AbstractMesh>;
  78852. /**
  78853. * Attaches a mesh to the controller
  78854. * @param mesh the mesh to be attached
  78855. */
  78856. attachToMesh(mesh: AbstractMesh): void;
  78857. /**
  78858. * Attaches the controllers mesh to a camera
  78859. * @param camera the camera the mesh should be attached to
  78860. */
  78861. attachToPoseControlledCamera(camera: TargetCamera): void;
  78862. /**
  78863. * Disposes of the controller
  78864. */
  78865. dispose(): void;
  78866. /**
  78867. * The mesh that is attached to the controller
  78868. */
  78869. readonly mesh: Nullable<AbstractMesh>;
  78870. /**
  78871. * Gets the ray of the controller in the direction the controller is pointing
  78872. * @param length the length the resulting ray should be
  78873. * @returns a ray in the direction the controller is pointing
  78874. */
  78875. getForwardRay(length?: number): Ray;
  78876. }
  78877. }
  78878. declare module BABYLON {
  78879. /**
  78880. * Defines the WebVRController object that represents controllers tracked in 3D space
  78881. */
  78882. export abstract class WebVRController extends PoseEnabledController {
  78883. /**
  78884. * Internal, the default controller model for the controller
  78885. */
  78886. protected _defaultModel: AbstractMesh;
  78887. /**
  78888. * Fired when the trigger state has changed
  78889. */
  78890. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  78891. /**
  78892. * Fired when the main button state has changed
  78893. */
  78894. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  78895. /**
  78896. * Fired when the secondary button state has changed
  78897. */
  78898. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  78899. /**
  78900. * Fired when the pad state has changed
  78901. */
  78902. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  78903. /**
  78904. * Fired when controllers stick values have changed
  78905. */
  78906. onPadValuesChangedObservable: Observable<StickValues>;
  78907. /**
  78908. * Array of button availible on the controller
  78909. */
  78910. protected _buttons: Array<MutableGamepadButton>;
  78911. private _onButtonStateChange;
  78912. /**
  78913. * Fired when a controller button's state has changed
  78914. * @param callback the callback containing the button that was modified
  78915. */
  78916. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  78917. /**
  78918. * X and Y axis corresponding to the controllers joystick
  78919. */
  78920. pad: StickValues;
  78921. /**
  78922. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  78923. */
  78924. hand: string;
  78925. /**
  78926. * The default controller model for the controller
  78927. */
  78928. readonly defaultModel: AbstractMesh;
  78929. /**
  78930. * Creates a new WebVRController from a gamepad
  78931. * @param vrGamepad the gamepad that the WebVRController should be created from
  78932. */
  78933. constructor(vrGamepad: any);
  78934. /**
  78935. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  78936. */
  78937. update(): void;
  78938. /**
  78939. * Function to be called when a button is modified
  78940. */
  78941. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  78942. /**
  78943. * Loads a mesh and attaches it to the controller
  78944. * @param scene the scene the mesh should be added to
  78945. * @param meshLoaded callback for when the mesh has been loaded
  78946. */
  78947. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  78948. private _setButtonValue;
  78949. private _changes;
  78950. private _checkChanges;
  78951. /**
  78952. * Disposes of th webVRCOntroller
  78953. */
  78954. dispose(): void;
  78955. }
  78956. }
  78957. declare module BABYLON {
  78958. /**
  78959. * The HemisphericLight simulates the ambient environment light,
  78960. * so the passed direction is the light reflection direction, not the incoming direction.
  78961. */
  78962. export class HemisphericLight extends Light {
  78963. /**
  78964. * The groundColor is the light in the opposite direction to the one specified during creation.
  78965. * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
  78966. */
  78967. groundColor: Color3;
  78968. /**
  78969. * The light reflection direction, not the incoming direction.
  78970. */
  78971. direction: Vector3;
  78972. /**
  78973. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  78974. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  78975. * The HemisphericLight can't cast shadows.
  78976. * Documentation : https://doc.babylonjs.com/babylon101/lights
  78977. * @param name The friendly name of the light
  78978. * @param direction The direction of the light reflection
  78979. * @param scene The scene the light belongs to
  78980. */
  78981. constructor(name: string, direction: Vector3, scene: Scene);
  78982. protected _buildUniformLayout(): void;
  78983. /**
  78984. * Returns the string "HemisphericLight".
  78985. * @return The class name
  78986. */
  78987. getClassName(): string;
  78988. /**
  78989. * Sets the HemisphericLight direction towards the passed target (Vector3).
  78990. * Returns the updated direction.
  78991. * @param target The target the direction should point to
  78992. * @return The computed direction
  78993. */
  78994. setDirectionToTarget(target: Vector3): Vector3;
  78995. /**
  78996. * Returns the shadow generator associated to the light.
  78997. * @returns Always null for hemispheric lights because it does not support shadows.
  78998. */
  78999. getShadowGenerator(): Nullable<IShadowGenerator>;
  79000. /**
  79001. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  79002. * @param effect The effect to update
  79003. * @param lightIndex The index of the light in the effect to update
  79004. * @returns The hemispheric light
  79005. */
  79006. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  79007. /**
  79008. * Computes the world matrix of the node
  79009. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  79010. * @param useWasUpdatedFlag defines a reserved property
  79011. * @returns the world matrix
  79012. */
  79013. computeWorldMatrix(): Matrix;
  79014. /**
  79015. * Returns the integer 3.
  79016. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  79017. */
  79018. getTypeID(): number;
  79019. /**
  79020. * Prepares the list of defines specific to the light type.
  79021. * @param defines the list of defines
  79022. * @param lightIndex defines the index of the light for the effect
  79023. */
  79024. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  79025. }
  79026. }
  79027. declare module BABYLON {
  79028. /** @hidden */
  79029. export var vrMultiviewToSingleviewPixelShader: {
  79030. name: string;
  79031. shader: string;
  79032. };
  79033. }
  79034. declare module BABYLON {
  79035. /**
  79036. * Renders to multiple views with a single draw call
  79037. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  79038. */
  79039. export class MultiviewRenderTarget extends RenderTargetTexture {
  79040. /**
  79041. * Creates a multiview render target
  79042. * @param scene scene used with the render target
  79043. * @param size the size of the render target (used for each view)
  79044. */
  79045. constructor(scene: Scene, size?: number | {
  79046. width: number;
  79047. height: number;
  79048. } | {
  79049. ratio: number;
  79050. });
  79051. /**
  79052. * @hidden
  79053. * @param faceIndex the face index, if its a cube texture
  79054. */
  79055. _bindFrameBuffer(faceIndex?: number): void;
  79056. /**
  79057. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  79058. * @returns the view count
  79059. */
  79060. getViewCount(): number;
  79061. }
  79062. }
  79063. declare module BABYLON {
  79064. /**
  79065. * Reprasents a camera frustum
  79066. */
  79067. export class Frustum {
  79068. /**
  79069. * Gets the planes representing the frustum
  79070. * @param transform matrix to be applied to the returned planes
  79071. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  79072. */
  79073. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  79074. /**
  79075. * Gets the near frustum plane transformed by the transform matrix
  79076. * @param transform transformation matrix to be applied to the resulting frustum plane
  79077. * @param frustumPlane the resuling frustum plane
  79078. */
  79079. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79080. /**
  79081. * Gets the far frustum plane transformed by the transform matrix
  79082. * @param transform transformation matrix to be applied to the resulting frustum plane
  79083. * @param frustumPlane the resuling frustum plane
  79084. */
  79085. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79086. /**
  79087. * Gets the left frustum plane transformed by the transform matrix
  79088. * @param transform transformation matrix to be applied to the resulting frustum plane
  79089. * @param frustumPlane the resuling frustum plane
  79090. */
  79091. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79092. /**
  79093. * Gets the right frustum plane transformed by the transform matrix
  79094. * @param transform transformation matrix to be applied to the resulting frustum plane
  79095. * @param frustumPlane the resuling frustum plane
  79096. */
  79097. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79098. /**
  79099. * Gets the top frustum plane transformed by the transform matrix
  79100. * @param transform transformation matrix to be applied to the resulting frustum plane
  79101. * @param frustumPlane the resuling frustum plane
  79102. */
  79103. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79104. /**
  79105. * Gets the bottom frustum plane transformed by the transform matrix
  79106. * @param transform transformation matrix to be applied to the resulting frustum plane
  79107. * @param frustumPlane the resuling frustum plane
  79108. */
  79109. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  79110. /**
  79111. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  79112. * @param transform transformation matrix to be applied to the resulting frustum planes
  79113. * @param frustumPlanes the resuling frustum planes
  79114. */
  79115. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  79116. }
  79117. }
  79118. declare module BABYLON {
  79119. interface Engine {
  79120. /**
  79121. * Creates a new multiview render target
  79122. * @param width defines the width of the texture
  79123. * @param height defines the height of the texture
  79124. * @returns the created multiview texture
  79125. */
  79126. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  79127. /**
  79128. * Binds a multiview framebuffer to be drawn to
  79129. * @param multiviewTexture texture to bind
  79130. */
  79131. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  79132. }
  79133. interface Camera {
  79134. /**
  79135. * @hidden
  79136. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  79137. */
  79138. _useMultiviewToSingleView: boolean;
  79139. /**
  79140. * @hidden
  79141. * For cameras that cannot use multiview images to display directly. (e.g. webVR camera will render to multiview texture, then copy to each eye texture and go from there)
  79142. */
  79143. _multiviewTexture: Nullable<RenderTargetTexture>;
  79144. /**
  79145. * @hidden
  79146. * ensures the multiview texture of the camera exists and has the specified width/height
  79147. * @param width height to set on the multiview texture
  79148. * @param height width to set on the multiview texture
  79149. */
  79150. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  79151. }
  79152. interface Scene {
  79153. /** @hidden */
  79154. _transformMatrixR: Matrix;
  79155. /** @hidden */
  79156. _multiviewSceneUbo: Nullable<UniformBuffer>;
  79157. /** @hidden */
  79158. _createMultiviewUbo(): void;
  79159. /** @hidden */
  79160. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  79161. /** @hidden */
  79162. _renderMultiviewToSingleView(camera: Camera): void;
  79163. }
  79164. }
  79165. declare module BABYLON {
  79166. /**
  79167. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  79168. * This will not be used for webXR as it supports displaying texture arrays directly
  79169. */
  79170. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  79171. /**
  79172. * Initializes a VRMultiviewToSingleview
  79173. * @param name name of the post process
  79174. * @param camera camera to be applied to
  79175. * @param scaleFactor scaling factor to the size of the output texture
  79176. */
  79177. constructor(name: string, camera: Camera, scaleFactor: number);
  79178. }
  79179. }
  79180. declare module BABYLON {
  79181. interface Engine {
  79182. /** @hidden */
  79183. _vrDisplay: any;
  79184. /** @hidden */
  79185. _vrSupported: boolean;
  79186. /** @hidden */
  79187. _oldSize: Size;
  79188. /** @hidden */
  79189. _oldHardwareScaleFactor: number;
  79190. /** @hidden */
  79191. _vrExclusivePointerMode: boolean;
  79192. /** @hidden */
  79193. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  79194. /** @hidden */
  79195. _onVRDisplayPointerRestricted: () => void;
  79196. /** @hidden */
  79197. _onVRDisplayPointerUnrestricted: () => void;
  79198. /** @hidden */
  79199. _onVrDisplayConnect: Nullable<(display: any) => void>;
  79200. /** @hidden */
  79201. _onVrDisplayDisconnect: Nullable<() => void>;
  79202. /** @hidden */
  79203. _onVrDisplayPresentChange: Nullable<() => void>;
  79204. /**
  79205. * Observable signaled when VR display mode changes
  79206. */
  79207. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  79208. /**
  79209. * Observable signaled when VR request present is complete
  79210. */
  79211. onVRRequestPresentComplete: Observable<boolean>;
  79212. /**
  79213. * Observable signaled when VR request present starts
  79214. */
  79215. onVRRequestPresentStart: Observable<Engine>;
  79216. /**
  79217. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  79218. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  79219. */
  79220. isInVRExclusivePointerMode: boolean;
  79221. /**
  79222. * Gets a boolean indicating if a webVR device was detected
  79223. * @returns true if a webVR device was detected
  79224. */
  79225. isVRDevicePresent(): boolean;
  79226. /**
  79227. * Gets the current webVR device
  79228. * @returns the current webVR device (or null)
  79229. */
  79230. getVRDevice(): any;
  79231. /**
  79232. * Initializes a webVR display and starts listening to display change events
  79233. * The onVRDisplayChangedObservable will be notified upon these changes
  79234. * @returns A promise containing a VRDisplay and if vr is supported
  79235. */
  79236. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  79237. /** @hidden */
  79238. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  79239. /**
  79240. * Call this function to switch to webVR mode
  79241. * Will do nothing if webVR is not supported or if there is no webVR device
  79242. * @see http://doc.babylonjs.com/how_to/webvr_camera
  79243. */
  79244. enableVR(): void;
  79245. /** @hidden */
  79246. _onVRFullScreenTriggered(): void;
  79247. }
  79248. }
  79249. declare module BABYLON {
  79250. /**
  79251. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  79252. * IMPORTANT!! The data is right-hand data.
  79253. * @export
  79254. * @interface DevicePose
  79255. */
  79256. export interface DevicePose {
  79257. /**
  79258. * The position of the device, values in array are [x,y,z].
  79259. */
  79260. readonly position: Nullable<Float32Array>;
  79261. /**
  79262. * The linearVelocity of the device, values in array are [x,y,z].
  79263. */
  79264. readonly linearVelocity: Nullable<Float32Array>;
  79265. /**
  79266. * The linearAcceleration of the device, values in array are [x,y,z].
  79267. */
  79268. readonly linearAcceleration: Nullable<Float32Array>;
  79269. /**
  79270. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  79271. */
  79272. readonly orientation: Nullable<Float32Array>;
  79273. /**
  79274. * The angularVelocity of the device, values in array are [x,y,z].
  79275. */
  79276. readonly angularVelocity: Nullable<Float32Array>;
  79277. /**
  79278. * The angularAcceleration of the device, values in array are [x,y,z].
  79279. */
  79280. readonly angularAcceleration: Nullable<Float32Array>;
  79281. }
  79282. /**
  79283. * Interface representing a pose controlled object in Babylon.
  79284. * A pose controlled object has both regular pose values as well as pose values
  79285. * from an external device such as a VR head mounted display
  79286. */
  79287. export interface PoseControlled {
  79288. /**
  79289. * The position of the object in babylon space.
  79290. */
  79291. position: Vector3;
  79292. /**
  79293. * The rotation quaternion of the object in babylon space.
  79294. */
  79295. rotationQuaternion: Quaternion;
  79296. /**
  79297. * The position of the device in babylon space.
  79298. */
  79299. devicePosition?: Vector3;
  79300. /**
  79301. * The rotation quaternion of the device in babylon space.
  79302. */
  79303. deviceRotationQuaternion: Quaternion;
  79304. /**
  79305. * The raw pose coming from the device.
  79306. */
  79307. rawPose: Nullable<DevicePose>;
  79308. /**
  79309. * The scale of the device to be used when translating from device space to babylon space.
  79310. */
  79311. deviceScaleFactor: number;
  79312. /**
  79313. * Updates the poseControlled values based on the input device pose.
  79314. * @param poseData the pose data to update the object with
  79315. */
  79316. updateFromDevice(poseData: DevicePose): void;
  79317. }
  79318. /**
  79319. * Set of options to customize the webVRCamera
  79320. */
  79321. export interface WebVROptions {
  79322. /**
  79323. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  79324. */
  79325. trackPosition?: boolean;
  79326. /**
  79327. * Sets the scale of the vrDevice in babylon space. (default: 1)
  79328. */
  79329. positionScale?: number;
  79330. /**
  79331. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  79332. */
  79333. displayName?: string;
  79334. /**
  79335. * Should the native controller meshes be initialized. (default: true)
  79336. */
  79337. controllerMeshes?: boolean;
  79338. /**
  79339. * Creating a default HemiLight only on controllers. (default: true)
  79340. */
  79341. defaultLightingOnControllers?: boolean;
  79342. /**
  79343. * If you don't want to use the default VR button of the helper. (default: false)
  79344. */
  79345. useCustomVRButton?: boolean;
  79346. /**
  79347. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  79348. */
  79349. customVRButton?: HTMLButtonElement;
  79350. /**
  79351. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  79352. */
  79353. rayLength?: number;
  79354. /**
  79355. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  79356. */
  79357. defaultHeight?: number;
  79358. /**
  79359. * If multiview should be used if availible (default: false)
  79360. */
  79361. useMultiview?: boolean;
  79362. }
  79363. /**
  79364. * This represents a WebVR camera.
  79365. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  79366. * @example http://doc.babylonjs.com/how_to/webvr_camera
  79367. */
  79368. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  79369. private webVROptions;
  79370. /**
  79371. * @hidden
  79372. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  79373. */
  79374. _vrDevice: any;
  79375. /**
  79376. * The rawPose of the vrDevice.
  79377. */
  79378. rawPose: Nullable<DevicePose>;
  79379. private _onVREnabled;
  79380. private _specsVersion;
  79381. private _attached;
  79382. private _frameData;
  79383. protected _descendants: Array<Node>;
  79384. private _deviceRoomPosition;
  79385. /** @hidden */
  79386. _deviceRoomRotationQuaternion: Quaternion;
  79387. private _standingMatrix;
  79388. /**
  79389. * Represents device position in babylon space.
  79390. */
  79391. devicePosition: Vector3;
  79392. /**
  79393. * Represents device rotation in babylon space.
  79394. */
  79395. deviceRotationQuaternion: Quaternion;
  79396. /**
  79397. * The scale of the device to be used when translating from device space to babylon space.
  79398. */
  79399. deviceScaleFactor: number;
  79400. private _deviceToWorld;
  79401. private _worldToDevice;
  79402. /**
  79403. * References to the webVR controllers for the vrDevice.
  79404. */
  79405. controllers: Array<WebVRController>;
  79406. /**
  79407. * Emits an event when a controller is attached.
  79408. */
  79409. onControllersAttachedObservable: Observable<WebVRController[]>;
  79410. /**
  79411. * Emits an event when a controller's mesh has been loaded;
  79412. */
  79413. onControllerMeshLoadedObservable: Observable<WebVRController>;
  79414. /**
  79415. * Emits an event when the HMD's pose has been updated.
  79416. */
  79417. onPoseUpdatedFromDeviceObservable: Observable<any>;
  79418. private _poseSet;
  79419. /**
  79420. * If the rig cameras be used as parent instead of this camera.
  79421. */
  79422. rigParenting: boolean;
  79423. private _lightOnControllers;
  79424. private _defaultHeight?;
  79425. /**
  79426. * Instantiates a WebVRFreeCamera.
  79427. * @param name The name of the WebVRFreeCamera
  79428. * @param position The starting anchor position for the camera
  79429. * @param scene The scene the camera belongs to
  79430. * @param webVROptions a set of customizable options for the webVRCamera
  79431. */
  79432. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  79433. /**
  79434. * Gets the device distance from the ground in meters.
  79435. * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
  79436. */
  79437. deviceDistanceToRoomGround(): number;
  79438. /**
  79439. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  79440. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  79441. */
  79442. useStandingMatrix(callback?: (bool: boolean) => void): void;
  79443. /**
  79444. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  79445. * @returns A promise with a boolean set to if the standing matrix is supported.
  79446. */
  79447. useStandingMatrixAsync(): Promise<boolean>;
  79448. /**
  79449. * Disposes the camera
  79450. */
  79451. dispose(): void;
  79452. /**
  79453. * Gets a vrController by name.
  79454. * @param name The name of the controller to retreive
  79455. * @returns the controller matching the name specified or null if not found
  79456. */
  79457. getControllerByName(name: string): Nullable<WebVRController>;
  79458. private _leftController;
  79459. /**
  79460. * The controller corresponding to the users left hand.
  79461. */
  79462. readonly leftController: Nullable<WebVRController>;
  79463. private _rightController;
  79464. /**
  79465. * The controller corresponding to the users right hand.
  79466. */
  79467. readonly rightController: Nullable<WebVRController>;
  79468. /**
  79469. * Casts a ray forward from the vrCamera's gaze.
  79470. * @param length Length of the ray (default: 100)
  79471. * @returns the ray corresponding to the gaze
  79472. */
  79473. getForwardRay(length?: number): Ray;
  79474. /**
  79475. * @hidden
  79476. * Updates the camera based on device's frame data
  79477. */
  79478. _checkInputs(): void;
  79479. /**
  79480. * Updates the poseControlled values based on the input device pose.
  79481. * @param poseData Pose coming from the device
  79482. */
  79483. updateFromDevice(poseData: DevicePose): void;
  79484. private _htmlElementAttached;
  79485. private _detachIfAttached;
  79486. /**
  79487. * WebVR's attach control will start broadcasting frames to the device.
  79488. * Note that in certain browsers (chrome for example) this function must be called
  79489. * within a user-interaction callback. Example:
  79490. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  79491. *
  79492. * @param element html element to attach the vrDevice to
  79493. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  79494. */
  79495. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79496. /**
  79497. * Detaches the camera from the html element and disables VR
  79498. *
  79499. * @param element html element to detach from
  79500. */
  79501. detachControl(element: HTMLElement): void;
  79502. /**
  79503. * @returns the name of this class
  79504. */
  79505. getClassName(): string;
  79506. /**
  79507. * Calls resetPose on the vrDisplay
  79508. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  79509. */
  79510. resetToCurrentRotation(): void;
  79511. /**
  79512. * @hidden
  79513. * Updates the rig cameras (left and right eye)
  79514. */
  79515. _updateRigCameras(): void;
  79516. private _workingVector;
  79517. private _oneVector;
  79518. private _workingMatrix;
  79519. private updateCacheCalled;
  79520. private _correctPositionIfNotTrackPosition;
  79521. /**
  79522. * @hidden
  79523. * Updates the cached values of the camera
  79524. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  79525. */
  79526. _updateCache(ignoreParentClass?: boolean): void;
  79527. /**
  79528. * @hidden
  79529. * Get current device position in babylon world
  79530. */
  79531. _computeDevicePosition(): void;
  79532. /**
  79533. * Updates the current device position and rotation in the babylon world
  79534. */
  79535. update(): void;
  79536. /**
  79537. * @hidden
  79538. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  79539. * @returns an identity matrix
  79540. */
  79541. _getViewMatrix(): Matrix;
  79542. private _tmpMatrix;
  79543. /**
  79544. * This function is called by the two RIG cameras.
  79545. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  79546. * @hidden
  79547. */
  79548. _getWebVRViewMatrix(): Matrix;
  79549. /** @hidden */
  79550. _getWebVRProjectionMatrix(): Matrix;
  79551. private _onGamepadConnectedObserver;
  79552. private _onGamepadDisconnectedObserver;
  79553. private _updateCacheWhenTrackingDisabledObserver;
  79554. /**
  79555. * Initializes the controllers and their meshes
  79556. */
  79557. initControllers(): void;
  79558. }
  79559. }
  79560. declare module BABYLON {
  79561. /**
  79562. * Size options for a post process
  79563. */
  79564. export type PostProcessOptions = {
  79565. width: number;
  79566. height: number;
  79567. };
  79568. /**
  79569. * PostProcess can be used to apply a shader to a texture after it has been rendered
  79570. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  79571. */
  79572. export class PostProcess {
  79573. /** Name of the PostProcess. */
  79574. name: string;
  79575. /**
  79576. * Gets or sets the unique id of the post process
  79577. */
  79578. uniqueId: number;
  79579. /**
  79580. * Width of the texture to apply the post process on
  79581. */
  79582. width: number;
  79583. /**
  79584. * Height of the texture to apply the post process on
  79585. */
  79586. height: number;
  79587. /**
  79588. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  79589. * @hidden
  79590. */
  79591. _outputTexture: Nullable<InternalTexture>;
  79592. /**
  79593. * Sampling mode used by the shader
  79594. * See https://doc.babylonjs.com/classes/3.1/texture
  79595. */
  79596. renderTargetSamplingMode: number;
  79597. /**
  79598. * Clear color to use when screen clearing
  79599. */
  79600. clearColor: Color4;
  79601. /**
  79602. * If the buffer needs to be cleared before applying the post process. (default: true)
  79603. * Should be set to false if shader will overwrite all previous pixels.
  79604. */
  79605. autoClear: boolean;
  79606. /**
  79607. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  79608. */
  79609. alphaMode: number;
  79610. /**
  79611. * Sets the setAlphaBlendConstants of the babylon engine
  79612. */
  79613. alphaConstants: Color4;
  79614. /**
  79615. * Animations to be used for the post processing
  79616. */
  79617. animations: Animation[];
  79618. /**
  79619. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  79620. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  79621. */
  79622. enablePixelPerfectMode: boolean;
  79623. /**
  79624. * Force the postprocess to be applied without taking in account viewport
  79625. */
  79626. forceFullscreenViewport: boolean;
  79627. /**
  79628. * List of inspectable custom properties (used by the Inspector)
  79629. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  79630. */
  79631. inspectableCustomProperties: IInspectable[];
  79632. /**
  79633. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  79634. *
  79635. * | Value | Type | Description |
  79636. * | ----- | ----------------------------------- | ----------- |
  79637. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  79638. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  79639. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  79640. *
  79641. */
  79642. scaleMode: number;
  79643. /**
  79644. * Force textures to be a power of two (default: false)
  79645. */
  79646. alwaysForcePOT: boolean;
  79647. private _samples;
  79648. /**
  79649. * Number of sample textures (default: 1)
  79650. */
  79651. samples: number;
  79652. /**
  79653. * Modify the scale of the post process to be the same as the viewport (default: false)
  79654. */
  79655. adaptScaleToCurrentViewport: boolean;
  79656. private _camera;
  79657. private _scene;
  79658. private _engine;
  79659. private _options;
  79660. private _reusable;
  79661. private _textureType;
  79662. /**
  79663. * Smart array of input and output textures for the post process.
  79664. * @hidden
  79665. */
  79666. _textures: SmartArray<InternalTexture>;
  79667. /**
  79668. * The index in _textures that corresponds to the output texture.
  79669. * @hidden
  79670. */
  79671. _currentRenderTextureInd: number;
  79672. private _effect;
  79673. private _samplers;
  79674. private _fragmentUrl;
  79675. private _vertexUrl;
  79676. private _parameters;
  79677. private _scaleRatio;
  79678. protected _indexParameters: any;
  79679. private _shareOutputWithPostProcess;
  79680. private _texelSize;
  79681. private _forcedOutputTexture;
  79682. /**
  79683. * Returns the fragment url or shader name used in the post process.
  79684. * @returns the fragment url or name in the shader store.
  79685. */
  79686. getEffectName(): string;
  79687. /**
  79688. * An event triggered when the postprocess is activated.
  79689. */
  79690. onActivateObservable: Observable<Camera>;
  79691. private _onActivateObserver;
  79692. /**
  79693. * A function that is added to the onActivateObservable
  79694. */
  79695. onActivate: Nullable<(camera: Camera) => void>;
  79696. /**
  79697. * An event triggered when the postprocess changes its size.
  79698. */
  79699. onSizeChangedObservable: Observable<PostProcess>;
  79700. private _onSizeChangedObserver;
  79701. /**
  79702. * A function that is added to the onSizeChangedObservable
  79703. */
  79704. onSizeChanged: (postProcess: PostProcess) => void;
  79705. /**
  79706. * An event triggered when the postprocess applies its effect.
  79707. */
  79708. onApplyObservable: Observable<Effect>;
  79709. private _onApplyObserver;
  79710. /**
  79711. * A function that is added to the onApplyObservable
  79712. */
  79713. onApply: (effect: Effect) => void;
  79714. /**
  79715. * An event triggered before rendering the postprocess
  79716. */
  79717. onBeforeRenderObservable: Observable<Effect>;
  79718. private _onBeforeRenderObserver;
  79719. /**
  79720. * A function that is added to the onBeforeRenderObservable
  79721. */
  79722. onBeforeRender: (effect: Effect) => void;
  79723. /**
  79724. * An event triggered after rendering the postprocess
  79725. */
  79726. onAfterRenderObservable: Observable<Effect>;
  79727. private _onAfterRenderObserver;
  79728. /**
  79729. * A function that is added to the onAfterRenderObservable
  79730. */
  79731. onAfterRender: (efect: Effect) => void;
  79732. /**
  79733. * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will
  79734. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  79735. */
  79736. inputTexture: InternalTexture;
  79737. /**
  79738. * Gets the camera which post process is applied to.
  79739. * @returns The camera the post process is applied to.
  79740. */
  79741. getCamera(): Camera;
  79742. /**
  79743. * Gets the texel size of the postprocess.
  79744. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  79745. */
  79746. readonly texelSize: Vector2;
  79747. /**
  79748. * Creates a new instance PostProcess
  79749. * @param name The name of the PostProcess.
  79750. * @param fragmentUrl The url of the fragment shader to be used.
  79751. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  79752. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  79753. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  79754. * @param camera The camera to apply the render pass to.
  79755. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  79756. * @param engine The engine which the post process will be applied. (default: current engine)
  79757. * @param reusable If the post process can be reused on the same frame. (default: false)
  79758. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  79759. * @param textureType Type of textures used when performing the post process. (default: 0)
  79760. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  79761. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  79762. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  79763. */
  79764. constructor(
  79765. /** Name of the PostProcess. */
  79766. name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean);
  79767. /**
  79768. * Gets a string idenfifying the name of the class
  79769. * @returns "PostProcess" string
  79770. */
  79771. getClassName(): string;
  79772. /**
  79773. * Gets the engine which this post process belongs to.
  79774. * @returns The engine the post process was enabled with.
  79775. */
  79776. getEngine(): Engine;
  79777. /**
  79778. * The effect that is created when initializing the post process.
  79779. * @returns The created effect corresponding the the postprocess.
  79780. */
  79781. getEffect(): Effect;
  79782. /**
  79783. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  79784. * @param postProcess The post process to share the output with.
  79785. * @returns This post process.
  79786. */
  79787. shareOutputWith(postProcess: PostProcess): PostProcess;
  79788. /**
  79789. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  79790. * This should be called if the post process that shares output with this post process is disabled/disposed.
  79791. */
  79792. useOwnOutput(): void;
  79793. /**
  79794. * Updates the effect with the current post process compile time values and recompiles the shader.
  79795. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  79796. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  79797. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  79798. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  79799. * @param onCompiled Called when the shader has been compiled.
  79800. * @param onError Called if there is an error when compiling a shader.
  79801. */
  79802. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79803. /**
  79804. * The post process is reusable if it can be used multiple times within one frame.
  79805. * @returns If the post process is reusable
  79806. */
  79807. isReusable(): boolean;
  79808. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  79809. markTextureDirty(): void;
  79810. /**
  79811. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  79812. * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
  79813. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  79814. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  79815. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  79816. * @returns The target texture that was bound to be written to.
  79817. */
  79818. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  79819. /**
  79820. * If the post process is supported.
  79821. */
  79822. readonly isSupported: boolean;
  79823. /**
  79824. * The aspect ratio of the output texture.
  79825. */
  79826. readonly aspectRatio: number;
  79827. /**
  79828. * Get a value indicating if the post-process is ready to be used
  79829. * @returns true if the post-process is ready (shader is compiled)
  79830. */
  79831. isReady(): boolean;
  79832. /**
  79833. * Binds all textures and uniforms to the shader, this will be run on every pass.
  79834. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  79835. */
  79836. apply(): Nullable<Effect>;
  79837. private _disposeTextures;
  79838. /**
  79839. * Disposes the post process.
  79840. * @param camera The camera to dispose the post process on.
  79841. */
  79842. dispose(camera?: Camera): void;
  79843. }
  79844. }
  79845. declare module BABYLON {
  79846. /** @hidden */
  79847. export var kernelBlurVaryingDeclaration: {
  79848. name: string;
  79849. shader: string;
  79850. };
  79851. }
  79852. declare module BABYLON {
  79853. /** @hidden */
  79854. export var kernelBlurFragment: {
  79855. name: string;
  79856. shader: string;
  79857. };
  79858. }
  79859. declare module BABYLON {
  79860. /** @hidden */
  79861. export var kernelBlurFragment2: {
  79862. name: string;
  79863. shader: string;
  79864. };
  79865. }
  79866. declare module BABYLON {
  79867. /** @hidden */
  79868. export var kernelBlurPixelShader: {
  79869. name: string;
  79870. shader: string;
  79871. };
  79872. }
  79873. declare module BABYLON {
  79874. /** @hidden */
  79875. export var kernelBlurVertex: {
  79876. name: string;
  79877. shader: string;
  79878. };
  79879. }
  79880. declare module BABYLON {
  79881. /** @hidden */
  79882. export var kernelBlurVertexShader: {
  79883. name: string;
  79884. shader: string;
  79885. };
  79886. }
  79887. declare module BABYLON {
  79888. /**
  79889. * The Blur Post Process which blurs an image based on a kernel and direction.
  79890. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  79891. */
  79892. export class BlurPostProcess extends PostProcess {
  79893. /** The direction in which to blur the image. */
  79894. direction: Vector2;
  79895. private blockCompilation;
  79896. protected _kernel: number;
  79897. protected _idealKernel: number;
  79898. protected _packedFloat: boolean;
  79899. private _staticDefines;
  79900. /**
  79901. * Sets the length in pixels of the blur sample region
  79902. */
  79903. /**
  79904. * Gets the length in pixels of the blur sample region
  79905. */
  79906. kernel: number;
  79907. /**
  79908. * Sets wether or not the blur needs to unpack/repack floats
  79909. */
  79910. /**
  79911. * Gets wether or not the blur is unpacking/repacking floats
  79912. */
  79913. packedFloat: boolean;
  79914. /**
  79915. * Creates a new instance BlurPostProcess
  79916. * @param name The name of the effect.
  79917. * @param direction The direction in which to blur the image.
  79918. * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
  79919. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  79920. * @param camera The camera to apply the render pass to.
  79921. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  79922. * @param engine The engine which the post process will be applied. (default: current engine)
  79923. * @param reusable If the post process can be reused on the same frame. (default: false)
  79924. * @param textureType Type of textures used when performing the post process. (default: 0)
  79925. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  79926. */
  79927. constructor(name: string,
  79928. /** The direction in which to blur the image. */
  79929. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  79930. /**
  79931. * Updates the effect with the current post process compile time values and recompiles the shader.
  79932. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  79933. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  79934. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  79935. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  79936. * @param onCompiled Called when the shader has been compiled.
  79937. * @param onError Called if there is an error when compiling a shader.
  79938. */
  79939. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79940. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  79941. /**
  79942. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  79943. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  79944. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  79945. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  79946. * The gaps between physical kernels are compensated for in the weighting of the samples
  79947. * @param idealKernel Ideal blur kernel.
  79948. * @return Nearest best kernel.
  79949. */
  79950. protected _nearestBestKernel(idealKernel: number): number;
  79951. /**
  79952. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  79953. * @param x The point on the Gaussian distribution to sample.
  79954. * @return the value of the Gaussian function at x.
  79955. */
  79956. protected _gaussianWeight(x: number): number;
  79957. /**
  79958. * Generates a string that can be used as a floating point number in GLSL.
  79959. * @param x Value to print.
  79960. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  79961. * @return GLSL float string.
  79962. */
  79963. protected _glslFloat(x: number, decimalFigures?: number): string;
  79964. }
  79965. }
  79966. declare module BABYLON {
  79967. /**
  79968. * Mirror texture can be used to simulate the view from a mirror in a scene.
  79969. * It will dynamically be rendered every frame to adapt to the camera point of view.
  79970. * You can then easily use it as a reflectionTexture on a flat surface.
  79971. * In case the surface is not a plane, please consider relying on reflection probes.
  79972. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79973. */
  79974. export class MirrorTexture extends RenderTargetTexture {
  79975. private scene;
  79976. /**
  79977. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  79978. * It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  79979. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  79980. */
  79981. mirrorPlane: Plane;
  79982. /**
  79983. * Define the blur ratio used to blur the reflection if needed.
  79984. */
  79985. blurRatio: number;
  79986. /**
  79987. * Define the adaptive blur kernel used to blur the reflection if needed.
  79988. * This will autocompute the closest best match for the `blurKernel`
  79989. */
  79990. adaptiveBlurKernel: number;
  79991. /**
  79992. * Define the blur kernel used to blur the reflection if needed.
  79993. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79994. */
  79995. blurKernel: number;
  79996. /**
  79997. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  79998. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  79999. */
  80000. blurKernelX: number;
  80001. /**
  80002. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  80003. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  80004. */
  80005. blurKernelY: number;
  80006. private _autoComputeBlurKernel;
  80007. protected _onRatioRescale(): void;
  80008. private _updateGammaSpace;
  80009. private _imageProcessingConfigChangeObserver;
  80010. private _transformMatrix;
  80011. private _mirrorMatrix;
  80012. private _savedViewMatrix;
  80013. private _blurX;
  80014. private _blurY;
  80015. private _adaptiveBlurKernel;
  80016. private _blurKernelX;
  80017. private _blurKernelY;
  80018. private _blurRatio;
  80019. /**
  80020. * Instantiates a Mirror Texture.
  80021. * Mirror texture can be used to simulate the view from a mirror in a scene.
  80022. * It will dynamically be rendered every frame to adapt to the camera point of view.
  80023. * You can then easily use it as a reflectionTexture on a flat surface.
  80024. * In case the surface is not a plane, please consider relying on reflection probes.
  80025. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  80026. * @param name
  80027. * @param size
  80028. * @param scene
  80029. * @param generateMipMaps
  80030. * @param type
  80031. * @param samplingMode
  80032. * @param generateDepthBuffer
  80033. */
  80034. constructor(name: string, size: number | {
  80035. width: number;
  80036. height: number;
  80037. } | {
  80038. ratio: number;
  80039. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  80040. private _preparePostProcesses;
  80041. /**
  80042. * Clone the mirror texture.
  80043. * @returns the cloned texture
  80044. */
  80045. clone(): MirrorTexture;
  80046. /**
  80047. * Serialize the texture to a JSON representation you could use in Parse later on
  80048. * @returns the serialized JSON representation
  80049. */
  80050. serialize(): any;
  80051. /**
  80052. * Dispose the texture and release its associated resources.
  80053. */
  80054. dispose(): void;
  80055. }
  80056. }
  80057. declare module BABYLON {
  80058. /**
  80059. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  80060. * @see http://doc.babylonjs.com/babylon101/materials#texture
  80061. */
  80062. export class Texture extends BaseTexture {
  80063. /** @hidden */
  80064. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  80065. /** @hidden */
  80066. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  80067. /** @hidden */
  80068. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  80069. /** nearest is mag = nearest and min = nearest and mip = linear */
  80070. static readonly NEAREST_SAMPLINGMODE: number;
  80071. /** nearest is mag = nearest and min = nearest and mip = linear */
  80072. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  80073. /** Bilinear is mag = linear and min = linear and mip = nearest */
  80074. static readonly BILINEAR_SAMPLINGMODE: number;
  80075. /** Bilinear is mag = linear and min = linear and mip = nearest */
  80076. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  80077. /** Trilinear is mag = linear and min = linear and mip = linear */
  80078. static readonly TRILINEAR_SAMPLINGMODE: number;
  80079. /** Trilinear is mag = linear and min = linear and mip = linear */
  80080. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  80081. /** mag = nearest and min = nearest and mip = nearest */
  80082. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  80083. /** mag = nearest and min = linear and mip = nearest */
  80084. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  80085. /** mag = nearest and min = linear and mip = linear */
  80086. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  80087. /** mag = nearest and min = linear and mip = none */
  80088. static readonly NEAREST_LINEAR: number;
  80089. /** mag = nearest and min = nearest and mip = none */
  80090. static readonly NEAREST_NEAREST: number;
  80091. /** mag = linear and min = nearest and mip = nearest */
  80092. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  80093. /** mag = linear and min = nearest and mip = linear */
  80094. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  80095. /** mag = linear and min = linear and mip = none */
  80096. static readonly LINEAR_LINEAR: number;
  80097. /** mag = linear and min = nearest and mip = none */
  80098. static readonly LINEAR_NEAREST: number;
  80099. /** Explicit coordinates mode */
  80100. static readonly EXPLICIT_MODE: number;
  80101. /** Spherical coordinates mode */
  80102. static readonly SPHERICAL_MODE: number;
  80103. /** Planar coordinates mode */
  80104. static readonly PLANAR_MODE: number;
  80105. /** Cubic coordinates mode */
  80106. static readonly CUBIC_MODE: number;
  80107. /** Projection coordinates mode */
  80108. static readonly PROJECTION_MODE: number;
  80109. /** Inverse Cubic coordinates mode */
  80110. static readonly SKYBOX_MODE: number;
  80111. /** Inverse Cubic coordinates mode */
  80112. static readonly INVCUBIC_MODE: number;
  80113. /** Equirectangular coordinates mode */
  80114. static readonly EQUIRECTANGULAR_MODE: number;
  80115. /** Equirectangular Fixed coordinates mode */
  80116. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  80117. /** Equirectangular Fixed Mirrored coordinates mode */
  80118. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  80119. /** Texture is not repeating outside of 0..1 UVs */
  80120. static readonly CLAMP_ADDRESSMODE: number;
  80121. /** Texture is repeating outside of 0..1 UVs */
  80122. static readonly WRAP_ADDRESSMODE: number;
  80123. /** Texture is repeating and mirrored */
  80124. static readonly MIRROR_ADDRESSMODE: number;
  80125. /**
  80126. * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file
  80127. */
  80128. static UseSerializedUrlIfAny: boolean;
  80129. /**
  80130. * Define the url of the texture.
  80131. */
  80132. url: Nullable<string>;
  80133. /**
  80134. * Define an offset on the texture to offset the u coordinates of the UVs
  80135. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  80136. */
  80137. uOffset: number;
  80138. /**
  80139. * Define an offset on the texture to offset the v coordinates of the UVs
  80140. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  80141. */
  80142. vOffset: number;
  80143. /**
  80144. * Define an offset on the texture to scale the u coordinates of the UVs
  80145. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  80146. */
  80147. uScale: number;
  80148. /**
  80149. * Define an offset on the texture to scale the v coordinates of the UVs
  80150. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  80151. */
  80152. vScale: number;
  80153. /**
  80154. * Define an offset on the texture to rotate around the u coordinates of the UVs
  80155. * @see http://doc.babylonjs.com/how_to/more_materials
  80156. */
  80157. uAng: number;
  80158. /**
  80159. * Define an offset on the texture to rotate around the v coordinates of the UVs
  80160. * @see http://doc.babylonjs.com/how_to/more_materials
  80161. */
  80162. vAng: number;
  80163. /**
  80164. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  80165. * @see http://doc.babylonjs.com/how_to/more_materials
  80166. */
  80167. wAng: number;
  80168. /**
  80169. * Defines the center of rotation (U)
  80170. */
  80171. uRotationCenter: number;
  80172. /**
  80173. * Defines the center of rotation (V)
  80174. */
  80175. vRotationCenter: number;
  80176. /**
  80177. * Defines the center of rotation (W)
  80178. */
  80179. wRotationCenter: number;
  80180. /**
  80181. * Are mip maps generated for this texture or not.
  80182. */
  80183. readonly noMipmap: boolean;
  80184. /**
  80185. * List of inspectable custom properties (used by the Inspector)
  80186. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  80187. */
  80188. inspectableCustomProperties: Nullable<IInspectable[]>;
  80189. private _noMipmap;
  80190. /** @hidden */
  80191. _invertY: boolean;
  80192. private _rowGenerationMatrix;
  80193. private _cachedTextureMatrix;
  80194. private _projectionModeMatrix;
  80195. private _t0;
  80196. private _t1;
  80197. private _t2;
  80198. private _cachedUOffset;
  80199. private _cachedVOffset;
  80200. private _cachedUScale;
  80201. private _cachedVScale;
  80202. private _cachedUAng;
  80203. private _cachedVAng;
  80204. private _cachedWAng;
  80205. private _cachedProjectionMatrixId;
  80206. private _cachedCoordinatesMode;
  80207. /** @hidden */
  80208. protected _initialSamplingMode: number;
  80209. /** @hidden */
  80210. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  80211. private _deleteBuffer;
  80212. protected _format: Nullable<number>;
  80213. private _delayedOnLoad;
  80214. private _delayedOnError;
  80215. /**
  80216. * Observable triggered once the texture has been loaded.
  80217. */
  80218. onLoadObservable: Observable<Texture>;
  80219. protected _isBlocking: boolean;
  80220. /**
  80221. * Is the texture preventing material to render while loading.
  80222. * If false, a default texture will be used instead of the loading one during the preparation step.
  80223. */
  80224. isBlocking: boolean;
  80225. /**
  80226. * Get the current sampling mode associated with the texture.
  80227. */
  80228. readonly samplingMode: number;
  80229. /**
  80230. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  80231. */
  80232. readonly invertY: boolean;
  80233. /**
  80234. * Instantiates a new texture.
  80235. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  80236. * @see http://doc.babylonjs.com/babylon101/materials#texture
  80237. * @param url define the url of the picture to load as a texture
  80238. * @param scene define the scene or engine the texture will belong to
  80239. * @param noMipmap define if the texture will require mip maps or not
  80240. * @param invertY define if the texture needs to be inverted on the y axis during loading
  80241. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  80242. * @param onLoad define a callback triggered when the texture has been loaded
  80243. * @param onError define a callback triggered when an error occurred during the loading session
  80244. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  80245. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  80246. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  80247. */
  80248. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | Engine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
  80249. /**
  80250. * Update the url (and optional buffer) of this texture if url was null during construction.
  80251. * @param url the url of the texture
  80252. * @param buffer the buffer of the texture (defaults to null)
  80253. * @param onLoad callback called when the texture is loaded (defaults to null)
  80254. */
  80255. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, onLoad?: () => void): void;
  80256. /**
  80257. * Finish the loading sequence of a texture flagged as delayed load.
  80258. * @hidden
  80259. */
  80260. delayLoad(): void;
  80261. private _prepareRowForTextureGeneration;
  80262. /**
  80263. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  80264. * @returns the transform matrix of the texture.
  80265. */
  80266. getTextureMatrix(): Matrix;
  80267. /**
  80268. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  80269. * @returns The reflection texture transform
  80270. */
  80271. getReflectionTextureMatrix(): Matrix;
  80272. /**
  80273. * Clones the texture.
  80274. * @returns the cloned texture
  80275. */
  80276. clone(): Texture;
  80277. /**
  80278. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  80279. * @returns The JSON representation of the texture
  80280. */
  80281. serialize(): any;
  80282. /**
  80283. * Get the current class name of the texture useful for serialization or dynamic coding.
  80284. * @returns "Texture"
  80285. */
  80286. getClassName(): string;
  80287. /**
  80288. * Dispose the texture and release its associated resources.
  80289. */
  80290. dispose(): void;
  80291. /**
  80292. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  80293. * @param parsedTexture Define the JSON representation of the texture
  80294. * @param scene Define the scene the parsed texture should be instantiated in
  80295. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  80296. * @returns The parsed texture if successful
  80297. */
  80298. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  80299. /**
  80300. * Creates a texture from its base 64 representation.
  80301. * @param data Define the base64 payload without the data: prefix
  80302. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  80303. * @param scene Define the scene the texture should belong to
  80304. * @param noMipmap Forces the texture to not create mip map information if true
  80305. * @param invertY define if the texture needs to be inverted on the y axis during loading
  80306. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  80307. * @param onLoad define a callback triggered when the texture has been loaded
  80308. * @param onError define a callback triggered when an error occurred during the loading session
  80309. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  80310. * @returns the created texture
  80311. */
  80312. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  80313. /**
  80314. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  80315. * @param data Define the base64 payload without the data: prefix
  80316. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  80317. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  80318. * @param scene Define the scene the texture should belong to
  80319. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  80320. * @param noMipmap Forces the texture to not create mip map information if true
  80321. * @param invertY define if the texture needs to be inverted on the y axis during loading
  80322. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  80323. * @param onLoad define a callback triggered when the texture has been loaded
  80324. * @param onError define a callback triggered when an error occurred during the loading session
  80325. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  80326. * @returns the created texture
  80327. */
  80328. static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number): Texture;
  80329. }
  80330. }
  80331. declare module BABYLON {
  80332. /**
  80333. * PostProcessManager is used to manage one or more post processes or post process pipelines
  80334. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  80335. */
  80336. export class PostProcessManager {
  80337. private _scene;
  80338. private _indexBuffer;
  80339. private _vertexBuffers;
  80340. /**
  80341. * Creates a new instance PostProcess
  80342. * @param scene The scene that the post process is associated with.
  80343. */
  80344. constructor(scene: Scene);
  80345. private _prepareBuffers;
  80346. private _buildIndexBuffer;
  80347. /**
  80348. * Rebuilds the vertex buffers of the manager.
  80349. * @hidden
  80350. */
  80351. _rebuild(): void;
  80352. /**
  80353. * Prepares a frame to be run through a post process.
  80354. * @param sourceTexture The input texture to the post procesess. (default: null)
  80355. * @param postProcesses An array of post processes to be run. (default: null)
  80356. * @returns True if the post processes were able to be run.
  80357. * @hidden
  80358. */
  80359. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  80360. /**
  80361. * Manually render a set of post processes to a texture.
  80362. * @param postProcesses An array of post processes to be run.
  80363. * @param targetTexture The target texture to render to.
  80364. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  80365. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  80366. * @param lodLevel defines which lod of the texture to render to
  80367. */
  80368. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  80369. /**
  80370. * Finalize the result of the output of the postprocesses.
  80371. * @param doNotPresent If true the result will not be displayed to the screen.
  80372. * @param targetTexture The target texture to render to.
  80373. * @param faceIndex The index of the face to bind the target texture to.
  80374. * @param postProcesses The array of post processes to render.
  80375. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  80376. * @hidden
  80377. */
  80378. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  80379. /**
  80380. * Disposes of the post process manager.
  80381. */
  80382. dispose(): void;
  80383. }
  80384. }
  80385. declare module BABYLON {
  80386. /** Interface used by value gradients (color, factor, ...) */
  80387. export interface IValueGradient {
  80388. /**
  80389. * Gets or sets the gradient value (between 0 and 1)
  80390. */
  80391. gradient: number;
  80392. }
  80393. /** Class used to store color4 gradient */
  80394. export class ColorGradient implements IValueGradient {
  80395. /**
  80396. * Gets or sets the gradient value (between 0 and 1)
  80397. */
  80398. gradient: number;
  80399. /**
  80400. * Gets or sets first associated color
  80401. */
  80402. color1: Color4;
  80403. /**
  80404. * Gets or sets second associated color
  80405. */
  80406. color2?: Color4;
  80407. /**
  80408. * Will get a color picked randomly between color1 and color2.
  80409. * If color2 is undefined then color1 will be used
  80410. * @param result defines the target Color4 to store the result in
  80411. */
  80412. getColorToRef(result: Color4): void;
  80413. }
  80414. /** Class used to store color 3 gradient */
  80415. export class Color3Gradient implements IValueGradient {
  80416. /**
  80417. * Gets or sets the gradient value (between 0 and 1)
  80418. */
  80419. gradient: number;
  80420. /**
  80421. * Gets or sets the associated color
  80422. */
  80423. color: Color3;
  80424. }
  80425. /** Class used to store factor gradient */
  80426. export class FactorGradient implements IValueGradient {
  80427. /**
  80428. * Gets or sets the gradient value (between 0 and 1)
  80429. */
  80430. gradient: number;
  80431. /**
  80432. * Gets or sets first associated factor
  80433. */
  80434. factor1: number;
  80435. /**
  80436. * Gets or sets second associated factor
  80437. */
  80438. factor2?: number;
  80439. /**
  80440. * Will get a number picked randomly between factor1 and factor2.
  80441. * If factor2 is undefined then factor1 will be used
  80442. * @returns the picked number
  80443. */
  80444. getFactor(): number;
  80445. }
  80446. /**
  80447. * Helper used to simplify some generic gradient tasks
  80448. */
  80449. export class GradientHelper {
  80450. /**
  80451. * Gets the current gradient from an array of IValueGradient
  80452. * @param ratio defines the current ratio to get
  80453. * @param gradients defines the array of IValueGradient
  80454. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  80455. */
  80456. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  80457. }
  80458. }
  80459. declare module BABYLON {
  80460. interface AbstractScene {
  80461. /**
  80462. * The list of procedural textures added to the scene
  80463. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80464. */
  80465. proceduralTextures: Array<ProceduralTexture>;
  80466. }
  80467. /**
  80468. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  80469. * in a given scene.
  80470. */
  80471. export class ProceduralTextureSceneComponent implements ISceneComponent {
  80472. /**
  80473. * The component name helpfull to identify the component in the list of scene components.
  80474. */
  80475. readonly name: string;
  80476. /**
  80477. * The scene the component belongs to.
  80478. */
  80479. scene: Scene;
  80480. /**
  80481. * Creates a new instance of the component for the given scene
  80482. * @param scene Defines the scene to register the component in
  80483. */
  80484. constructor(scene: Scene);
  80485. /**
  80486. * Registers the component in a given scene
  80487. */
  80488. register(): void;
  80489. /**
  80490. * Rebuilds the elements related to this component in case of
  80491. * context lost for instance.
  80492. */
  80493. rebuild(): void;
  80494. /**
  80495. * Disposes the component and the associated ressources.
  80496. */
  80497. dispose(): void;
  80498. private _beforeClear;
  80499. }
  80500. }
  80501. declare module BABYLON {
  80502. interface Engine {
  80503. /**
  80504. * Creates a new render target cube texture
  80505. * @param size defines the size of the texture
  80506. * @param options defines the options used to create the texture
  80507. * @returns a new render target cube texture stored in an InternalTexture
  80508. */
  80509. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  80510. }
  80511. }
  80512. declare module BABYLON {
  80513. /** @hidden */
  80514. export var proceduralVertexShader: {
  80515. name: string;
  80516. shader: string;
  80517. };
  80518. }
  80519. declare module BABYLON {
  80520. /**
  80521. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes calmpler' images.
  80522. * This is the base class of any Procedural texture and contains most of the shareable code.
  80523. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80524. */
  80525. export class ProceduralTexture extends Texture {
  80526. isCube: boolean;
  80527. /**
  80528. * Define if the texture is enabled or not (disabled texture will not render)
  80529. */
  80530. isEnabled: boolean;
  80531. /**
  80532. * Define if the texture must be cleared before rendering (default is true)
  80533. */
  80534. autoClear: boolean;
  80535. /**
  80536. * Callback called when the texture is generated
  80537. */
  80538. onGenerated: () => void;
  80539. /**
  80540. * Event raised when the texture is generated
  80541. */
  80542. onGeneratedObservable: Observable<ProceduralTexture>;
  80543. /** @hidden */
  80544. _generateMipMaps: boolean;
  80545. /** @hidden **/
  80546. _effect: Effect;
  80547. /** @hidden */
  80548. _textures: {
  80549. [key: string]: Texture;
  80550. };
  80551. private _size;
  80552. private _currentRefreshId;
  80553. private _refreshRate;
  80554. private _vertexBuffers;
  80555. private _indexBuffer;
  80556. private _uniforms;
  80557. private _samplers;
  80558. private _fragment;
  80559. private _floats;
  80560. private _ints;
  80561. private _floatsArrays;
  80562. private _colors3;
  80563. private _colors4;
  80564. private _vectors2;
  80565. private _vectors3;
  80566. private _matrices;
  80567. private _fallbackTexture;
  80568. private _fallbackTextureUsed;
  80569. private _engine;
  80570. private _cachedDefines;
  80571. private _contentUpdateId;
  80572. private _contentData;
  80573. /**
  80574. * Instantiates a new procedural texture.
  80575. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  80576. * This is the base class of any Procedural texture and contains most of the shareable code.
  80577. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80578. * @param name Define the name of the texture
  80579. * @param size Define the size of the texture to create
  80580. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  80581. * @param scene Define the scene the texture belongs to
  80582. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80583. * @param generateMipMaps Define if the texture should creates mip maps or not
  80584. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  80585. */
  80586. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  80587. /**
  80588. * The effect that is created when initializing the post process.
  80589. * @returns The created effect corresponding the the postprocess.
  80590. */
  80591. getEffect(): Effect;
  80592. /**
  80593. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  80594. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  80595. */
  80596. getContent(): Nullable<ArrayBufferView>;
  80597. private _createIndexBuffer;
  80598. /** @hidden */
  80599. _rebuild(): void;
  80600. /**
  80601. * Resets the texture in order to recreate its associated resources.
  80602. * This can be called in case of context loss
  80603. */
  80604. reset(): void;
  80605. protected _getDefines(): string;
  80606. /**
  80607. * Is the texture ready to be used ? (rendered at least once)
  80608. * @returns true if ready, otherwise, false.
  80609. */
  80610. isReady(): boolean;
  80611. /**
  80612. * Resets the refresh counter of the texture and start bak from scratch.
  80613. * Could be useful to regenerate the texture if it is setup to render only once.
  80614. */
  80615. resetRefreshCounter(): void;
  80616. /**
  80617. * Set the fragment shader to use in order to render the texture.
  80618. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  80619. */
  80620. setFragment(fragment: any): void;
  80621. /**
  80622. * Define the refresh rate of the texture or the rendering frequency.
  80623. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  80624. */
  80625. refreshRate: number;
  80626. /** @hidden */
  80627. _shouldRender(): boolean;
  80628. /**
  80629. * Get the size the texture is rendering at.
  80630. * @returns the size (texture is always squared)
  80631. */
  80632. getRenderSize(): number;
  80633. /**
  80634. * Resize the texture to new value.
  80635. * @param size Define the new size the texture should have
  80636. * @param generateMipMaps Define whether the new texture should create mip maps
  80637. */
  80638. resize(size: number, generateMipMaps: boolean): void;
  80639. private _checkUniform;
  80640. /**
  80641. * Set a texture in the shader program used to render.
  80642. * @param name Define the name of the uniform samplers as defined in the shader
  80643. * @param texture Define the texture to bind to this sampler
  80644. * @return the texture itself allowing "fluent" like uniform updates
  80645. */
  80646. setTexture(name: string, texture: Texture): ProceduralTexture;
  80647. /**
  80648. * Set a float in the shader.
  80649. * @param name Define the name of the uniform as defined in the shader
  80650. * @param value Define the value to give to the uniform
  80651. * @return the texture itself allowing "fluent" like uniform updates
  80652. */
  80653. setFloat(name: string, value: number): ProceduralTexture;
  80654. /**
  80655. * Set a int in the shader.
  80656. * @param name Define the name of the uniform as defined in the shader
  80657. * @param value Define the value to give to the uniform
  80658. * @return the texture itself allowing "fluent" like uniform updates
  80659. */
  80660. setInt(name: string, value: number): ProceduralTexture;
  80661. /**
  80662. * Set an array of floats in the shader.
  80663. * @param name Define the name of the uniform as defined in the shader
  80664. * @param value Define the value to give to the uniform
  80665. * @return the texture itself allowing "fluent" like uniform updates
  80666. */
  80667. setFloats(name: string, value: number[]): ProceduralTexture;
  80668. /**
  80669. * Set a vec3 in the shader from a Color3.
  80670. * @param name Define the name of the uniform as defined in the shader
  80671. * @param value Define the value to give to the uniform
  80672. * @return the texture itself allowing "fluent" like uniform updates
  80673. */
  80674. setColor3(name: string, value: Color3): ProceduralTexture;
  80675. /**
  80676. * Set a vec4 in the shader from a Color4.
  80677. * @param name Define the name of the uniform as defined in the shader
  80678. * @param value Define the value to give to the uniform
  80679. * @return the texture itself allowing "fluent" like uniform updates
  80680. */
  80681. setColor4(name: string, value: Color4): ProceduralTexture;
  80682. /**
  80683. * Set a vec2 in the shader from a Vector2.
  80684. * @param name Define the name of the uniform as defined in the shader
  80685. * @param value Define the value to give to the uniform
  80686. * @return the texture itself allowing "fluent" like uniform updates
  80687. */
  80688. setVector2(name: string, value: Vector2): ProceduralTexture;
  80689. /**
  80690. * Set a vec3 in the shader from a Vector3.
  80691. * @param name Define the name of the uniform as defined in the shader
  80692. * @param value Define the value to give to the uniform
  80693. * @return the texture itself allowing "fluent" like uniform updates
  80694. */
  80695. setVector3(name: string, value: Vector3): ProceduralTexture;
  80696. /**
  80697. * Set a mat4 in the shader from a MAtrix.
  80698. * @param name Define the name of the uniform as defined in the shader
  80699. * @param value Define the value to give to the uniform
  80700. * @return the texture itself allowing "fluent" like uniform updates
  80701. */
  80702. setMatrix(name: string, value: Matrix): ProceduralTexture;
  80703. /**
  80704. * Render the texture to its associated render target.
  80705. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  80706. */
  80707. render(useCameraPostProcess?: boolean): void;
  80708. /**
  80709. * Clone the texture.
  80710. * @returns the cloned texture
  80711. */
  80712. clone(): ProceduralTexture;
  80713. /**
  80714. * Dispose the texture and release its asoociated resources.
  80715. */
  80716. dispose(): void;
  80717. }
  80718. }
  80719. declare module BABYLON {
  80720. /**
  80721. * This represents the base class for particle system in Babylon.
  80722. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  80723. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  80724. * @example https://doc.babylonjs.com/babylon101/particles
  80725. */
  80726. export class BaseParticleSystem {
  80727. /**
  80728. * Source color is added to the destination color without alpha affecting the result
  80729. */
  80730. static BLENDMODE_ONEONE: number;
  80731. /**
  80732. * Blend current color and particle color using particle’s alpha
  80733. */
  80734. static BLENDMODE_STANDARD: number;
  80735. /**
  80736. * Add current color and particle color multiplied by particle’s alpha
  80737. */
  80738. static BLENDMODE_ADD: number;
  80739. /**
  80740. * Multiply current color with particle color
  80741. */
  80742. static BLENDMODE_MULTIPLY: number;
  80743. /**
  80744. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  80745. */
  80746. static BLENDMODE_MULTIPLYADD: number;
  80747. /**
  80748. * List of animations used by the particle system.
  80749. */
  80750. animations: Animation[];
  80751. /**
  80752. * The id of the Particle system.
  80753. */
  80754. id: string;
  80755. /**
  80756. * The friendly name of the Particle system.
  80757. */
  80758. name: string;
  80759. /**
  80760. * The rendering group used by the Particle system to chose when to render.
  80761. */
  80762. renderingGroupId: number;
  80763. /**
  80764. * The emitter represents the Mesh or position we are attaching the particle system to.
  80765. */
  80766. emitter: Nullable<AbstractMesh | Vector3>;
  80767. /**
  80768. * The maximum number of particles to emit per frame
  80769. */
  80770. emitRate: number;
  80771. /**
  80772. * If you want to launch only a few particles at once, that can be done, as well.
  80773. */
  80774. manualEmitCount: number;
  80775. /**
  80776. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  80777. */
  80778. updateSpeed: number;
  80779. /**
  80780. * The amount of time the particle system is running (depends of the overall update speed).
  80781. */
  80782. targetStopDuration: number;
  80783. /**
  80784. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  80785. */
  80786. disposeOnStop: boolean;
  80787. /**
  80788. * Minimum power of emitting particles.
  80789. */
  80790. minEmitPower: number;
  80791. /**
  80792. * Maximum power of emitting particles.
  80793. */
  80794. maxEmitPower: number;
  80795. /**
  80796. * Minimum life time of emitting particles.
  80797. */
  80798. minLifeTime: number;
  80799. /**
  80800. * Maximum life time of emitting particles.
  80801. */
  80802. maxLifeTime: number;
  80803. /**
  80804. * Minimum Size of emitting particles.
  80805. */
  80806. minSize: number;
  80807. /**
  80808. * Maximum Size of emitting particles.
  80809. */
  80810. maxSize: number;
  80811. /**
  80812. * Minimum scale of emitting particles on X axis.
  80813. */
  80814. minScaleX: number;
  80815. /**
  80816. * Maximum scale of emitting particles on X axis.
  80817. */
  80818. maxScaleX: number;
  80819. /**
  80820. * Minimum scale of emitting particles on Y axis.
  80821. */
  80822. minScaleY: number;
  80823. /**
  80824. * Maximum scale of emitting particles on Y axis.
  80825. */
  80826. maxScaleY: number;
  80827. /**
  80828. * Gets or sets the minimal initial rotation in radians.
  80829. */
  80830. minInitialRotation: number;
  80831. /**
  80832. * Gets or sets the maximal initial rotation in radians.
  80833. */
  80834. maxInitialRotation: number;
  80835. /**
  80836. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  80837. */
  80838. minAngularSpeed: number;
  80839. /**
  80840. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  80841. */
  80842. maxAngularSpeed: number;
  80843. /**
  80844. * The texture used to render each particle. (this can be a spritesheet)
  80845. */
  80846. particleTexture: Nullable<Texture>;
  80847. /**
  80848. * The layer mask we are rendering the particles through.
  80849. */
  80850. layerMask: number;
  80851. /**
  80852. * This can help using your own shader to render the particle system.
  80853. * The according effect will be created
  80854. */
  80855. customShader: any;
  80856. /**
  80857. * By default particle system starts as soon as they are created. This prevents the
  80858. * automatic start to happen and let you decide when to start emitting particles.
  80859. */
  80860. preventAutoStart: boolean;
  80861. private _noiseTexture;
  80862. /**
  80863. * Gets or sets a texture used to add random noise to particle positions
  80864. */
  80865. noiseTexture: Nullable<ProceduralTexture>;
  80866. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  80867. noiseStrength: Vector3;
  80868. /**
  80869. * Callback triggered when the particle animation is ending.
  80870. */
  80871. onAnimationEnd: Nullable<() => void>;
  80872. /**
  80873. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  80874. */
  80875. blendMode: number;
  80876. /**
  80877. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  80878. * to override the particles.
  80879. */
  80880. forceDepthWrite: boolean;
  80881. /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
  80882. preWarmCycles: number;
  80883. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  80884. preWarmStepOffset: number;
  80885. /**
  80886. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  80887. */
  80888. spriteCellChangeSpeed: number;
  80889. /**
  80890. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  80891. */
  80892. startSpriteCellID: number;
  80893. /**
  80894. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  80895. */
  80896. endSpriteCellID: number;
  80897. /**
  80898. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  80899. */
  80900. spriteCellWidth: number;
  80901. /**
  80902. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  80903. */
  80904. spriteCellHeight: number;
  80905. /**
  80906. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  80907. */
  80908. spriteRandomStartCell: boolean;
  80909. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  80910. translationPivot: Vector2;
  80911. /** @hidden */
  80912. protected _isAnimationSheetEnabled: boolean;
  80913. /**
  80914. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  80915. */
  80916. beginAnimationOnStart: boolean;
  80917. /**
  80918. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  80919. */
  80920. beginAnimationFrom: number;
  80921. /**
  80922. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  80923. */
  80924. beginAnimationTo: number;
  80925. /**
  80926. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  80927. */
  80928. beginAnimationLoop: boolean;
  80929. /**
  80930. * Gets or sets a world offset applied to all particles
  80931. */
  80932. worldOffset: Vector3;
  80933. /**
  80934. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  80935. */
  80936. isAnimationSheetEnabled: boolean;
  80937. /**
  80938. * Get hosting scene
  80939. * @returns the scene
  80940. */
  80941. getScene(): Scene;
  80942. /**
  80943. * You can use gravity if you want to give an orientation to your particles.
  80944. */
  80945. gravity: Vector3;
  80946. protected _colorGradients: Nullable<Array<ColorGradient>>;
  80947. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  80948. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  80949. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  80950. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  80951. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  80952. protected _dragGradients: Nullable<Array<FactorGradient>>;
  80953. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  80954. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  80955. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  80956. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  80957. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  80958. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  80959. /**
  80960. * Defines the delay in milliseconds before starting the system (0 by default)
  80961. */
  80962. startDelay: number;
  80963. /**
  80964. * Gets the current list of drag gradients.
  80965. * You must use addDragGradient and removeDragGradient to udpate this list
  80966. * @returns the list of drag gradients
  80967. */
  80968. getDragGradients(): Nullable<Array<FactorGradient>>;
  80969. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  80970. limitVelocityDamping: number;
  80971. /**
  80972. * Gets the current list of limit velocity gradients.
  80973. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  80974. * @returns the list of limit velocity gradients
  80975. */
  80976. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  80977. /**
  80978. * Gets the current list of color gradients.
  80979. * You must use addColorGradient and removeColorGradient to udpate this list
  80980. * @returns the list of color gradients
  80981. */
  80982. getColorGradients(): Nullable<Array<ColorGradient>>;
  80983. /**
  80984. * Gets the current list of size gradients.
  80985. * You must use addSizeGradient and removeSizeGradient to udpate this list
  80986. * @returns the list of size gradients
  80987. */
  80988. getSizeGradients(): Nullable<Array<FactorGradient>>;
  80989. /**
  80990. * Gets the current list of color remap gradients.
  80991. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  80992. * @returns the list of color remap gradients
  80993. */
  80994. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  80995. /**
  80996. * Gets the current list of alpha remap gradients.
  80997. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  80998. * @returns the list of alpha remap gradients
  80999. */
  81000. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  81001. /**
  81002. * Gets the current list of life time gradients.
  81003. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  81004. * @returns the list of life time gradients
  81005. */
  81006. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  81007. /**
  81008. * Gets the current list of angular speed gradients.
  81009. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  81010. * @returns the list of angular speed gradients
  81011. */
  81012. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  81013. /**
  81014. * Gets the current list of velocity gradients.
  81015. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  81016. * @returns the list of velocity gradients
  81017. */
  81018. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  81019. /**
  81020. * Gets the current list of start size gradients.
  81021. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  81022. * @returns the list of start size gradients
  81023. */
  81024. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  81025. /**
  81026. * Gets the current list of emit rate gradients.
  81027. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  81028. * @returns the list of emit rate gradients
  81029. */
  81030. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  81031. /**
  81032. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81033. * This only works when particleEmitterTyps is a BoxParticleEmitter
  81034. */
  81035. direction1: Vector3;
  81036. /**
  81037. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81038. * This only works when particleEmitterTyps is a BoxParticleEmitter
  81039. */
  81040. direction2: Vector3;
  81041. /**
  81042. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  81043. * This only works when particleEmitterTyps is a BoxParticleEmitter
  81044. */
  81045. minEmitBox: Vector3;
  81046. /**
  81047. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  81048. * This only works when particleEmitterTyps is a BoxParticleEmitter
  81049. */
  81050. maxEmitBox: Vector3;
  81051. /**
  81052. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  81053. */
  81054. color1: Color4;
  81055. /**
  81056. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  81057. */
  81058. color2: Color4;
  81059. /**
  81060. * Color the particle will have at the end of its lifetime
  81061. */
  81062. colorDead: Color4;
  81063. /**
  81064. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  81065. */
  81066. textureMask: Color4;
  81067. /**
  81068. * The particle emitter type defines the emitter used by the particle system.
  81069. * It can be for example box, sphere, or cone...
  81070. */
  81071. particleEmitterType: IParticleEmitterType;
  81072. /** @hidden */
  81073. _isSubEmitter: boolean;
  81074. /**
  81075. * Gets or sets the billboard mode to use when isBillboardBased = true.
  81076. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  81077. */
  81078. billboardMode: number;
  81079. protected _isBillboardBased: boolean;
  81080. /**
  81081. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  81082. */
  81083. isBillboardBased: boolean;
  81084. /**
  81085. * The scene the particle system belongs to.
  81086. */
  81087. protected _scene: Scene;
  81088. /**
  81089. * Local cache of defines for image processing.
  81090. */
  81091. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  81092. /**
  81093. * Default configuration related to image processing available in the standard Material.
  81094. */
  81095. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  81096. /**
  81097. * Gets the image processing configuration used either in this material.
  81098. */
  81099. /**
  81100. * Sets the Default image processing configuration used either in the this material.
  81101. *
  81102. * If sets to null, the scene one is in use.
  81103. */
  81104. imageProcessingConfiguration: ImageProcessingConfiguration;
  81105. /**
  81106. * Attaches a new image processing configuration to the Standard Material.
  81107. * @param configuration
  81108. */
  81109. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  81110. /** @hidden */
  81111. protected _reset(): void;
  81112. /** @hidden */
  81113. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  81114. /**
  81115. * Instantiates a particle system.
  81116. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  81117. * @param name The name of the particle system
  81118. */
  81119. constructor(name: string);
  81120. /**
  81121. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  81122. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  81123. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  81124. * @returns the emitter
  81125. */
  81126. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  81127. /**
  81128. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  81129. * @param radius The radius of the hemisphere to emit from
  81130. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  81131. * @returns the emitter
  81132. */
  81133. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  81134. /**
  81135. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  81136. * @param radius The radius of the sphere to emit from
  81137. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  81138. * @returns the emitter
  81139. */
  81140. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  81141. /**
  81142. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  81143. * @param radius The radius of the sphere to emit from
  81144. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  81145. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  81146. * @returns the emitter
  81147. */
  81148. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  81149. /**
  81150. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  81151. * @param radius The radius of the emission cylinder
  81152. * @param height The height of the emission cylinder
  81153. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  81154. * @param directionRandomizer How much to randomize the particle direction [0-1]
  81155. * @returns the emitter
  81156. */
  81157. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  81158. /**
  81159. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  81160. * @param radius The radius of the cylinder to emit from
  81161. * @param height The height of the emission cylinder
  81162. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  81163. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  81164. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  81165. * @returns the emitter
  81166. */
  81167. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  81168. /**
  81169. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  81170. * @param radius The radius of the cone to emit from
  81171. * @param angle The base angle of the cone
  81172. * @returns the emitter
  81173. */
  81174. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  81175. /**
  81176. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  81177. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  81178. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  81179. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  81180. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  81181. * @returns the emitter
  81182. */
  81183. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  81184. }
  81185. }
  81186. declare module BABYLON {
  81187. /**
  81188. * Type of sub emitter
  81189. */
  81190. export enum SubEmitterType {
  81191. /**
  81192. * Attached to the particle over it's lifetime
  81193. */
  81194. ATTACHED = 0,
  81195. /**
  81196. * Created when the particle dies
  81197. */
  81198. END = 1
  81199. }
  81200. /**
  81201. * Sub emitter class used to emit particles from an existing particle
  81202. */
  81203. export class SubEmitter {
  81204. /**
  81205. * the particle system to be used by the sub emitter
  81206. */
  81207. particleSystem: ParticleSystem;
  81208. /**
  81209. * Type of the submitter (Default: END)
  81210. */
  81211. type: SubEmitterType;
  81212. /**
  81213. * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
  81214. * Note: This only is supported when using an emitter of type Mesh
  81215. */
  81216. inheritDirection: boolean;
  81217. /**
  81218. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  81219. */
  81220. inheritedVelocityAmount: number;
  81221. /**
  81222. * Creates a sub emitter
  81223. * @param particleSystem the particle system to be used by the sub emitter
  81224. */
  81225. constructor(
  81226. /**
  81227. * the particle system to be used by the sub emitter
  81228. */
  81229. particleSystem: ParticleSystem);
  81230. /**
  81231. * Clones the sub emitter
  81232. * @returns the cloned sub emitter
  81233. */
  81234. clone(): SubEmitter;
  81235. /**
  81236. * Serialize current object to a JSON object
  81237. * @returns the serialized object
  81238. */
  81239. serialize(): any;
  81240. /** @hidden */
  81241. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  81242. /**
  81243. * Creates a new SubEmitter from a serialized JSON version
  81244. * @param serializationObject defines the JSON object to read from
  81245. * @param scene defines the hosting scene
  81246. * @param rootUrl defines the rootUrl for data loading
  81247. * @returns a new SubEmitter
  81248. */
  81249. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  81250. /** Release associated resources */
  81251. dispose(): void;
  81252. }
  81253. }
  81254. declare module BABYLON {
  81255. /** @hidden */
  81256. export var clipPlaneFragmentDeclaration: {
  81257. name: string;
  81258. shader: string;
  81259. };
  81260. }
  81261. declare module BABYLON {
  81262. /** @hidden */
  81263. export var imageProcessingDeclaration: {
  81264. name: string;
  81265. shader: string;
  81266. };
  81267. }
  81268. declare module BABYLON {
  81269. /** @hidden */
  81270. export var imageProcessingFunctions: {
  81271. name: string;
  81272. shader: string;
  81273. };
  81274. }
  81275. declare module BABYLON {
  81276. /** @hidden */
  81277. export var clipPlaneFragment: {
  81278. name: string;
  81279. shader: string;
  81280. };
  81281. }
  81282. declare module BABYLON {
  81283. /** @hidden */
  81284. export var particlesPixelShader: {
  81285. name: string;
  81286. shader: string;
  81287. };
  81288. }
  81289. declare module BABYLON {
  81290. /** @hidden */
  81291. export var clipPlaneVertexDeclaration: {
  81292. name: string;
  81293. shader: string;
  81294. };
  81295. }
  81296. declare module BABYLON {
  81297. /** @hidden */
  81298. export var clipPlaneVertex: {
  81299. name: string;
  81300. shader: string;
  81301. };
  81302. }
  81303. declare module BABYLON {
  81304. /** @hidden */
  81305. export var particlesVertexShader: {
  81306. name: string;
  81307. shader: string;
  81308. };
  81309. }
  81310. declare module BABYLON {
  81311. /**
  81312. * This represents a particle system in Babylon.
  81313. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  81314. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  81315. * @example https://doc.babylonjs.com/babylon101/particles
  81316. */
  81317. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  81318. /**
  81319. * Billboard mode will only apply to Y axis
  81320. */
  81321. static readonly BILLBOARDMODE_Y: number;
  81322. /**
  81323. * Billboard mode will apply to all axes
  81324. */
  81325. static readonly BILLBOARDMODE_ALL: number;
  81326. /**
  81327. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  81328. */
  81329. static readonly BILLBOARDMODE_STRETCHED: number;
  81330. /**
  81331. * This function can be defined to provide custom update for active particles.
  81332. * This function will be called instead of regular update (age, position, color, etc.).
  81333. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  81334. */
  81335. updateFunction: (particles: Particle[]) => void;
  81336. private _emitterWorldMatrix;
  81337. /**
  81338. * This function can be defined to specify initial direction for every new particle.
  81339. * It by default use the emitterType defined function
  81340. */
  81341. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  81342. /**
  81343. * This function can be defined to specify initial position for every new particle.
  81344. * It by default use the emitterType defined function
  81345. */
  81346. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  81347. /**
  81348. * @hidden
  81349. */
  81350. _inheritedVelocityOffset: Vector3;
  81351. /**
  81352. * An event triggered when the system is disposed
  81353. */
  81354. onDisposeObservable: Observable<ParticleSystem>;
  81355. private _onDisposeObserver;
  81356. /**
  81357. * Sets a callback that will be triggered when the system is disposed
  81358. */
  81359. onDispose: () => void;
  81360. private _particles;
  81361. private _epsilon;
  81362. private _capacity;
  81363. private _stockParticles;
  81364. private _newPartsExcess;
  81365. private _vertexData;
  81366. private _vertexBuffer;
  81367. private _vertexBuffers;
  81368. private _spriteBuffer;
  81369. private _indexBuffer;
  81370. private _effect;
  81371. private _customEffect;
  81372. private _cachedDefines;
  81373. private _scaledColorStep;
  81374. private _colorDiff;
  81375. private _scaledDirection;
  81376. private _scaledGravity;
  81377. private _currentRenderId;
  81378. private _alive;
  81379. private _useInstancing;
  81380. private _started;
  81381. private _stopped;
  81382. private _actualFrame;
  81383. private _scaledUpdateSpeed;
  81384. private _vertexBufferSize;
  81385. /** @hidden */
  81386. _currentEmitRateGradient: Nullable<FactorGradient>;
  81387. /** @hidden */
  81388. _currentEmitRate1: number;
  81389. /** @hidden */
  81390. _currentEmitRate2: number;
  81391. /** @hidden */
  81392. _currentStartSizeGradient: Nullable<FactorGradient>;
  81393. /** @hidden */
  81394. _currentStartSize1: number;
  81395. /** @hidden */
  81396. _currentStartSize2: number;
  81397. private readonly _rawTextureWidth;
  81398. private _rampGradientsTexture;
  81399. private _useRampGradients;
  81400. /** Gets or sets a boolean indicating that ramp gradients must be used
  81401. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  81402. */
  81403. useRampGradients: boolean;
  81404. /**
  81405. * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.
  81406. * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])
  81407. */
  81408. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  81409. private _subEmitters;
  81410. /**
  81411. * @hidden
  81412. * If the particle systems emitter should be disposed when the particle system is disposed
  81413. */
  81414. _disposeEmitterOnDispose: boolean;
  81415. /**
  81416. * The current active Sub-systems, this property is used by the root particle system only.
  81417. */
  81418. activeSubSystems: Array<ParticleSystem>;
  81419. private _rootParticleSystem;
  81420. /**
  81421. * Gets the current list of active particles
  81422. */
  81423. readonly particles: Particle[];
  81424. /**
  81425. * Returns the string "ParticleSystem"
  81426. * @returns a string containing the class name
  81427. */
  81428. getClassName(): string;
  81429. /**
  81430. * Instantiates a particle system.
  81431. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  81432. * @param name The name of the particle system
  81433. * @param capacity The max number of particles alive at the same time
  81434. * @param scene The scene the particle system belongs to
  81435. * @param customEffect a custom effect used to change the way particles are rendered by default
  81436. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  81437. * @param epsilon Offset used to render the particles
  81438. */
  81439. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  81440. private _addFactorGradient;
  81441. private _removeFactorGradient;
  81442. /**
  81443. * Adds a new life time gradient
  81444. * @param gradient defines the gradient to use (between 0 and 1)
  81445. * @param factor defines the life time factor to affect to the specified gradient
  81446. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81447. * @returns the current particle system
  81448. */
  81449. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81450. /**
  81451. * Remove a specific life time gradient
  81452. * @param gradient defines the gradient to remove
  81453. * @returns the current particle system
  81454. */
  81455. removeLifeTimeGradient(gradient: number): IParticleSystem;
  81456. /**
  81457. * Adds a new size gradient
  81458. * @param gradient defines the gradient to use (between 0 and 1)
  81459. * @param factor defines the size factor to affect to the specified gradient
  81460. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81461. * @returns the current particle system
  81462. */
  81463. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81464. /**
  81465. * Remove a specific size gradient
  81466. * @param gradient defines the gradient to remove
  81467. * @returns the current particle system
  81468. */
  81469. removeSizeGradient(gradient: number): IParticleSystem;
  81470. /**
  81471. * Adds a new color remap gradient
  81472. * @param gradient defines the gradient to use (between 0 and 1)
  81473. * @param min defines the color remap minimal range
  81474. * @param max defines the color remap maximal range
  81475. * @returns the current particle system
  81476. */
  81477. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  81478. /**
  81479. * Remove a specific color remap gradient
  81480. * @param gradient defines the gradient to remove
  81481. * @returns the current particle system
  81482. */
  81483. removeColorRemapGradient(gradient: number): IParticleSystem;
  81484. /**
  81485. * Adds a new alpha remap gradient
  81486. * @param gradient defines the gradient to use (between 0 and 1)
  81487. * @param min defines the alpha remap minimal range
  81488. * @param max defines the alpha remap maximal range
  81489. * @returns the current particle system
  81490. */
  81491. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  81492. /**
  81493. * Remove a specific alpha remap gradient
  81494. * @param gradient defines the gradient to remove
  81495. * @returns the current particle system
  81496. */
  81497. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  81498. /**
  81499. * Adds a new angular speed gradient
  81500. * @param gradient defines the gradient to use (between 0 and 1)
  81501. * @param factor defines the angular speed to affect to the specified gradient
  81502. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81503. * @returns the current particle system
  81504. */
  81505. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81506. /**
  81507. * Remove a specific angular speed gradient
  81508. * @param gradient defines the gradient to remove
  81509. * @returns the current particle system
  81510. */
  81511. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  81512. /**
  81513. * Adds a new velocity gradient
  81514. * @param gradient defines the gradient to use (between 0 and 1)
  81515. * @param factor defines the velocity to affect to the specified gradient
  81516. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81517. * @returns the current particle system
  81518. */
  81519. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81520. /**
  81521. * Remove a specific velocity gradient
  81522. * @param gradient defines the gradient to remove
  81523. * @returns the current particle system
  81524. */
  81525. removeVelocityGradient(gradient: number): IParticleSystem;
  81526. /**
  81527. * Adds a new limit velocity gradient
  81528. * @param gradient defines the gradient to use (between 0 and 1)
  81529. * @param factor defines the limit velocity value to affect to the specified gradient
  81530. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81531. * @returns the current particle system
  81532. */
  81533. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81534. /**
  81535. * Remove a specific limit velocity gradient
  81536. * @param gradient defines the gradient to remove
  81537. * @returns the current particle system
  81538. */
  81539. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  81540. /**
  81541. * Adds a new drag gradient
  81542. * @param gradient defines the gradient to use (between 0 and 1)
  81543. * @param factor defines the drag value to affect to the specified gradient
  81544. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81545. * @returns the current particle system
  81546. */
  81547. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81548. /**
  81549. * Remove a specific drag gradient
  81550. * @param gradient defines the gradient to remove
  81551. * @returns the current particle system
  81552. */
  81553. removeDragGradient(gradient: number): IParticleSystem;
  81554. /**
  81555. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  81556. * @param gradient defines the gradient to use (between 0 and 1)
  81557. * @param factor defines the emit rate value to affect to the specified gradient
  81558. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81559. * @returns the current particle system
  81560. */
  81561. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81562. /**
  81563. * Remove a specific emit rate gradient
  81564. * @param gradient defines the gradient to remove
  81565. * @returns the current particle system
  81566. */
  81567. removeEmitRateGradient(gradient: number): IParticleSystem;
  81568. /**
  81569. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  81570. * @param gradient defines the gradient to use (between 0 and 1)
  81571. * @param factor defines the start size value to affect to the specified gradient
  81572. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  81573. * @returns the current particle system
  81574. */
  81575. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  81576. /**
  81577. * Remove a specific start size gradient
  81578. * @param gradient defines the gradient to remove
  81579. * @returns the current particle system
  81580. */
  81581. removeStartSizeGradient(gradient: number): IParticleSystem;
  81582. private _createRampGradientTexture;
  81583. /**
  81584. * Gets the current list of ramp gradients.
  81585. * You must use addRampGradient and removeRampGradient to udpate this list
  81586. * @returns the list of ramp gradients
  81587. */
  81588. getRampGradients(): Nullable<Array<Color3Gradient>>;
  81589. /**
  81590. * Adds a new ramp gradient used to remap particle colors
  81591. * @param gradient defines the gradient to use (between 0 and 1)
  81592. * @param color defines the color to affect to the specified gradient
  81593. * @returns the current particle system
  81594. */
  81595. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  81596. /**
  81597. * Remove a specific ramp gradient
  81598. * @param gradient defines the gradient to remove
  81599. * @returns the current particle system
  81600. */
  81601. removeRampGradient(gradient: number): ParticleSystem;
  81602. /**
  81603. * Adds a new color gradient
  81604. * @param gradient defines the gradient to use (between 0 and 1)
  81605. * @param color1 defines the color to affect to the specified gradient
  81606. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  81607. * @returns this particle system
  81608. */
  81609. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  81610. /**
  81611. * Remove a specific color gradient
  81612. * @param gradient defines the gradient to remove
  81613. * @returns this particle system
  81614. */
  81615. removeColorGradient(gradient: number): IParticleSystem;
  81616. private _fetchR;
  81617. protected _reset(): void;
  81618. private _resetEffect;
  81619. private _createVertexBuffers;
  81620. private _createIndexBuffer;
  81621. /**
  81622. * Gets the maximum number of particles active at the same time.
  81623. * @returns The max number of active particles.
  81624. */
  81625. getCapacity(): number;
  81626. /**
  81627. * Gets whether there are still active particles in the system.
  81628. * @returns True if it is alive, otherwise false.
  81629. */
  81630. isAlive(): boolean;
  81631. /**
  81632. * Gets if the system has been started. (Note: this will still be true after stop is called)
  81633. * @returns True if it has been started, otherwise false.
  81634. */
  81635. isStarted(): boolean;
  81636. private _prepareSubEmitterInternalArray;
  81637. /**
  81638. * Starts the particle system and begins to emit
  81639. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  81640. */
  81641. start(delay?: number): void;
  81642. /**
  81643. * Stops the particle system.
  81644. * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.
  81645. */
  81646. stop(stopSubEmitters?: boolean): void;
  81647. /**
  81648. * Remove all active particles
  81649. */
  81650. reset(): void;
  81651. /**
  81652. * @hidden (for internal use only)
  81653. */
  81654. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  81655. /**
  81656. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  81657. * Its lifetime will start back at 0.
  81658. */
  81659. recycleParticle: (particle: Particle) => void;
  81660. private _stopSubEmitters;
  81661. private _createParticle;
  81662. private _removeFromRoot;
  81663. private _emitFromParticle;
  81664. private _update;
  81665. /** @hidden */
  81666. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  81667. /** @hidden */
  81668. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  81669. /** @hidden */
  81670. private _getEffect;
  81671. /**
  81672. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  81673. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  81674. */
  81675. animate(preWarmOnly?: boolean): void;
  81676. private _appendParticleVertices;
  81677. /**
  81678. * Rebuilds the particle system.
  81679. */
  81680. rebuild(): void;
  81681. /**
  81682. * Is this system ready to be used/rendered
  81683. * @return true if the system is ready
  81684. */
  81685. isReady(): boolean;
  81686. private _render;
  81687. /**
  81688. * Renders the particle system in its current state.
  81689. * @returns the current number of particles
  81690. */
  81691. render(): number;
  81692. /**
  81693. * Disposes the particle system and free the associated resources
  81694. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  81695. */
  81696. dispose(disposeTexture?: boolean): void;
  81697. /**
  81698. * Clones the particle system.
  81699. * @param name The name of the cloned object
  81700. * @param newEmitter The new emitter to use
  81701. * @returns the cloned particle system
  81702. */
  81703. clone(name: string, newEmitter: any): ParticleSystem;
  81704. /**
  81705. * Serializes the particle system to a JSON object.
  81706. * @returns the JSON object
  81707. */
  81708. serialize(): any;
  81709. /** @hidden */
  81710. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  81711. /** @hidden */
  81712. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  81713. /**
  81714. * Parses a JSON object to create a particle system.
  81715. * @param parsedParticleSystem The JSON object to parse
  81716. * @param scene The scene to create the particle system in
  81717. * @param rootUrl The root url to use to load external dependencies like texture
  81718. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  81719. * @returns the Parsed particle system
  81720. */
  81721. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  81722. }
  81723. }
  81724. declare module BABYLON {
  81725. /**
  81726. * A particle represents one of the element emitted by a particle system.
  81727. * This is mainly define by its coordinates, direction, velocity and age.
  81728. */
  81729. export class Particle {
  81730. /**
  81731. * The particle system the particle belongs to.
  81732. */
  81733. particleSystem: ParticleSystem;
  81734. private static _Count;
  81735. /**
  81736. * Unique ID of the particle
  81737. */
  81738. id: number;
  81739. /**
  81740. * The world position of the particle in the scene.
  81741. */
  81742. position: Vector3;
  81743. /**
  81744. * The world direction of the particle in the scene.
  81745. */
  81746. direction: Vector3;
  81747. /**
  81748. * The color of the particle.
  81749. */
  81750. color: Color4;
  81751. /**
  81752. * The color change of the particle per step.
  81753. */
  81754. colorStep: Color4;
  81755. /**
  81756. * Defines how long will the life of the particle be.
  81757. */
  81758. lifeTime: number;
  81759. /**
  81760. * The current age of the particle.
  81761. */
  81762. age: number;
  81763. /**
  81764. * The current size of the particle.
  81765. */
  81766. size: number;
  81767. /**
  81768. * The current scale of the particle.
  81769. */
  81770. scale: Vector2;
  81771. /**
  81772. * The current angle of the particle.
  81773. */
  81774. angle: number;
  81775. /**
  81776. * Defines how fast is the angle changing.
  81777. */
  81778. angularSpeed: number;
  81779. /**
  81780. * Defines the cell index used by the particle to be rendered from a sprite.
  81781. */
  81782. cellIndex: number;
  81783. /**
  81784. * The information required to support color remapping
  81785. */
  81786. remapData: Vector4;
  81787. /** @hidden */
  81788. _randomCellOffset?: number;
  81789. /** @hidden */
  81790. _initialDirection: Nullable<Vector3>;
  81791. /** @hidden */
  81792. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  81793. /** @hidden */
  81794. _initialStartSpriteCellID: number;
  81795. /** @hidden */
  81796. _initialEndSpriteCellID: number;
  81797. /** @hidden */
  81798. _currentColorGradient: Nullable<ColorGradient>;
  81799. /** @hidden */
  81800. _currentColor1: Color4;
  81801. /** @hidden */
  81802. _currentColor2: Color4;
  81803. /** @hidden */
  81804. _currentSizeGradient: Nullable<FactorGradient>;
  81805. /** @hidden */
  81806. _currentSize1: number;
  81807. /** @hidden */
  81808. _currentSize2: number;
  81809. /** @hidden */
  81810. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  81811. /** @hidden */
  81812. _currentAngularSpeed1: number;
  81813. /** @hidden */
  81814. _currentAngularSpeed2: number;
  81815. /** @hidden */
  81816. _currentVelocityGradient: Nullable<FactorGradient>;
  81817. /** @hidden */
  81818. _currentVelocity1: number;
  81819. /** @hidden */
  81820. _currentVelocity2: number;
  81821. /** @hidden */
  81822. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  81823. /** @hidden */
  81824. _currentLimitVelocity1: number;
  81825. /** @hidden */
  81826. _currentLimitVelocity2: number;
  81827. /** @hidden */
  81828. _currentDragGradient: Nullable<FactorGradient>;
  81829. /** @hidden */
  81830. _currentDrag1: number;
  81831. /** @hidden */
  81832. _currentDrag2: number;
  81833. /** @hidden */
  81834. _randomNoiseCoordinates1: Vector3;
  81835. /** @hidden */
  81836. _randomNoiseCoordinates2: Vector3;
  81837. /**
  81838. * Creates a new instance Particle
  81839. * @param particleSystem the particle system the particle belongs to
  81840. */
  81841. constructor(
  81842. /**
  81843. * The particle system the particle belongs to.
  81844. */
  81845. particleSystem: ParticleSystem);
  81846. private updateCellInfoFromSystem;
  81847. /**
  81848. * Defines how the sprite cell index is updated for the particle
  81849. */
  81850. updateCellIndex(): void;
  81851. /** @hidden */
  81852. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  81853. /** @hidden */
  81854. _inheritParticleInfoToSubEmitters(): void;
  81855. /** @hidden */
  81856. _reset(): void;
  81857. /**
  81858. * Copy the properties of particle to another one.
  81859. * @param other the particle to copy the information to.
  81860. */
  81861. copyTo(other: Particle): void;
  81862. }
  81863. }
  81864. declare module BABYLON {
  81865. /**
  81866. * Particle emitter represents a volume emitting particles.
  81867. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  81868. */
  81869. export interface IParticleEmitterType {
  81870. /**
  81871. * Called by the particle System when the direction is computed for the created particle.
  81872. * @param worldMatrix is the world matrix of the particle system
  81873. * @param directionToUpdate is the direction vector to update with the result
  81874. * @param particle is the particle we are computed the direction for
  81875. */
  81876. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81877. /**
  81878. * Called by the particle System when the position is computed for the created particle.
  81879. * @param worldMatrix is the world matrix of the particle system
  81880. * @param positionToUpdate is the position vector to update with the result
  81881. * @param particle is the particle we are computed the position for
  81882. */
  81883. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81884. /**
  81885. * Clones the current emitter and returns a copy of it
  81886. * @returns the new emitter
  81887. */
  81888. clone(): IParticleEmitterType;
  81889. /**
  81890. * Called by the GPUParticleSystem to setup the update shader
  81891. * @param effect defines the update shader
  81892. */
  81893. applyToShader(effect: Effect): void;
  81894. /**
  81895. * Returns a string to use to update the GPU particles update shader
  81896. * @returns the effect defines string
  81897. */
  81898. getEffectDefines(): string;
  81899. /**
  81900. * Returns a string representing the class name
  81901. * @returns a string containing the class name
  81902. */
  81903. getClassName(): string;
  81904. /**
  81905. * Serializes the particle system to a JSON object.
  81906. * @returns the JSON object
  81907. */
  81908. serialize(): any;
  81909. /**
  81910. * Parse properties from a JSON object
  81911. * @param serializationObject defines the JSON object
  81912. */
  81913. parse(serializationObject: any): void;
  81914. }
  81915. }
  81916. declare module BABYLON {
  81917. /**
  81918. * Particle emitter emitting particles from the inside of a box.
  81919. * It emits the particles randomly between 2 given directions.
  81920. */
  81921. export class BoxParticleEmitter implements IParticleEmitterType {
  81922. /**
  81923. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81924. */
  81925. direction1: Vector3;
  81926. /**
  81927. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  81928. */
  81929. direction2: Vector3;
  81930. /**
  81931. * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  81932. */
  81933. minEmitBox: Vector3;
  81934. /**
  81935. * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
  81936. */
  81937. maxEmitBox: Vector3;
  81938. /**
  81939. * Creates a new instance BoxParticleEmitter
  81940. */
  81941. constructor();
  81942. /**
  81943. * Called by the particle System when the direction is computed for the created particle.
  81944. * @param worldMatrix is the world matrix of the particle system
  81945. * @param directionToUpdate is the direction vector to update with the result
  81946. * @param particle is the particle we are computed the direction for
  81947. */
  81948. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  81949. /**
  81950. * Called by the particle System when the position is computed for the created particle.
  81951. * @param worldMatrix is the world matrix of the particle system
  81952. * @param positionToUpdate is the position vector to update with the result
  81953. * @param particle is the particle we are computed the position for
  81954. */
  81955. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  81956. /**
  81957. * Clones the current emitter and returns a copy of it
  81958. * @returns the new emitter
  81959. */
  81960. clone(): BoxParticleEmitter;
  81961. /**
  81962. * Called by the GPUParticleSystem to setup the update shader
  81963. * @param effect defines the update shader
  81964. */
  81965. applyToShader(effect: Effect): void;
  81966. /**
  81967. * Returns a string to use to update the GPU particles update shader
  81968. * @returns a string containng the defines string
  81969. */
  81970. getEffectDefines(): string;
  81971. /**
  81972. * Returns the string "BoxParticleEmitter"
  81973. * @returns a string containing the class name
  81974. */
  81975. getClassName(): string;
  81976. /**
  81977. * Serializes the particle system to a JSON object.
  81978. * @returns the JSON object
  81979. */
  81980. serialize(): any;
  81981. /**
  81982. * Parse properties from a JSON object
  81983. * @param serializationObject defines the JSON object
  81984. */
  81985. parse(serializationObject: any): void;
  81986. }
  81987. }
  81988. declare module BABYLON {
  81989. /**
  81990. * Particle emitter emitting particles from the inside of a cone.
  81991. * It emits the particles alongside the cone volume from the base to the particle.
  81992. * The emission direction might be randomized.
  81993. */
  81994. export class ConeParticleEmitter implements IParticleEmitterType {
  81995. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  81996. directionRandomizer: number;
  81997. private _radius;
  81998. private _angle;
  81999. private _height;
  82000. /**
  82001. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  82002. */
  82003. radiusRange: number;
  82004. /**
  82005. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  82006. */
  82007. heightRange: number;
  82008. /**
  82009. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  82010. */
  82011. emitFromSpawnPointOnly: boolean;
  82012. /**
  82013. * Gets or sets the radius of the emission cone
  82014. */
  82015. radius: number;
  82016. /**
  82017. * Gets or sets the angle of the emission cone
  82018. */
  82019. angle: number;
  82020. private _buildHeight;
  82021. /**
  82022. * Creates a new instance ConeParticleEmitter
  82023. * @param radius the radius of the emission cone (1 by default)
  82024. * @param angle the cone base angle (PI by default)
  82025. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  82026. */
  82027. constructor(radius?: number, angle?: number,
  82028. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  82029. directionRandomizer?: number);
  82030. /**
  82031. * Called by the particle System when the direction is computed for the created particle.
  82032. * @param worldMatrix is the world matrix of the particle system
  82033. * @param directionToUpdate is the direction vector to update with the result
  82034. * @param particle is the particle we are computed the direction for
  82035. */
  82036. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82037. /**
  82038. * Called by the particle System when the position is computed for the created particle.
  82039. * @param worldMatrix is the world matrix of the particle system
  82040. * @param positionToUpdate is the position vector to update with the result
  82041. * @param particle is the particle we are computed the position for
  82042. */
  82043. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82044. /**
  82045. * Clones the current emitter and returns a copy of it
  82046. * @returns the new emitter
  82047. */
  82048. clone(): ConeParticleEmitter;
  82049. /**
  82050. * Called by the GPUParticleSystem to setup the update shader
  82051. * @param effect defines the update shader
  82052. */
  82053. applyToShader(effect: Effect): void;
  82054. /**
  82055. * Returns a string to use to update the GPU particles update shader
  82056. * @returns a string containng the defines string
  82057. */
  82058. getEffectDefines(): string;
  82059. /**
  82060. * Returns the string "ConeParticleEmitter"
  82061. * @returns a string containing the class name
  82062. */
  82063. getClassName(): string;
  82064. /**
  82065. * Serializes the particle system to a JSON object.
  82066. * @returns the JSON object
  82067. */
  82068. serialize(): any;
  82069. /**
  82070. * Parse properties from a JSON object
  82071. * @param serializationObject defines the JSON object
  82072. */
  82073. parse(serializationObject: any): void;
  82074. }
  82075. }
  82076. declare module BABYLON {
  82077. /**
  82078. * Particle emitter emitting particles from the inside of a cylinder.
  82079. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  82080. */
  82081. export class CylinderParticleEmitter implements IParticleEmitterType {
  82082. /**
  82083. * The radius of the emission cylinder.
  82084. */
  82085. radius: number;
  82086. /**
  82087. * The height of the emission cylinder.
  82088. */
  82089. height: number;
  82090. /**
  82091. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82092. */
  82093. radiusRange: number;
  82094. /**
  82095. * How much to randomize the particle direction [0-1].
  82096. */
  82097. directionRandomizer: number;
  82098. /**
  82099. * Creates a new instance CylinderParticleEmitter
  82100. * @param radius the radius of the emission cylinder (1 by default)
  82101. * @param height the height of the emission cylinder (1 by default)
  82102. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82103. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  82104. */
  82105. constructor(
  82106. /**
  82107. * The radius of the emission cylinder.
  82108. */
  82109. radius?: number,
  82110. /**
  82111. * The height of the emission cylinder.
  82112. */
  82113. height?: number,
  82114. /**
  82115. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82116. */
  82117. radiusRange?: number,
  82118. /**
  82119. * How much to randomize the particle direction [0-1].
  82120. */
  82121. directionRandomizer?: number);
  82122. /**
  82123. * Called by the particle System when the direction is computed for the created particle.
  82124. * @param worldMatrix is the world matrix of the particle system
  82125. * @param directionToUpdate is the direction vector to update with the result
  82126. * @param particle is the particle we are computed the direction for
  82127. */
  82128. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82129. /**
  82130. * Called by the particle System when the position is computed for the created particle.
  82131. * @param worldMatrix is the world matrix of the particle system
  82132. * @param positionToUpdate is the position vector to update with the result
  82133. * @param particle is the particle we are computed the position for
  82134. */
  82135. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82136. /**
  82137. * Clones the current emitter and returns a copy of it
  82138. * @returns the new emitter
  82139. */
  82140. clone(): CylinderParticleEmitter;
  82141. /**
  82142. * Called by the GPUParticleSystem to setup the update shader
  82143. * @param effect defines the update shader
  82144. */
  82145. applyToShader(effect: Effect): void;
  82146. /**
  82147. * Returns a string to use to update the GPU particles update shader
  82148. * @returns a string containng the defines string
  82149. */
  82150. getEffectDefines(): string;
  82151. /**
  82152. * Returns the string "CylinderParticleEmitter"
  82153. * @returns a string containing the class name
  82154. */
  82155. getClassName(): string;
  82156. /**
  82157. * Serializes the particle system to a JSON object.
  82158. * @returns the JSON object
  82159. */
  82160. serialize(): any;
  82161. /**
  82162. * Parse properties from a JSON object
  82163. * @param serializationObject defines the JSON object
  82164. */
  82165. parse(serializationObject: any): void;
  82166. }
  82167. /**
  82168. * Particle emitter emitting particles from the inside of a cylinder.
  82169. * It emits the particles randomly between two vectors.
  82170. */
  82171. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  82172. /**
  82173. * The min limit of the emission direction.
  82174. */
  82175. direction1: Vector3;
  82176. /**
  82177. * The max limit of the emission direction.
  82178. */
  82179. direction2: Vector3;
  82180. /**
  82181. * Creates a new instance CylinderDirectedParticleEmitter
  82182. * @param radius the radius of the emission cylinder (1 by default)
  82183. * @param height the height of the emission cylinder (1 by default)
  82184. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82185. * @param direction1 the min limit of the emission direction (up vector by default)
  82186. * @param direction2 the max limit of the emission direction (up vector by default)
  82187. */
  82188. constructor(radius?: number, height?: number, radiusRange?: number,
  82189. /**
  82190. * The min limit of the emission direction.
  82191. */
  82192. direction1?: Vector3,
  82193. /**
  82194. * The max limit of the emission direction.
  82195. */
  82196. direction2?: Vector3);
  82197. /**
  82198. * Called by the particle System when the direction is computed for the created particle.
  82199. * @param worldMatrix is the world matrix of the particle system
  82200. * @param directionToUpdate is the direction vector to update with the result
  82201. * @param particle is the particle we are computed the direction for
  82202. */
  82203. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82204. /**
  82205. * Clones the current emitter and returns a copy of it
  82206. * @returns the new emitter
  82207. */
  82208. clone(): CylinderDirectedParticleEmitter;
  82209. /**
  82210. * Called by the GPUParticleSystem to setup the update shader
  82211. * @param effect defines the update shader
  82212. */
  82213. applyToShader(effect: Effect): void;
  82214. /**
  82215. * Returns a string to use to update the GPU particles update shader
  82216. * @returns a string containng the defines string
  82217. */
  82218. getEffectDefines(): string;
  82219. /**
  82220. * Returns the string "CylinderDirectedParticleEmitter"
  82221. * @returns a string containing the class name
  82222. */
  82223. getClassName(): string;
  82224. /**
  82225. * Serializes the particle system to a JSON object.
  82226. * @returns the JSON object
  82227. */
  82228. serialize(): any;
  82229. /**
  82230. * Parse properties from a JSON object
  82231. * @param serializationObject defines the JSON object
  82232. */
  82233. parse(serializationObject: any): void;
  82234. }
  82235. }
  82236. declare module BABYLON {
  82237. /**
  82238. * Particle emitter emitting particles from the inside of a hemisphere.
  82239. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  82240. */
  82241. export class HemisphericParticleEmitter implements IParticleEmitterType {
  82242. /**
  82243. * The radius of the emission hemisphere.
  82244. */
  82245. radius: number;
  82246. /**
  82247. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82248. */
  82249. radiusRange: number;
  82250. /**
  82251. * How much to randomize the particle direction [0-1].
  82252. */
  82253. directionRandomizer: number;
  82254. /**
  82255. * Creates a new instance HemisphericParticleEmitter
  82256. * @param radius the radius of the emission hemisphere (1 by default)
  82257. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82258. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  82259. */
  82260. constructor(
  82261. /**
  82262. * The radius of the emission hemisphere.
  82263. */
  82264. radius?: number,
  82265. /**
  82266. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82267. */
  82268. radiusRange?: number,
  82269. /**
  82270. * How much to randomize the particle direction [0-1].
  82271. */
  82272. directionRandomizer?: number);
  82273. /**
  82274. * Called by the particle System when the direction is computed for the created particle.
  82275. * @param worldMatrix is the world matrix of the particle system
  82276. * @param directionToUpdate is the direction vector to update with the result
  82277. * @param particle is the particle we are computed the direction for
  82278. */
  82279. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82280. /**
  82281. * Called by the particle System when the position is computed for the created particle.
  82282. * @param worldMatrix is the world matrix of the particle system
  82283. * @param positionToUpdate is the position vector to update with the result
  82284. * @param particle is the particle we are computed the position for
  82285. */
  82286. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82287. /**
  82288. * Clones the current emitter and returns a copy of it
  82289. * @returns the new emitter
  82290. */
  82291. clone(): HemisphericParticleEmitter;
  82292. /**
  82293. * Called by the GPUParticleSystem to setup the update shader
  82294. * @param effect defines the update shader
  82295. */
  82296. applyToShader(effect: Effect): void;
  82297. /**
  82298. * Returns a string to use to update the GPU particles update shader
  82299. * @returns a string containng the defines string
  82300. */
  82301. getEffectDefines(): string;
  82302. /**
  82303. * Returns the string "HemisphericParticleEmitter"
  82304. * @returns a string containing the class name
  82305. */
  82306. getClassName(): string;
  82307. /**
  82308. * Serializes the particle system to a JSON object.
  82309. * @returns the JSON object
  82310. */
  82311. serialize(): any;
  82312. /**
  82313. * Parse properties from a JSON object
  82314. * @param serializationObject defines the JSON object
  82315. */
  82316. parse(serializationObject: any): void;
  82317. }
  82318. }
  82319. declare module BABYLON {
  82320. /**
  82321. * Particle emitter emitting particles from a point.
  82322. * It emits the particles randomly between 2 given directions.
  82323. */
  82324. export class PointParticleEmitter implements IParticleEmitterType {
  82325. /**
  82326. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82327. */
  82328. direction1: Vector3;
  82329. /**
  82330. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  82331. */
  82332. direction2: Vector3;
  82333. /**
  82334. * Creates a new instance PointParticleEmitter
  82335. */
  82336. constructor();
  82337. /**
  82338. * Called by the particle System when the direction is computed for the created particle.
  82339. * @param worldMatrix is the world matrix of the particle system
  82340. * @param directionToUpdate is the direction vector to update with the result
  82341. * @param particle is the particle we are computed the direction for
  82342. */
  82343. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82344. /**
  82345. * Called by the particle System when the position is computed for the created particle.
  82346. * @param worldMatrix is the world matrix of the particle system
  82347. * @param positionToUpdate is the position vector to update with the result
  82348. * @param particle is the particle we are computed the position for
  82349. */
  82350. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82351. /**
  82352. * Clones the current emitter and returns a copy of it
  82353. * @returns the new emitter
  82354. */
  82355. clone(): PointParticleEmitter;
  82356. /**
  82357. * Called by the GPUParticleSystem to setup the update shader
  82358. * @param effect defines the update shader
  82359. */
  82360. applyToShader(effect: Effect): void;
  82361. /**
  82362. * Returns a string to use to update the GPU particles update shader
  82363. * @returns a string containng the defines string
  82364. */
  82365. getEffectDefines(): string;
  82366. /**
  82367. * Returns the string "PointParticleEmitter"
  82368. * @returns a string containing the class name
  82369. */
  82370. getClassName(): string;
  82371. /**
  82372. * Serializes the particle system to a JSON object.
  82373. * @returns the JSON object
  82374. */
  82375. serialize(): any;
  82376. /**
  82377. * Parse properties from a JSON object
  82378. * @param serializationObject defines the JSON object
  82379. */
  82380. parse(serializationObject: any): void;
  82381. }
  82382. }
  82383. declare module BABYLON {
  82384. /**
  82385. * Particle emitter emitting particles from the inside of a sphere.
  82386. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  82387. */
  82388. export class SphereParticleEmitter implements IParticleEmitterType {
  82389. /**
  82390. * The radius of the emission sphere.
  82391. */
  82392. radius: number;
  82393. /**
  82394. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82395. */
  82396. radiusRange: number;
  82397. /**
  82398. * How much to randomize the particle direction [0-1].
  82399. */
  82400. directionRandomizer: number;
  82401. /**
  82402. * Creates a new instance SphereParticleEmitter
  82403. * @param radius the radius of the emission sphere (1 by default)
  82404. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  82405. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  82406. */
  82407. constructor(
  82408. /**
  82409. * The radius of the emission sphere.
  82410. */
  82411. radius?: number,
  82412. /**
  82413. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  82414. */
  82415. radiusRange?: number,
  82416. /**
  82417. * How much to randomize the particle direction [0-1].
  82418. */
  82419. directionRandomizer?: number);
  82420. /**
  82421. * Called by the particle System when the direction is computed for the created particle.
  82422. * @param worldMatrix is the world matrix of the particle system
  82423. * @param directionToUpdate is the direction vector to update with the result
  82424. * @param particle is the particle we are computed the direction for
  82425. */
  82426. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82427. /**
  82428. * Called by the particle System when the position is computed for the created particle.
  82429. * @param worldMatrix is the world matrix of the particle system
  82430. * @param positionToUpdate is the position vector to update with the result
  82431. * @param particle is the particle we are computed the position for
  82432. */
  82433. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  82434. /**
  82435. * Clones the current emitter and returns a copy of it
  82436. * @returns the new emitter
  82437. */
  82438. clone(): SphereParticleEmitter;
  82439. /**
  82440. * Called by the GPUParticleSystem to setup the update shader
  82441. * @param effect defines the update shader
  82442. */
  82443. applyToShader(effect: Effect): void;
  82444. /**
  82445. * Returns a string to use to update the GPU particles update shader
  82446. * @returns a string containng the defines string
  82447. */
  82448. getEffectDefines(): string;
  82449. /**
  82450. * Returns the string "SphereParticleEmitter"
  82451. * @returns a string containing the class name
  82452. */
  82453. getClassName(): string;
  82454. /**
  82455. * Serializes the particle system to a JSON object.
  82456. * @returns the JSON object
  82457. */
  82458. serialize(): any;
  82459. /**
  82460. * Parse properties from a JSON object
  82461. * @param serializationObject defines the JSON object
  82462. */
  82463. parse(serializationObject: any): void;
  82464. }
  82465. /**
  82466. * Particle emitter emitting particles from the inside of a sphere.
  82467. * It emits the particles randomly between two vectors.
  82468. */
  82469. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  82470. /**
  82471. * The min limit of the emission direction.
  82472. */
  82473. direction1: Vector3;
  82474. /**
  82475. * The max limit of the emission direction.
  82476. */
  82477. direction2: Vector3;
  82478. /**
  82479. * Creates a new instance SphereDirectedParticleEmitter
  82480. * @param radius the radius of the emission sphere (1 by default)
  82481. * @param direction1 the min limit of the emission direction (up vector by default)
  82482. * @param direction2 the max limit of the emission direction (up vector by default)
  82483. */
  82484. constructor(radius?: number,
  82485. /**
  82486. * The min limit of the emission direction.
  82487. */
  82488. direction1?: Vector3,
  82489. /**
  82490. * The max limit of the emission direction.
  82491. */
  82492. direction2?: Vector3);
  82493. /**
  82494. * Called by the particle System when the direction is computed for the created particle.
  82495. * @param worldMatrix is the world matrix of the particle system
  82496. * @param directionToUpdate is the direction vector to update with the result
  82497. * @param particle is the particle we are computed the direction for
  82498. */
  82499. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  82500. /**
  82501. * Clones the current emitter and returns a copy of it
  82502. * @returns the new emitter
  82503. */
  82504. clone(): SphereDirectedParticleEmitter;
  82505. /**
  82506. * Called by the GPUParticleSystem to setup the update shader
  82507. * @param effect defines the update shader
  82508. */
  82509. applyToShader(effect: Effect): void;
  82510. /**
  82511. * Returns a string to use to update the GPU particles update shader
  82512. * @returns a string containng the defines string
  82513. */
  82514. getEffectDefines(): string;
  82515. /**
  82516. * Returns the string "SphereDirectedParticleEmitter"
  82517. * @returns a string containing the class name
  82518. */
  82519. getClassName(): string;
  82520. /**
  82521. * Serializes the particle system to a JSON object.
  82522. * @returns the JSON object
  82523. */
  82524. serialize(): any;
  82525. /**
  82526. * Parse properties from a JSON object
  82527. * @param serializationObject defines the JSON object
  82528. */
  82529. parse(serializationObject: any): void;
  82530. }
  82531. }
  82532. declare module BABYLON {
  82533. /**
  82534. * Interface representing a particle system in Babylon.js.
  82535. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  82536. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  82537. */
  82538. export interface IParticleSystem {
  82539. /**
  82540. * List of animations used by the particle system.
  82541. */
  82542. animations: Animation[];
  82543. /**
  82544. * The id of the Particle system.
  82545. */
  82546. id: string;
  82547. /**
  82548. * The name of the Particle system.
  82549. */
  82550. name: string;
  82551. /**
  82552. * The emitter represents the Mesh or position we are attaching the particle system to.
  82553. */
  82554. emitter: Nullable<AbstractMesh | Vector3>;
  82555. /**
  82556. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  82557. */
  82558. isBillboardBased: boolean;
  82559. /**
  82560. * The rendering group used by the Particle system to chose when to render.
  82561. */
  82562. renderingGroupId: number;
  82563. /**
  82564. * The layer mask we are rendering the particles through.
  82565. */
  82566. layerMask: number;
  82567. /**
  82568. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  82569. */
  82570. updateSpeed: number;
  82571. /**
  82572. * The amount of time the particle system is running (depends of the overall update speed).
  82573. */
  82574. targetStopDuration: number;
  82575. /**
  82576. * The texture used to render each particle. (this can be a spritesheet)
  82577. */
  82578. particleTexture: Nullable<Texture>;
  82579. /**
  82580. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  82581. */
  82582. blendMode: number;
  82583. /**
  82584. * Minimum life time of emitting particles.
  82585. */
  82586. minLifeTime: number;
  82587. /**
  82588. * Maximum life time of emitting particles.
  82589. */
  82590. maxLifeTime: number;
  82591. /**
  82592. * Minimum Size of emitting particles.
  82593. */
  82594. minSize: number;
  82595. /**
  82596. * Maximum Size of emitting particles.
  82597. */
  82598. maxSize: number;
  82599. /**
  82600. * Minimum scale of emitting particles on X axis.
  82601. */
  82602. minScaleX: number;
  82603. /**
  82604. * Maximum scale of emitting particles on X axis.
  82605. */
  82606. maxScaleX: number;
  82607. /**
  82608. * Minimum scale of emitting particles on Y axis.
  82609. */
  82610. minScaleY: number;
  82611. /**
  82612. * Maximum scale of emitting particles on Y axis.
  82613. */
  82614. maxScaleY: number;
  82615. /**
  82616. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  82617. */
  82618. color1: Color4;
  82619. /**
  82620. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  82621. */
  82622. color2: Color4;
  82623. /**
  82624. * Color the particle will have at the end of its lifetime.
  82625. */
  82626. colorDead: Color4;
  82627. /**
  82628. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  82629. */
  82630. emitRate: number;
  82631. /**
  82632. * You can use gravity if you want to give an orientation to your particles.
  82633. */
  82634. gravity: Vector3;
  82635. /**
  82636. * Minimum power of emitting particles.
  82637. */
  82638. minEmitPower: number;
  82639. /**
  82640. * Maximum power of emitting particles.
  82641. */
  82642. maxEmitPower: number;
  82643. /**
  82644. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  82645. */
  82646. minAngularSpeed: number;
  82647. /**
  82648. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  82649. */
  82650. maxAngularSpeed: number;
  82651. /**
  82652. * Gets or sets the minimal initial rotation in radians.
  82653. */
  82654. minInitialRotation: number;
  82655. /**
  82656. * Gets or sets the maximal initial rotation in radians.
  82657. */
  82658. maxInitialRotation: number;
  82659. /**
  82660. * The particle emitter type defines the emitter used by the particle system.
  82661. * It can be for example box, sphere, or cone...
  82662. */
  82663. particleEmitterType: Nullable<IParticleEmitterType>;
  82664. /**
  82665. * Defines the delay in milliseconds before starting the system (0 by default)
  82666. */
  82667. startDelay: number;
  82668. /**
  82669. * Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0
  82670. */
  82671. preWarmCycles: number;
  82672. /**
  82673. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  82674. */
  82675. preWarmStepOffset: number;
  82676. /**
  82677. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  82678. */
  82679. spriteCellChangeSpeed: number;
  82680. /**
  82681. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  82682. */
  82683. startSpriteCellID: number;
  82684. /**
  82685. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  82686. */
  82687. endSpriteCellID: number;
  82688. /**
  82689. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  82690. */
  82691. spriteCellWidth: number;
  82692. /**
  82693. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  82694. */
  82695. spriteCellHeight: number;
  82696. /**
  82697. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  82698. */
  82699. spriteRandomStartCell: boolean;
  82700. /**
  82701. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  82702. */
  82703. isAnimationSheetEnabled: boolean;
  82704. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  82705. translationPivot: Vector2;
  82706. /**
  82707. * Gets or sets a texture used to add random noise to particle positions
  82708. */
  82709. noiseTexture: Nullable<BaseTexture>;
  82710. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  82711. noiseStrength: Vector3;
  82712. /**
  82713. * Gets or sets the billboard mode to use when isBillboardBased = true.
  82714. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  82715. */
  82716. billboardMode: number;
  82717. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  82718. limitVelocityDamping: number;
  82719. /**
  82720. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  82721. */
  82722. beginAnimationOnStart: boolean;
  82723. /**
  82724. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  82725. */
  82726. beginAnimationFrom: number;
  82727. /**
  82728. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  82729. */
  82730. beginAnimationTo: number;
  82731. /**
  82732. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  82733. */
  82734. beginAnimationLoop: boolean;
  82735. /**
  82736. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  82737. */
  82738. disposeOnStop: boolean;
  82739. /**
  82740. * Gets the maximum number of particles active at the same time.
  82741. * @returns The max number of active particles.
  82742. */
  82743. getCapacity(): number;
  82744. /**
  82745. * Gets if the system has been started. (Note: this will still be true after stop is called)
  82746. * @returns True if it has been started, otherwise false.
  82747. */
  82748. isStarted(): boolean;
  82749. /**
  82750. * Animates the particle system for this frame.
  82751. */
  82752. animate(): void;
  82753. /**
  82754. * Renders the particle system in its current state.
  82755. * @returns the current number of particles
  82756. */
  82757. render(): number;
  82758. /**
  82759. * Dispose the particle system and frees its associated resources.
  82760. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  82761. */
  82762. dispose(disposeTexture?: boolean): void;
  82763. /**
  82764. * Clones the particle system.
  82765. * @param name The name of the cloned object
  82766. * @param newEmitter The new emitter to use
  82767. * @returns the cloned particle system
  82768. */
  82769. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  82770. /**
  82771. * Serializes the particle system to a JSON object.
  82772. * @returns the JSON object
  82773. */
  82774. serialize(): any;
  82775. /**
  82776. * Rebuild the particle system
  82777. */
  82778. rebuild(): void;
  82779. /**
  82780. * Starts the particle system and begins to emit
  82781. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  82782. */
  82783. start(delay?: number): void;
  82784. /**
  82785. * Stops the particle system.
  82786. */
  82787. stop(): void;
  82788. /**
  82789. * Remove all active particles
  82790. */
  82791. reset(): void;
  82792. /**
  82793. * Is this system ready to be used/rendered
  82794. * @return true if the system is ready
  82795. */
  82796. isReady(): boolean;
  82797. /**
  82798. * Adds a new color gradient
  82799. * @param gradient defines the gradient to use (between 0 and 1)
  82800. * @param color1 defines the color to affect to the specified gradient
  82801. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  82802. * @returns the current particle system
  82803. */
  82804. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  82805. /**
  82806. * Remove a specific color gradient
  82807. * @param gradient defines the gradient to remove
  82808. * @returns the current particle system
  82809. */
  82810. removeColorGradient(gradient: number): IParticleSystem;
  82811. /**
  82812. * Adds a new size gradient
  82813. * @param gradient defines the gradient to use (between 0 and 1)
  82814. * @param factor defines the size factor to affect to the specified gradient
  82815. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82816. * @returns the current particle system
  82817. */
  82818. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82819. /**
  82820. * Remove a specific size gradient
  82821. * @param gradient defines the gradient to remove
  82822. * @returns the current particle system
  82823. */
  82824. removeSizeGradient(gradient: number): IParticleSystem;
  82825. /**
  82826. * Gets the current list of color gradients.
  82827. * You must use addColorGradient and removeColorGradient to udpate this list
  82828. * @returns the list of color gradients
  82829. */
  82830. getColorGradients(): Nullable<Array<ColorGradient>>;
  82831. /**
  82832. * Gets the current list of size gradients.
  82833. * You must use addSizeGradient and removeSizeGradient to udpate this list
  82834. * @returns the list of size gradients
  82835. */
  82836. getSizeGradients(): Nullable<Array<FactorGradient>>;
  82837. /**
  82838. * Gets the current list of angular speed gradients.
  82839. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  82840. * @returns the list of angular speed gradients
  82841. */
  82842. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  82843. /**
  82844. * Adds a new angular speed gradient
  82845. * @param gradient defines the gradient to use (between 0 and 1)
  82846. * @param factor defines the angular speed to affect to the specified gradient
  82847. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82848. * @returns the current particle system
  82849. */
  82850. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82851. /**
  82852. * Remove a specific angular speed gradient
  82853. * @param gradient defines the gradient to remove
  82854. * @returns the current particle system
  82855. */
  82856. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  82857. /**
  82858. * Gets the current list of velocity gradients.
  82859. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  82860. * @returns the list of velocity gradients
  82861. */
  82862. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  82863. /**
  82864. * Adds a new velocity gradient
  82865. * @param gradient defines the gradient to use (between 0 and 1)
  82866. * @param factor defines the velocity to affect to the specified gradient
  82867. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82868. * @returns the current particle system
  82869. */
  82870. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82871. /**
  82872. * Remove a specific velocity gradient
  82873. * @param gradient defines the gradient to remove
  82874. * @returns the current particle system
  82875. */
  82876. removeVelocityGradient(gradient: number): IParticleSystem;
  82877. /**
  82878. * Gets the current list of limit velocity gradients.
  82879. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  82880. * @returns the list of limit velocity gradients
  82881. */
  82882. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  82883. /**
  82884. * Adds a new limit velocity gradient
  82885. * @param gradient defines the gradient to use (between 0 and 1)
  82886. * @param factor defines the limit velocity to affect to the specified gradient
  82887. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82888. * @returns the current particle system
  82889. */
  82890. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82891. /**
  82892. * Remove a specific limit velocity gradient
  82893. * @param gradient defines the gradient to remove
  82894. * @returns the current particle system
  82895. */
  82896. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  82897. /**
  82898. * Adds a new drag gradient
  82899. * @param gradient defines the gradient to use (between 0 and 1)
  82900. * @param factor defines the drag to affect to the specified gradient
  82901. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82902. * @returns the current particle system
  82903. */
  82904. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82905. /**
  82906. * Remove a specific drag gradient
  82907. * @param gradient defines the gradient to remove
  82908. * @returns the current particle system
  82909. */
  82910. removeDragGradient(gradient: number): IParticleSystem;
  82911. /**
  82912. * Gets the current list of drag gradients.
  82913. * You must use addDragGradient and removeDragGradient to udpate this list
  82914. * @returns the list of drag gradients
  82915. */
  82916. getDragGradients(): Nullable<Array<FactorGradient>>;
  82917. /**
  82918. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  82919. * @param gradient defines the gradient to use (between 0 and 1)
  82920. * @param factor defines the emit rate to affect to the specified gradient
  82921. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82922. * @returns the current particle system
  82923. */
  82924. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82925. /**
  82926. * Remove a specific emit rate gradient
  82927. * @param gradient defines the gradient to remove
  82928. * @returns the current particle system
  82929. */
  82930. removeEmitRateGradient(gradient: number): IParticleSystem;
  82931. /**
  82932. * Gets the current list of emit rate gradients.
  82933. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  82934. * @returns the list of emit rate gradients
  82935. */
  82936. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  82937. /**
  82938. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  82939. * @param gradient defines the gradient to use (between 0 and 1)
  82940. * @param factor defines the start size to affect to the specified gradient
  82941. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82942. * @returns the current particle system
  82943. */
  82944. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82945. /**
  82946. * Remove a specific start size gradient
  82947. * @param gradient defines the gradient to remove
  82948. * @returns the current particle system
  82949. */
  82950. removeStartSizeGradient(gradient: number): IParticleSystem;
  82951. /**
  82952. * Gets the current list of start size gradients.
  82953. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  82954. * @returns the list of start size gradients
  82955. */
  82956. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  82957. /**
  82958. * Adds a new life time gradient
  82959. * @param gradient defines the gradient to use (between 0 and 1)
  82960. * @param factor defines the life time factor to affect to the specified gradient
  82961. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  82962. * @returns the current particle system
  82963. */
  82964. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  82965. /**
  82966. * Remove a specific life time gradient
  82967. * @param gradient defines the gradient to remove
  82968. * @returns the current particle system
  82969. */
  82970. removeLifeTimeGradient(gradient: number): IParticleSystem;
  82971. /**
  82972. * Gets the current list of life time gradients.
  82973. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  82974. * @returns the list of life time gradients
  82975. */
  82976. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  82977. /**
  82978. * Gets the current list of color gradients.
  82979. * You must use addColorGradient and removeColorGradient to udpate this list
  82980. * @returns the list of color gradients
  82981. */
  82982. getColorGradients(): Nullable<Array<ColorGradient>>;
  82983. /**
  82984. * Adds a new ramp gradient used to remap particle colors
  82985. * @param gradient defines the gradient to use (between 0 and 1)
  82986. * @param color defines the color to affect to the specified gradient
  82987. * @returns the current particle system
  82988. */
  82989. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  82990. /**
  82991. * Gets the current list of ramp gradients.
  82992. * You must use addRampGradient and removeRampGradient to udpate this list
  82993. * @returns the list of ramp gradients
  82994. */
  82995. getRampGradients(): Nullable<Array<Color3Gradient>>;
  82996. /** Gets or sets a boolean indicating that ramp gradients must be used
  82997. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  82998. */
  82999. useRampGradients: boolean;
  83000. /**
  83001. * Adds a new color remap gradient
  83002. * @param gradient defines the gradient to use (between 0 and 1)
  83003. * @param min defines the color remap minimal range
  83004. * @param max defines the color remap maximal range
  83005. * @returns the current particle system
  83006. */
  83007. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  83008. /**
  83009. * Gets the current list of color remap gradients.
  83010. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  83011. * @returns the list of color remap gradients
  83012. */
  83013. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  83014. /**
  83015. * Adds a new alpha remap gradient
  83016. * @param gradient defines the gradient to use (between 0 and 1)
  83017. * @param min defines the alpha remap minimal range
  83018. * @param max defines the alpha remap maximal range
  83019. * @returns the current particle system
  83020. */
  83021. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  83022. /**
  83023. * Gets the current list of alpha remap gradients.
  83024. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  83025. * @returns the list of alpha remap gradients
  83026. */
  83027. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  83028. /**
  83029. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  83030. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  83031. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  83032. * @returns the emitter
  83033. */
  83034. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  83035. /**
  83036. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  83037. * @param radius The radius of the hemisphere to emit from
  83038. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  83039. * @returns the emitter
  83040. */
  83041. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  83042. /**
  83043. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  83044. * @param radius The radius of the sphere to emit from
  83045. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  83046. * @returns the emitter
  83047. */
  83048. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  83049. /**
  83050. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  83051. * @param radius The radius of the sphere to emit from
  83052. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  83053. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  83054. * @returns the emitter
  83055. */
  83056. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  83057. /**
  83058. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  83059. * @param radius The radius of the emission cylinder
  83060. * @param height The height of the emission cylinder
  83061. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  83062. * @param directionRandomizer How much to randomize the particle direction [0-1]
  83063. * @returns the emitter
  83064. */
  83065. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  83066. /**
  83067. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  83068. * @param radius The radius of the cylinder to emit from
  83069. * @param height The height of the emission cylinder
  83070. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  83071. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  83072. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  83073. * @returns the emitter
  83074. */
  83075. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  83076. /**
  83077. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  83078. * @param radius The radius of the cone to emit from
  83079. * @param angle The base angle of the cone
  83080. * @returns the emitter
  83081. */
  83082. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  83083. /**
  83084. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  83085. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  83086. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  83087. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  83088. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  83089. * @returns the emitter
  83090. */
  83091. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  83092. /**
  83093. * Get hosting scene
  83094. * @returns the scene
  83095. */
  83096. getScene(): Scene;
  83097. }
  83098. }
  83099. declare module BABYLON {
  83100. /**
  83101. * Creates an instance based on a source mesh.
  83102. */
  83103. export class InstancedMesh extends AbstractMesh {
  83104. private _sourceMesh;
  83105. private _currentLOD;
  83106. /** @hidden */
  83107. _indexInSourceMeshInstanceArray: number;
  83108. constructor(name: string, source: Mesh);
  83109. /**
  83110. * Returns the string "InstancedMesh".
  83111. */
  83112. getClassName(): string;
  83113. /** Gets the list of lights affecting that mesh */
  83114. readonly lightSources: Light[];
  83115. _resyncLightSources(): void;
  83116. _resyncLighSource(light: Light): void;
  83117. _removeLightSource(light: Light): void;
  83118. /**
  83119. * If the source mesh receives shadows
  83120. */
  83121. readonly receiveShadows: boolean;
  83122. /**
  83123. * The material of the source mesh
  83124. */
  83125. readonly material: Nullable<Material>;
  83126. /**
  83127. * Visibility of the source mesh
  83128. */
  83129. readonly visibility: number;
  83130. /**
  83131. * Skeleton of the source mesh
  83132. */
  83133. readonly skeleton: Nullable<Skeleton>;
  83134. /**
  83135. * Rendering ground id of the source mesh
  83136. */
  83137. renderingGroupId: number;
  83138. /**
  83139. * Returns the total number of vertices (integer).
  83140. */
  83141. getTotalVertices(): number;
  83142. /**
  83143. * Returns a positive integer : the total number of indices in this mesh geometry.
  83144. * @returns the numner of indices or zero if the mesh has no geometry.
  83145. */
  83146. getTotalIndices(): number;
  83147. /**
  83148. * The source mesh of the instance
  83149. */
  83150. readonly sourceMesh: Mesh;
  83151. /**
  83152. * Is this node ready to be used/rendered
  83153. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  83154. * @return {boolean} is it ready
  83155. */
  83156. isReady(completeCheck?: boolean): boolean;
  83157. /**
  83158. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  83159. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  83160. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  83161. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  83162. */
  83163. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  83164. /**
  83165. * Sets the vertex data of the mesh geometry for the requested `kind`.
  83166. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  83167. * The `data` are either a numeric array either a Float32Array.
  83168. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  83169. * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).
  83170. * Note that a new underlying VertexBuffer object is created each call.
  83171. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  83172. *
  83173. * Possible `kind` values :
  83174. * - VertexBuffer.PositionKind
  83175. * - VertexBuffer.UVKind
  83176. * - VertexBuffer.UV2Kind
  83177. * - VertexBuffer.UV3Kind
  83178. * - VertexBuffer.UV4Kind
  83179. * - VertexBuffer.UV5Kind
  83180. * - VertexBuffer.UV6Kind
  83181. * - VertexBuffer.ColorKind
  83182. * - VertexBuffer.MatricesIndicesKind
  83183. * - VertexBuffer.MatricesIndicesExtraKind
  83184. * - VertexBuffer.MatricesWeightsKind
  83185. * - VertexBuffer.MatricesWeightsExtraKind
  83186. *
  83187. * Returns the Mesh.
  83188. */
  83189. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  83190. /**
  83191. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  83192. * If the mesh has no geometry, it is simply returned as it is.
  83193. * The `data` are either a numeric array either a Float32Array.
  83194. * No new underlying VertexBuffer object is created.
  83195. * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  83196. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  83197. *
  83198. * Possible `kind` values :
  83199. * - VertexBuffer.PositionKind
  83200. * - VertexBuffer.UVKind
  83201. * - VertexBuffer.UV2Kind
  83202. * - VertexBuffer.UV3Kind
  83203. * - VertexBuffer.UV4Kind
  83204. * - VertexBuffer.UV5Kind
  83205. * - VertexBuffer.UV6Kind
  83206. * - VertexBuffer.ColorKind
  83207. * - VertexBuffer.MatricesIndicesKind
  83208. * - VertexBuffer.MatricesIndicesExtraKind
  83209. * - VertexBuffer.MatricesWeightsKind
  83210. * - VertexBuffer.MatricesWeightsExtraKind
  83211. *
  83212. * Returns the Mesh.
  83213. */
  83214. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  83215. /**
  83216. * Sets the mesh indices.
  83217. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  83218. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  83219. * This method creates a new index buffer each call.
  83220. * Returns the Mesh.
  83221. */
  83222. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  83223. /**
  83224. * Boolean : True if the mesh owns the requested kind of data.
  83225. */
  83226. isVerticesDataPresent(kind: string): boolean;
  83227. /**
  83228. * Returns an array of indices (IndicesArray).
  83229. */
  83230. getIndices(): Nullable<IndicesArray>;
  83231. readonly _positions: Nullable<Vector3[]>;
  83232. /**
  83233. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  83234. * This means the mesh underlying bounding box and sphere are recomputed.
  83235. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  83236. * @returns the current mesh
  83237. */
  83238. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  83239. /** @hidden */
  83240. _preActivate(): InstancedMesh;
  83241. /** @hidden */
  83242. _activate(renderId: number, intermediateRendering: boolean): boolean;
  83243. /** @hidden */
  83244. _postActivate(): void;
  83245. getWorldMatrix(): Matrix;
  83246. readonly isAnInstance: boolean;
  83247. /**
  83248. * Returns the current associated LOD AbstractMesh.
  83249. */
  83250. getLOD(camera: Camera): AbstractMesh;
  83251. /** @hidden */
  83252. _syncSubMeshes(): InstancedMesh;
  83253. /** @hidden */
  83254. _generatePointsArray(): boolean;
  83255. /**
  83256. * Creates a new InstancedMesh from the current mesh.
  83257. * - name (string) : the cloned mesh name
  83258. * - newParent (optional Node) : the optional Node to parent the clone to.
  83259. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  83260. *
  83261. * Returns the clone.
  83262. */
  83263. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): InstancedMesh;
  83264. /**
  83265. * Disposes the InstancedMesh.
  83266. * Returns nothing.
  83267. */
  83268. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  83269. }
  83270. }
  83271. declare module BABYLON {
  83272. /**
  83273. * Defines the options associated with the creation of a shader material.
  83274. */
  83275. export interface IShaderMaterialOptions {
  83276. /**
  83277. * Does the material work in alpha blend mode
  83278. */
  83279. needAlphaBlending: boolean;
  83280. /**
  83281. * Does the material work in alpha test mode
  83282. */
  83283. needAlphaTesting: boolean;
  83284. /**
  83285. * The list of attribute names used in the shader
  83286. */
  83287. attributes: string[];
  83288. /**
  83289. * The list of unifrom names used in the shader
  83290. */
  83291. uniforms: string[];
  83292. /**
  83293. * The list of UBO names used in the shader
  83294. */
  83295. uniformBuffers: string[];
  83296. /**
  83297. * The list of sampler names used in the shader
  83298. */
  83299. samplers: string[];
  83300. /**
  83301. * The list of defines used in the shader
  83302. */
  83303. defines: string[];
  83304. }
  83305. /**
  83306. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  83307. *
  83308. * This returned material effects how the mesh will look based on the code in the shaders.
  83309. *
  83310. * @see http://doc.babylonjs.com/how_to/shader_material
  83311. */
  83312. export class ShaderMaterial extends Material {
  83313. private _shaderPath;
  83314. private _options;
  83315. private _textures;
  83316. private _textureArrays;
  83317. private _floats;
  83318. private _ints;
  83319. private _floatsArrays;
  83320. private _colors3;
  83321. private _colors3Arrays;
  83322. private _colors4;
  83323. private _colors4Arrays;
  83324. private _vectors2;
  83325. private _vectors3;
  83326. private _vectors4;
  83327. private _matrices;
  83328. private _matrices3x3;
  83329. private _matrices2x2;
  83330. private _vectors2Arrays;
  83331. private _vectors3Arrays;
  83332. private _vectors4Arrays;
  83333. private _cachedWorldViewMatrix;
  83334. private _cachedWorldViewProjectionMatrix;
  83335. private _renderId;
  83336. /**
  83337. * Instantiate a new shader material.
  83338. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  83339. * This returned material effects how the mesh will look based on the code in the shaders.
  83340. * @see http://doc.babylonjs.com/how_to/shader_material
  83341. * @param name Define the name of the material in the scene
  83342. * @param scene Define the scene the material belongs to
  83343. * @param shaderPath Defines the route to the shader code in one of three ways:
  83344. * - object - { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  83345. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  83346. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  83347. * @param options Define the options used to create the shader
  83348. */
  83349. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  83350. /**
  83351. * Gets the options used to compile the shader.
  83352. * They can be modified to trigger a new compilation
  83353. */
  83354. readonly options: IShaderMaterialOptions;
  83355. /**
  83356. * Gets the current class name of the material e.g. "ShaderMaterial"
  83357. * Mainly use in serialization.
  83358. * @returns the class name
  83359. */
  83360. getClassName(): string;
  83361. /**
  83362. * Specifies if the material will require alpha blending
  83363. * @returns a boolean specifying if alpha blending is needed
  83364. */
  83365. needAlphaBlending(): boolean;
  83366. /**
  83367. * Specifies if this material should be rendered in alpha test mode
  83368. * @returns a boolean specifying if an alpha test is needed.
  83369. */
  83370. needAlphaTesting(): boolean;
  83371. private _checkUniform;
  83372. /**
  83373. * Set a texture in the shader.
  83374. * @param name Define the name of the uniform samplers as defined in the shader
  83375. * @param texture Define the texture to bind to this sampler
  83376. * @return the material itself allowing "fluent" like uniform updates
  83377. */
  83378. setTexture(name: string, texture: Texture): ShaderMaterial;
  83379. /**
  83380. * Set a texture array in the shader.
  83381. * @param name Define the name of the uniform sampler array as defined in the shader
  83382. * @param textures Define the list of textures to bind to this sampler
  83383. * @return the material itself allowing "fluent" like uniform updates
  83384. */
  83385. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  83386. /**
  83387. * Set a float in the shader.
  83388. * @param name Define the name of the uniform as defined in the shader
  83389. * @param value Define the value to give to the uniform
  83390. * @return the material itself allowing "fluent" like uniform updates
  83391. */
  83392. setFloat(name: string, value: number): ShaderMaterial;
  83393. /**
  83394. * Set a int in the shader.
  83395. * @param name Define the name of the uniform as defined in the shader
  83396. * @param value Define the value to give to the uniform
  83397. * @return the material itself allowing "fluent" like uniform updates
  83398. */
  83399. setInt(name: string, value: number): ShaderMaterial;
  83400. /**
  83401. * Set an array of floats in the shader.
  83402. * @param name Define the name of the uniform as defined in the shader
  83403. * @param value Define the value to give to the uniform
  83404. * @return the material itself allowing "fluent" like uniform updates
  83405. */
  83406. setFloats(name: string, value: number[]): ShaderMaterial;
  83407. /**
  83408. * Set a vec3 in the shader from a Color3.
  83409. * @param name Define the name of the uniform as defined in the shader
  83410. * @param value Define the value to give to the uniform
  83411. * @return the material itself allowing "fluent" like uniform updates
  83412. */
  83413. setColor3(name: string, value: Color3): ShaderMaterial;
  83414. /**
  83415. * Set a vec3 array in the shader from a Color3 array.
  83416. * @param name Define the name of the uniform as defined in the shader
  83417. * @param value Define the value to give to the uniform
  83418. * @return the material itself allowing "fluent" like uniform updates
  83419. */
  83420. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  83421. /**
  83422. * Set a vec4 in the shader from a Color4.
  83423. * @param name Define the name of the uniform as defined in the shader
  83424. * @param value Define the value to give to the uniform
  83425. * @return the material itself allowing "fluent" like uniform updates
  83426. */
  83427. setColor4(name: string, value: Color4): ShaderMaterial;
  83428. /**
  83429. * Set a vec4 array in the shader from a Color4 array.
  83430. * @param name Define the name of the uniform as defined in the shader
  83431. * @param value Define the value to give to the uniform
  83432. * @return the material itself allowing "fluent" like uniform updates
  83433. */
  83434. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  83435. /**
  83436. * Set a vec2 in the shader from a Vector2.
  83437. * @param name Define the name of the uniform as defined in the shader
  83438. * @param value Define the value to give to the uniform
  83439. * @return the material itself allowing "fluent" like uniform updates
  83440. */
  83441. setVector2(name: string, value: Vector2): ShaderMaterial;
  83442. /**
  83443. * Set a vec3 in the shader from a Vector3.
  83444. * @param name Define the name of the uniform as defined in the shader
  83445. * @param value Define the value to give to the uniform
  83446. * @return the material itself allowing "fluent" like uniform updates
  83447. */
  83448. setVector3(name: string, value: Vector3): ShaderMaterial;
  83449. /**
  83450. * Set a vec4 in the shader from a Vector4.
  83451. * @param name Define the name of the uniform as defined in the shader
  83452. * @param value Define the value to give to the uniform
  83453. * @return the material itself allowing "fluent" like uniform updates
  83454. */
  83455. setVector4(name: string, value: Vector4): ShaderMaterial;
  83456. /**
  83457. * Set a mat4 in the shader from a Matrix.
  83458. * @param name Define the name of the uniform as defined in the shader
  83459. * @param value Define the value to give to the uniform
  83460. * @return the material itself allowing "fluent" like uniform updates
  83461. */
  83462. setMatrix(name: string, value: Matrix): ShaderMaterial;
  83463. /**
  83464. * Set a mat3 in the shader from a Float32Array.
  83465. * @param name Define the name of the uniform as defined in the shader
  83466. * @param value Define the value to give to the uniform
  83467. * @return the material itself allowing "fluent" like uniform updates
  83468. */
  83469. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  83470. /**
  83471. * Set a mat2 in the shader from a Float32Array.
  83472. * @param name Define the name of the uniform as defined in the shader
  83473. * @param value Define the value to give to the uniform
  83474. * @return the material itself allowing "fluent" like uniform updates
  83475. */
  83476. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  83477. /**
  83478. * Set a vec2 array in the shader from a number array.
  83479. * @param name Define the name of the uniform as defined in the shader
  83480. * @param value Define the value to give to the uniform
  83481. * @return the material itself allowing "fluent" like uniform updates
  83482. */
  83483. setArray2(name: string, value: number[]): ShaderMaterial;
  83484. /**
  83485. * Set a vec3 array in the shader from a number array.
  83486. * @param name Define the name of the uniform as defined in the shader
  83487. * @param value Define the value to give to the uniform
  83488. * @return the material itself allowing "fluent" like uniform updates
  83489. */
  83490. setArray3(name: string, value: number[]): ShaderMaterial;
  83491. /**
  83492. * Set a vec4 array in the shader from a number array.
  83493. * @param name Define the name of the uniform as defined in the shader
  83494. * @param value Define the value to give to the uniform
  83495. * @return the material itself allowing "fluent" like uniform updates
  83496. */
  83497. setArray4(name: string, value: number[]): ShaderMaterial;
  83498. private _checkCache;
  83499. /**
  83500. * Specifies that the submesh is ready to be used
  83501. * @param mesh defines the mesh to check
  83502. * @param subMesh defines which submesh to check
  83503. * @param useInstances specifies that instances should be used
  83504. * @returns a boolean indicating that the submesh is ready or not
  83505. */
  83506. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  83507. /**
  83508. * Checks if the material is ready to render the requested mesh
  83509. * @param mesh Define the mesh to render
  83510. * @param useInstances Define whether or not the material is used with instances
  83511. * @returns true if ready, otherwise false
  83512. */
  83513. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  83514. /**
  83515. * Binds the world matrix to the material
  83516. * @param world defines the world transformation matrix
  83517. */
  83518. bindOnlyWorldMatrix(world: Matrix): void;
  83519. /**
  83520. * Binds the material to the mesh
  83521. * @param world defines the world transformation matrix
  83522. * @param mesh defines the mesh to bind the material to
  83523. */
  83524. bind(world: Matrix, mesh?: Mesh): void;
  83525. /**
  83526. * Gets the active textures from the material
  83527. * @returns an array of textures
  83528. */
  83529. getActiveTextures(): BaseTexture[];
  83530. /**
  83531. * Specifies if the material uses a texture
  83532. * @param texture defines the texture to check against the material
  83533. * @returns a boolean specifying if the material uses the texture
  83534. */
  83535. hasTexture(texture: BaseTexture): boolean;
  83536. /**
  83537. * Makes a duplicate of the material, and gives it a new name
  83538. * @param name defines the new name for the duplicated material
  83539. * @returns the cloned material
  83540. */
  83541. clone(name: string): ShaderMaterial;
  83542. /**
  83543. * Disposes the material
  83544. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  83545. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  83546. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  83547. */
  83548. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  83549. /**
  83550. * Serializes this material in a JSON representation
  83551. * @returns the serialized material object
  83552. */
  83553. serialize(): any;
  83554. /**
  83555. * Creates a shader material from parsed shader material data
  83556. * @param source defines the JSON represnetation of the material
  83557. * @param scene defines the hosting scene
  83558. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  83559. * @returns a new material
  83560. */
  83561. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  83562. }
  83563. }
  83564. declare module BABYLON {
  83565. /** @hidden */
  83566. export var colorPixelShader: {
  83567. name: string;
  83568. shader: string;
  83569. };
  83570. }
  83571. declare module BABYLON {
  83572. /** @hidden */
  83573. export var colorVertexShader: {
  83574. name: string;
  83575. shader: string;
  83576. };
  83577. }
  83578. declare module BABYLON {
  83579. /**
  83580. * Line mesh
  83581. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  83582. */
  83583. export class LinesMesh extends Mesh {
  83584. /**
  83585. * If vertex color should be applied to the mesh
  83586. */
  83587. readonly useVertexColor?: boolean | undefined;
  83588. /**
  83589. * If vertex alpha should be applied to the mesh
  83590. */
  83591. readonly useVertexAlpha?: boolean | undefined;
  83592. /**
  83593. * Color of the line (Default: White)
  83594. */
  83595. color: Color3;
  83596. /**
  83597. * Alpha of the line (Default: 1)
  83598. */
  83599. alpha: number;
  83600. /**
  83601. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  83602. * This margin is expressed in world space coordinates, so its value may vary.
  83603. * Default value is 0.1
  83604. */
  83605. intersectionThreshold: number;
  83606. private _colorShader;
  83607. private color4;
  83608. /**
  83609. * Creates a new LinesMesh
  83610. * @param name defines the name
  83611. * @param scene defines the hosting scene
  83612. * @param parent defines the parent mesh if any
  83613. * @param source defines the optional source LinesMesh used to clone data from
  83614. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  83615. * When false, achieved by calling a clone(), also passing False.
  83616. * This will make creation of children, recursive.
  83617. * @param useVertexColor defines if this LinesMesh supports vertex color
  83618. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  83619. */
  83620. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: LinesMesh, doNotCloneChildren?: boolean,
  83621. /**
  83622. * If vertex color should be applied to the mesh
  83623. */
  83624. useVertexColor?: boolean | undefined,
  83625. /**
  83626. * If vertex alpha should be applied to the mesh
  83627. */
  83628. useVertexAlpha?: boolean | undefined);
  83629. private _addClipPlaneDefine;
  83630. private _removeClipPlaneDefine;
  83631. isReady(): boolean;
  83632. /**
  83633. * Returns the string "LineMesh"
  83634. */
  83635. getClassName(): string;
  83636. /**
  83637. * @hidden
  83638. */
  83639. /**
  83640. * @hidden
  83641. */
  83642. material: Material;
  83643. /**
  83644. * @hidden
  83645. */
  83646. readonly checkCollisions: boolean;
  83647. /** @hidden */
  83648. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh;
  83649. /** @hidden */
  83650. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh;
  83651. /**
  83652. * Disposes of the line mesh
  83653. * @param doNotRecurse If children should be disposed
  83654. */
  83655. dispose(doNotRecurse?: boolean): void;
  83656. /**
  83657. * Returns a new LineMesh object cloned from the current one.
  83658. */
  83659. clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
  83660. /**
  83661. * Creates a new InstancedLinesMesh object from the mesh model.
  83662. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  83663. * @param name defines the name of the new instance
  83664. * @returns a new InstancedLinesMesh
  83665. */
  83666. createInstance(name: string): InstancedLinesMesh;
  83667. }
  83668. /**
  83669. * Creates an instance based on a source LinesMesh
  83670. */
  83671. export class InstancedLinesMesh extends InstancedMesh {
  83672. /**
  83673. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  83674. * This margin is expressed in world space coordinates, so its value may vary.
  83675. * Initilized with the intersectionThreshold value of the source LinesMesh
  83676. */
  83677. intersectionThreshold: number;
  83678. constructor(name: string, source: LinesMesh);
  83679. /**
  83680. * Returns the string "InstancedLinesMesh".
  83681. */
  83682. getClassName(): string;
  83683. }
  83684. }
  83685. declare module BABYLON {
  83686. /** @hidden */
  83687. export var linePixelShader: {
  83688. name: string;
  83689. shader: string;
  83690. };
  83691. }
  83692. declare module BABYLON {
  83693. /** @hidden */
  83694. export var lineVertexShader: {
  83695. name: string;
  83696. shader: string;
  83697. };
  83698. }
  83699. declare module BABYLON {
  83700. interface AbstractMesh {
  83701. /**
  83702. * Gets the edgesRenderer associated with the mesh
  83703. */
  83704. edgesRenderer: Nullable<EdgesRenderer>;
  83705. }
  83706. interface LinesMesh {
  83707. /**
  83708. * Enables the edge rendering mode on the mesh.
  83709. * This mode makes the mesh edges visible
  83710. * @param epsilon defines the maximal distance between two angles to detect a face
  83711. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  83712. * @returns the currentAbstractMesh
  83713. * @see https://www.babylonjs-playground.com/#19O9TU#0
  83714. */
  83715. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  83716. }
  83717. interface InstancedLinesMesh {
  83718. /**
  83719. * Enables the edge rendering mode on the mesh.
  83720. * This mode makes the mesh edges visible
  83721. * @param epsilon defines the maximal distance between two angles to detect a face
  83722. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  83723. * @returns the current InstancedLinesMesh
  83724. * @see https://www.babylonjs-playground.com/#19O9TU#0
  83725. */
  83726. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  83727. }
  83728. /**
  83729. * Defines the minimum contract an Edges renderer should follow.
  83730. */
  83731. export interface IEdgesRenderer extends IDisposable {
  83732. /**
  83733. * Gets or sets a boolean indicating if the edgesRenderer is active
  83734. */
  83735. isEnabled: boolean;
  83736. /**
  83737. * Renders the edges of the attached mesh,
  83738. */
  83739. render(): void;
  83740. /**
  83741. * Checks wether or not the edges renderer is ready to render.
  83742. * @return true if ready, otherwise false.
  83743. */
  83744. isReady(): boolean;
  83745. }
  83746. /**
  83747. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  83748. */
  83749. export class EdgesRenderer implements IEdgesRenderer {
  83750. /**
  83751. * Define the size of the edges with an orthographic camera
  83752. */
  83753. edgesWidthScalerForOrthographic: number;
  83754. /**
  83755. * Define the size of the edges with a perspective camera
  83756. */
  83757. edgesWidthScalerForPerspective: number;
  83758. protected _source: AbstractMesh;
  83759. protected _linesPositions: number[];
  83760. protected _linesNormals: number[];
  83761. protected _linesIndices: number[];
  83762. protected _epsilon: number;
  83763. protected _indicesCount: number;
  83764. protected _lineShader: ShaderMaterial;
  83765. protected _ib: DataBuffer;
  83766. protected _buffers: {
  83767. [key: string]: Nullable<VertexBuffer>;
  83768. };
  83769. protected _checkVerticesInsteadOfIndices: boolean;
  83770. private _meshRebuildObserver;
  83771. private _meshDisposeObserver;
  83772. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  83773. isEnabled: boolean;
  83774. /**
  83775. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  83776. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  83777. * @param source Mesh used to create edges
  83778. * @param epsilon sum of angles in adjacency to check for edge
  83779. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  83780. * @param generateEdgesLines - should generate Lines or only prepare resources.
  83781. */
  83782. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  83783. protected _prepareRessources(): void;
  83784. /** @hidden */
  83785. _rebuild(): void;
  83786. /**
  83787. * Releases the required resources for the edges renderer
  83788. */
  83789. dispose(): void;
  83790. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  83791. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  83792. /**
  83793. * Checks if the pair of p0 and p1 is en edge
  83794. * @param faceIndex
  83795. * @param edge
  83796. * @param faceNormals
  83797. * @param p0
  83798. * @param p1
  83799. * @private
  83800. */
  83801. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  83802. /**
  83803. * push line into the position, normal and index buffer
  83804. * @protected
  83805. */
  83806. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  83807. /**
  83808. * Generates lines edges from adjacencjes
  83809. * @private
  83810. */
  83811. _generateEdgesLines(): void;
  83812. /**
  83813. * Checks wether or not the edges renderer is ready to render.
  83814. * @return true if ready, otherwise false.
  83815. */
  83816. isReady(): boolean;
  83817. /**
  83818. * Renders the edges of the attached mesh,
  83819. */
  83820. render(): void;
  83821. }
  83822. /**
  83823. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  83824. */
  83825. export class LineEdgesRenderer extends EdgesRenderer {
  83826. /**
  83827. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  83828. * @param source LineMesh used to generate edges
  83829. * @param epsilon not important (specified angle for edge detection)
  83830. * @param checkVerticesInsteadOfIndices not important for LineMesh
  83831. */
  83832. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  83833. /**
  83834. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  83835. */
  83836. _generateEdgesLines(): void;
  83837. }
  83838. }
  83839. declare module BABYLON {
  83840. /**
  83841. * This represents the object necessary to create a rendering group.
  83842. * This is exclusively used and created by the rendering manager.
  83843. * To modify the behavior, you use the available helpers in your scene or meshes.
  83844. * @hidden
  83845. */
  83846. export class RenderingGroup {
  83847. index: number;
  83848. private static _zeroVector;
  83849. private _scene;
  83850. private _opaqueSubMeshes;
  83851. private _transparentSubMeshes;
  83852. private _alphaTestSubMeshes;
  83853. private _depthOnlySubMeshes;
  83854. private _particleSystems;
  83855. private _spriteManagers;
  83856. private _opaqueSortCompareFn;
  83857. private _alphaTestSortCompareFn;
  83858. private _transparentSortCompareFn;
  83859. private _renderOpaque;
  83860. private _renderAlphaTest;
  83861. private _renderTransparent;
  83862. /** @hidden */
  83863. _edgesRenderers: SmartArray<IEdgesRenderer>;
  83864. onBeforeTransparentRendering: () => void;
  83865. /**
  83866. * Set the opaque sort comparison function.
  83867. * If null the sub meshes will be render in the order they were created
  83868. */
  83869. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83870. /**
  83871. * Set the alpha test sort comparison function.
  83872. * If null the sub meshes will be render in the order they were created
  83873. */
  83874. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83875. /**
  83876. * Set the transparent sort comparison function.
  83877. * If null the sub meshes will be render in the order they were created
  83878. */
  83879. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  83880. /**
  83881. * Creates a new rendering group.
  83882. * @param index The rendering group index
  83883. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  83884. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  83885. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  83886. */
  83887. constructor(index: number, scene: Scene, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>);
  83888. /**
  83889. * Render all the sub meshes contained in the group.
  83890. * @param customRenderFunction Used to override the default render behaviour of the group.
  83891. * @returns true if rendered some submeshes.
  83892. */
  83893. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  83894. /**
  83895. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  83896. * @param subMeshes The submeshes to render
  83897. */
  83898. private renderOpaqueSorted;
  83899. /**
  83900. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  83901. * @param subMeshes The submeshes to render
  83902. */
  83903. private renderAlphaTestSorted;
  83904. /**
  83905. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  83906. * @param subMeshes The submeshes to render
  83907. */
  83908. private renderTransparentSorted;
  83909. /**
  83910. * Renders the submeshes in a specified order.
  83911. * @param subMeshes The submeshes to sort before render
  83912. * @param sortCompareFn The comparison function use to sort
  83913. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  83914. * @param transparent Specifies to activate blending if true
  83915. */
  83916. private static renderSorted;
  83917. /**
  83918. * Renders the submeshes in the order they were dispatched (no sort applied).
  83919. * @param subMeshes The submeshes to render
  83920. */
  83921. private static renderUnsorted;
  83922. /**
  83923. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83924. * are rendered back to front if in the same alpha index.
  83925. *
  83926. * @param a The first submesh
  83927. * @param b The second submesh
  83928. * @returns The result of the comparison
  83929. */
  83930. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  83931. /**
  83932. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83933. * are rendered back to front.
  83934. *
  83935. * @param a The first submesh
  83936. * @param b The second submesh
  83937. * @returns The result of the comparison
  83938. */
  83939. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  83940. /**
  83941. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  83942. * are rendered front to back (prevent overdraw).
  83943. *
  83944. * @param a The first submesh
  83945. * @param b The second submesh
  83946. * @returns The result of the comparison
  83947. */
  83948. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  83949. /**
  83950. * Resets the different lists of submeshes to prepare a new frame.
  83951. */
  83952. prepare(): void;
  83953. dispose(): void;
  83954. /**
  83955. * Inserts the submesh in its correct queue depending on its material.
  83956. * @param subMesh The submesh to dispatch
  83957. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  83958. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  83959. */
  83960. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  83961. dispatchSprites(spriteManager: ISpriteManager): void;
  83962. dispatchParticles(particleSystem: IParticleSystem): void;
  83963. private _renderParticles;
  83964. private _renderSprites;
  83965. }
  83966. }
  83967. declare module BABYLON {
  83968. /**
  83969. * Interface describing the different options available in the rendering manager
  83970. * regarding Auto Clear between groups.
  83971. */
  83972. export interface IRenderingManagerAutoClearSetup {
  83973. /**
  83974. * Defines whether or not autoclear is enable.
  83975. */
  83976. autoClear: boolean;
  83977. /**
  83978. * Defines whether or not to autoclear the depth buffer.
  83979. */
  83980. depth: boolean;
  83981. /**
  83982. * Defines whether or not to autoclear the stencil buffer.
  83983. */
  83984. stencil: boolean;
  83985. }
  83986. /**
  83987. * This class is used by the onRenderingGroupObservable
  83988. */
  83989. export class RenderingGroupInfo {
  83990. /**
  83991. * The Scene that being rendered
  83992. */
  83993. scene: Scene;
  83994. /**
  83995. * The camera currently used for the rendering pass
  83996. */
  83997. camera: Nullable<Camera>;
  83998. /**
  83999. * The ID of the renderingGroup being processed
  84000. */
  84001. renderingGroupId: number;
  84002. }
  84003. /**
  84004. * This is the manager responsible of all the rendering for meshes sprites and particles.
  84005. * It is enable to manage the different groups as well as the different necessary sort functions.
  84006. * This should not be used directly aside of the few static configurations
  84007. */
  84008. export class RenderingManager {
  84009. /**
  84010. * The max id used for rendering groups (not included)
  84011. */
  84012. static MAX_RENDERINGGROUPS: number;
  84013. /**
  84014. * The min id used for rendering groups (included)
  84015. */
  84016. static MIN_RENDERINGGROUPS: number;
  84017. /**
  84018. * Used to globally prevent autoclearing scenes.
  84019. */
  84020. static AUTOCLEAR: boolean;
  84021. /**
  84022. * @hidden
  84023. */
  84024. _useSceneAutoClearSetup: boolean;
  84025. private _scene;
  84026. private _renderingGroups;
  84027. private _depthStencilBufferAlreadyCleaned;
  84028. private _autoClearDepthStencil;
  84029. private _customOpaqueSortCompareFn;
  84030. private _customAlphaTestSortCompareFn;
  84031. private _customTransparentSortCompareFn;
  84032. private _renderingGroupInfo;
  84033. /**
  84034. * Instantiates a new rendering group for a particular scene
  84035. * @param scene Defines the scene the groups belongs to
  84036. */
  84037. constructor(scene: Scene);
  84038. private _clearDepthStencilBuffer;
  84039. /**
  84040. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  84041. * @hidden
  84042. */
  84043. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  84044. /**
  84045. * Resets the different information of the group to prepare a new frame
  84046. * @hidden
  84047. */
  84048. reset(): void;
  84049. /**
  84050. * Dispose and release the group and its associated resources.
  84051. * @hidden
  84052. */
  84053. dispose(): void;
  84054. /**
  84055. * Clear the info related to rendering groups preventing retention points during dispose.
  84056. */
  84057. freeRenderingGroups(): void;
  84058. private _prepareRenderingGroup;
  84059. /**
  84060. * Add a sprite manager to the rendering manager in order to render it this frame.
  84061. * @param spriteManager Define the sprite manager to render
  84062. */
  84063. dispatchSprites(spriteManager: ISpriteManager): void;
  84064. /**
  84065. * Add a particle system to the rendering manager in order to render it this frame.
  84066. * @param particleSystem Define the particle system to render
  84067. */
  84068. dispatchParticles(particleSystem: IParticleSystem): void;
  84069. /**
  84070. * Add a submesh to the manager in order to render it this frame
  84071. * @param subMesh The submesh to dispatch
  84072. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  84073. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  84074. */
  84075. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  84076. /**
  84077. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  84078. * This allowed control for front to back rendering or reversly depending of the special needs.
  84079. *
  84080. * @param renderingGroupId The rendering group id corresponding to its index
  84081. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  84082. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  84083. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  84084. */
  84085. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  84086. /**
  84087. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  84088. *
  84089. * @param renderingGroupId The rendering group id corresponding to its index
  84090. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  84091. * @param depth Automatically clears depth between groups if true and autoClear is true.
  84092. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  84093. */
  84094. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  84095. /**
  84096. * Gets the current auto clear configuration for one rendering group of the rendering
  84097. * manager.
  84098. * @param index the rendering group index to get the information for
  84099. * @returns The auto clear setup for the requested rendering group
  84100. */
  84101. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  84102. }
  84103. }
  84104. declare module BABYLON {
  84105. /**
  84106. * This Helps creating a texture that will be created from a camera in your scene.
  84107. * It is basically a dynamic texture that could be used to create special effects for instance.
  84108. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  84109. */
  84110. export class RenderTargetTexture extends Texture {
  84111. isCube: boolean;
  84112. /**
  84113. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  84114. */
  84115. static readonly REFRESHRATE_RENDER_ONCE: number;
  84116. /**
  84117. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  84118. */
  84119. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  84120. /**
  84121. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  84122. * the central point of your effect and can save a lot of performances.
  84123. */
  84124. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  84125. /**
  84126. * Use this predicate to dynamically define the list of mesh you want to render.
  84127. * If set, the renderList property will be overwritten.
  84128. */
  84129. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  84130. private _renderList;
  84131. /**
  84132. * Use this list to define the list of mesh you want to render.
  84133. */
  84134. renderList: Nullable<Array<AbstractMesh>>;
  84135. private _hookArray;
  84136. /**
  84137. * Define if particles should be rendered in your texture.
  84138. */
  84139. renderParticles: boolean;
  84140. /**
  84141. * Define if sprites should be rendered in your texture.
  84142. */
  84143. renderSprites: boolean;
  84144. /**
  84145. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  84146. */
  84147. coordinatesMode: number;
  84148. /**
  84149. * Define the camera used to render the texture.
  84150. */
  84151. activeCamera: Nullable<Camera>;
  84152. /**
  84153. * Override the render function of the texture with your own one.
  84154. */
  84155. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  84156. /**
  84157. * Define if camera post processes should be use while rendering the texture.
  84158. */
  84159. useCameraPostProcesses: boolean;
  84160. /**
  84161. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  84162. */
  84163. ignoreCameraViewport: boolean;
  84164. private _postProcessManager;
  84165. private _postProcesses;
  84166. private _resizeObserver;
  84167. /**
  84168. * An event triggered when the texture is unbind.
  84169. */
  84170. onBeforeBindObservable: Observable<RenderTargetTexture>;
  84171. /**
  84172. * An event triggered when the texture is unbind.
  84173. */
  84174. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  84175. private _onAfterUnbindObserver;
  84176. /**
  84177. * Set a after unbind callback in the texture.
  84178. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  84179. */
  84180. onAfterUnbind: () => void;
  84181. /**
  84182. * An event triggered before rendering the texture
  84183. */
  84184. onBeforeRenderObservable: Observable<number>;
  84185. private _onBeforeRenderObserver;
  84186. /**
  84187. * Set a before render callback in the texture.
  84188. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  84189. */
  84190. onBeforeRender: (faceIndex: number) => void;
  84191. /**
  84192. * An event triggered after rendering the texture
  84193. */
  84194. onAfterRenderObservable: Observable<number>;
  84195. private _onAfterRenderObserver;
  84196. /**
  84197. * Set a after render callback in the texture.
  84198. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  84199. */
  84200. onAfterRender: (faceIndex: number) => void;
  84201. /**
  84202. * An event triggered after the texture clear
  84203. */
  84204. onClearObservable: Observable<Engine>;
  84205. private _onClearObserver;
  84206. /**
  84207. * Set a clear callback in the texture.
  84208. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  84209. */
  84210. onClear: (Engine: Engine) => void;
  84211. /**
  84212. * An event triggered when the texture is resized.
  84213. */
  84214. onResizeObservable: Observable<RenderTargetTexture>;
  84215. /**
  84216. * Define the clear color of the Render Target if it should be different from the scene.
  84217. */
  84218. clearColor: Color4;
  84219. protected _size: number | {
  84220. width: number;
  84221. height: number;
  84222. };
  84223. protected _initialSizeParameter: number | {
  84224. width: number;
  84225. height: number;
  84226. } | {
  84227. ratio: number;
  84228. };
  84229. protected _sizeRatio: Nullable<number>;
  84230. /** @hidden */
  84231. _generateMipMaps: boolean;
  84232. protected _renderingManager: RenderingManager;
  84233. /** @hidden */
  84234. _waitingRenderList: string[];
  84235. protected _doNotChangeAspectRatio: boolean;
  84236. protected _currentRefreshId: number;
  84237. protected _refreshRate: number;
  84238. protected _textureMatrix: Matrix;
  84239. protected _samples: number;
  84240. protected _renderTargetOptions: RenderTargetCreationOptions;
  84241. /**
  84242. * Gets render target creation options that were used.
  84243. */
  84244. readonly renderTargetOptions: RenderTargetCreationOptions;
  84245. protected _engine: Engine;
  84246. protected _onRatioRescale(): void;
  84247. /**
  84248. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  84249. * It must define where the camera used to render the texture is set
  84250. */
  84251. boundingBoxPosition: Vector3;
  84252. private _boundingBoxSize;
  84253. /**
  84254. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  84255. * When defined, the cubemap will switch to local mode
  84256. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  84257. * @example https://www.babylonjs-playground.com/#RNASML
  84258. */
  84259. boundingBoxSize: Vector3;
  84260. /**
  84261. * In case the RTT has been created with a depth texture, get the associated
  84262. * depth texture.
  84263. * Otherwise, return null.
  84264. */
  84265. depthStencilTexture: Nullable<InternalTexture>;
  84266. /**
  84267. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  84268. * or used a shadow, depth texture...
  84269. * @param name The friendly name of the texture
  84270. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  84271. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  84272. * @param generateMipMaps True if mip maps need to be generated after render.
  84273. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  84274. * @param type The type of the buffer in the RTT (int, half float, float...)
  84275. * @param isCube True if a cube texture needs to be created
  84276. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  84277. * @param generateDepthBuffer True to generate a depth buffer
  84278. * @param generateStencilBuffer True to generate a stencil buffer
  84279. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  84280. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  84281. * @param delayAllocation if the texture allocation should be delayed (default: false)
  84282. */
  84283. constructor(name: string, size: number | {
  84284. width: number;
  84285. height: number;
  84286. } | {
  84287. ratio: number;
  84288. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  84289. /**
  84290. * Creates a depth stencil texture.
  84291. * This is only available in WebGL 2 or with the depth texture extension available.
  84292. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  84293. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  84294. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  84295. */
  84296. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  84297. private _processSizeParameter;
  84298. /**
  84299. * Define the number of samples to use in case of MSAA.
  84300. * It defaults to one meaning no MSAA has been enabled.
  84301. */
  84302. samples: number;
  84303. /**
  84304. * Resets the refresh counter of the texture and start bak from scratch.
  84305. * Could be useful to regenerate the texture if it is setup to render only once.
  84306. */
  84307. resetRefreshCounter(): void;
  84308. /**
  84309. * Define the refresh rate of the texture or the rendering frequency.
  84310. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  84311. */
  84312. refreshRate: number;
  84313. /**
  84314. * Adds a post process to the render target rendering passes.
  84315. * @param postProcess define the post process to add
  84316. */
  84317. addPostProcess(postProcess: PostProcess): void;
  84318. /**
  84319. * Clear all the post processes attached to the render target
  84320. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  84321. */
  84322. clearPostProcesses(dispose?: boolean): void;
  84323. /**
  84324. * Remove one of the post process from the list of attached post processes to the texture
  84325. * @param postProcess define the post process to remove from the list
  84326. */
  84327. removePostProcess(postProcess: PostProcess): void;
  84328. /** @hidden */
  84329. _shouldRender(): boolean;
  84330. /**
  84331. * Gets the actual render size of the texture.
  84332. * @returns the width of the render size
  84333. */
  84334. getRenderSize(): number;
  84335. /**
  84336. * Gets the actual render width of the texture.
  84337. * @returns the width of the render size
  84338. */
  84339. getRenderWidth(): number;
  84340. /**
  84341. * Gets the actual render height of the texture.
  84342. * @returns the height of the render size
  84343. */
  84344. getRenderHeight(): number;
  84345. /**
  84346. * Get if the texture can be rescaled or not.
  84347. */
  84348. readonly canRescale: boolean;
  84349. /**
  84350. * Resize the texture using a ratio.
  84351. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  84352. */
  84353. scale(ratio: number): void;
  84354. /**
  84355. * Get the texture reflection matrix used to rotate/transform the reflection.
  84356. * @returns the reflection matrix
  84357. */
  84358. getReflectionTextureMatrix(): Matrix;
  84359. /**
  84360. * Resize the texture to a new desired size.
  84361. * Be carrefull as it will recreate all the data in the new texture.
  84362. * @param size Define the new size. It can be:
  84363. * - a number for squared texture,
  84364. * - an object containing { width: number, height: number }
  84365. * - or an object containing a ratio { ratio: number }
  84366. */
  84367. resize(size: number | {
  84368. width: number;
  84369. height: number;
  84370. } | {
  84371. ratio: number;
  84372. }): void;
  84373. /**
  84374. * Renders all the objects from the render list into the texture.
  84375. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  84376. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  84377. */
  84378. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  84379. private _bestReflectionRenderTargetDimension;
  84380. /**
  84381. * @hidden
  84382. * @param faceIndex face index to bind to if this is a cubetexture
  84383. */
  84384. _bindFrameBuffer(faceIndex?: number): void;
  84385. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  84386. private renderToTarget;
  84387. /**
  84388. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  84389. * This allowed control for front to back rendering or reversly depending of the special needs.
  84390. *
  84391. * @param renderingGroupId The rendering group id corresponding to its index
  84392. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  84393. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  84394. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  84395. */
  84396. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  84397. /**
  84398. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  84399. *
  84400. * @param renderingGroupId The rendering group id corresponding to its index
  84401. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  84402. */
  84403. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  84404. /**
  84405. * Clones the texture.
  84406. * @returns the cloned texture
  84407. */
  84408. clone(): RenderTargetTexture;
  84409. /**
  84410. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  84411. * @returns The JSON representation of the texture
  84412. */
  84413. serialize(): any;
  84414. /**
  84415. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  84416. */
  84417. disposeFramebufferObjects(): void;
  84418. /**
  84419. * Dispose the texture and release its associated resources.
  84420. */
  84421. dispose(): void;
  84422. /** @hidden */
  84423. _rebuild(): void;
  84424. /**
  84425. * Clear the info related to rendering groups preventing retention point in material dispose.
  84426. */
  84427. freeRenderingGroups(): void;
  84428. /**
  84429. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  84430. * @returns the view count
  84431. */
  84432. getViewCount(): number;
  84433. }
  84434. }
  84435. declare module BABYLON {
  84436. /**
  84437. * Base class for the main features of a material in Babylon.js
  84438. */
  84439. export class Material implements IAnimatable {
  84440. /**
  84441. * Returns the triangle fill mode
  84442. */
  84443. static readonly TriangleFillMode: number;
  84444. /**
  84445. * Returns the wireframe mode
  84446. */
  84447. static readonly WireFrameFillMode: number;
  84448. /**
  84449. * Returns the point fill mode
  84450. */
  84451. static readonly PointFillMode: number;
  84452. /**
  84453. * Returns the point list draw mode
  84454. */
  84455. static readonly PointListDrawMode: number;
  84456. /**
  84457. * Returns the line list draw mode
  84458. */
  84459. static readonly LineListDrawMode: number;
  84460. /**
  84461. * Returns the line loop draw mode
  84462. */
  84463. static readonly LineLoopDrawMode: number;
  84464. /**
  84465. * Returns the line strip draw mode
  84466. */
  84467. static readonly LineStripDrawMode: number;
  84468. /**
  84469. * Returns the triangle strip draw mode
  84470. */
  84471. static readonly TriangleStripDrawMode: number;
  84472. /**
  84473. * Returns the triangle fan draw mode
  84474. */
  84475. static readonly TriangleFanDrawMode: number;
  84476. /**
  84477. * Stores the clock-wise side orientation
  84478. */
  84479. static readonly ClockWiseSideOrientation: number;
  84480. /**
  84481. * Stores the counter clock-wise side orientation
  84482. */
  84483. static readonly CounterClockWiseSideOrientation: number;
  84484. /**
  84485. * The dirty texture flag value
  84486. */
  84487. static readonly TextureDirtyFlag: number;
  84488. /**
  84489. * The dirty light flag value
  84490. */
  84491. static readonly LightDirtyFlag: number;
  84492. /**
  84493. * The dirty fresnel flag value
  84494. */
  84495. static readonly FresnelDirtyFlag: number;
  84496. /**
  84497. * The dirty attribute flag value
  84498. */
  84499. static readonly AttributesDirtyFlag: number;
  84500. /**
  84501. * The dirty misc flag value
  84502. */
  84503. static readonly MiscDirtyFlag: number;
  84504. /**
  84505. * The all dirty flag value
  84506. */
  84507. static readonly AllDirtyFlag: number;
  84508. /**
  84509. * The ID of the material
  84510. */
  84511. id: string;
  84512. /**
  84513. * Gets or sets the unique id of the material
  84514. */
  84515. uniqueId: number;
  84516. /**
  84517. * The name of the material
  84518. */
  84519. name: string;
  84520. /**
  84521. * Gets or sets user defined metadata
  84522. */
  84523. metadata: any;
  84524. /**
  84525. * For internal use only. Please do not use.
  84526. */
  84527. reservedDataStore: any;
  84528. /**
  84529. * Specifies if the ready state should be checked on each call
  84530. */
  84531. checkReadyOnEveryCall: boolean;
  84532. /**
  84533. * Specifies if the ready state should be checked once
  84534. */
  84535. checkReadyOnlyOnce: boolean;
  84536. /**
  84537. * The state of the material
  84538. */
  84539. state: string;
  84540. /**
  84541. * The alpha value of the material
  84542. */
  84543. protected _alpha: number;
  84544. /**
  84545. * List of inspectable custom properties (used by the Inspector)
  84546. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  84547. */
  84548. inspectableCustomProperties: IInspectable[];
  84549. /**
  84550. * Sets the alpha value of the material
  84551. */
  84552. /**
  84553. * Gets the alpha value of the material
  84554. */
  84555. alpha: number;
  84556. /**
  84557. * Specifies if back face culling is enabled
  84558. */
  84559. protected _backFaceCulling: boolean;
  84560. /**
  84561. * Sets the back-face culling state
  84562. */
  84563. /**
  84564. * Gets the back-face culling state
  84565. */
  84566. backFaceCulling: boolean;
  84567. /**
  84568. * Stores the value for side orientation
  84569. */
  84570. sideOrientation: number;
  84571. /**
  84572. * Callback triggered when the material is compiled
  84573. */
  84574. onCompiled: Nullable<(effect: Effect) => void>;
  84575. /**
  84576. * Callback triggered when an error occurs
  84577. */
  84578. onError: Nullable<(effect: Effect, errors: string) => void>;
  84579. /**
  84580. * Callback triggered to get the render target textures
  84581. */
  84582. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  84583. /**
  84584. * Gets a boolean indicating that current material needs to register RTT
  84585. */
  84586. readonly hasRenderTargetTextures: boolean;
  84587. /**
  84588. * Specifies if the material should be serialized
  84589. */
  84590. doNotSerialize: boolean;
  84591. /**
  84592. * @hidden
  84593. */
  84594. _storeEffectOnSubMeshes: boolean;
  84595. /**
  84596. * Stores the animations for the material
  84597. */
  84598. animations: Nullable<Array<Animation>>;
  84599. /**
  84600. * An event triggered when the material is disposed
  84601. */
  84602. onDisposeObservable: Observable<Material>;
  84603. /**
  84604. * An observer which watches for dispose events
  84605. */
  84606. private _onDisposeObserver;
  84607. private _onUnBindObservable;
  84608. /**
  84609. * Called during a dispose event
  84610. */
  84611. onDispose: () => void;
  84612. private _onBindObservable;
  84613. /**
  84614. * An event triggered when the material is bound
  84615. */
  84616. readonly onBindObservable: Observable<AbstractMesh>;
  84617. /**
  84618. * An observer which watches for bind events
  84619. */
  84620. private _onBindObserver;
  84621. /**
  84622. * Called during a bind event
  84623. */
  84624. onBind: (Mesh: AbstractMesh) => void;
  84625. /**
  84626. * An event triggered when the material is unbound
  84627. */
  84628. readonly onUnBindObservable: Observable<Material>;
  84629. /**
  84630. * Stores the value of the alpha mode
  84631. */
  84632. private _alphaMode;
  84633. /**
  84634. * Sets the value of the alpha mode.
  84635. *
  84636. * | Value | Type | Description |
  84637. * | --- | --- | --- |
  84638. * | 0 | ALPHA_DISABLE | |
  84639. * | 1 | ALPHA_ADD | |
  84640. * | 2 | ALPHA_COMBINE | |
  84641. * | 3 | ALPHA_SUBTRACT | |
  84642. * | 4 | ALPHA_MULTIPLY | |
  84643. * | 5 | ALPHA_MAXIMIZED | |
  84644. * | 6 | ALPHA_ONEONE | |
  84645. * | 7 | ALPHA_PREMULTIPLIED | |
  84646. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  84647. * | 9 | ALPHA_INTERPOLATE | |
  84648. * | 10 | ALPHA_SCREENMODE | |
  84649. *
  84650. */
  84651. /**
  84652. * Gets the value of the alpha mode
  84653. */
  84654. alphaMode: number;
  84655. /**
  84656. * Stores the state of the need depth pre-pass value
  84657. */
  84658. private _needDepthPrePass;
  84659. /**
  84660. * Sets the need depth pre-pass value
  84661. */
  84662. /**
  84663. * Gets the depth pre-pass value
  84664. */
  84665. needDepthPrePass: boolean;
  84666. /**
  84667. * Specifies if depth writing should be disabled
  84668. */
  84669. disableDepthWrite: boolean;
  84670. /**
  84671. * Specifies if depth writing should be forced
  84672. */
  84673. forceDepthWrite: boolean;
  84674. /**
  84675. * Specifies if there should be a separate pass for culling
  84676. */
  84677. separateCullingPass: boolean;
  84678. /**
  84679. * Stores the state specifing if fog should be enabled
  84680. */
  84681. private _fogEnabled;
  84682. /**
  84683. * Sets the state for enabling fog
  84684. */
  84685. /**
  84686. * Gets the value of the fog enabled state
  84687. */
  84688. fogEnabled: boolean;
  84689. /**
  84690. * Stores the size of points
  84691. */
  84692. pointSize: number;
  84693. /**
  84694. * Stores the z offset value
  84695. */
  84696. zOffset: number;
  84697. /**
  84698. * Gets a value specifying if wireframe mode is enabled
  84699. */
  84700. /**
  84701. * Sets the state of wireframe mode
  84702. */
  84703. wireframe: boolean;
  84704. /**
  84705. * Gets the value specifying if point clouds are enabled
  84706. */
  84707. /**
  84708. * Sets the state of point cloud mode
  84709. */
  84710. pointsCloud: boolean;
  84711. /**
  84712. * Gets the material fill mode
  84713. */
  84714. /**
  84715. * Sets the material fill mode
  84716. */
  84717. fillMode: number;
  84718. /**
  84719. * @hidden
  84720. * Stores the effects for the material
  84721. */
  84722. _effect: Nullable<Effect>;
  84723. /**
  84724. * @hidden
  84725. * Specifies if the material was previously ready
  84726. */
  84727. _wasPreviouslyReady: boolean;
  84728. /**
  84729. * Specifies if uniform buffers should be used
  84730. */
  84731. private _useUBO;
  84732. /**
  84733. * Stores a reference to the scene
  84734. */
  84735. private _scene;
  84736. /**
  84737. * Stores the fill mode state
  84738. */
  84739. private _fillMode;
  84740. /**
  84741. * Specifies if the depth write state should be cached
  84742. */
  84743. private _cachedDepthWriteState;
  84744. /**
  84745. * Stores the uniform buffer
  84746. */
  84747. protected _uniformBuffer: UniformBuffer;
  84748. /** @hidden */
  84749. _indexInSceneMaterialArray: number;
  84750. /** @hidden */
  84751. meshMap: Nullable<{
  84752. [id: string]: AbstractMesh | undefined;
  84753. }>;
  84754. /**
  84755. * Creates a material instance
  84756. * @param name defines the name of the material
  84757. * @param scene defines the scene to reference
  84758. * @param doNotAdd specifies if the material should be added to the scene
  84759. */
  84760. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  84761. /**
  84762. * Returns a string representation of the current material
  84763. * @param fullDetails defines a boolean indicating which levels of logging is desired
  84764. * @returns a string with material information
  84765. */
  84766. toString(fullDetails?: boolean): string;
  84767. /**
  84768. * Gets the class name of the material
  84769. * @returns a string with the class name of the material
  84770. */
  84771. getClassName(): string;
  84772. /**
  84773. * Specifies if updates for the material been locked
  84774. */
  84775. readonly isFrozen: boolean;
  84776. /**
  84777. * Locks updates for the material
  84778. */
  84779. freeze(): void;
  84780. /**
  84781. * Unlocks updates for the material
  84782. */
  84783. unfreeze(): void;
  84784. /**
  84785. * Specifies if the material is ready to be used
  84786. * @param mesh defines the mesh to check
  84787. * @param useInstances specifies if instances should be used
  84788. * @returns a boolean indicating if the material is ready to be used
  84789. */
  84790. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  84791. /**
  84792. * Specifies that the submesh is ready to be used
  84793. * @param mesh defines the mesh to check
  84794. * @param subMesh defines which submesh to check
  84795. * @param useInstances specifies that instances should be used
  84796. * @returns a boolean indicating that the submesh is ready or not
  84797. */
  84798. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  84799. /**
  84800. * Returns the material effect
  84801. * @returns the effect associated with the material
  84802. */
  84803. getEffect(): Nullable<Effect>;
  84804. /**
  84805. * Returns the current scene
  84806. * @returns a Scene
  84807. */
  84808. getScene(): Scene;
  84809. /**
  84810. * Specifies if the material will require alpha blending
  84811. * @returns a boolean specifying if alpha blending is needed
  84812. */
  84813. needAlphaBlending(): boolean;
  84814. /**
  84815. * Specifies if the mesh will require alpha blending
  84816. * @param mesh defines the mesh to check
  84817. * @returns a boolean specifying if alpha blending is needed for the mesh
  84818. */
  84819. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  84820. /**
  84821. * Specifies if this material should be rendered in alpha test mode
  84822. * @returns a boolean specifying if an alpha test is needed.
  84823. */
  84824. needAlphaTesting(): boolean;
  84825. /**
  84826. * Gets the texture used for the alpha test
  84827. * @returns the texture to use for alpha testing
  84828. */
  84829. getAlphaTestTexture(): Nullable<BaseTexture>;
  84830. /**
  84831. * Marks the material to indicate that it needs to be re-calculated
  84832. */
  84833. markDirty(): void;
  84834. /** @hidden */
  84835. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  84836. /**
  84837. * Binds the material to the mesh
  84838. * @param world defines the world transformation matrix
  84839. * @param mesh defines the mesh to bind the material to
  84840. */
  84841. bind(world: Matrix, mesh?: Mesh): void;
  84842. /**
  84843. * Binds the submesh to the material
  84844. * @param world defines the world transformation matrix
  84845. * @param mesh defines the mesh containing the submesh
  84846. * @param subMesh defines the submesh to bind the material to
  84847. */
  84848. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  84849. /**
  84850. * Binds the world matrix to the material
  84851. * @param world defines the world transformation matrix
  84852. */
  84853. bindOnlyWorldMatrix(world: Matrix): void;
  84854. /**
  84855. * Binds the scene's uniform buffer to the effect.
  84856. * @param effect defines the effect to bind to the scene uniform buffer
  84857. * @param sceneUbo defines the uniform buffer storing scene data
  84858. */
  84859. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  84860. /**
  84861. * Binds the view matrix to the effect
  84862. * @param effect defines the effect to bind the view matrix to
  84863. */
  84864. bindView(effect: Effect): void;
  84865. /**
  84866. * Binds the view projection matrix to the effect
  84867. * @param effect defines the effect to bind the view projection matrix to
  84868. */
  84869. bindViewProjection(effect: Effect): void;
  84870. /**
  84871. * Specifies if material alpha testing should be turned on for the mesh
  84872. * @param mesh defines the mesh to check
  84873. */
  84874. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  84875. /**
  84876. * Processes to execute after binding the material to a mesh
  84877. * @param mesh defines the rendered mesh
  84878. */
  84879. protected _afterBind(mesh?: Mesh): void;
  84880. /**
  84881. * Unbinds the material from the mesh
  84882. */
  84883. unbind(): void;
  84884. /**
  84885. * Gets the active textures from the material
  84886. * @returns an array of textures
  84887. */
  84888. getActiveTextures(): BaseTexture[];
  84889. /**
  84890. * Specifies if the material uses a texture
  84891. * @param texture defines the texture to check against the material
  84892. * @returns a boolean specifying if the material uses the texture
  84893. */
  84894. hasTexture(texture: BaseTexture): boolean;
  84895. /**
  84896. * Makes a duplicate of the material, and gives it a new name
  84897. * @param name defines the new name for the duplicated material
  84898. * @returns the cloned material
  84899. */
  84900. clone(name: string): Nullable<Material>;
  84901. /**
  84902. * Gets the meshes bound to the material
  84903. * @returns an array of meshes bound to the material
  84904. */
  84905. getBindedMeshes(): AbstractMesh[];
  84906. /**
  84907. * Force shader compilation
  84908. * @param mesh defines the mesh associated with this material
  84909. * @param onCompiled defines a function to execute once the material is compiled
  84910. * @param options defines the options to configure the compilation
  84911. */
  84912. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  84913. clipPlane: boolean;
  84914. }>): void;
  84915. /**
  84916. * Force shader compilation
  84917. * @param mesh defines the mesh that will use this material
  84918. * @param options defines additional options for compiling the shaders
  84919. * @returns a promise that resolves when the compilation completes
  84920. */
  84921. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
  84922. clipPlane: boolean;
  84923. }>): Promise<void>;
  84924. private static readonly _AllDirtyCallBack;
  84925. private static readonly _ImageProcessingDirtyCallBack;
  84926. private static readonly _TextureDirtyCallBack;
  84927. private static readonly _FresnelDirtyCallBack;
  84928. private static readonly _MiscDirtyCallBack;
  84929. private static readonly _LightsDirtyCallBack;
  84930. private static readonly _AttributeDirtyCallBack;
  84931. private static _FresnelAndMiscDirtyCallBack;
  84932. private static _TextureAndMiscDirtyCallBack;
  84933. private static readonly _DirtyCallbackArray;
  84934. private static readonly _RunDirtyCallBacks;
  84935. /**
  84936. * Marks a define in the material to indicate that it needs to be re-computed
  84937. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  84938. */
  84939. markAsDirty(flag: number): void;
  84940. /**
  84941. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  84942. * @param func defines a function which checks material defines against the submeshes
  84943. */
  84944. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  84945. /**
  84946. * Indicates that we need to re-calculated for all submeshes
  84947. */
  84948. protected _markAllSubMeshesAsAllDirty(): void;
  84949. /**
  84950. * Indicates that image processing needs to be re-calculated for all submeshes
  84951. */
  84952. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  84953. /**
  84954. * Indicates that textures need to be re-calculated for all submeshes
  84955. */
  84956. protected _markAllSubMeshesAsTexturesDirty(): void;
  84957. /**
  84958. * Indicates that fresnel needs to be re-calculated for all submeshes
  84959. */
  84960. protected _markAllSubMeshesAsFresnelDirty(): void;
  84961. /**
  84962. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  84963. */
  84964. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  84965. /**
  84966. * Indicates that lights need to be re-calculated for all submeshes
  84967. */
  84968. protected _markAllSubMeshesAsLightsDirty(): void;
  84969. /**
  84970. * Indicates that attributes need to be re-calculated for all submeshes
  84971. */
  84972. protected _markAllSubMeshesAsAttributesDirty(): void;
  84973. /**
  84974. * Indicates that misc needs to be re-calculated for all submeshes
  84975. */
  84976. protected _markAllSubMeshesAsMiscDirty(): void;
  84977. /**
  84978. * Indicates that textures and misc need to be re-calculated for all submeshes
  84979. */
  84980. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  84981. /**
  84982. * Disposes the material
  84983. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  84984. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  84985. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  84986. */
  84987. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  84988. /** @hidden */
  84989. private releaseVertexArrayObject;
  84990. /**
  84991. * Serializes this material
  84992. * @returns the serialized material object
  84993. */
  84994. serialize(): any;
  84995. /**
  84996. * Creates a material from parsed material data
  84997. * @param parsedMaterial defines parsed material data
  84998. * @param scene defines the hosting scene
  84999. * @param rootUrl defines the root URL to use to load textures
  85000. * @returns a new material
  85001. */
  85002. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  85003. }
  85004. }
  85005. declare module BABYLON {
  85006. /**
  85007. * A multi-material is used to apply different materials to different parts of the same object without the need of
  85008. * separate meshes. This can be use to improve performances.
  85009. * @see http://doc.babylonjs.com/how_to/multi_materials
  85010. */
  85011. export class MultiMaterial extends Material {
  85012. private _subMaterials;
  85013. /**
  85014. * Gets or Sets the list of Materials used within the multi material.
  85015. * They need to be ordered according to the submeshes order in the associated mesh
  85016. */
  85017. subMaterials: Nullable<Material>[];
  85018. /**
  85019. * Function used to align with Node.getChildren()
  85020. * @returns the list of Materials used within the multi material
  85021. */
  85022. getChildren(): Nullable<Material>[];
  85023. /**
  85024. * Instantiates a new Multi Material
  85025. * A multi-material is used to apply different materials to different parts of the same object without the need of
  85026. * separate meshes. This can be use to improve performances.
  85027. * @see http://doc.babylonjs.com/how_to/multi_materials
  85028. * @param name Define the name in the scene
  85029. * @param scene Define the scene the material belongs to
  85030. */
  85031. constructor(name: string, scene: Scene);
  85032. private _hookArray;
  85033. /**
  85034. * Get one of the submaterial by its index in the submaterials array
  85035. * @param index The index to look the sub material at
  85036. * @returns The Material if the index has been defined
  85037. */
  85038. getSubMaterial(index: number): Nullable<Material>;
  85039. /**
  85040. * Get the list of active textures for the whole sub materials list.
  85041. * @returns All the textures that will be used during the rendering
  85042. */
  85043. getActiveTextures(): BaseTexture[];
  85044. /**
  85045. * Gets the current class name of the material e.g. "MultiMaterial"
  85046. * Mainly use in serialization.
  85047. * @returns the class name
  85048. */
  85049. getClassName(): string;
  85050. /**
  85051. * Checks if the material is ready to render the requested sub mesh
  85052. * @param mesh Define the mesh the submesh belongs to
  85053. * @param subMesh Define the sub mesh to look readyness for
  85054. * @param useInstances Define whether or not the material is used with instances
  85055. * @returns true if ready, otherwise false
  85056. */
  85057. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  85058. /**
  85059. * Clones the current material and its related sub materials
  85060. * @param name Define the name of the newly cloned material
  85061. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  85062. * @returns the cloned material
  85063. */
  85064. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  85065. /**
  85066. * Serializes the materials into a JSON representation.
  85067. * @returns the JSON representation
  85068. */
  85069. serialize(): any;
  85070. /**
  85071. * Dispose the material and release its associated resources
  85072. * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
  85073. * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
  85074. * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)
  85075. */
  85076. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  85077. /**
  85078. * Creates a MultiMaterial from parsed MultiMaterial data.
  85079. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  85080. * @param scene defines the hosting scene
  85081. * @returns a new MultiMaterial
  85082. */
  85083. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  85084. }
  85085. }
  85086. declare module BABYLON {
  85087. /**
  85088. * Base class for submeshes
  85089. */
  85090. export class BaseSubMesh {
  85091. /** @hidden */
  85092. _materialDefines: Nullable<MaterialDefines>;
  85093. /** @hidden */
  85094. _materialEffect: Nullable<Effect>;
  85095. /**
  85096. * Gets associated effect
  85097. */
  85098. readonly effect: Nullable<Effect>;
  85099. /**
  85100. * Sets associated effect (effect used to render this submesh)
  85101. * @param effect defines the effect to associate with
  85102. * @param defines defines the set of defines used to compile this effect
  85103. */
  85104. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  85105. }
  85106. /**
  85107. * Defines a subdivision inside a mesh
  85108. */
  85109. export class SubMesh extends BaseSubMesh implements ICullable {
  85110. /** the material index to use */
  85111. materialIndex: number;
  85112. /** vertex index start */
  85113. verticesStart: number;
  85114. /** vertices count */
  85115. verticesCount: number;
  85116. /** index start */
  85117. indexStart: number;
  85118. /** indices count */
  85119. indexCount: number;
  85120. /** @hidden */
  85121. _linesIndexCount: number;
  85122. private _mesh;
  85123. private _renderingMesh;
  85124. private _boundingInfo;
  85125. private _linesIndexBuffer;
  85126. /** @hidden */
  85127. _lastColliderWorldVertices: Nullable<Vector3[]>;
  85128. /** @hidden */
  85129. _trianglePlanes: Plane[];
  85130. /** @hidden */
  85131. _lastColliderTransformMatrix: Nullable<Matrix>;
  85132. /** @hidden */
  85133. _renderId: number;
  85134. /** @hidden */
  85135. _alphaIndex: number;
  85136. /** @hidden */
  85137. _distanceToCamera: number;
  85138. /** @hidden */
  85139. _id: number;
  85140. private _currentMaterial;
  85141. /**
  85142. * Add a new submesh to a mesh
  85143. * @param materialIndex defines the material index to use
  85144. * @param verticesStart defines vertex index start
  85145. * @param verticesCount defines vertices count
  85146. * @param indexStart defines index start
  85147. * @param indexCount defines indices count
  85148. * @param mesh defines the parent mesh
  85149. * @param renderingMesh defines an optional rendering mesh
  85150. * @param createBoundingBox defines if bounding box should be created for this submesh
  85151. * @returns the new submesh
  85152. */
  85153. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  85154. /**
  85155. * Creates a new submesh
  85156. * @param materialIndex defines the material index to use
  85157. * @param verticesStart defines vertex index start
  85158. * @param verticesCount defines vertices count
  85159. * @param indexStart defines index start
  85160. * @param indexCount defines indices count
  85161. * @param mesh defines the parent mesh
  85162. * @param renderingMesh defines an optional rendering mesh
  85163. * @param createBoundingBox defines if bounding box should be created for this submesh
  85164. */
  85165. constructor(
  85166. /** the material index to use */
  85167. materialIndex: number,
  85168. /** vertex index start */
  85169. verticesStart: number,
  85170. /** vertices count */
  85171. verticesCount: number,
  85172. /** index start */
  85173. indexStart: number,
  85174. /** indices count */
  85175. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  85176. /**
  85177. * Returns true if this submesh covers the entire parent mesh
  85178. * @ignorenaming
  85179. */
  85180. readonly IsGlobal: boolean;
  85181. /**
  85182. * Returns the submesh BoudingInfo object
  85183. * @returns current bounding info (or mesh's one if the submesh is global)
  85184. */
  85185. getBoundingInfo(): BoundingInfo;
  85186. /**
  85187. * Sets the submesh BoundingInfo
  85188. * @param boundingInfo defines the new bounding info to use
  85189. * @returns the SubMesh
  85190. */
  85191. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  85192. /**
  85193. * Returns the mesh of the current submesh
  85194. * @return the parent mesh
  85195. */
  85196. getMesh(): AbstractMesh;
  85197. /**
  85198. * Returns the rendering mesh of the submesh
  85199. * @returns the rendering mesh (could be different from parent mesh)
  85200. */
  85201. getRenderingMesh(): Mesh;
  85202. /**
  85203. * Returns the submesh material
  85204. * @returns null or the current material
  85205. */
  85206. getMaterial(): Nullable<Material>;
  85207. /**
  85208. * Sets a new updated BoundingInfo object to the submesh
  85209. * @param data defines an optional position array to use to determine the bounding info
  85210. * @returns the SubMesh
  85211. */
  85212. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  85213. /** @hidden */
  85214. _checkCollision(collider: Collider): boolean;
  85215. /**
  85216. * Updates the submesh BoundingInfo
  85217. * @param world defines the world matrix to use to update the bounding info
  85218. * @returns the submesh
  85219. */
  85220. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  85221. /**
  85222. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  85223. * @param frustumPlanes defines the frustum planes
  85224. * @returns true if the submesh is intersecting with the frustum
  85225. */
  85226. isInFrustum(frustumPlanes: Plane[]): boolean;
  85227. /**
  85228. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  85229. * @param frustumPlanes defines the frustum planes
  85230. * @returns true if the submesh is inside the frustum
  85231. */
  85232. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  85233. /**
  85234. * Renders the submesh
  85235. * @param enableAlphaMode defines if alpha needs to be used
  85236. * @returns the submesh
  85237. */
  85238. render(enableAlphaMode: boolean): SubMesh;
  85239. /**
  85240. * @hidden
  85241. */
  85242. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  85243. /**
  85244. * Checks if the submesh intersects with a ray
  85245. * @param ray defines the ray to test
  85246. * @returns true is the passed ray intersects the submesh bounding box
  85247. */
  85248. canIntersects(ray: Ray): boolean;
  85249. /**
  85250. * Intersects current submesh with a ray
  85251. * @param ray defines the ray to test
  85252. * @param positions defines mesh's positions array
  85253. * @param indices defines mesh's indices array
  85254. * @param fastCheck defines if only bounding info should be used
  85255. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  85256. * @returns intersection info or null if no intersection
  85257. */
  85258. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  85259. /** @hidden */
  85260. private _intersectLines;
  85261. /** @hidden */
  85262. private _intersectUnIndexedLines;
  85263. /** @hidden */
  85264. private _intersectTriangles;
  85265. /** @hidden */
  85266. private _intersectUnIndexedTriangles;
  85267. /** @hidden */
  85268. _rebuild(): void;
  85269. /**
  85270. * Creates a new submesh from the passed mesh
  85271. * @param newMesh defines the new hosting mesh
  85272. * @param newRenderingMesh defines an optional rendering mesh
  85273. * @returns the new submesh
  85274. */
  85275. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  85276. /**
  85277. * Release associated resources
  85278. */
  85279. dispose(): void;
  85280. /**
  85281. * Gets the class name
  85282. * @returns the string "SubMesh".
  85283. */
  85284. getClassName(): string;
  85285. /**
  85286. * Creates a new submesh from indices data
  85287. * @param materialIndex the index of the main mesh material
  85288. * @param startIndex the index where to start the copy in the mesh indices array
  85289. * @param indexCount the number of indices to copy then from the startIndex
  85290. * @param mesh the main mesh to create the submesh from
  85291. * @param renderingMesh the optional rendering mesh
  85292. * @returns a new submesh
  85293. */
  85294. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  85295. }
  85296. }
  85297. declare module BABYLON {
  85298. /**
  85299. * Class used to represent data loading progression
  85300. */
  85301. export class SceneLoaderFlags {
  85302. private static _ForceFullSceneLoadingForIncremental;
  85303. private static _ShowLoadingScreen;
  85304. private static _CleanBoneMatrixWeights;
  85305. private static _loggingLevel;
  85306. /**
  85307. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  85308. */
  85309. static ForceFullSceneLoadingForIncremental: boolean;
  85310. /**
  85311. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  85312. */
  85313. static ShowLoadingScreen: boolean;
  85314. /**
  85315. * Defines the current logging level (while loading the scene)
  85316. * @ignorenaming
  85317. */
  85318. static loggingLevel: number;
  85319. /**
  85320. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  85321. */
  85322. static CleanBoneMatrixWeights: boolean;
  85323. }
  85324. }
  85325. declare module BABYLON {
  85326. /**
  85327. * Class used to store geometry data (vertex buffers + index buffer)
  85328. */
  85329. export class Geometry implements IGetSetVerticesData {
  85330. /**
  85331. * Gets or sets the ID of the geometry
  85332. */
  85333. id: string;
  85334. /**
  85335. * Gets or sets the unique ID of the geometry
  85336. */
  85337. uniqueId: number;
  85338. /**
  85339. * Gets the delay loading state of the geometry (none by default which means not delayed)
  85340. */
  85341. delayLoadState: number;
  85342. /**
  85343. * Gets the file containing the data to load when running in delay load state
  85344. */
  85345. delayLoadingFile: Nullable<string>;
  85346. /**
  85347. * Callback called when the geometry is updated
  85348. */
  85349. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  85350. private _scene;
  85351. private _engine;
  85352. private _meshes;
  85353. private _totalVertices;
  85354. /** @hidden */
  85355. _indices: IndicesArray;
  85356. /** @hidden */
  85357. _vertexBuffers: {
  85358. [key: string]: VertexBuffer;
  85359. };
  85360. private _isDisposed;
  85361. private _extend;
  85362. private _boundingBias;
  85363. /** @hidden */
  85364. _delayInfo: Array<string>;
  85365. private _indexBuffer;
  85366. private _indexBufferIsUpdatable;
  85367. /** @hidden */
  85368. _boundingInfo: Nullable<BoundingInfo>;
  85369. /** @hidden */
  85370. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  85371. /** @hidden */
  85372. _softwareSkinningFrameId: number;
  85373. private _vertexArrayObjects;
  85374. private _updatable;
  85375. /** @hidden */
  85376. _positions: Nullable<Vector3[]>;
  85377. /**
  85378. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  85379. */
  85380. /**
  85381. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  85382. */
  85383. boundingBias: Vector2;
  85384. /**
  85385. * Static function used to attach a new empty geometry to a mesh
  85386. * @param mesh defines the mesh to attach the geometry to
  85387. * @returns the new Geometry
  85388. */
  85389. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  85390. /**
  85391. * Creates a new geometry
  85392. * @param id defines the unique ID
  85393. * @param scene defines the hosting scene
  85394. * @param vertexData defines the VertexData used to get geometry data
  85395. * @param updatable defines if geometry must be updatable (false by default)
  85396. * @param mesh defines the mesh that will be associated with the geometry
  85397. */
  85398. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  85399. /**
  85400. * Gets the current extend of the geometry
  85401. */
  85402. readonly extend: {
  85403. minimum: Vector3;
  85404. maximum: Vector3;
  85405. };
  85406. /**
  85407. * Gets the hosting scene
  85408. * @returns the hosting Scene
  85409. */
  85410. getScene(): Scene;
  85411. /**
  85412. * Gets the hosting engine
  85413. * @returns the hosting Engine
  85414. */
  85415. getEngine(): Engine;
  85416. /**
  85417. * Defines if the geometry is ready to use
  85418. * @returns true if the geometry is ready to be used
  85419. */
  85420. isReady(): boolean;
  85421. /**
  85422. * Gets a value indicating that the geometry should not be serialized
  85423. */
  85424. readonly doNotSerialize: boolean;
  85425. /** @hidden */
  85426. _rebuild(): void;
  85427. /**
  85428. * Affects all geometry data in one call
  85429. * @param vertexData defines the geometry data
  85430. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  85431. */
  85432. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  85433. /**
  85434. * Set specific vertex data
  85435. * @param kind defines the data kind (Position, normal, etc...)
  85436. * @param data defines the vertex data to use
  85437. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  85438. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  85439. */
  85440. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  85441. /**
  85442. * Removes a specific vertex data
  85443. * @param kind defines the data kind (Position, normal, etc...)
  85444. */
  85445. removeVerticesData(kind: string): void;
  85446. /**
  85447. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  85448. * @param buffer defines the vertex buffer to use
  85449. * @param totalVertices defines the total number of vertices for position kind (could be null)
  85450. */
  85451. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  85452. /**
  85453. * Update a specific vertex buffer
  85454. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  85455. * It will do nothing if the buffer is not updatable
  85456. * @param kind defines the data kind (Position, normal, etc...)
  85457. * @param data defines the data to use
  85458. * @param offset defines the offset in the target buffer where to store the data
  85459. * @param useBytes set to true if the offset is in bytes
  85460. */
  85461. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  85462. /**
  85463. * Update a specific vertex buffer
  85464. * This function will create a new buffer if the current one is not updatable
  85465. * @param kind defines the data kind (Position, normal, etc...)
  85466. * @param data defines the data to use
  85467. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  85468. */
  85469. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  85470. private _updateBoundingInfo;
  85471. /** @hidden */
  85472. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  85473. /**
  85474. * Gets total number of vertices
  85475. * @returns the total number of vertices
  85476. */
  85477. getTotalVertices(): number;
  85478. /**
  85479. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  85480. * @param kind defines the data kind (Position, normal, etc...)
  85481. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  85482. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85483. * @returns a float array containing vertex data
  85484. */
  85485. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  85486. /**
  85487. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  85488. * @param kind defines the data kind (Position, normal, etc...)
  85489. * @returns true if the vertex buffer with the specified kind is updatable
  85490. */
  85491. isVertexBufferUpdatable(kind: string): boolean;
  85492. /**
  85493. * Gets a specific vertex buffer
  85494. * @param kind defines the data kind (Position, normal, etc...)
  85495. * @returns a VertexBuffer
  85496. */
  85497. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  85498. /**
  85499. * Returns all vertex buffers
  85500. * @return an object holding all vertex buffers indexed by kind
  85501. */
  85502. getVertexBuffers(): Nullable<{
  85503. [key: string]: VertexBuffer;
  85504. }>;
  85505. /**
  85506. * Gets a boolean indicating if specific vertex buffer is present
  85507. * @param kind defines the data kind (Position, normal, etc...)
  85508. * @returns true if data is present
  85509. */
  85510. isVerticesDataPresent(kind: string): boolean;
  85511. /**
  85512. * Gets a list of all attached data kinds (Position, normal, etc...)
  85513. * @returns a list of string containing all kinds
  85514. */
  85515. getVerticesDataKinds(): string[];
  85516. /**
  85517. * Update index buffer
  85518. * @param indices defines the indices to store in the index buffer
  85519. * @param offset defines the offset in the target buffer where to store the data
  85520. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  85521. */
  85522. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  85523. /**
  85524. * Creates a new index buffer
  85525. * @param indices defines the indices to store in the index buffer
  85526. * @param totalVertices defines the total number of vertices (could be null)
  85527. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  85528. */
  85529. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  85530. /**
  85531. * Return the total number of indices
  85532. * @returns the total number of indices
  85533. */
  85534. getTotalIndices(): number;
  85535. /**
  85536. * Gets the index buffer array
  85537. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  85538. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85539. * @returns the index buffer array
  85540. */
  85541. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  85542. /**
  85543. * Gets the index buffer
  85544. * @return the index buffer
  85545. */
  85546. getIndexBuffer(): Nullable<DataBuffer>;
  85547. /** @hidden */
  85548. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  85549. /**
  85550. * Release the associated resources for a specific mesh
  85551. * @param mesh defines the source mesh
  85552. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  85553. */
  85554. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  85555. /**
  85556. * Apply current geometry to a given mesh
  85557. * @param mesh defines the mesh to apply geometry to
  85558. */
  85559. applyToMesh(mesh: Mesh): void;
  85560. private _updateExtend;
  85561. private _applyToMesh;
  85562. private notifyUpdate;
  85563. /**
  85564. * Load the geometry if it was flagged as delay loaded
  85565. * @param scene defines the hosting scene
  85566. * @param onLoaded defines a callback called when the geometry is loaded
  85567. */
  85568. load(scene: Scene, onLoaded?: () => void): void;
  85569. private _queueLoad;
  85570. /**
  85571. * Invert the geometry to move from a right handed system to a left handed one.
  85572. */
  85573. toLeftHanded(): void;
  85574. /** @hidden */
  85575. _resetPointsArrayCache(): void;
  85576. /** @hidden */
  85577. _generatePointsArray(): boolean;
  85578. /**
  85579. * Gets a value indicating if the geometry is disposed
  85580. * @returns true if the geometry was disposed
  85581. */
  85582. isDisposed(): boolean;
  85583. private _disposeVertexArrayObjects;
  85584. /**
  85585. * Free all associated resources
  85586. */
  85587. dispose(): void;
  85588. /**
  85589. * Clone the current geometry into a new geometry
  85590. * @param id defines the unique ID of the new geometry
  85591. * @returns a new geometry object
  85592. */
  85593. copy(id: string): Geometry;
  85594. /**
  85595. * Serialize the current geometry info (and not the vertices data) into a JSON object
  85596. * @return a JSON representation of the current geometry data (without the vertices data)
  85597. */
  85598. serialize(): any;
  85599. private toNumberArray;
  85600. /**
  85601. * Serialize all vertices data into a JSON oject
  85602. * @returns a JSON representation of the current geometry data
  85603. */
  85604. serializeVerticeData(): any;
  85605. /**
  85606. * Extracts a clone of a mesh geometry
  85607. * @param mesh defines the source mesh
  85608. * @param id defines the unique ID of the new geometry object
  85609. * @returns the new geometry object
  85610. */
  85611. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  85612. /**
  85613. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  85614. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  85615. * Be aware Math.random() could cause collisions, but:
  85616. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  85617. * @returns a string containing a new GUID
  85618. */
  85619. static RandomId(): string;
  85620. /** @hidden */
  85621. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  85622. private static _CleanMatricesWeights;
  85623. /**
  85624. * Create a new geometry from persisted data (Using .babylon file format)
  85625. * @param parsedVertexData defines the persisted data
  85626. * @param scene defines the hosting scene
  85627. * @param rootUrl defines the root url to use to load assets (like delayed data)
  85628. * @returns the new geometry object
  85629. */
  85630. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  85631. }
  85632. }
  85633. declare module BABYLON {
  85634. /**
  85635. * Define an interface for all classes that will get and set the data on vertices
  85636. */
  85637. export interface IGetSetVerticesData {
  85638. /**
  85639. * Gets a boolean indicating if specific vertex data is present
  85640. * @param kind defines the vertex data kind to use
  85641. * @returns true is data kind is present
  85642. */
  85643. isVerticesDataPresent(kind: string): boolean;
  85644. /**
  85645. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  85646. * @param kind defines the data kind (Position, normal, etc...)
  85647. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  85648. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85649. * @returns a float array containing vertex data
  85650. */
  85651. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  85652. /**
  85653. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  85654. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  85655. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  85656. * @returns the indices array or an empty array if the mesh has no geometry
  85657. */
  85658. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  85659. /**
  85660. * Set specific vertex data
  85661. * @param kind defines the data kind (Position, normal, etc...)
  85662. * @param data defines the vertex data to use
  85663. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  85664. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  85665. */
  85666. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  85667. /**
  85668. * Update a specific associated vertex buffer
  85669. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  85670. * - VertexBuffer.PositionKind
  85671. * - VertexBuffer.UVKind
  85672. * - VertexBuffer.UV2Kind
  85673. * - VertexBuffer.UV3Kind
  85674. * - VertexBuffer.UV4Kind
  85675. * - VertexBuffer.UV5Kind
  85676. * - VertexBuffer.UV6Kind
  85677. * - VertexBuffer.ColorKind
  85678. * - VertexBuffer.MatricesIndicesKind
  85679. * - VertexBuffer.MatricesIndicesExtraKind
  85680. * - VertexBuffer.MatricesWeightsKind
  85681. * - VertexBuffer.MatricesWeightsExtraKind
  85682. * @param data defines the data source
  85683. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  85684. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  85685. */
  85686. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  85687. /**
  85688. * Creates a new index buffer
  85689. * @param indices defines the indices to store in the index buffer
  85690. * @param totalVertices defines the total number of vertices (could be null)
  85691. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  85692. */
  85693. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  85694. }
  85695. /**
  85696. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  85697. */
  85698. export class VertexData {
  85699. /**
  85700. * Mesh side orientation : usually the external or front surface
  85701. */
  85702. static readonly FRONTSIDE: number;
  85703. /**
  85704. * Mesh side orientation : usually the internal or back surface
  85705. */
  85706. static readonly BACKSIDE: number;
  85707. /**
  85708. * Mesh side orientation : both internal and external or front and back surfaces
  85709. */
  85710. static readonly DOUBLESIDE: number;
  85711. /**
  85712. * Mesh side orientation : by default, `FRONTSIDE`
  85713. */
  85714. static readonly DEFAULTSIDE: number;
  85715. /**
  85716. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  85717. */
  85718. positions: Nullable<FloatArray>;
  85719. /**
  85720. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  85721. */
  85722. normals: Nullable<FloatArray>;
  85723. /**
  85724. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  85725. */
  85726. tangents: Nullable<FloatArray>;
  85727. /**
  85728. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85729. */
  85730. uvs: Nullable<FloatArray>;
  85731. /**
  85732. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85733. */
  85734. uvs2: Nullable<FloatArray>;
  85735. /**
  85736. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85737. */
  85738. uvs3: Nullable<FloatArray>;
  85739. /**
  85740. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85741. */
  85742. uvs4: Nullable<FloatArray>;
  85743. /**
  85744. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85745. */
  85746. uvs5: Nullable<FloatArray>;
  85747. /**
  85748. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  85749. */
  85750. uvs6: Nullable<FloatArray>;
  85751. /**
  85752. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  85753. */
  85754. colors: Nullable<FloatArray>;
  85755. /**
  85756. * An array containing the list of indices to the array of matrices produced by bones, each vertex have up to 4 indices (8 if the matricesIndicesExtra is set).
  85757. */
  85758. matricesIndices: Nullable<FloatArray>;
  85759. /**
  85760. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  85761. */
  85762. matricesWeights: Nullable<FloatArray>;
  85763. /**
  85764. * An array extending the number of possible indices
  85765. */
  85766. matricesIndicesExtra: Nullable<FloatArray>;
  85767. /**
  85768. * An array extending the number of possible weights when the number of indices is extended
  85769. */
  85770. matricesWeightsExtra: Nullable<FloatArray>;
  85771. /**
  85772. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  85773. */
  85774. indices: Nullable<IndicesArray>;
  85775. /**
  85776. * Uses the passed data array to set the set the values for the specified kind of data
  85777. * @param data a linear array of floating numbers
  85778. * @param kind the type of data that is being set, eg positions, colors etc
  85779. */
  85780. set(data: FloatArray, kind: string): void;
  85781. /**
  85782. * Associates the vertexData to the passed Mesh.
  85783. * Sets it as updatable or not (default `false`)
  85784. * @param mesh the mesh the vertexData is applied to
  85785. * @param updatable when used and having the value true allows new data to update the vertexData
  85786. * @returns the VertexData
  85787. */
  85788. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  85789. /**
  85790. * Associates the vertexData to the passed Geometry.
  85791. * Sets it as updatable or not (default `false`)
  85792. * @param geometry the geometry the vertexData is applied to
  85793. * @param updatable when used and having the value true allows new data to update the vertexData
  85794. * @returns VertexData
  85795. */
  85796. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  85797. /**
  85798. * Updates the associated mesh
  85799. * @param mesh the mesh to be updated
  85800. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  85801. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  85802. * @returns VertexData
  85803. */
  85804. updateMesh(mesh: Mesh): VertexData;
  85805. /**
  85806. * Updates the associated geometry
  85807. * @param geometry the geometry to be updated
  85808. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  85809. * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
  85810. * @returns VertexData.
  85811. */
  85812. updateGeometry(geometry: Geometry): VertexData;
  85813. private _applyTo;
  85814. private _update;
  85815. /**
  85816. * Transforms each position and each normal of the vertexData according to the passed Matrix
  85817. * @param matrix the transforming matrix
  85818. * @returns the VertexData
  85819. */
  85820. transform(matrix: Matrix): VertexData;
  85821. /**
  85822. * Merges the passed VertexData into the current one
  85823. * @param other the VertexData to be merged into the current one
  85824. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  85825. * @returns the modified VertexData
  85826. */
  85827. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  85828. private _mergeElement;
  85829. private _validate;
  85830. /**
  85831. * Serializes the VertexData
  85832. * @returns a serialized object
  85833. */
  85834. serialize(): any;
  85835. /**
  85836. * Extracts the vertexData from a mesh
  85837. * @param mesh the mesh from which to extract the VertexData
  85838. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  85839. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  85840. * @returns the object VertexData associated to the passed mesh
  85841. */
  85842. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  85843. /**
  85844. * Extracts the vertexData from the geometry
  85845. * @param geometry the geometry from which to extract the VertexData
  85846. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  85847. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  85848. * @returns the object VertexData associated to the passed mesh
  85849. */
  85850. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  85851. private static _ExtractFrom;
  85852. /**
  85853. * Creates the VertexData for a Ribbon
  85854. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  85855. * * pathArray array of paths, each of which an array of successive Vector3
  85856. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  85857. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  85858. * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length
  85859. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85860. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85861. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85862. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  85863. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  85864. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  85865. * @returns the VertexData of the ribbon
  85866. */
  85867. static CreateRibbon(options: {
  85868. pathArray: Vector3[][];
  85869. closeArray?: boolean;
  85870. closePath?: boolean;
  85871. offset?: number;
  85872. sideOrientation?: number;
  85873. frontUVs?: Vector4;
  85874. backUVs?: Vector4;
  85875. invertUV?: boolean;
  85876. uvs?: Vector2[];
  85877. colors?: Color4[];
  85878. }): VertexData;
  85879. /**
  85880. * Creates the VertexData for a box
  85881. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85882. * * size sets the width, height and depth of the box to the value of size, optional default 1
  85883. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  85884. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  85885. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  85886. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  85887. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  85888. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85889. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85890. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85891. * @returns the VertexData of the box
  85892. */
  85893. static CreateBox(options: {
  85894. size?: number;
  85895. width?: number;
  85896. height?: number;
  85897. depth?: number;
  85898. faceUV?: Vector4[];
  85899. faceColors?: Color4[];
  85900. sideOrientation?: number;
  85901. frontUVs?: Vector4;
  85902. backUVs?: Vector4;
  85903. }): VertexData;
  85904. /**
  85905. * Creates the VertexData for a tiled box
  85906. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85907. * * faceTiles sets the pattern, tile size and number of tiles for a face
  85908. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  85909. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  85910. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85911. * @returns the VertexData of the box
  85912. */
  85913. static CreateTiledBox(options: {
  85914. pattern?: number;
  85915. width?: number;
  85916. height?: number;
  85917. depth?: number;
  85918. tileSize?: number;
  85919. tileWidth?: number;
  85920. tileHeight?: number;
  85921. alignHorizontal?: number;
  85922. alignVertical?: number;
  85923. faceUV?: Vector4[];
  85924. faceColors?: Color4[];
  85925. sideOrientation?: number;
  85926. }): VertexData;
  85927. /**
  85928. * Creates the VertexData for a tiled plane
  85929. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85930. * * pattern a limited pattern arrangement depending on the number
  85931. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  85932. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  85933. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  85934. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85935. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85936. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85937. * @returns the VertexData of the tiled plane
  85938. */
  85939. static CreateTiledPlane(options: {
  85940. pattern?: number;
  85941. tileSize?: number;
  85942. tileWidth?: number;
  85943. tileHeight?: number;
  85944. size?: number;
  85945. width?: number;
  85946. height?: number;
  85947. alignHorizontal?: number;
  85948. alignVertical?: number;
  85949. sideOrientation?: number;
  85950. frontUVs?: Vector4;
  85951. backUVs?: Vector4;
  85952. }): VertexData;
  85953. /**
  85954. * Creates the VertexData for an ellipsoid, defaults to a sphere
  85955. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85956. * * segments sets the number of horizontal strips optional, default 32
  85957. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  85958. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  85959. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  85960. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  85961. * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1
  85962. * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1
  85963. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85964. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85965. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85966. * @returns the VertexData of the ellipsoid
  85967. */
  85968. static CreateSphere(options: {
  85969. segments?: number;
  85970. diameter?: number;
  85971. diameterX?: number;
  85972. diameterY?: number;
  85973. diameterZ?: number;
  85974. arc?: number;
  85975. slice?: number;
  85976. sideOrientation?: number;
  85977. frontUVs?: Vector4;
  85978. backUVs?: Vector4;
  85979. }): VertexData;
  85980. /**
  85981. * Creates the VertexData for a cylinder, cone or prism
  85982. * @param options an object used to set the following optional parameters for the box, required but can be empty
  85983. * * height sets the height (y direction) of the cylinder, optional, default 2
  85984. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  85985. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  85986. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  85987. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  85988. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  85989. * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
  85990. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  85991. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  85992. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  85993. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  85994. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  85995. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  85996. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  85997. * @returns the VertexData of the cylinder, cone or prism
  85998. */
  85999. static CreateCylinder(options: {
  86000. height?: number;
  86001. diameterTop?: number;
  86002. diameterBottom?: number;
  86003. diameter?: number;
  86004. tessellation?: number;
  86005. subdivisions?: number;
  86006. arc?: number;
  86007. faceColors?: Color4[];
  86008. faceUV?: Vector4[];
  86009. hasRings?: boolean;
  86010. enclose?: boolean;
  86011. sideOrientation?: number;
  86012. frontUVs?: Vector4;
  86013. backUVs?: Vector4;
  86014. }): VertexData;
  86015. /**
  86016. * Creates the VertexData for a torus
  86017. * @param options an object used to set the following optional parameters for the box, required but can be empty
  86018. * * diameter the diameter of the torus, optional default 1
  86019. * * thickness the diameter of the tube forming the torus, optional default 0.5
  86020. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  86021. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86022. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  86023. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  86024. * @returns the VertexData of the torus
  86025. */
  86026. static CreateTorus(options: {
  86027. diameter?: number;
  86028. thickness?: number;
  86029. tessellation?: number;
  86030. sideOrientation?: number;
  86031. frontUVs?: Vector4;
  86032. backUVs?: Vector4;
  86033. }): VertexData;
  86034. /**
  86035. * Creates the VertexData of the LineSystem
  86036. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  86037. * - lines an array of lines, each line being an array of successive Vector3
  86038. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  86039. * @returns the VertexData of the LineSystem
  86040. */
  86041. static CreateLineSystem(options: {
  86042. lines: Vector3[][];
  86043. colors?: Nullable<Color4[][]>;
  86044. }): VertexData;
  86045. /**
  86046. * Create the VertexData for a DashedLines
  86047. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  86048. * - points an array successive Vector3
  86049. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  86050. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  86051. * - dashNb the intended total number of dashes, optional, default 200
  86052. * @returns the VertexData for the DashedLines
  86053. */
  86054. static CreateDashedLines(options: {
  86055. points: Vector3[];
  86056. dashSize?: number;
  86057. gapSize?: number;
  86058. dashNb?: number;
  86059. }): VertexData;
  86060. /**
  86061. * Creates the VertexData for a Ground
  86062. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  86063. * - width the width (x direction) of the ground, optional, default 1
  86064. * - height the height (z direction) of the ground, optional, default 1
  86065. * - subdivisions the number of subdivisions per side, optional, default 1
  86066. * @returns the VertexData of the Ground
  86067. */
  86068. static CreateGround(options: {
  86069. width?: number;
  86070. height?: number;
  86071. subdivisions?: number;
  86072. subdivisionsX?: number;
  86073. subdivisionsY?: number;
  86074. }): VertexData;
  86075. /**
  86076. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  86077. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  86078. * * xmin the ground minimum X coordinate, optional, default -1
  86079. * * zmin the ground minimum Z coordinate, optional, default -1
  86080. * * xmax the ground maximum X coordinate, optional, default 1
  86081. * * zmax the ground maximum Z coordinate, optional, default 1
  86082. * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}
  86083. * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}
  86084. * @returns the VertexData of the TiledGround
  86085. */
  86086. static CreateTiledGround(options: {
  86087. xmin: number;
  86088. zmin: number;
  86089. xmax: number;
  86090. zmax: number;
  86091. subdivisions?: {
  86092. w: number;
  86093. h: number;
  86094. };
  86095. precision?: {
  86096. w: number;
  86097. h: number;
  86098. };
  86099. }): VertexData;
  86100. /**
  86101. * Creates the VertexData of the Ground designed from a heightmap
  86102. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  86103. * * width the width (x direction) of the ground
  86104. * * height the height (z direction) of the ground
  86105. * * subdivisions the number of subdivisions per side
  86106. * * minHeight the minimum altitude on the ground, optional, default 0
  86107. * * maxHeight the maximum altitude on the ground, optional default 1
  86108. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  86109. * * buffer the array holding the image color data
  86110. * * bufferWidth the width of image
  86111. * * bufferHeight the height of image
  86112. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  86113. * @returns the VertexData of the Ground designed from a heightmap
  86114. */
  86115. static CreateGroundFromHeightMap(options: {
  86116. width: number;
  86117. height: number;
  86118. subdivisions: number;
  86119. minHeight: number;
  86120. maxHeight: number;
  86121. colorFilter: Color3;
  86122. buffer: Uint8Array;
  86123. bufferWidth: number;
  86124. bufferHeight: number;
  86125. alphaFilter: number;
  86126. }): VertexData;
  86127. /**
  86128. * Creates the VertexData for a Plane
  86129. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  86130. * * size sets the width and height of the plane to the value of size, optional default 1
  86131. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  86132. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  86133. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86134. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  86135. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  86136. * @returns the VertexData of the box
  86137. */
  86138. static CreatePlane(options: {
  86139. size?: number;
  86140. width?: number;
  86141. height?: number;
  86142. sideOrientation?: number;
  86143. frontUVs?: Vector4;
  86144. backUVs?: Vector4;
  86145. }): VertexData;
  86146. /**
  86147. * Creates the VertexData of the Disc or regular Polygon
  86148. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  86149. * * radius the radius of the disc, optional default 0.5
  86150. * * tessellation the number of polygon sides, optional, default 64
  86151. * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
  86152. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86153. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  86154. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  86155. * @returns the VertexData of the box
  86156. */
  86157. static CreateDisc(options: {
  86158. radius?: number;
  86159. tessellation?: number;
  86160. arc?: number;
  86161. sideOrientation?: number;
  86162. frontUVs?: Vector4;
  86163. backUVs?: Vector4;
  86164. }): VertexData;
  86165. /**
  86166. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  86167. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  86168. * @param polygon a mesh built from polygonTriangulation.build()
  86169. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86170. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  86171. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  86172. * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  86173. * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  86174. * @returns the VertexData of the Polygon
  86175. */
  86176. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  86177. /**
  86178. * Creates the VertexData of the IcoSphere
  86179. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  86180. * * radius the radius of the IcoSphere, optional default 1
  86181. * * radiusX allows stretching in the x direction, optional, default radius
  86182. * * radiusY allows stretching in the y direction, optional, default radius
  86183. * * radiusZ allows stretching in the z direction, optional, default radius
  86184. * * flat when true creates a flat shaded mesh, optional, default true
  86185. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  86186. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86187. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  86188. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  86189. * @returns the VertexData of the IcoSphere
  86190. */
  86191. static CreateIcoSphere(options: {
  86192. radius?: number;
  86193. radiusX?: number;
  86194. radiusY?: number;
  86195. radiusZ?: number;
  86196. flat?: boolean;
  86197. subdivisions?: number;
  86198. sideOrientation?: number;
  86199. frontUVs?: Vector4;
  86200. backUVs?: Vector4;
  86201. }): VertexData;
  86202. /**
  86203. * Creates the VertexData for a Polyhedron
  86204. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  86205. * * type provided types are:
  86206. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  86207. * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  86208. * * size the size of the IcoSphere, optional default 1
  86209. * * sizeX allows stretching in the x direction, optional, default size
  86210. * * sizeY allows stretching in the y direction, optional, default size
  86211. * * sizeZ allows stretching in the z direction, optional, default size
  86212. * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor
  86213. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  86214. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  86215. * * flat when true creates a flat shaded mesh, optional, default true
  86216. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  86217. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86218. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  86219. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  86220. * @returns the VertexData of the Polyhedron
  86221. */
  86222. static CreatePolyhedron(options: {
  86223. type?: number;
  86224. size?: number;
  86225. sizeX?: number;
  86226. sizeY?: number;
  86227. sizeZ?: number;
  86228. custom?: any;
  86229. faceUV?: Vector4[];
  86230. faceColors?: Color4[];
  86231. flat?: boolean;
  86232. sideOrientation?: number;
  86233. frontUVs?: Vector4;
  86234. backUVs?: Vector4;
  86235. }): VertexData;
  86236. /**
  86237. * Creates the VertexData for a TorusKnot
  86238. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  86239. * * radius the radius of the torus knot, optional, default 2
  86240. * * tube the thickness of the tube, optional, default 0.5
  86241. * * radialSegments the number of sides on each tube segments, optional, default 32
  86242. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  86243. * * p the number of windings around the z axis, optional, default 2
  86244. * * q the number of windings around the x axis, optional, default 3
  86245. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  86246. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  86247. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  86248. * @returns the VertexData of the Torus Knot
  86249. */
  86250. static CreateTorusKnot(options: {
  86251. radius?: number;
  86252. tube?: number;
  86253. radialSegments?: number;
  86254. tubularSegments?: number;
  86255. p?: number;
  86256. q?: number;
  86257. sideOrientation?: number;
  86258. frontUVs?: Vector4;
  86259. backUVs?: Vector4;
  86260. }): VertexData;
  86261. /**
  86262. * Compute normals for given positions and indices
  86263. * @param positions an array of vertex positions, [...., x, y, z, ......]
  86264. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  86265. * @param normals an array of vertex normals, [...., x, y, z, ......]
  86266. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  86267. * * facetNormals : optional array of facet normals (vector3)
  86268. * * facetPositions : optional array of facet positions (vector3)
  86269. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  86270. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  86271. * * bInfo : optional bounding info, required for facetPartitioning computation
  86272. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  86273. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  86274. * * useRightHandedSystem: optional boolean to for right handed system computation
  86275. * * depthSort : optional boolean to enable the facet depth sort computation
  86276. * * distanceTo : optional Vector3 to compute the facet depth from this location
  86277. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  86278. */
  86279. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  86280. facetNormals?: any;
  86281. facetPositions?: any;
  86282. facetPartitioning?: any;
  86283. ratio?: number;
  86284. bInfo?: any;
  86285. bbSize?: Vector3;
  86286. subDiv?: any;
  86287. useRightHandedSystem?: boolean;
  86288. depthSort?: boolean;
  86289. distanceTo?: Vector3;
  86290. depthSortedFacets?: any;
  86291. }): void;
  86292. /** @hidden */
  86293. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  86294. /**
  86295. * Applies VertexData created from the imported parameters to the geometry
  86296. * @param parsedVertexData the parsed data from an imported file
  86297. * @param geometry the geometry to apply the VertexData to
  86298. */
  86299. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  86300. }
  86301. }
  86302. declare module BABYLON {
  86303. /**
  86304. * Defines a target to use with MorphTargetManager
  86305. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  86306. */
  86307. export class MorphTarget implements IAnimatable {
  86308. /** defines the name of the target */
  86309. name: string;
  86310. /**
  86311. * Gets or sets the list of animations
  86312. */
  86313. animations: Animation[];
  86314. private _scene;
  86315. private _positions;
  86316. private _normals;
  86317. private _tangents;
  86318. private _uvs;
  86319. private _influence;
  86320. /**
  86321. * Observable raised when the influence changes
  86322. */
  86323. onInfluenceChanged: Observable<boolean>;
  86324. /** @hidden */
  86325. _onDataLayoutChanged: Observable<void>;
  86326. /**
  86327. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  86328. */
  86329. influence: number;
  86330. /**
  86331. * Gets or sets the id of the morph Target
  86332. */
  86333. id: string;
  86334. private _animationPropertiesOverride;
  86335. /**
  86336. * Gets or sets the animation properties override
  86337. */
  86338. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  86339. /**
  86340. * Creates a new MorphTarget
  86341. * @param name defines the name of the target
  86342. * @param influence defines the influence to use
  86343. * @param scene defines the scene the morphtarget belongs to
  86344. */
  86345. constructor(
  86346. /** defines the name of the target */
  86347. name: string, influence?: number, scene?: Nullable<Scene>);
  86348. /**
  86349. * Gets a boolean defining if the target contains position data
  86350. */
  86351. readonly hasPositions: boolean;
  86352. /**
  86353. * Gets a boolean defining if the target contains normal data
  86354. */
  86355. readonly hasNormals: boolean;
  86356. /**
  86357. * Gets a boolean defining if the target contains tangent data
  86358. */
  86359. readonly hasTangents: boolean;
  86360. /**
  86361. * Gets a boolean defining if the target contains texture coordinates data
  86362. */
  86363. readonly hasUVs: boolean;
  86364. /**
  86365. * Affects position data to this target
  86366. * @param data defines the position data to use
  86367. */
  86368. setPositions(data: Nullable<FloatArray>): void;
  86369. /**
  86370. * Gets the position data stored in this target
  86371. * @returns a FloatArray containing the position data (or null if not present)
  86372. */
  86373. getPositions(): Nullable<FloatArray>;
  86374. /**
  86375. * Affects normal data to this target
  86376. * @param data defines the normal data to use
  86377. */
  86378. setNormals(data: Nullable<FloatArray>): void;
  86379. /**
  86380. * Gets the normal data stored in this target
  86381. * @returns a FloatArray containing the normal data (or null if not present)
  86382. */
  86383. getNormals(): Nullable<FloatArray>;
  86384. /**
  86385. * Affects tangent data to this target
  86386. * @param data defines the tangent data to use
  86387. */
  86388. setTangents(data: Nullable<FloatArray>): void;
  86389. /**
  86390. * Gets the tangent data stored in this target
  86391. * @returns a FloatArray containing the tangent data (or null if not present)
  86392. */
  86393. getTangents(): Nullable<FloatArray>;
  86394. /**
  86395. * Affects texture coordinates data to this target
  86396. * @param data defines the texture coordinates data to use
  86397. */
  86398. setUVs(data: Nullable<FloatArray>): void;
  86399. /**
  86400. * Gets the texture coordinates data stored in this target
  86401. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  86402. */
  86403. getUVs(): Nullable<FloatArray>;
  86404. /**
  86405. * Serializes the current target into a Serialization object
  86406. * @returns the serialized object
  86407. */
  86408. serialize(): any;
  86409. /**
  86410. * Returns the string "MorphTarget"
  86411. * @returns "MorphTarget"
  86412. */
  86413. getClassName(): string;
  86414. /**
  86415. * Creates a new target from serialized data
  86416. * @param serializationObject defines the serialized data to use
  86417. * @returns a new MorphTarget
  86418. */
  86419. static Parse(serializationObject: any): MorphTarget;
  86420. /**
  86421. * Creates a MorphTarget from mesh data
  86422. * @param mesh defines the source mesh
  86423. * @param name defines the name to use for the new target
  86424. * @param influence defines the influence to attach to the target
  86425. * @returns a new MorphTarget
  86426. */
  86427. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  86428. }
  86429. }
  86430. declare module BABYLON {
  86431. /**
  86432. * This class is used to deform meshes using morphing between different targets
  86433. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  86434. */
  86435. export class MorphTargetManager {
  86436. private _targets;
  86437. private _targetInfluenceChangedObservers;
  86438. private _targetDataLayoutChangedObservers;
  86439. private _activeTargets;
  86440. private _scene;
  86441. private _influences;
  86442. private _supportsNormals;
  86443. private _supportsTangents;
  86444. private _supportsUVs;
  86445. private _vertexCount;
  86446. private _uniqueId;
  86447. private _tempInfluences;
  86448. /**
  86449. * Gets or sets a boolean indicating if normals must be morphed
  86450. */
  86451. enableNormalMorphing: boolean;
  86452. /**
  86453. * Gets or sets a boolean indicating if tangents must be morphed
  86454. */
  86455. enableTangentMorphing: boolean;
  86456. /**
  86457. * Gets or sets a boolean indicating if UV must be morphed
  86458. */
  86459. enableUVMorphing: boolean;
  86460. /**
  86461. * Creates a new MorphTargetManager
  86462. * @param scene defines the current scene
  86463. */
  86464. constructor(scene?: Nullable<Scene>);
  86465. /**
  86466. * Gets the unique ID of this manager
  86467. */
  86468. readonly uniqueId: number;
  86469. /**
  86470. * Gets the number of vertices handled by this manager
  86471. */
  86472. readonly vertexCount: number;
  86473. /**
  86474. * Gets a boolean indicating if this manager supports morphing of normals
  86475. */
  86476. readonly supportsNormals: boolean;
  86477. /**
  86478. * Gets a boolean indicating if this manager supports morphing of tangents
  86479. */
  86480. readonly supportsTangents: boolean;
  86481. /**
  86482. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  86483. */
  86484. readonly supportsUVs: boolean;
  86485. /**
  86486. * Gets the number of targets stored in this manager
  86487. */
  86488. readonly numTargets: number;
  86489. /**
  86490. * Gets the number of influencers (ie. the number of targets with influences > 0)
  86491. */
  86492. readonly numInfluencers: number;
  86493. /**
  86494. * Gets the list of influences (one per target)
  86495. */
  86496. readonly influences: Float32Array;
  86497. /**
  86498. * Gets the active target at specified index. An active target is a target with an influence > 0
  86499. * @param index defines the index to check
  86500. * @returns the requested target
  86501. */
  86502. getActiveTarget(index: number): MorphTarget;
  86503. /**
  86504. * Gets the target at specified index
  86505. * @param index defines the index to check
  86506. * @returns the requested target
  86507. */
  86508. getTarget(index: number): MorphTarget;
  86509. /**
  86510. * Add a new target to this manager
  86511. * @param target defines the target to add
  86512. */
  86513. addTarget(target: MorphTarget): void;
  86514. /**
  86515. * Removes a target from the manager
  86516. * @param target defines the target to remove
  86517. */
  86518. removeTarget(target: MorphTarget): void;
  86519. /**
  86520. * Serializes the current manager into a Serialization object
  86521. * @returns the serialized object
  86522. */
  86523. serialize(): any;
  86524. private _syncActiveTargets;
  86525. /**
  86526. * Syncrhonize the targets with all the meshes using this morph target manager
  86527. */
  86528. synchronize(): void;
  86529. /**
  86530. * Creates a new MorphTargetManager from serialized data
  86531. * @param serializationObject defines the serialized data
  86532. * @param scene defines the hosting scene
  86533. * @returns the new MorphTargetManager
  86534. */
  86535. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  86536. }
  86537. }
  86538. declare module BABYLON {
  86539. /**
  86540. * Class used to represent a specific level of detail of a mesh
  86541. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  86542. */
  86543. export class MeshLODLevel {
  86544. /** Defines the distance where this level should star being displayed */
  86545. distance: number;
  86546. /** Defines the mesh to use to render this level */
  86547. mesh: Nullable<Mesh>;
  86548. /**
  86549. * Creates a new LOD level
  86550. * @param distance defines the distance where this level should star being displayed
  86551. * @param mesh defines the mesh to use to render this level
  86552. */
  86553. constructor(
  86554. /** Defines the distance where this level should star being displayed */
  86555. distance: number,
  86556. /** Defines the mesh to use to render this level */
  86557. mesh: Nullable<Mesh>);
  86558. }
  86559. }
  86560. declare module BABYLON {
  86561. /**
  86562. * Mesh representing the gorund
  86563. */
  86564. export class GroundMesh extends Mesh {
  86565. /** If octree should be generated */
  86566. generateOctree: boolean;
  86567. private _heightQuads;
  86568. /** @hidden */
  86569. _subdivisionsX: number;
  86570. /** @hidden */
  86571. _subdivisionsY: number;
  86572. /** @hidden */
  86573. _width: number;
  86574. /** @hidden */
  86575. _height: number;
  86576. /** @hidden */
  86577. _minX: number;
  86578. /** @hidden */
  86579. _maxX: number;
  86580. /** @hidden */
  86581. _minZ: number;
  86582. /** @hidden */
  86583. _maxZ: number;
  86584. constructor(name: string, scene: Scene);
  86585. /**
  86586. * "GroundMesh"
  86587. * @returns "GroundMesh"
  86588. */
  86589. getClassName(): string;
  86590. /**
  86591. * The minimum of x and y subdivisions
  86592. */
  86593. readonly subdivisions: number;
  86594. /**
  86595. * X subdivisions
  86596. */
  86597. readonly subdivisionsX: number;
  86598. /**
  86599. * Y subdivisions
  86600. */
  86601. readonly subdivisionsY: number;
  86602. /**
  86603. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  86604. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  86605. * @param chunksCount the number of subdivisions for x and y
  86606. * @param octreeBlocksSize (Default: 32)
  86607. */
  86608. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  86609. /**
  86610. * Returns a height (y) value in the Worl system :
  86611. * the ground altitude at the coordinates (x, z) expressed in the World system.
  86612. * @param x x coordinate
  86613. * @param z z coordinate
  86614. * @returns the ground y position if (x, z) are outside the ground surface.
  86615. */
  86616. getHeightAtCoordinates(x: number, z: number): number;
  86617. /**
  86618. * Returns a normalized vector (Vector3) orthogonal to the ground
  86619. * at the ground coordinates (x, z) expressed in the World system.
  86620. * @param x x coordinate
  86621. * @param z z coordinate
  86622. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  86623. */
  86624. getNormalAtCoordinates(x: number, z: number): Vector3;
  86625. /**
  86626. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  86627. * at the ground coordinates (x, z) expressed in the World system.
  86628. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  86629. * @param x x coordinate
  86630. * @param z z coordinate
  86631. * @param ref vector to store the result
  86632. * @returns the GroundMesh.
  86633. */
  86634. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  86635. /**
  86636. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  86637. * if the ground has been updated.
  86638. * This can be used in the render loop.
  86639. * @returns the GroundMesh.
  86640. */
  86641. updateCoordinateHeights(): GroundMesh;
  86642. private _getFacetAt;
  86643. private _initHeightQuads;
  86644. private _computeHeightQuads;
  86645. /**
  86646. * Serializes this ground mesh
  86647. * @param serializationObject object to write serialization to
  86648. */
  86649. serialize(serializationObject: any): void;
  86650. /**
  86651. * Parses a serialized ground mesh
  86652. * @param parsedMesh the serialized mesh
  86653. * @param scene the scene to create the ground mesh in
  86654. * @returns the created ground mesh
  86655. */
  86656. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  86657. }
  86658. }
  86659. declare module BABYLON {
  86660. /**
  86661. * Interface for Physics-Joint data
  86662. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86663. */
  86664. export interface PhysicsJointData {
  86665. /**
  86666. * The main pivot of the joint
  86667. */
  86668. mainPivot?: Vector3;
  86669. /**
  86670. * The connected pivot of the joint
  86671. */
  86672. connectedPivot?: Vector3;
  86673. /**
  86674. * The main axis of the joint
  86675. */
  86676. mainAxis?: Vector3;
  86677. /**
  86678. * The connected axis of the joint
  86679. */
  86680. connectedAxis?: Vector3;
  86681. /**
  86682. * The collision of the joint
  86683. */
  86684. collision?: boolean;
  86685. /**
  86686. * Native Oimo/Cannon/Energy data
  86687. */
  86688. nativeParams?: any;
  86689. }
  86690. /**
  86691. * This is a holder class for the physics joint created by the physics plugin
  86692. * It holds a set of functions to control the underlying joint
  86693. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86694. */
  86695. export class PhysicsJoint {
  86696. /**
  86697. * The type of the physics joint
  86698. */
  86699. type: number;
  86700. /**
  86701. * The data for the physics joint
  86702. */
  86703. jointData: PhysicsJointData;
  86704. private _physicsJoint;
  86705. protected _physicsPlugin: IPhysicsEnginePlugin;
  86706. /**
  86707. * Initializes the physics joint
  86708. * @param type The type of the physics joint
  86709. * @param jointData The data for the physics joint
  86710. */
  86711. constructor(
  86712. /**
  86713. * The type of the physics joint
  86714. */
  86715. type: number,
  86716. /**
  86717. * The data for the physics joint
  86718. */
  86719. jointData: PhysicsJointData);
  86720. /**
  86721. * Gets the physics joint
  86722. */
  86723. /**
  86724. * Sets the physics joint
  86725. */
  86726. physicsJoint: any;
  86727. /**
  86728. * Sets the physics plugin
  86729. */
  86730. physicsPlugin: IPhysicsEnginePlugin;
  86731. /**
  86732. * Execute a function that is physics-plugin specific.
  86733. * @param {Function} func the function that will be executed.
  86734. * It accepts two parameters: the physics world and the physics joint
  86735. */
  86736. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  86737. /**
  86738. * Distance-Joint type
  86739. */
  86740. static DistanceJoint: number;
  86741. /**
  86742. * Hinge-Joint type
  86743. */
  86744. static HingeJoint: number;
  86745. /**
  86746. * Ball-and-Socket joint type
  86747. */
  86748. static BallAndSocketJoint: number;
  86749. /**
  86750. * Wheel-Joint type
  86751. */
  86752. static WheelJoint: number;
  86753. /**
  86754. * Slider-Joint type
  86755. */
  86756. static SliderJoint: number;
  86757. /**
  86758. * Prismatic-Joint type
  86759. */
  86760. static PrismaticJoint: number;
  86761. /**
  86762. * Universal-Joint type
  86763. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  86764. */
  86765. static UniversalJoint: number;
  86766. /**
  86767. * Hinge-Joint 2 type
  86768. */
  86769. static Hinge2Joint: number;
  86770. /**
  86771. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  86772. */
  86773. static PointToPointJoint: number;
  86774. /**
  86775. * Spring-Joint type
  86776. */
  86777. static SpringJoint: number;
  86778. /**
  86779. * Lock-Joint type
  86780. */
  86781. static LockJoint: number;
  86782. }
  86783. /**
  86784. * A class representing a physics distance joint
  86785. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86786. */
  86787. export class DistanceJoint extends PhysicsJoint {
  86788. /**
  86789. *
  86790. * @param jointData The data for the Distance-Joint
  86791. */
  86792. constructor(jointData: DistanceJointData);
  86793. /**
  86794. * Update the predefined distance.
  86795. * @param maxDistance The maximum preferred distance
  86796. * @param minDistance The minimum preferred distance
  86797. */
  86798. updateDistance(maxDistance: number, minDistance?: number): void;
  86799. }
  86800. /**
  86801. * Represents a Motor-Enabled Joint
  86802. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86803. */
  86804. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  86805. /**
  86806. * Initializes the Motor-Enabled Joint
  86807. * @param type The type of the joint
  86808. * @param jointData The physica joint data for the joint
  86809. */
  86810. constructor(type: number, jointData: PhysicsJointData);
  86811. /**
  86812. * Set the motor values.
  86813. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86814. * @param force the force to apply
  86815. * @param maxForce max force for this motor.
  86816. */
  86817. setMotor(force?: number, maxForce?: number): void;
  86818. /**
  86819. * Set the motor's limits.
  86820. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86821. * @param upperLimit The upper limit of the motor
  86822. * @param lowerLimit The lower limit of the motor
  86823. */
  86824. setLimit(upperLimit: number, lowerLimit?: number): void;
  86825. }
  86826. /**
  86827. * This class represents a single physics Hinge-Joint
  86828. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86829. */
  86830. export class HingeJoint extends MotorEnabledJoint {
  86831. /**
  86832. * Initializes the Hinge-Joint
  86833. * @param jointData The joint data for the Hinge-Joint
  86834. */
  86835. constructor(jointData: PhysicsJointData);
  86836. /**
  86837. * Set the motor values.
  86838. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86839. * @param {number} force the force to apply
  86840. * @param {number} maxForce max force for this motor.
  86841. */
  86842. setMotor(force?: number, maxForce?: number): void;
  86843. /**
  86844. * Set the motor's limits.
  86845. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86846. * @param upperLimit The upper limit of the motor
  86847. * @param lowerLimit The lower limit of the motor
  86848. */
  86849. setLimit(upperLimit: number, lowerLimit?: number): void;
  86850. }
  86851. /**
  86852. * This class represents a dual hinge physics joint (same as wheel joint)
  86853. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86854. */
  86855. export class Hinge2Joint extends MotorEnabledJoint {
  86856. /**
  86857. * Initializes the Hinge2-Joint
  86858. * @param jointData The joint data for the Hinge2-Joint
  86859. */
  86860. constructor(jointData: PhysicsJointData);
  86861. /**
  86862. * Set the motor values.
  86863. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86864. * @param {number} targetSpeed the speed the motor is to reach
  86865. * @param {number} maxForce max force for this motor.
  86866. * @param {motorIndex} the motor's index, 0 or 1.
  86867. */
  86868. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  86869. /**
  86870. * Set the motor limits.
  86871. * Attention, this function is plugin specific. Engines won't react 100% the same.
  86872. * @param {number} upperLimit the upper limit
  86873. * @param {number} lowerLimit lower limit
  86874. * @param {motorIndex} the motor's index, 0 or 1.
  86875. */
  86876. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86877. }
  86878. /**
  86879. * Interface for a motor enabled joint
  86880. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86881. */
  86882. export interface IMotorEnabledJoint {
  86883. /**
  86884. * Physics joint
  86885. */
  86886. physicsJoint: any;
  86887. /**
  86888. * Sets the motor of the motor-enabled joint
  86889. * @param force The force of the motor
  86890. * @param maxForce The maximum force of the motor
  86891. * @param motorIndex The index of the motor
  86892. */
  86893. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  86894. /**
  86895. * Sets the limit of the motor
  86896. * @param upperLimit The upper limit of the motor
  86897. * @param lowerLimit The lower limit of the motor
  86898. * @param motorIndex The index of the motor
  86899. */
  86900. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  86901. }
  86902. /**
  86903. * Joint data for a Distance-Joint
  86904. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86905. */
  86906. export interface DistanceJointData extends PhysicsJointData {
  86907. /**
  86908. * Max distance the 2 joint objects can be apart
  86909. */
  86910. maxDistance: number;
  86911. }
  86912. /**
  86913. * Joint data from a spring joint
  86914. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86915. */
  86916. export interface SpringJointData extends PhysicsJointData {
  86917. /**
  86918. * Length of the spring
  86919. */
  86920. length: number;
  86921. /**
  86922. * Stiffness of the spring
  86923. */
  86924. stiffness: number;
  86925. /**
  86926. * Damping of the spring
  86927. */
  86928. damping: number;
  86929. /** this callback will be called when applying the force to the impostors. */
  86930. forceApplicationCallback: () => void;
  86931. }
  86932. }
  86933. declare module BABYLON {
  86934. /**
  86935. * Holds the data for the raycast result
  86936. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  86937. */
  86938. export class PhysicsRaycastResult {
  86939. private _hasHit;
  86940. private _hitDistance;
  86941. private _hitNormalWorld;
  86942. private _hitPointWorld;
  86943. private _rayFromWorld;
  86944. private _rayToWorld;
  86945. /**
  86946. * Gets if there was a hit
  86947. */
  86948. readonly hasHit: boolean;
  86949. /**
  86950. * Gets the distance from the hit
  86951. */
  86952. readonly hitDistance: number;
  86953. /**
  86954. * Gets the hit normal/direction in the world
  86955. */
  86956. readonly hitNormalWorld: Vector3;
  86957. /**
  86958. * Gets the hit point in the world
  86959. */
  86960. readonly hitPointWorld: Vector3;
  86961. /**
  86962. * Gets the ray "start point" of the ray in the world
  86963. */
  86964. readonly rayFromWorld: Vector3;
  86965. /**
  86966. * Gets the ray "end point" of the ray in the world
  86967. */
  86968. readonly rayToWorld: Vector3;
  86969. /**
  86970. * Sets the hit data (normal & point in world space)
  86971. * @param hitNormalWorld defines the normal in world space
  86972. * @param hitPointWorld defines the point in world space
  86973. */
  86974. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  86975. /**
  86976. * Sets the distance from the start point to the hit point
  86977. * @param distance
  86978. */
  86979. setHitDistance(distance: number): void;
  86980. /**
  86981. * Calculates the distance manually
  86982. */
  86983. calculateHitDistance(): void;
  86984. /**
  86985. * Resets all the values to default
  86986. * @param from The from point on world space
  86987. * @param to The to point on world space
  86988. */
  86989. reset(from?: Vector3, to?: Vector3): void;
  86990. }
  86991. /**
  86992. * Interface for the size containing width and height
  86993. */
  86994. interface IXYZ {
  86995. /**
  86996. * X
  86997. */
  86998. x: number;
  86999. /**
  87000. * Y
  87001. */
  87002. y: number;
  87003. /**
  87004. * Z
  87005. */
  87006. z: number;
  87007. }
  87008. }
  87009. declare module BABYLON {
  87010. /**
  87011. * Interface used to describe a physics joint
  87012. */
  87013. export interface PhysicsImpostorJoint {
  87014. /** Defines the main impostor to which the joint is linked */
  87015. mainImpostor: PhysicsImpostor;
  87016. /** Defines the impostor that is connected to the main impostor using this joint */
  87017. connectedImpostor: PhysicsImpostor;
  87018. /** Defines the joint itself */
  87019. joint: PhysicsJoint;
  87020. }
  87021. /** @hidden */
  87022. export interface IPhysicsEnginePlugin {
  87023. world: any;
  87024. name: string;
  87025. setGravity(gravity: Vector3): void;
  87026. setTimeStep(timeStep: number): void;
  87027. getTimeStep(): number;
  87028. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  87029. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  87030. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  87031. generatePhysicsBody(impostor: PhysicsImpostor): void;
  87032. removePhysicsBody(impostor: PhysicsImpostor): void;
  87033. generateJoint(joint: PhysicsImpostorJoint): void;
  87034. removeJoint(joint: PhysicsImpostorJoint): void;
  87035. isSupported(): boolean;
  87036. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  87037. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  87038. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  87039. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  87040. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  87041. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  87042. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  87043. getBodyMass(impostor: PhysicsImpostor): number;
  87044. getBodyFriction(impostor: PhysicsImpostor): number;
  87045. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  87046. getBodyRestitution(impostor: PhysicsImpostor): number;
  87047. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  87048. getBodyPressure?(impostor: PhysicsImpostor): number;
  87049. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  87050. getBodyStiffness?(impostor: PhysicsImpostor): number;
  87051. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  87052. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  87053. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  87054. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  87055. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  87056. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  87057. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  87058. sleepBody(impostor: PhysicsImpostor): void;
  87059. wakeUpBody(impostor: PhysicsImpostor): void;
  87060. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  87061. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  87062. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  87063. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  87064. getRadius(impostor: PhysicsImpostor): number;
  87065. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  87066. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  87067. dispose(): void;
  87068. }
  87069. /**
  87070. * Interface used to define a physics engine
  87071. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  87072. */
  87073. export interface IPhysicsEngine {
  87074. /**
  87075. * Gets the gravity vector used by the simulation
  87076. */
  87077. gravity: Vector3;
  87078. /**
  87079. * Sets the gravity vector used by the simulation
  87080. * @param gravity defines the gravity vector to use
  87081. */
  87082. setGravity(gravity: Vector3): void;
  87083. /**
  87084. * Set the time step of the physics engine.
  87085. * Default is 1/60.
  87086. * To slow it down, enter 1/600 for example.
  87087. * To speed it up, 1/30
  87088. * @param newTimeStep the new timestep to apply to this world.
  87089. */
  87090. setTimeStep(newTimeStep: number): void;
  87091. /**
  87092. * Get the time step of the physics engine.
  87093. * @returns the current time step
  87094. */
  87095. getTimeStep(): number;
  87096. /**
  87097. * Release all resources
  87098. */
  87099. dispose(): void;
  87100. /**
  87101. * Gets the name of the current physics plugin
  87102. * @returns the name of the plugin
  87103. */
  87104. getPhysicsPluginName(): string;
  87105. /**
  87106. * Adding a new impostor for the impostor tracking.
  87107. * This will be done by the impostor itself.
  87108. * @param impostor the impostor to add
  87109. */
  87110. addImpostor(impostor: PhysicsImpostor): void;
  87111. /**
  87112. * Remove an impostor from the engine.
  87113. * This impostor and its mesh will not longer be updated by the physics engine.
  87114. * @param impostor the impostor to remove
  87115. */
  87116. removeImpostor(impostor: PhysicsImpostor): void;
  87117. /**
  87118. * Add a joint to the physics engine
  87119. * @param mainImpostor defines the main impostor to which the joint is added.
  87120. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  87121. * @param joint defines the joint that will connect both impostors.
  87122. */
  87123. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  87124. /**
  87125. * Removes a joint from the simulation
  87126. * @param mainImpostor defines the impostor used with the joint
  87127. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  87128. * @param joint defines the joint to remove
  87129. */
  87130. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  87131. /**
  87132. * Gets the current plugin used to run the simulation
  87133. * @returns current plugin
  87134. */
  87135. getPhysicsPlugin(): IPhysicsEnginePlugin;
  87136. /**
  87137. * Gets the list of physic impostors
  87138. * @returns an array of PhysicsImpostor
  87139. */
  87140. getImpostors(): Array<PhysicsImpostor>;
  87141. /**
  87142. * Gets the impostor for a physics enabled object
  87143. * @param object defines the object impersonated by the impostor
  87144. * @returns the PhysicsImpostor or null if not found
  87145. */
  87146. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  87147. /**
  87148. * Gets the impostor for a physics body object
  87149. * @param body defines physics body used by the impostor
  87150. * @returns the PhysicsImpostor or null if not found
  87151. */
  87152. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  87153. /**
  87154. * Does a raycast in the physics world
  87155. * @param from when should the ray start?
  87156. * @param to when should the ray end?
  87157. * @returns PhysicsRaycastResult
  87158. */
  87159. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  87160. /**
  87161. * Called by the scene. No need to call it.
  87162. * @param delta defines the timespam between frames
  87163. */
  87164. _step(delta: number): void;
  87165. }
  87166. }
  87167. declare module BABYLON {
  87168. /**
  87169. * The interface for the physics imposter parameters
  87170. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87171. */
  87172. export interface PhysicsImpostorParameters {
  87173. /**
  87174. * The mass of the physics imposter
  87175. */
  87176. mass: number;
  87177. /**
  87178. * The friction of the physics imposter
  87179. */
  87180. friction?: number;
  87181. /**
  87182. * The coefficient of restitution of the physics imposter
  87183. */
  87184. restitution?: number;
  87185. /**
  87186. * The native options of the physics imposter
  87187. */
  87188. nativeOptions?: any;
  87189. /**
  87190. * Specifies if the parent should be ignored
  87191. */
  87192. ignoreParent?: boolean;
  87193. /**
  87194. * Specifies if bi-directional transformations should be disabled
  87195. */
  87196. disableBidirectionalTransformation?: boolean;
  87197. /**
  87198. * The pressure inside the physics imposter, soft object only
  87199. */
  87200. pressure?: number;
  87201. /**
  87202. * The stiffness the physics imposter, soft object only
  87203. */
  87204. stiffness?: number;
  87205. /**
  87206. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  87207. */
  87208. velocityIterations?: number;
  87209. /**
  87210. * The number of iterations used in maintaining consistent vertex positions, soft object only
  87211. */
  87212. positionIterations?: number;
  87213. /**
  87214. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  87215. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  87216. * Add to fix multiple points
  87217. */
  87218. fixedPoints?: number;
  87219. /**
  87220. * The collision margin around a soft object
  87221. */
  87222. margin?: number;
  87223. /**
  87224. * The collision margin around a soft object
  87225. */
  87226. damping?: number;
  87227. /**
  87228. * The path for a rope based on an extrusion
  87229. */
  87230. path?: any;
  87231. /**
  87232. * The shape of an extrusion used for a rope based on an extrusion
  87233. */
  87234. shape?: any;
  87235. }
  87236. /**
  87237. * Interface for a physics-enabled object
  87238. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87239. */
  87240. export interface IPhysicsEnabledObject {
  87241. /**
  87242. * The position of the physics-enabled object
  87243. */
  87244. position: Vector3;
  87245. /**
  87246. * The rotation of the physics-enabled object
  87247. */
  87248. rotationQuaternion: Nullable<Quaternion>;
  87249. /**
  87250. * The scale of the physics-enabled object
  87251. */
  87252. scaling: Vector3;
  87253. /**
  87254. * The rotation of the physics-enabled object
  87255. */
  87256. rotation?: Vector3;
  87257. /**
  87258. * The parent of the physics-enabled object
  87259. */
  87260. parent?: any;
  87261. /**
  87262. * The bounding info of the physics-enabled object
  87263. * @returns The bounding info of the physics-enabled object
  87264. */
  87265. getBoundingInfo(): BoundingInfo;
  87266. /**
  87267. * Computes the world matrix
  87268. * @param force Specifies if the world matrix should be computed by force
  87269. * @returns A world matrix
  87270. */
  87271. computeWorldMatrix(force: boolean): Matrix;
  87272. /**
  87273. * Gets the world matrix
  87274. * @returns A world matrix
  87275. */
  87276. getWorldMatrix?(): Matrix;
  87277. /**
  87278. * Gets the child meshes
  87279. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  87280. * @returns An array of abstract meshes
  87281. */
  87282. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  87283. /**
  87284. * Gets the vertex data
  87285. * @param kind The type of vertex data
  87286. * @returns A nullable array of numbers, or a float32 array
  87287. */
  87288. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  87289. /**
  87290. * Gets the indices from the mesh
  87291. * @returns A nullable array of index arrays
  87292. */
  87293. getIndices?(): Nullable<IndicesArray>;
  87294. /**
  87295. * Gets the scene from the mesh
  87296. * @returns the indices array or null
  87297. */
  87298. getScene?(): Scene;
  87299. /**
  87300. * Gets the absolute position from the mesh
  87301. * @returns the absolute position
  87302. */
  87303. getAbsolutePosition(): Vector3;
  87304. /**
  87305. * Gets the absolute pivot point from the mesh
  87306. * @returns the absolute pivot point
  87307. */
  87308. getAbsolutePivotPoint(): Vector3;
  87309. /**
  87310. * Rotates the mesh
  87311. * @param axis The axis of rotation
  87312. * @param amount The amount of rotation
  87313. * @param space The space of the rotation
  87314. * @returns The rotation transform node
  87315. */
  87316. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  87317. /**
  87318. * Translates the mesh
  87319. * @param axis The axis of translation
  87320. * @param distance The distance of translation
  87321. * @param space The space of the translation
  87322. * @returns The transform node
  87323. */
  87324. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  87325. /**
  87326. * Sets the absolute position of the mesh
  87327. * @param absolutePosition The absolute position of the mesh
  87328. * @returns The transform node
  87329. */
  87330. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  87331. /**
  87332. * Gets the class name of the mesh
  87333. * @returns The class name
  87334. */
  87335. getClassName(): string;
  87336. }
  87337. /**
  87338. * Represents a physics imposter
  87339. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  87340. */
  87341. export class PhysicsImpostor {
  87342. /**
  87343. * The physics-enabled object used as the physics imposter
  87344. */
  87345. object: IPhysicsEnabledObject;
  87346. /**
  87347. * The type of the physics imposter
  87348. */
  87349. type: number;
  87350. private _options;
  87351. private _scene?;
  87352. /**
  87353. * The default object size of the imposter
  87354. */
  87355. static DEFAULT_OBJECT_SIZE: Vector3;
  87356. /**
  87357. * The identity quaternion of the imposter
  87358. */
  87359. static IDENTITY_QUATERNION: Quaternion;
  87360. /** @hidden */
  87361. _pluginData: any;
  87362. private _physicsEngine;
  87363. private _physicsBody;
  87364. private _bodyUpdateRequired;
  87365. private _onBeforePhysicsStepCallbacks;
  87366. private _onAfterPhysicsStepCallbacks;
  87367. /** @hidden */
  87368. _onPhysicsCollideCallbacks: Array<{
  87369. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  87370. otherImpostors: Array<PhysicsImpostor>;
  87371. }>;
  87372. private _deltaPosition;
  87373. private _deltaRotation;
  87374. private _deltaRotationConjugated;
  87375. /** @hidden */
  87376. _isFromLine: boolean;
  87377. private _parent;
  87378. private _isDisposed;
  87379. private static _tmpVecs;
  87380. private static _tmpQuat;
  87381. /**
  87382. * Specifies if the physics imposter is disposed
  87383. */
  87384. readonly isDisposed: boolean;
  87385. /**
  87386. * Gets the mass of the physics imposter
  87387. */
  87388. mass: number;
  87389. /**
  87390. * Gets the coefficient of friction
  87391. */
  87392. /**
  87393. * Sets the coefficient of friction
  87394. */
  87395. friction: number;
  87396. /**
  87397. * Gets the coefficient of restitution
  87398. */
  87399. /**
  87400. * Sets the coefficient of restitution
  87401. */
  87402. restitution: number;
  87403. /**
  87404. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  87405. */
  87406. /**
  87407. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  87408. */
  87409. pressure: number;
  87410. /**
  87411. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  87412. */
  87413. /**
  87414. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  87415. */
  87416. stiffness: number;
  87417. /**
  87418. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  87419. */
  87420. /**
  87421. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  87422. */
  87423. velocityIterations: number;
  87424. /**
  87425. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  87426. */
  87427. /**
  87428. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  87429. */
  87430. positionIterations: number;
  87431. /**
  87432. * The unique id of the physics imposter
  87433. * set by the physics engine when adding this impostor to the array
  87434. */
  87435. uniqueId: number;
  87436. /**
  87437. * @hidden
  87438. */
  87439. soft: boolean;
  87440. /**
  87441. * @hidden
  87442. */
  87443. segments: number;
  87444. private _joints;
  87445. /**
  87446. * Initializes the physics imposter
  87447. * @param object The physics-enabled object used as the physics imposter
  87448. * @param type The type of the physics imposter
  87449. * @param _options The options for the physics imposter
  87450. * @param _scene The Babylon scene
  87451. */
  87452. constructor(
  87453. /**
  87454. * The physics-enabled object used as the physics imposter
  87455. */
  87456. object: IPhysicsEnabledObject,
  87457. /**
  87458. * The type of the physics imposter
  87459. */
  87460. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  87461. /**
  87462. * This function will completly initialize this impostor.
  87463. * It will create a new body - but only if this mesh has no parent.
  87464. * If it has, this impostor will not be used other than to define the impostor
  87465. * of the child mesh.
  87466. * @hidden
  87467. */
  87468. _init(): void;
  87469. private _getPhysicsParent;
  87470. /**
  87471. * Should a new body be generated.
  87472. * @returns boolean specifying if body initialization is required
  87473. */
  87474. isBodyInitRequired(): boolean;
  87475. /**
  87476. * Sets the updated scaling
  87477. * @param updated Specifies if the scaling is updated
  87478. */
  87479. setScalingUpdated(): void;
  87480. /**
  87481. * Force a regeneration of this or the parent's impostor's body.
  87482. * Use under cautious - This will remove all joints already implemented.
  87483. */
  87484. forceUpdate(): void;
  87485. /**
  87486. * Gets the body that holds this impostor. Either its own, or its parent.
  87487. */
  87488. /**
  87489. * Set the physics body. Used mainly by the physics engine/plugin
  87490. */
  87491. physicsBody: any;
  87492. /**
  87493. * Get the parent of the physics imposter
  87494. * @returns Physics imposter or null
  87495. */
  87496. /**
  87497. * Sets the parent of the physics imposter
  87498. */
  87499. parent: Nullable<PhysicsImpostor>;
  87500. /**
  87501. * Resets the update flags
  87502. */
  87503. resetUpdateFlags(): void;
  87504. /**
  87505. * Gets the object extend size
  87506. * @returns the object extend size
  87507. */
  87508. getObjectExtendSize(): Vector3;
  87509. /**
  87510. * Gets the object center
  87511. * @returns The object center
  87512. */
  87513. getObjectCenter(): Vector3;
  87514. /**
  87515. * Get a specific parametes from the options parameter
  87516. * @param paramName The object parameter name
  87517. * @returns The object parameter
  87518. */
  87519. getParam(paramName: string): any;
  87520. /**
  87521. * Sets a specific parameter in the options given to the physics plugin
  87522. * @param paramName The parameter name
  87523. * @param value The value of the parameter
  87524. */
  87525. setParam(paramName: string, value: number): void;
  87526. /**
  87527. * Specifically change the body's mass option. Won't recreate the physics body object
  87528. * @param mass The mass of the physics imposter
  87529. */
  87530. setMass(mass: number): void;
  87531. /**
  87532. * Gets the linear velocity
  87533. * @returns linear velocity or null
  87534. */
  87535. getLinearVelocity(): Nullable<Vector3>;
  87536. /**
  87537. * Sets the linear velocity
  87538. * @param velocity linear velocity or null
  87539. */
  87540. setLinearVelocity(velocity: Nullable<Vector3>): void;
  87541. /**
  87542. * Gets the angular velocity
  87543. * @returns angular velocity or null
  87544. */
  87545. getAngularVelocity(): Nullable<Vector3>;
  87546. /**
  87547. * Sets the angular velocity
  87548. * @param velocity The velocity or null
  87549. */
  87550. setAngularVelocity(velocity: Nullable<Vector3>): void;
  87551. /**
  87552. * Execute a function with the physics plugin native code
  87553. * Provide a function the will have two variables - the world object and the physics body object
  87554. * @param func The function to execute with the physics plugin native code
  87555. */
  87556. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  87557. /**
  87558. * Register a function that will be executed before the physics world is stepping forward
  87559. * @param func The function to execute before the physics world is stepped forward
  87560. */
  87561. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87562. /**
  87563. * Unregister a function that will be executed before the physics world is stepping forward
  87564. * @param func The function to execute before the physics world is stepped forward
  87565. */
  87566. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87567. /**
  87568. * Register a function that will be executed after the physics step
  87569. * @param func The function to execute after physics step
  87570. */
  87571. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87572. /**
  87573. * Unregisters a function that will be executed after the physics step
  87574. * @param func The function to execute after physics step
  87575. */
  87576. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  87577. /**
  87578. * register a function that will be executed when this impostor collides against a different body
  87579. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  87580. * @param func Callback that is executed on collision
  87581. */
  87582. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  87583. /**
  87584. * Unregisters the physics imposter on contact
  87585. * @param collideAgainst The physics object to collide against
  87586. * @param func Callback to execute on collision
  87587. */
  87588. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  87589. private _tmpQuat;
  87590. private _tmpQuat2;
  87591. /**
  87592. * Get the parent rotation
  87593. * @returns The parent rotation
  87594. */
  87595. getParentsRotation(): Quaternion;
  87596. /**
  87597. * this function is executed by the physics engine.
  87598. */
  87599. beforeStep: () => void;
  87600. /**
  87601. * this function is executed by the physics engine
  87602. */
  87603. afterStep: () => void;
  87604. /**
  87605. * Legacy collision detection event support
  87606. */
  87607. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  87608. /**
  87609. * event and body object due to cannon's event-based architecture.
  87610. */
  87611. onCollide: (e: {
  87612. body: any;
  87613. }) => void;
  87614. /**
  87615. * Apply a force
  87616. * @param force The force to apply
  87617. * @param contactPoint The contact point for the force
  87618. * @returns The physics imposter
  87619. */
  87620. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  87621. /**
  87622. * Apply an impulse
  87623. * @param force The impulse force
  87624. * @param contactPoint The contact point for the impulse force
  87625. * @returns The physics imposter
  87626. */
  87627. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  87628. /**
  87629. * A help function to create a joint
  87630. * @param otherImpostor A physics imposter used to create a joint
  87631. * @param jointType The type of joint
  87632. * @param jointData The data for the joint
  87633. * @returns The physics imposter
  87634. */
  87635. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  87636. /**
  87637. * Add a joint to this impostor with a different impostor
  87638. * @param otherImpostor A physics imposter used to add a joint
  87639. * @param joint The joint to add
  87640. * @returns The physics imposter
  87641. */
  87642. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  87643. /**
  87644. * Add an anchor to a cloth impostor
  87645. * @param otherImpostor rigid impostor to anchor to
  87646. * @param width ratio across width from 0 to 1
  87647. * @param height ratio up height from 0 to 1
  87648. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  87649. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  87650. * @returns impostor the soft imposter
  87651. */
  87652. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  87653. /**
  87654. * Add a hook to a rope impostor
  87655. * @param otherImpostor rigid impostor to anchor to
  87656. * @param length ratio across rope from 0 to 1
  87657. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  87658. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  87659. * @returns impostor the rope imposter
  87660. */
  87661. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  87662. /**
  87663. * Will keep this body still, in a sleep mode.
  87664. * @returns the physics imposter
  87665. */
  87666. sleep(): PhysicsImpostor;
  87667. /**
  87668. * Wake the body up.
  87669. * @returns The physics imposter
  87670. */
  87671. wakeUp(): PhysicsImpostor;
  87672. /**
  87673. * Clones the physics imposter
  87674. * @param newObject The physics imposter clones to this physics-enabled object
  87675. * @returns A nullable physics imposter
  87676. */
  87677. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  87678. /**
  87679. * Disposes the physics imposter
  87680. */
  87681. dispose(): void;
  87682. /**
  87683. * Sets the delta position
  87684. * @param position The delta position amount
  87685. */
  87686. setDeltaPosition(position: Vector3): void;
  87687. /**
  87688. * Sets the delta rotation
  87689. * @param rotation The delta rotation amount
  87690. */
  87691. setDeltaRotation(rotation: Quaternion): void;
  87692. /**
  87693. * Gets the box size of the physics imposter and stores the result in the input parameter
  87694. * @param result Stores the box size
  87695. * @returns The physics imposter
  87696. */
  87697. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  87698. /**
  87699. * Gets the radius of the physics imposter
  87700. * @returns Radius of the physics imposter
  87701. */
  87702. getRadius(): number;
  87703. /**
  87704. * Sync a bone with this impostor
  87705. * @param bone The bone to sync to the impostor.
  87706. * @param boneMesh The mesh that the bone is influencing.
  87707. * @param jointPivot The pivot of the joint / bone in local space.
  87708. * @param distToJoint Optional distance from the impostor to the joint.
  87709. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  87710. */
  87711. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  87712. /**
  87713. * Sync impostor to a bone
  87714. * @param bone The bone that the impostor will be synced to.
  87715. * @param boneMesh The mesh that the bone is influencing.
  87716. * @param jointPivot The pivot of the joint / bone in local space.
  87717. * @param distToJoint Optional distance from the impostor to the joint.
  87718. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  87719. * @param boneAxis Optional vector3 axis the bone is aligned with
  87720. */
  87721. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  87722. /**
  87723. * No-Imposter type
  87724. */
  87725. static NoImpostor: number;
  87726. /**
  87727. * Sphere-Imposter type
  87728. */
  87729. static SphereImpostor: number;
  87730. /**
  87731. * Box-Imposter type
  87732. */
  87733. static BoxImpostor: number;
  87734. /**
  87735. * Plane-Imposter type
  87736. */
  87737. static PlaneImpostor: number;
  87738. /**
  87739. * Mesh-imposter type
  87740. */
  87741. static MeshImpostor: number;
  87742. /**
  87743. * Capsule-Impostor type (Ammo.js plugin only)
  87744. */
  87745. static CapsuleImpostor: number;
  87746. /**
  87747. * Cylinder-Imposter type
  87748. */
  87749. static CylinderImpostor: number;
  87750. /**
  87751. * Particle-Imposter type
  87752. */
  87753. static ParticleImpostor: number;
  87754. /**
  87755. * Heightmap-Imposter type
  87756. */
  87757. static HeightmapImpostor: number;
  87758. /**
  87759. * ConvexHull-Impostor type (Ammo.js plugin only)
  87760. */
  87761. static ConvexHullImpostor: number;
  87762. /**
  87763. * Rope-Imposter type
  87764. */
  87765. static RopeImpostor: number;
  87766. /**
  87767. * Cloth-Imposter type
  87768. */
  87769. static ClothImpostor: number;
  87770. /**
  87771. * Softbody-Imposter type
  87772. */
  87773. static SoftbodyImpostor: number;
  87774. }
  87775. }
  87776. declare module BABYLON {
  87777. /**
  87778. * @hidden
  87779. **/
  87780. export class _CreationDataStorage {
  87781. closePath?: boolean;
  87782. closeArray?: boolean;
  87783. idx: number[];
  87784. dashSize: number;
  87785. gapSize: number;
  87786. path3D: Path3D;
  87787. pathArray: Vector3[][];
  87788. arc: number;
  87789. radius: number;
  87790. cap: number;
  87791. tessellation: number;
  87792. }
  87793. /**
  87794. * @hidden
  87795. **/
  87796. class _InstanceDataStorage {
  87797. visibleInstances: any;
  87798. batchCache: _InstancesBatch;
  87799. instancesBufferSize: number;
  87800. instancesBuffer: Nullable<Buffer>;
  87801. instancesData: Float32Array;
  87802. overridenInstanceCount: number;
  87803. isFrozen: boolean;
  87804. previousBatch: Nullable<_InstancesBatch>;
  87805. hardwareInstancedRendering: boolean;
  87806. sideOrientation: number;
  87807. }
  87808. /**
  87809. * @hidden
  87810. **/
  87811. export class _InstancesBatch {
  87812. mustReturn: boolean;
  87813. visibleInstances: Nullable<InstancedMesh[]>[];
  87814. renderSelf: boolean[];
  87815. hardwareInstancedRendering: boolean[];
  87816. }
  87817. /**
  87818. * Class used to represent renderable models
  87819. */
  87820. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  87821. /**
  87822. * Mesh side orientation : usually the external or front surface
  87823. */
  87824. static readonly FRONTSIDE: number;
  87825. /**
  87826. * Mesh side orientation : usually the internal or back surface
  87827. */
  87828. static readonly BACKSIDE: number;
  87829. /**
  87830. * Mesh side orientation : both internal and external or front and back surfaces
  87831. */
  87832. static readonly DOUBLESIDE: number;
  87833. /**
  87834. * Mesh side orientation : by default, `FRONTSIDE`
  87835. */
  87836. static readonly DEFAULTSIDE: number;
  87837. /**
  87838. * Mesh cap setting : no cap
  87839. */
  87840. static readonly NO_CAP: number;
  87841. /**
  87842. * Mesh cap setting : one cap at the beginning of the mesh
  87843. */
  87844. static readonly CAP_START: number;
  87845. /**
  87846. * Mesh cap setting : one cap at the end of the mesh
  87847. */
  87848. static readonly CAP_END: number;
  87849. /**
  87850. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  87851. */
  87852. static readonly CAP_ALL: number;
  87853. /**
  87854. * Mesh pattern setting : no flip or rotate
  87855. */
  87856. static readonly NO_FLIP: number;
  87857. /**
  87858. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  87859. */
  87860. static readonly FLIP_TILE: number;
  87861. /**
  87862. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  87863. */
  87864. static readonly ROTATE_TILE: number;
  87865. /**
  87866. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  87867. */
  87868. static readonly FLIP_ROW: number;
  87869. /**
  87870. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  87871. */
  87872. static readonly ROTATE_ROW: number;
  87873. /**
  87874. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  87875. */
  87876. static readonly FLIP_N_ROTATE_TILE: number;
  87877. /**
  87878. * Mesh pattern setting : rotate pattern and rotate
  87879. */
  87880. static readonly FLIP_N_ROTATE_ROW: number;
  87881. /**
  87882. * Mesh tile positioning : part tiles same on left/right or top/bottom
  87883. */
  87884. static readonly CENTER: number;
  87885. /**
  87886. * Mesh tile positioning : part tiles on left
  87887. */
  87888. static readonly LEFT: number;
  87889. /**
  87890. * Mesh tile positioning : part tiles on right
  87891. */
  87892. static readonly RIGHT: number;
  87893. /**
  87894. * Mesh tile positioning : part tiles on top
  87895. */
  87896. static readonly TOP: number;
  87897. /**
  87898. * Mesh tile positioning : part tiles on bottom
  87899. */
  87900. static readonly BOTTOM: number;
  87901. /**
  87902. * Gets the default side orientation.
  87903. * @param orientation the orientation to value to attempt to get
  87904. * @returns the default orientation
  87905. * @hidden
  87906. */
  87907. static _GetDefaultSideOrientation(orientation?: number): number;
  87908. private _internalMeshDataInfo;
  87909. /**
  87910. * An event triggered before rendering the mesh
  87911. */
  87912. readonly onBeforeRenderObservable: Observable<Mesh>;
  87913. /**
  87914. * An event triggered before binding the mesh
  87915. */
  87916. readonly onBeforeBindObservable: Observable<Mesh>;
  87917. /**
  87918. * An event triggered after rendering the mesh
  87919. */
  87920. readonly onAfterRenderObservable: Observable<Mesh>;
  87921. /**
  87922. * An event triggered before drawing the mesh
  87923. */
  87924. readonly onBeforeDrawObservable: Observable<Mesh>;
  87925. private _onBeforeDrawObserver;
  87926. /**
  87927. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  87928. */
  87929. onBeforeDraw: () => void;
  87930. readonly hasInstances: boolean;
  87931. /**
  87932. * Gets the delay loading state of the mesh (when delay loading is turned on)
  87933. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  87934. */
  87935. delayLoadState: number;
  87936. /**
  87937. * Gets the list of instances created from this mesh
  87938. * it is not supposed to be modified manually.
  87939. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  87940. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  87941. */
  87942. instances: InstancedMesh[];
  87943. /**
  87944. * Gets the file containing delay loading data for this mesh
  87945. */
  87946. delayLoadingFile: string;
  87947. /** @hidden */
  87948. _binaryInfo: any;
  87949. /**
  87950. * User defined function used to change how LOD level selection is done
  87951. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  87952. */
  87953. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  87954. /**
  87955. * Gets or sets the morph target manager
  87956. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  87957. */
  87958. morphTargetManager: Nullable<MorphTargetManager>;
  87959. /** @hidden */
  87960. _creationDataStorage: Nullable<_CreationDataStorage>;
  87961. /** @hidden */
  87962. _geometry: Nullable<Geometry>;
  87963. /** @hidden */
  87964. _delayInfo: Array<string>;
  87965. /** @hidden */
  87966. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  87967. /** @hidden */
  87968. _instanceDataStorage: _InstanceDataStorage;
  87969. private _effectiveMaterial;
  87970. /** @hidden */
  87971. _shouldGenerateFlatShading: boolean;
  87972. /** @hidden */
  87973. _originalBuilderSideOrientation: number;
  87974. /**
  87975. * Use this property to change the original side orientation defined at construction time
  87976. */
  87977. overrideMaterialSideOrientation: Nullable<number>;
  87978. /**
  87979. * Gets the source mesh (the one used to clone this one from)
  87980. */
  87981. readonly source: Nullable<Mesh>;
  87982. /**
  87983. * Gets or sets a boolean indicating that this mesh does not use index buffer
  87984. */
  87985. isUnIndexed: boolean;
  87986. /**
  87987. * @constructor
  87988. * @param name The value used by scene.getMeshByName() to do a lookup.
  87989. * @param scene The scene to add this mesh to.
  87990. * @param parent The parent of this mesh, if it has one
  87991. * @param source An optional Mesh from which geometry is shared, cloned.
  87992. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  87993. * When false, achieved by calling a clone(), also passing False.
  87994. * This will make creation of children, recursive.
  87995. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  87996. */
  87997. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  87998. /**
  87999. * Gets the class name
  88000. * @returns the string "Mesh".
  88001. */
  88002. getClassName(): string;
  88003. /** @hidden */
  88004. readonly _isMesh: boolean;
  88005. /**
  88006. * Returns a description of this mesh
  88007. * @param fullDetails define if full details about this mesh must be used
  88008. * @returns a descriptive string representing this mesh
  88009. */
  88010. toString(fullDetails?: boolean): string;
  88011. /** @hidden */
  88012. _unBindEffect(): void;
  88013. /**
  88014. * Gets a boolean indicating if this mesh has LOD
  88015. */
  88016. readonly hasLODLevels: boolean;
  88017. /**
  88018. * Gets the list of MeshLODLevel associated with the current mesh
  88019. * @returns an array of MeshLODLevel
  88020. */
  88021. getLODLevels(): MeshLODLevel[];
  88022. private _sortLODLevels;
  88023. /**
  88024. * Add a mesh as LOD level triggered at the given distance.
  88025. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  88026. * @param distance The distance from the center of the object to show this level
  88027. * @param mesh The mesh to be added as LOD level (can be null)
  88028. * @return This mesh (for chaining)
  88029. */
  88030. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  88031. /**
  88032. * Returns the LOD level mesh at the passed distance or null if not found.
  88033. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  88034. * @param distance The distance from the center of the object to show this level
  88035. * @returns a Mesh or `null`
  88036. */
  88037. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  88038. /**
  88039. * Remove a mesh from the LOD array
  88040. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  88041. * @param mesh defines the mesh to be removed
  88042. * @return This mesh (for chaining)
  88043. */
  88044. removeLODLevel(mesh: Mesh): Mesh;
  88045. /**
  88046. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  88047. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  88048. * @param camera defines the camera to use to compute distance
  88049. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  88050. * @return This mesh (for chaining)
  88051. */
  88052. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  88053. /**
  88054. * Gets the mesh internal Geometry object
  88055. */
  88056. readonly geometry: Nullable<Geometry>;
  88057. /**
  88058. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  88059. * @returns the total number of vertices
  88060. */
  88061. getTotalVertices(): number;
  88062. /**
  88063. * Returns the content of an associated vertex buffer
  88064. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  88065. * - VertexBuffer.PositionKind
  88066. * - VertexBuffer.UVKind
  88067. * - VertexBuffer.UV2Kind
  88068. * - VertexBuffer.UV3Kind
  88069. * - VertexBuffer.UV4Kind
  88070. * - VertexBuffer.UV5Kind
  88071. * - VertexBuffer.UV6Kind
  88072. * - VertexBuffer.ColorKind
  88073. * - VertexBuffer.MatricesIndicesKind
  88074. * - VertexBuffer.MatricesIndicesExtraKind
  88075. * - VertexBuffer.MatricesWeightsKind
  88076. * - VertexBuffer.MatricesWeightsExtraKind
  88077. * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
  88078. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  88079. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  88080. */
  88081. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  88082. /**
  88083. * Returns the mesh VertexBuffer object from the requested `kind`
  88084. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  88085. * - VertexBuffer.PositionKind
  88086. * - VertexBuffer.NormalKind
  88087. * - VertexBuffer.UVKind
  88088. * - VertexBuffer.UV2Kind
  88089. * - VertexBuffer.UV3Kind
  88090. * - VertexBuffer.UV4Kind
  88091. * - VertexBuffer.UV5Kind
  88092. * - VertexBuffer.UV6Kind
  88093. * - VertexBuffer.ColorKind
  88094. * - VertexBuffer.MatricesIndicesKind
  88095. * - VertexBuffer.MatricesIndicesExtraKind
  88096. * - VertexBuffer.MatricesWeightsKind
  88097. * - VertexBuffer.MatricesWeightsExtraKind
  88098. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  88099. */
  88100. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  88101. /**
  88102. * Tests if a specific vertex buffer is associated with this mesh
  88103. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  88104. * - VertexBuffer.PositionKind
  88105. * - VertexBuffer.NormalKind
  88106. * - VertexBuffer.UVKind
  88107. * - VertexBuffer.UV2Kind
  88108. * - VertexBuffer.UV3Kind
  88109. * - VertexBuffer.UV4Kind
  88110. * - VertexBuffer.UV5Kind
  88111. * - VertexBuffer.UV6Kind
  88112. * - VertexBuffer.ColorKind
  88113. * - VertexBuffer.MatricesIndicesKind
  88114. * - VertexBuffer.MatricesIndicesExtraKind
  88115. * - VertexBuffer.MatricesWeightsKind
  88116. * - VertexBuffer.MatricesWeightsExtraKind
  88117. * @returns a boolean
  88118. */
  88119. isVerticesDataPresent(kind: string): boolean;
  88120. /**
  88121. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  88122. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  88123. * - VertexBuffer.PositionKind
  88124. * - VertexBuffer.UVKind
  88125. * - VertexBuffer.UV2Kind
  88126. * - VertexBuffer.UV3Kind
  88127. * - VertexBuffer.UV4Kind
  88128. * - VertexBuffer.UV5Kind
  88129. * - VertexBuffer.UV6Kind
  88130. * - VertexBuffer.ColorKind
  88131. * - VertexBuffer.MatricesIndicesKind
  88132. * - VertexBuffer.MatricesIndicesExtraKind
  88133. * - VertexBuffer.MatricesWeightsKind
  88134. * - VertexBuffer.MatricesWeightsExtraKind
  88135. * @returns a boolean
  88136. */
  88137. isVertexBufferUpdatable(kind: string): boolean;
  88138. /**
  88139. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  88140. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  88141. * - VertexBuffer.PositionKind
  88142. * - VertexBuffer.NormalKind
  88143. * - VertexBuffer.UVKind
  88144. * - VertexBuffer.UV2Kind
  88145. * - VertexBuffer.UV3Kind
  88146. * - VertexBuffer.UV4Kind
  88147. * - VertexBuffer.UV5Kind
  88148. * - VertexBuffer.UV6Kind
  88149. * - VertexBuffer.ColorKind
  88150. * - VertexBuffer.MatricesIndicesKind
  88151. * - VertexBuffer.MatricesIndicesExtraKind
  88152. * - VertexBuffer.MatricesWeightsKind
  88153. * - VertexBuffer.MatricesWeightsExtraKind
  88154. * @returns an array of strings
  88155. */
  88156. getVerticesDataKinds(): string[];
  88157. /**
  88158. * Returns a positive integer : the total number of indices in this mesh geometry.
  88159. * @returns the numner of indices or zero if the mesh has no geometry.
  88160. */
  88161. getTotalIndices(): number;
  88162. /**
  88163. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  88164. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  88165. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  88166. * @returns the indices array or an empty array if the mesh has no geometry
  88167. */
  88168. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  88169. readonly isBlocked: boolean;
  88170. /**
  88171. * Determine if the current mesh is ready to be rendered
  88172. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  88173. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  88174. * @returns true if all associated assets are ready (material, textures, shaders)
  88175. */
  88176. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  88177. /**
  88178. * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
  88179. */
  88180. readonly areNormalsFrozen: boolean;
  88181. /**
  88182. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
  88183. * @returns the current mesh
  88184. */
  88185. freezeNormals(): Mesh;
  88186. /**
  88187. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
  88188. * @returns the current mesh
  88189. */
  88190. unfreezeNormals(): Mesh;
  88191. /**
  88192. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  88193. */
  88194. overridenInstanceCount: number;
  88195. /** @hidden */
  88196. _preActivate(): Mesh;
  88197. /** @hidden */
  88198. _preActivateForIntermediateRendering(renderId: number): Mesh;
  88199. /** @hidden */
  88200. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  88201. /**
  88202. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  88203. * This means the mesh underlying bounding box and sphere are recomputed.
  88204. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  88205. * @returns the current mesh
  88206. */
  88207. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  88208. /** @hidden */
  88209. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  88210. /**
  88211. * This function will subdivide the mesh into multiple submeshes
  88212. * @param count defines the expected number of submeshes
  88213. */
  88214. subdivide(count: number): void;
  88215. /**
  88216. * Copy a FloatArray into a specific associated vertex buffer
  88217. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  88218. * - VertexBuffer.PositionKind
  88219. * - VertexBuffer.UVKind
  88220. * - VertexBuffer.UV2Kind
  88221. * - VertexBuffer.UV3Kind
  88222. * - VertexBuffer.UV4Kind
  88223. * - VertexBuffer.UV5Kind
  88224. * - VertexBuffer.UV6Kind
  88225. * - VertexBuffer.ColorKind
  88226. * - VertexBuffer.MatricesIndicesKind
  88227. * - VertexBuffer.MatricesIndicesExtraKind
  88228. * - VertexBuffer.MatricesWeightsKind
  88229. * - VertexBuffer.MatricesWeightsExtraKind
  88230. * @param data defines the data source
  88231. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  88232. * @param stride defines the data stride size (can be null)
  88233. * @returns the current mesh
  88234. */
  88235. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
  88236. /**
  88237. * Flags an associated vertex buffer as updatable
  88238. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  88239. * - VertexBuffer.PositionKind
  88240. * - VertexBuffer.UVKind
  88241. * - VertexBuffer.UV2Kind
  88242. * - VertexBuffer.UV3Kind
  88243. * - VertexBuffer.UV4Kind
  88244. * - VertexBuffer.UV5Kind
  88245. * - VertexBuffer.UV6Kind
  88246. * - VertexBuffer.ColorKind
  88247. * - VertexBuffer.MatricesIndicesKind
  88248. * - VertexBuffer.MatricesIndicesExtraKind
  88249. * - VertexBuffer.MatricesWeightsKind
  88250. * - VertexBuffer.MatricesWeightsExtraKind
  88251. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  88252. */
  88253. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  88254. /**
  88255. * Sets the mesh global Vertex Buffer
  88256. * @param buffer defines the buffer to use
  88257. * @returns the current mesh
  88258. */
  88259. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  88260. /**
  88261. * Update a specific associated vertex buffer
  88262. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  88263. * - VertexBuffer.PositionKind
  88264. * - VertexBuffer.UVKind
  88265. * - VertexBuffer.UV2Kind
  88266. * - VertexBuffer.UV3Kind
  88267. * - VertexBuffer.UV4Kind
  88268. * - VertexBuffer.UV5Kind
  88269. * - VertexBuffer.UV6Kind
  88270. * - VertexBuffer.ColorKind
  88271. * - VertexBuffer.MatricesIndicesKind
  88272. * - VertexBuffer.MatricesIndicesExtraKind
  88273. * - VertexBuffer.MatricesWeightsKind
  88274. * - VertexBuffer.MatricesWeightsExtraKind
  88275. * @param data defines the data source
  88276. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  88277. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  88278. * @returns the current mesh
  88279. */
  88280. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  88281. /**
  88282. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  88283. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  88284. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  88285. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  88286. * @returns the current mesh
  88287. */
  88288. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  88289. /**
  88290. * Creates a un-shared specific occurence of the geometry for the mesh.
  88291. * @returns the current mesh
  88292. */
  88293. makeGeometryUnique(): Mesh;
  88294. /**
  88295. * Set the index buffer of this mesh
  88296. * @param indices defines the source data
  88297. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  88298. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  88299. * @returns the current mesh
  88300. */
  88301. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): Mesh;
  88302. /**
  88303. * Update the current index buffer
  88304. * @param indices defines the source data
  88305. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  88306. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  88307. * @returns the current mesh
  88308. */
  88309. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): Mesh;
  88310. /**
  88311. * Invert the geometry to move from a right handed system to a left handed one.
  88312. * @returns the current mesh
  88313. */
  88314. toLeftHanded(): Mesh;
  88315. /** @hidden */
  88316. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  88317. /** @hidden */
  88318. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  88319. /**
  88320. * Registers for this mesh a javascript function called just before the rendering process
  88321. * @param func defines the function to call before rendering this mesh
  88322. * @returns the current mesh
  88323. */
  88324. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  88325. /**
  88326. * Disposes a previously registered javascript function called before the rendering
  88327. * @param func defines the function to remove
  88328. * @returns the current mesh
  88329. */
  88330. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  88331. /**
  88332. * Registers for this mesh a javascript function called just after the rendering is complete
  88333. * @param func defines the function to call after rendering this mesh
  88334. * @returns the current mesh
  88335. */
  88336. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  88337. /**
  88338. * Disposes a previously registered javascript function called after the rendering.
  88339. * @param func defines the function to remove
  88340. * @returns the current mesh
  88341. */
  88342. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  88343. /** @hidden */
  88344. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  88345. /** @hidden */
  88346. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  88347. /** @hidden */
  88348. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  88349. /** @hidden */
  88350. _rebuild(): void;
  88351. /** @hidden */
  88352. _freeze(): void;
  88353. /** @hidden */
  88354. _unFreeze(): void;
  88355. /**
  88356. * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
  88357. * @param subMesh defines the subMesh to render
  88358. * @param enableAlphaMode defines if alpha mode can be changed
  88359. * @returns the current mesh
  88360. */
  88361. render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
  88362. private _onBeforeDraw;
  88363. /**
  88364. * Renormalize the mesh and patch it up if there are no weights
  88365. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  88366. * However in the case of zero weights then we set just a single influence to 1.
  88367. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  88368. */
  88369. cleanMatrixWeights(): void;
  88370. private normalizeSkinFourWeights;
  88371. private normalizeSkinWeightsAndExtra;
  88372. /**
  88373. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  88374. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  88375. * the user know there was an issue with importing the mesh
  88376. * @returns a validation object with skinned, valid and report string
  88377. */
  88378. validateSkinning(): {
  88379. skinned: boolean;
  88380. valid: boolean;
  88381. report: string;
  88382. };
  88383. /** @hidden */
  88384. _checkDelayState(): Mesh;
  88385. private _queueLoad;
  88386. /**
  88387. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  88388. * A mesh is in the frustum if its bounding box intersects the frustum
  88389. * @param frustumPlanes defines the frustum to test
  88390. * @returns true if the mesh is in the frustum planes
  88391. */
  88392. isInFrustum(frustumPlanes: Plane[]): boolean;
  88393. /**
  88394. * Sets the mesh material by the material or multiMaterial `id` property
  88395. * @param id is a string identifying the material or the multiMaterial
  88396. * @returns the current mesh
  88397. */
  88398. setMaterialByID(id: string): Mesh;
  88399. /**
  88400. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  88401. * @returns an array of IAnimatable
  88402. */
  88403. getAnimatables(): IAnimatable[];
  88404. /**
  88405. * Modifies the mesh geometry according to the passed transformation matrix.
  88406. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  88407. * The mesh normals are modified using the same transformation.
  88408. * Note that, under the hood, this method sets a new VertexBuffer each call.
  88409. * @param transform defines the transform matrix to use
  88410. * @see http://doc.babylonjs.com/resources/baking_transformations
  88411. * @returns the current mesh
  88412. */
  88413. bakeTransformIntoVertices(transform: Matrix): Mesh;
  88414. /**
  88415. * Modifies the mesh geometry according to its own current World Matrix.
  88416. * The mesh World Matrix is then reset.
  88417. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  88418. * Note that, under the hood, this method sets a new VertexBuffer each call.
  88419. * @see http://doc.babylonjs.com/resources/baking_transformations
  88420. * @returns the current mesh
  88421. */
  88422. bakeCurrentTransformIntoVertices(): Mesh;
  88423. /** @hidden */
  88424. readonly _positions: Nullable<Vector3[]>;
  88425. /** @hidden */
  88426. _resetPointsArrayCache(): Mesh;
  88427. /** @hidden */
  88428. _generatePointsArray(): boolean;
  88429. /**
  88430. * Returns a new Mesh object generated from the current mesh properties.
  88431. * This method must not get confused with createInstance()
  88432. * @param name is a string, the name given to the new mesh
  88433. * @param newParent can be any Node object (default `null`)
  88434. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  88435. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  88436. * @returns a new mesh
  88437. */
  88438. clone(name?: string, newParent?: Node, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  88439. /**
  88440. * Releases resources associated with this mesh.
  88441. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  88442. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  88443. */
  88444. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  88445. /**
  88446. * Modifies the mesh geometry according to a displacement map.
  88447. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  88448. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  88449. * @param url is a string, the URL from the image file is to be downloaded.
  88450. * @param minHeight is the lower limit of the displacement.
  88451. * @param maxHeight is the upper limit of the displacement.
  88452. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  88453. * @param uvOffset is an optional vector2 used to offset UV.
  88454. * @param uvScale is an optional vector2 used to scale UV.
  88455. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  88456. * @returns the Mesh.
  88457. */
  88458. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  88459. /**
  88460. * Modifies the mesh geometry according to a displacementMap buffer.
  88461. * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
  88462. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  88463. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  88464. * @param heightMapWidth is the width of the buffer image.
  88465. * @param heightMapHeight is the height of the buffer image.
  88466. * @param minHeight is the lower limit of the displacement.
  88467. * @param maxHeight is the upper limit of the displacement.
  88468. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  88469. * @param uvOffset is an optional vector2 used to offset UV.
  88470. * @param uvScale is an optional vector2 used to scale UV.
  88471. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  88472. * @returns the Mesh.
  88473. */
  88474. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  88475. /**
  88476. * Modify the mesh to get a flat shading rendering.
  88477. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  88478. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  88479. * @returns current mesh
  88480. */
  88481. convertToFlatShadedMesh(): Mesh;
  88482. /**
  88483. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  88484. * In other words, more vertices, no more indices and a single bigger VBO.
  88485. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  88486. * @returns current mesh
  88487. */
  88488. convertToUnIndexedMesh(): Mesh;
  88489. /**
  88490. * Inverses facet orientations.
  88491. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  88492. * @param flipNormals will also inverts the normals
  88493. * @returns current mesh
  88494. */
  88495. flipFaces(flipNormals?: boolean): Mesh;
  88496. /**
  88497. * Increase the number of facets and hence vertices in a mesh
  88498. * Vertex normals are interpolated from existing vertex normals
  88499. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  88500. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  88501. */
  88502. increaseVertices(numberPerEdge: number): void;
  88503. /**
  88504. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  88505. * This will undo any application of covertToFlatShadedMesh
  88506. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  88507. */
  88508. forceSharedVertices(): void;
  88509. /** @hidden */
  88510. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  88511. /** @hidden */
  88512. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  88513. /**
  88514. * Creates a new InstancedMesh object from the mesh model.
  88515. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  88516. * @param name defines the name of the new instance
  88517. * @returns a new InstancedMesh
  88518. */
  88519. createInstance(name: string): InstancedMesh;
  88520. /**
  88521. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  88522. * After this call, all the mesh instances have the same submeshes than the current mesh.
  88523. * @returns the current mesh
  88524. */
  88525. synchronizeInstances(): Mesh;
  88526. /**
  88527. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  88528. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  88529. * This should be used together with the simplification to avoid disappearing triangles.
  88530. * @param successCallback an optional success callback to be called after the optimization finished.
  88531. * @returns the current mesh
  88532. */
  88533. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  88534. /**
  88535. * Serialize current mesh
  88536. * @param serializationObject defines the object which will receive the serialization data
  88537. */
  88538. serialize(serializationObject: any): void;
  88539. /** @hidden */
  88540. _syncGeometryWithMorphTargetManager(): void;
  88541. /** @hidden */
  88542. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  88543. /**
  88544. * Returns a new Mesh object parsed from the source provided.
  88545. * @param parsedMesh is the source
  88546. * @param scene defines the hosting scene
  88547. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  88548. * @returns a new Mesh
  88549. */
  88550. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  88551. /**
  88552. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  88553. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  88554. * @param name defines the name of the mesh to create
  88555. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  88556. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  88557. * @param closePath creates a seam between the first and the last points of each path of the path array
  88558. * @param offset is taken in account only if the `pathArray` is containing a single path
  88559. * @param scene defines the hosting scene
  88560. * @param updatable defines if the mesh must be flagged as updatable
  88561. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88562. * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
  88563. * @returns a new Mesh
  88564. */
  88565. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88566. /**
  88567. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  88568. * @param name defines the name of the mesh to create
  88569. * @param radius sets the radius size (float) of the polygon (default 0.5)
  88570. * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  88571. * @param scene defines the hosting scene
  88572. * @param updatable defines if the mesh must be flagged as updatable
  88573. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88574. * @returns a new Mesh
  88575. */
  88576. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  88577. /**
  88578. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  88579. * @param name defines the name of the mesh to create
  88580. * @param size sets the size (float) of each box side (default 1)
  88581. * @param scene defines the hosting scene
  88582. * @param updatable defines if the mesh must be flagged as updatable
  88583. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88584. * @returns a new Mesh
  88585. */
  88586. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  88587. /**
  88588. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  88589. * @param name defines the name of the mesh to create
  88590. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  88591. * @param diameter sets the diameter size (float) of the sphere (default 1)
  88592. * @param scene defines the hosting scene
  88593. * @param updatable defines if the mesh must be flagged as updatable
  88594. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88595. * @returns a new Mesh
  88596. */
  88597. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88598. /**
  88599. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  88600. * @param name defines the name of the mesh to create
  88601. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  88602. * @param diameter sets the diameter size (float) of the sphere (default 1)
  88603. * @param scene defines the hosting scene
  88604. * @returns a new Mesh
  88605. */
  88606. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  88607. /**
  88608. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  88609. * @param name defines the name of the mesh to create
  88610. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  88611. * @param diameterTop set the top cap diameter (floats, default 1)
  88612. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  88613. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  88614. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  88615. * @param scene defines the hosting scene
  88616. * @param updatable defines if the mesh must be flagged as updatable
  88617. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88618. * @returns a new Mesh
  88619. */
  88620. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  88621. /**
  88622. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  88623. * @param name defines the name of the mesh to create
  88624. * @param diameter sets the diameter size (float) of the torus (default 1)
  88625. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  88626. * @param tessellation sets the number of torus sides (postive integer, default 16)
  88627. * @param scene defines the hosting scene
  88628. * @param updatable defines if the mesh must be flagged as updatable
  88629. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88630. * @returns a new Mesh
  88631. */
  88632. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88633. /**
  88634. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  88635. * @param name defines the name of the mesh to create
  88636. * @param radius sets the global radius size (float) of the torus knot (default 2)
  88637. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  88638. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  88639. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  88640. * @param p the number of windings on X axis (positive integers, default 2)
  88641. * @param q the number of windings on Y axis (positive integers, default 3)
  88642. * @param scene defines the hosting scene
  88643. * @param updatable defines if the mesh must be flagged as updatable
  88644. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88645. * @returns a new Mesh
  88646. */
  88647. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88648. /**
  88649. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  88650. * @param name defines the name of the mesh to create
  88651. * @param points is an array successive Vector3
  88652. * @param scene defines the hosting scene
  88653. * @param updatable defines if the mesh must be flagged as updatable
  88654. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
  88655. * @returns a new Mesh
  88656. */
  88657. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  88658. /**
  88659. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  88660. * @param name defines the name of the mesh to create
  88661. * @param points is an array successive Vector3
  88662. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  88663. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  88664. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  88665. * @param scene defines the hosting scene
  88666. * @param updatable defines if the mesh must be flagged as updatable
  88667. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
  88668. * @returns a new Mesh
  88669. */
  88670. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  88671. /**
  88672. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  88673. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  88674. * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
  88675. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88676. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  88677. * Remember you can only change the shape positions, not their number when updating a polygon.
  88678. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  88679. * @param name defines the name of the mesh to create
  88680. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  88681. * @param scene defines the hosting scene
  88682. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  88683. * @param updatable defines if the mesh must be flagged as updatable
  88684. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88685. * @param earcutInjection can be used to inject your own earcut reference
  88686. * @returns a new Mesh
  88687. */
  88688. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  88689. /**
  88690. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  88691. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  88692. * @param name defines the name of the mesh to create
  88693. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  88694. * @param depth defines the height of extrusion
  88695. * @param scene defines the hosting scene
  88696. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  88697. * @param updatable defines if the mesh must be flagged as updatable
  88698. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88699. * @param earcutInjection can be used to inject your own earcut reference
  88700. * @returns a new Mesh
  88701. */
  88702. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  88703. /**
  88704. * Creates an extruded shape mesh.
  88705. * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
  88706. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  88707. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  88708. * @param name defines the name of the mesh to create
  88709. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  88710. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  88711. * @param scale is the value to scale the shape
  88712. * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
  88713. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  88714. * @param scene defines the hosting scene
  88715. * @param updatable defines if the mesh must be flagged as updatable
  88716. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88717. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
  88718. * @returns a new Mesh
  88719. */
  88720. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88721. /**
  88722. * Creates an custom extruded shape mesh.
  88723. * The custom extrusion is a parametric shape.
  88724. * It has no predefined shape. Its final shape will depend on the input parameters.
  88725. * Please consider using the same method from the MeshBuilder class instead
  88726. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  88727. * @param name defines the name of the mesh to create
  88728. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  88729. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  88730. * @param scaleFunction is a custom Javascript function called on each path point
  88731. * @param rotationFunction is a custom Javascript function called on each path point
  88732. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  88733. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  88734. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  88735. * @param scene defines the hosting scene
  88736. * @param updatable defines if the mesh must be flagged as updatable
  88737. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88738. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
  88739. * @returns a new Mesh
  88740. */
  88741. static ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88742. /**
  88743. * Creates lathe mesh.
  88744. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  88745. * Please consider using the same method from the MeshBuilder class instead
  88746. * @param name defines the name of the mesh to create
  88747. * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  88748. * @param radius is the radius value of the lathe
  88749. * @param tessellation is the side number of the lathe.
  88750. * @param scene defines the hosting scene
  88751. * @param updatable defines if the mesh must be flagged as updatable
  88752. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88753. * @returns a new Mesh
  88754. */
  88755. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88756. /**
  88757. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  88758. * @param name defines the name of the mesh to create
  88759. * @param size sets the size (float) of both sides of the plane at once (default 1)
  88760. * @param scene defines the hosting scene
  88761. * @param updatable defines if the mesh must be flagged as updatable
  88762. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88763. * @returns a new Mesh
  88764. */
  88765. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  88766. /**
  88767. * Creates a ground mesh.
  88768. * Please consider using the same method from the MeshBuilder class instead
  88769. * @param name defines the name of the mesh to create
  88770. * @param width set the width of the ground
  88771. * @param height set the height of the ground
  88772. * @param subdivisions sets the number of subdivisions per side
  88773. * @param scene defines the hosting scene
  88774. * @param updatable defines if the mesh must be flagged as updatable
  88775. * @returns a new Mesh
  88776. */
  88777. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  88778. /**
  88779. * Creates a tiled ground mesh.
  88780. * Please consider using the same method from the MeshBuilder class instead
  88781. * @param name defines the name of the mesh to create
  88782. * @param xmin set the ground minimum X coordinate
  88783. * @param zmin set the ground minimum Y coordinate
  88784. * @param xmax set the ground maximum X coordinate
  88785. * @param zmax set the ground maximum Z coordinate
  88786. * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  88787. * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  88788. * @param scene defines the hosting scene
  88789. * @param updatable defines if the mesh must be flagged as updatable
  88790. * @returns a new Mesh
  88791. */
  88792. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  88793. w: number;
  88794. h: number;
  88795. }, precision: {
  88796. w: number;
  88797. h: number;
  88798. }, scene: Scene, updatable?: boolean): Mesh;
  88799. /**
  88800. * Creates a ground mesh from a height map.
  88801. * Please consider using the same method from the MeshBuilder class instead
  88802. * @see http://doc.babylonjs.com/babylon101/height_map
  88803. * @param name defines the name of the mesh to create
  88804. * @param url sets the URL of the height map image resource
  88805. * @param width set the ground width size
  88806. * @param height set the ground height size
  88807. * @param subdivisions sets the number of subdivision per side
  88808. * @param minHeight is the minimum altitude on the ground
  88809. * @param maxHeight is the maximum altitude on the ground
  88810. * @param scene defines the hosting scene
  88811. * @param updatable defines if the mesh must be flagged as updatable
  88812. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  88813. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  88814. * @returns a new Mesh
  88815. */
  88816. static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void, alphaFilter?: number): GroundMesh;
  88817. /**
  88818. * Creates a tube mesh.
  88819. * The tube is a parametric shape.
  88820. * It has no predefined shape. Its final shape will depend on the input parameters.
  88821. * Please consider using the same method from the MeshBuilder class instead
  88822. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  88823. * @param name defines the name of the mesh to create
  88824. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  88825. * @param radius sets the tube radius size
  88826. * @param tessellation is the number of sides on the tubular surface
  88827. * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
  88828. * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
  88829. * @param scene defines the hosting scene
  88830. * @param updatable defines if the mesh must be flagged as updatable
  88831. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  88832. * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
  88833. * @returns a new Mesh
  88834. */
  88835. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  88836. (i: number, distance: number): number;
  88837. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  88838. /**
  88839. * Creates a polyhedron mesh.
  88840. * Please consider using the same method from the MeshBuilder class instead.
  88841. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  88842. * * The parameter `size` (positive float, default 1) sets the polygon size
  88843. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  88844. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  88845. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  88846. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  88847. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  88848. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  88849. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88850. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  88851. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  88852. * @param name defines the name of the mesh to create
  88853. * @param options defines the options used to create the mesh
  88854. * @param scene defines the hosting scene
  88855. * @returns a new Mesh
  88856. */
  88857. static CreatePolyhedron(name: string, options: {
  88858. type?: number;
  88859. size?: number;
  88860. sizeX?: number;
  88861. sizeY?: number;
  88862. sizeZ?: number;
  88863. custom?: any;
  88864. faceUV?: Vector4[];
  88865. faceColors?: Color4[];
  88866. updatable?: boolean;
  88867. sideOrientation?: number;
  88868. }, scene: Scene): Mesh;
  88869. /**
  88870. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  88871. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  88872. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
  88873. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  88874. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  88875. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  88876. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  88877. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  88878. * @param name defines the name of the mesh
  88879. * @param options defines the options used to create the mesh
  88880. * @param scene defines the hosting scene
  88881. * @returns a new Mesh
  88882. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  88883. */
  88884. static CreateIcoSphere(name: string, options: {
  88885. radius?: number;
  88886. flat?: boolean;
  88887. subdivisions?: number;
  88888. sideOrientation?: number;
  88889. updatable?: boolean;
  88890. }, scene: Scene): Mesh;
  88891. /**
  88892. * Creates a decal mesh.
  88893. * Please consider using the same method from the MeshBuilder class instead.
  88894. * A decal is a mesh usually applied as a model onto the surface of another mesh
  88895. * @param name defines the name of the mesh
  88896. * @param sourceMesh defines the mesh receiving the decal
  88897. * @param position sets the position of the decal in world coordinates
  88898. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  88899. * @param size sets the decal scaling
  88900. * @param angle sets the angle to rotate the decal
  88901. * @returns a new Mesh
  88902. */
  88903. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  88904. /**
  88905. * Prepare internal position array for software CPU skinning
  88906. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  88907. */
  88908. setPositionsForCPUSkinning(): Float32Array;
  88909. /**
  88910. * Prepare internal normal array for software CPU skinning
  88911. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  88912. */
  88913. setNormalsForCPUSkinning(): Float32Array;
  88914. /**
  88915. * Updates the vertex buffer by applying transformation from the bones
  88916. * @param skeleton defines the skeleton to apply to current mesh
  88917. * @returns the current mesh
  88918. */
  88919. applySkeleton(skeleton: Skeleton): Mesh;
  88920. /**
  88921. * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
  88922. * @param meshes defines the list of meshes to scan
  88923. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  88924. */
  88925. static MinMax(meshes: AbstractMesh[]): {
  88926. min: Vector3;
  88927. max: Vector3;
  88928. };
  88929. /**
  88930. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  88931. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  88932. * @returns a vector3
  88933. */
  88934. static Center(meshesOrMinMaxVector: {
  88935. min: Vector3;
  88936. max: Vector3;
  88937. } | AbstractMesh[]): Vector3;
  88938. /**
  88939. * Merge the array of meshes into a single mesh for performance reasons.
  88940. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  88941. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  88942. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  88943. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  88944. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  88945. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  88946. * @returns a new mesh
  88947. */
  88948. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  88949. /** @hidden */
  88950. addInstance(instance: InstancedMesh): void;
  88951. /** @hidden */
  88952. removeInstance(instance: InstancedMesh): void;
  88953. }
  88954. }
  88955. declare module BABYLON {
  88956. /**
  88957. * This is the base class of all the camera used in the application.
  88958. * @see http://doc.babylonjs.com/features/cameras
  88959. */
  88960. export class Camera extends Node {
  88961. /** @hidden */
  88962. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  88963. /**
  88964. * This is the default projection mode used by the cameras.
  88965. * It helps recreating a feeling of perspective and better appreciate depth.
  88966. * This is the best way to simulate real life cameras.
  88967. */
  88968. static readonly PERSPECTIVE_CAMERA: number;
  88969. /**
  88970. * This helps creating camera with an orthographic mode.
  88971. * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
  88972. */
  88973. static readonly ORTHOGRAPHIC_CAMERA: number;
  88974. /**
  88975. * This is the default FOV mode for perspective cameras.
  88976. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  88977. */
  88978. static readonly FOVMODE_VERTICAL_FIXED: number;
  88979. /**
  88980. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  88981. */
  88982. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  88983. /**
  88984. * This specifies ther is no need for a camera rig.
  88985. * Basically only one eye is rendered corresponding to the camera.
  88986. */
  88987. static readonly RIG_MODE_NONE: number;
  88988. /**
  88989. * Simulates a camera Rig with one blue eye and one red eye.
  88990. * This can be use with 3d blue and red glasses.
  88991. */
  88992. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  88993. /**
  88994. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  88995. */
  88996. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  88997. /**
  88998. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  88999. */
  89000. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  89001. /**
  89002. * Defines that both eyes of the camera will be rendered over under each other.
  89003. */
  89004. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  89005. /**
  89006. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  89007. */
  89008. static readonly RIG_MODE_VR: number;
  89009. /**
  89010. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  89011. */
  89012. static readonly RIG_MODE_WEBVR: number;
  89013. /**
  89014. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  89015. */
  89016. static readonly RIG_MODE_CUSTOM: number;
  89017. /**
  89018. * Defines if by default attaching controls should prevent the default javascript event to continue.
  89019. */
  89020. static ForceAttachControlToAlwaysPreventDefault: boolean;
  89021. /**
  89022. * Define the input manager associated with the camera.
  89023. */
  89024. inputs: CameraInputsManager<Camera>;
  89025. /** @hidden */
  89026. _position: Vector3;
  89027. /**
  89028. * Define the current local position of the camera in the scene
  89029. */
  89030. position: Vector3;
  89031. /**
  89032. * The vector the camera should consider as up.
  89033. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  89034. */
  89035. upVector: Vector3;
  89036. /**
  89037. * Define the current limit on the left side for an orthographic camera
  89038. * In scene unit
  89039. */
  89040. orthoLeft: Nullable<number>;
  89041. /**
  89042. * Define the current limit on the right side for an orthographic camera
  89043. * In scene unit
  89044. */
  89045. orthoRight: Nullable<number>;
  89046. /**
  89047. * Define the current limit on the bottom side for an orthographic camera
  89048. * In scene unit
  89049. */
  89050. orthoBottom: Nullable<number>;
  89051. /**
  89052. * Define the current limit on the top side for an orthographic camera
  89053. * In scene unit
  89054. */
  89055. orthoTop: Nullable<number>;
  89056. /**
  89057. * Field Of View is set in Radians. (default is 0.8)
  89058. */
  89059. fov: number;
  89060. /**
  89061. * Define the minimum distance the camera can see from.
  89062. * This is important to note that the depth buffer are not infinite and the closer it starts
  89063. * the more your scene might encounter depth fighting issue.
  89064. */
  89065. minZ: number;
  89066. /**
  89067. * Define the maximum distance the camera can see to.
  89068. * This is important to note that the depth buffer are not infinite and the further it end
  89069. * the more your scene might encounter depth fighting issue.
  89070. */
  89071. maxZ: number;
  89072. /**
  89073. * Define the default inertia of the camera.
  89074. * This helps giving a smooth feeling to the camera movement.
  89075. */
  89076. inertia: number;
  89077. /**
  89078. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  89079. */
  89080. mode: number;
  89081. /**
  89082. * Define wether the camera is intermediate.
  89083. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  89084. */
  89085. isIntermediate: boolean;
  89086. /**
  89087. * Define the viewport of the camera.
  89088. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  89089. */
  89090. viewport: Viewport;
  89091. /**
  89092. * Restricts the camera to viewing objects with the same layerMask.
  89093. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  89094. */
  89095. layerMask: number;
  89096. /**
  89097. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  89098. */
  89099. fovMode: number;
  89100. /**
  89101. * Rig mode of the camera.
  89102. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  89103. * This is normally controlled byt the camera themselves as internal use.
  89104. */
  89105. cameraRigMode: number;
  89106. /**
  89107. * Defines the distance between both "eyes" in case of a RIG
  89108. */
  89109. interaxialDistance: number;
  89110. /**
  89111. * Defines if stereoscopic rendering is done side by side or over under.
  89112. */
  89113. isStereoscopicSideBySide: boolean;
  89114. /**
  89115. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  89116. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  89117. * else in the scene. (Eg. security camera)
  89118. *
  89119. * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)
  89120. */
  89121. customRenderTargets: RenderTargetTexture[];
  89122. /**
  89123. * When set, the camera will render to this render target instead of the default canvas
  89124. *
  89125. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  89126. */
  89127. outputRenderTarget: Nullable<RenderTargetTexture>;
  89128. /**
  89129. * Observable triggered when the camera view matrix has changed.
  89130. */
  89131. onViewMatrixChangedObservable: Observable<Camera>;
  89132. /**
  89133. * Observable triggered when the camera Projection matrix has changed.
  89134. */
  89135. onProjectionMatrixChangedObservable: Observable<Camera>;
  89136. /**
  89137. * Observable triggered when the inputs have been processed.
  89138. */
  89139. onAfterCheckInputsObservable: Observable<Camera>;
  89140. /**
  89141. * Observable triggered when reset has been called and applied to the camera.
  89142. */
  89143. onRestoreStateObservable: Observable<Camera>;
  89144. /** @hidden */
  89145. _cameraRigParams: any;
  89146. /** @hidden */
  89147. _rigCameras: Camera[];
  89148. /** @hidden */
  89149. _rigPostProcess: Nullable<PostProcess>;
  89150. protected _webvrViewMatrix: Matrix;
  89151. /** @hidden */
  89152. _skipRendering: boolean;
  89153. /** @hidden */
  89154. _projectionMatrix: Matrix;
  89155. /** @hidden */
  89156. _postProcesses: Nullable<PostProcess>[];
  89157. /** @hidden */
  89158. _activeMeshes: SmartArray<AbstractMesh>;
  89159. protected _globalPosition: Vector3;
  89160. /** @hidden */
  89161. _computedViewMatrix: Matrix;
  89162. private _doNotComputeProjectionMatrix;
  89163. private _transformMatrix;
  89164. private _frustumPlanes;
  89165. private _refreshFrustumPlanes;
  89166. private _storedFov;
  89167. private _stateStored;
  89168. /**
  89169. * Instantiates a new camera object.
  89170. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  89171. * @see http://doc.babylonjs.com/features/cameras
  89172. * @param name Defines the name of the camera in the scene
  89173. * @param position Defines the position of the camera
  89174. * @param scene Defines the scene the camera belongs too
  89175. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  89176. */
  89177. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  89178. /**
  89179. * Store current camera state (fov, position, etc..)
  89180. * @returns the camera
  89181. */
  89182. storeState(): Camera;
  89183. /**
  89184. * Restores the camera state values if it has been stored. You must call storeState() first
  89185. */
  89186. protected _restoreStateValues(): boolean;
  89187. /**
  89188. * Restored camera state. You must call storeState() first.
  89189. * @returns true if restored and false otherwise
  89190. */
  89191. restoreState(): boolean;
  89192. /**
  89193. * Gets the class name of the camera.
  89194. * @returns the class name
  89195. */
  89196. getClassName(): string;
  89197. /** @hidden */
  89198. readonly _isCamera: boolean;
  89199. /**
  89200. * Gets a string representation of the camera useful for debug purpose.
  89201. * @param fullDetails Defines that a more verboe level of logging is required
  89202. * @returns the string representation
  89203. */
  89204. toString(fullDetails?: boolean): string;
  89205. /**
  89206. * Gets the current world space position of the camera.
  89207. */
  89208. readonly globalPosition: Vector3;
  89209. /**
  89210. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  89211. * @returns the active meshe list
  89212. */
  89213. getActiveMeshes(): SmartArray<AbstractMesh>;
  89214. /**
  89215. * Check wether a mesh is part of the current active mesh list of the camera
  89216. * @param mesh Defines the mesh to check
  89217. * @returns true if active, false otherwise
  89218. */
  89219. isActiveMesh(mesh: Mesh): boolean;
  89220. /**
  89221. * Is this camera ready to be used/rendered
  89222. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  89223. * @return true if the camera is ready
  89224. */
  89225. isReady(completeCheck?: boolean): boolean;
  89226. /** @hidden */
  89227. _initCache(): void;
  89228. /** @hidden */
  89229. _updateCache(ignoreParentClass?: boolean): void;
  89230. /** @hidden */
  89231. _isSynchronized(): boolean;
  89232. /** @hidden */
  89233. _isSynchronizedViewMatrix(): boolean;
  89234. /** @hidden */
  89235. _isSynchronizedProjectionMatrix(): boolean;
  89236. /**
  89237. * Attach the input controls to a specific dom element to get the input from.
  89238. * @param element Defines the element the controls should be listened from
  89239. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  89240. */
  89241. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  89242. /**
  89243. * Detach the current controls from the specified dom element.
  89244. * @param element Defines the element to stop listening the inputs from
  89245. */
  89246. detachControl(element: HTMLElement): void;
  89247. /**
  89248. * Update the camera state according to the different inputs gathered during the frame.
  89249. */
  89250. update(): void;
  89251. /** @hidden */
  89252. _checkInputs(): void;
  89253. /** @hidden */
  89254. readonly rigCameras: Camera[];
  89255. /**
  89256. * Gets the post process used by the rig cameras
  89257. */
  89258. readonly rigPostProcess: Nullable<PostProcess>;
  89259. /**
  89260. * Internal, gets the first post proces.
  89261. * @returns the first post process to be run on this camera.
  89262. */
  89263. _getFirstPostProcess(): Nullable<PostProcess>;
  89264. private _cascadePostProcessesToRigCams;
  89265. /**
  89266. * Attach a post process to the camera.
  89267. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  89268. * @param postProcess The post process to attach to the camera
  89269. * @param insertAt The position of the post process in case several of them are in use in the scene
  89270. * @returns the position the post process has been inserted at
  89271. */
  89272. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  89273. /**
  89274. * Detach a post process to the camera.
  89275. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  89276. * @param postProcess The post process to detach from the camera
  89277. */
  89278. detachPostProcess(postProcess: PostProcess): void;
  89279. /**
  89280. * Gets the current world matrix of the camera
  89281. */
  89282. getWorldMatrix(): Matrix;
  89283. /** @hidden */
  89284. _getViewMatrix(): Matrix;
  89285. /**
  89286. * Gets the current view matrix of the camera.
  89287. * @param force forces the camera to recompute the matrix without looking at the cached state
  89288. * @returns the view matrix
  89289. */
  89290. getViewMatrix(force?: boolean): Matrix;
  89291. /**
  89292. * Freeze the projection matrix.
  89293. * It will prevent the cache check of the camera projection compute and can speed up perf
  89294. * if no parameter of the camera are meant to change
  89295. * @param projection Defines manually a projection if necessary
  89296. */
  89297. freezeProjectionMatrix(projection?: Matrix): void;
  89298. /**
  89299. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  89300. */
  89301. unfreezeProjectionMatrix(): void;
  89302. /**
  89303. * Gets the current projection matrix of the camera.
  89304. * @param force forces the camera to recompute the matrix without looking at the cached state
  89305. * @returns the projection matrix
  89306. */
  89307. getProjectionMatrix(force?: boolean): Matrix;
  89308. /**
  89309. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  89310. * @returns a Matrix
  89311. */
  89312. getTransformationMatrix(): Matrix;
  89313. private _updateFrustumPlanes;
  89314. /**
  89315. * Checks if a cullable object (mesh...) is in the camera frustum
  89316. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  89317. * @param target The object to check
  89318. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  89319. * @returns true if the object is in frustum otherwise false
  89320. */
  89321. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  89322. /**
  89323. * Checks if a cullable object (mesh...) is in the camera frustum
  89324. * Unlike isInFrustum this cheks the full bounding box
  89325. * @param target The object to check
  89326. * @returns true if the object is in frustum otherwise false
  89327. */
  89328. isCompletelyInFrustum(target: ICullable): boolean;
  89329. /**
  89330. * Gets a ray in the forward direction from the camera.
  89331. * @param length Defines the length of the ray to create
  89332. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  89333. * @param origin Defines the start point of the ray which defaults to the camera position
  89334. * @returns the forward ray
  89335. */
  89336. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  89337. /**
  89338. * Releases resources associated with this node.
  89339. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  89340. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  89341. */
  89342. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  89343. /** @hidden */
  89344. _isLeftCamera: boolean;
  89345. /**
  89346. * Gets the left camera of a rig setup in case of Rigged Camera
  89347. */
  89348. readonly isLeftCamera: boolean;
  89349. /** @hidden */
  89350. _isRightCamera: boolean;
  89351. /**
  89352. * Gets the right camera of a rig setup in case of Rigged Camera
  89353. */
  89354. readonly isRightCamera: boolean;
  89355. /**
  89356. * Gets the left camera of a rig setup in case of Rigged Camera
  89357. */
  89358. readonly leftCamera: Nullable<FreeCamera>;
  89359. /**
  89360. * Gets the right camera of a rig setup in case of Rigged Camera
  89361. */
  89362. readonly rightCamera: Nullable<FreeCamera>;
  89363. /**
  89364. * Gets the left camera target of a rig setup in case of Rigged Camera
  89365. * @returns the target position
  89366. */
  89367. getLeftTarget(): Nullable<Vector3>;
  89368. /**
  89369. * Gets the right camera target of a rig setup in case of Rigged Camera
  89370. * @returns the target position
  89371. */
  89372. getRightTarget(): Nullable<Vector3>;
  89373. /**
  89374. * @hidden
  89375. */
  89376. setCameraRigMode(mode: number, rigParams: any): void;
  89377. /** @hidden */
  89378. static _setStereoscopicRigMode(camera: Camera): void;
  89379. /** @hidden */
  89380. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  89381. /** @hidden */
  89382. static _setVRRigMode(camera: Camera, rigParams: any): void;
  89383. /** @hidden */
  89384. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  89385. /** @hidden */
  89386. _getVRProjectionMatrix(): Matrix;
  89387. protected _updateCameraRotationMatrix(): void;
  89388. protected _updateWebVRCameraRotationMatrix(): void;
  89389. /**
  89390. * This function MUST be overwritten by the different WebVR cameras available.
  89391. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  89392. * @hidden
  89393. */
  89394. _getWebVRProjectionMatrix(): Matrix;
  89395. /**
  89396. * This function MUST be overwritten by the different WebVR cameras available.
  89397. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  89398. * @hidden
  89399. */
  89400. _getWebVRViewMatrix(): Matrix;
  89401. /** @hidden */
  89402. setCameraRigParameter(name: string, value: any): void;
  89403. /**
  89404. * needs to be overridden by children so sub has required properties to be copied
  89405. * @hidden
  89406. */
  89407. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  89408. /**
  89409. * May need to be overridden by children
  89410. * @hidden
  89411. */
  89412. _updateRigCameras(): void;
  89413. /** @hidden */
  89414. _setupInputs(): void;
  89415. /**
  89416. * Serialiaze the camera setup to a json represention
  89417. * @returns the JSON representation
  89418. */
  89419. serialize(): any;
  89420. /**
  89421. * Clones the current camera.
  89422. * @param name The cloned camera name
  89423. * @returns the cloned camera
  89424. */
  89425. clone(name: string): Camera;
  89426. /**
  89427. * Gets the direction of the camera relative to a given local axis.
  89428. * @param localAxis Defines the reference axis to provide a relative direction.
  89429. * @return the direction
  89430. */
  89431. getDirection(localAxis: Vector3): Vector3;
  89432. /**
  89433. * Gets the direction of the camera relative to a given local axis into a passed vector.
  89434. * @param localAxis Defines the reference axis to provide a relative direction.
  89435. * @param result Defines the vector to store the result in
  89436. */
  89437. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  89438. /**
  89439. * Gets a camera constructor for a given camera type
  89440. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  89441. * @param name The name of the camera the result will be able to instantiate
  89442. * @param scene The scene the result will construct the camera in
  89443. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  89444. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  89445. * @returns a factory method to construc the camera
  89446. */
  89447. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  89448. /**
  89449. * Compute the world matrix of the camera.
  89450. * @returns the camera workd matrix
  89451. */
  89452. computeWorldMatrix(): Matrix;
  89453. /**
  89454. * Parse a JSON and creates the camera from the parsed information
  89455. * @param parsedCamera The JSON to parse
  89456. * @param scene The scene to instantiate the camera in
  89457. * @returns the newly constructed camera
  89458. */
  89459. static Parse(parsedCamera: any, scene: Scene): Camera;
  89460. }
  89461. }
  89462. declare module BABYLON {
  89463. /**
  89464. * Class containing static functions to help procedurally build meshes
  89465. */
  89466. export class DiscBuilder {
  89467. /**
  89468. * Creates a plane polygonal mesh. By default, this is a disc
  89469. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  89470. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  89471. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  89472. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  89473. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  89474. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  89475. * @param name defines the name of the mesh
  89476. * @param options defines the options used to create the mesh
  89477. * @param scene defines the hosting scene
  89478. * @returns the plane polygonal mesh
  89479. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  89480. */
  89481. static CreateDisc(name: string, options: {
  89482. radius?: number;
  89483. tessellation?: number;
  89484. arc?: number;
  89485. updatable?: boolean;
  89486. sideOrientation?: number;
  89487. frontUVs?: Vector4;
  89488. backUVs?: Vector4;
  89489. }, scene?: Nullable<Scene>): Mesh;
  89490. }
  89491. }
  89492. declare module BABYLON {
  89493. /**
  89494. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  89495. *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  89496. * The SPS is also a particle system. It provides some methods to manage the particles.
  89497. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  89498. *
  89499. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  89500. */
  89501. export class SolidParticleSystem implements IDisposable {
  89502. /**
  89503. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  89504. * Example : var p = SPS.particles[i];
  89505. */
  89506. particles: SolidParticle[];
  89507. /**
  89508. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  89509. */
  89510. nbParticles: number;
  89511. /**
  89512. * If the particles must ever face the camera (default false). Useful for planar particles.
  89513. */
  89514. billboard: boolean;
  89515. /**
  89516. * Recompute normals when adding a shape
  89517. */
  89518. recomputeNormals: boolean;
  89519. /**
  89520. * This a counter ofr your own usage. It's not set by any SPS functions.
  89521. */
  89522. counter: number;
  89523. /**
  89524. * The SPS name. This name is also given to the underlying mesh.
  89525. */
  89526. name: string;
  89527. /**
  89528. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  89529. */
  89530. mesh: Mesh;
  89531. /**
  89532. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  89533. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  89534. */
  89535. vars: any;
  89536. /**
  89537. * This array is populated when the SPS is set as 'pickable'.
  89538. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  89539. * Each element of this array is an object `{idx: int, faceId: int}`.
  89540. * `idx` is the picked particle index in the `SPS.particles` array
  89541. * `faceId` is the picked face index counted within this particle.
  89542. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  89543. */
  89544. pickedParticles: {
  89545. idx: number;
  89546. faceId: number;
  89547. }[];
  89548. /**
  89549. * This array is populated when `enableDepthSort` is set to true.
  89550. * Each element of this array is an instance of the class DepthSortedParticle.
  89551. */
  89552. depthSortedParticles: DepthSortedParticle[];
  89553. /**
  89554. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  89555. * @hidden
  89556. */
  89557. _bSphereOnly: boolean;
  89558. /**
  89559. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  89560. * @hidden
  89561. */
  89562. _bSphereRadiusFactor: number;
  89563. private _scene;
  89564. private _positions;
  89565. private _indices;
  89566. private _normals;
  89567. private _colors;
  89568. private _uvs;
  89569. private _indices32;
  89570. private _positions32;
  89571. private _normals32;
  89572. private _fixedNormal32;
  89573. private _colors32;
  89574. private _uvs32;
  89575. private _index;
  89576. private _updatable;
  89577. private _pickable;
  89578. private _isVisibilityBoxLocked;
  89579. private _alwaysVisible;
  89580. private _depthSort;
  89581. private _shapeCounter;
  89582. private _copy;
  89583. private _color;
  89584. private _computeParticleColor;
  89585. private _computeParticleTexture;
  89586. private _computeParticleRotation;
  89587. private _computeParticleVertex;
  89588. private _computeBoundingBox;
  89589. private _depthSortParticles;
  89590. private _camera;
  89591. private _mustUnrotateFixedNormals;
  89592. private _particlesIntersect;
  89593. private _needs32Bits;
  89594. /**
  89595. * Creates a SPS (Solid Particle System) object.
  89596. * @param name (String) is the SPS name, this will be the underlying mesh name.
  89597. * @param scene (Scene) is the scene in which the SPS is added.
  89598. * @param options defines the options of the sps e.g.
  89599. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  89600. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  89601. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  89602. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  89603. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  89604. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  89605. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  89606. */
  89607. constructor(name: string, scene: Scene, options?: {
  89608. updatable?: boolean;
  89609. isPickable?: boolean;
  89610. enableDepthSort?: boolean;
  89611. particleIntersection?: boolean;
  89612. boundingSphereOnly?: boolean;
  89613. bSphereRadiusFactor?: number;
  89614. });
  89615. /**
  89616. * Builds the SPS underlying mesh. Returns a standard Mesh.
  89617. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  89618. * @returns the created mesh
  89619. */
  89620. buildMesh(): Mesh;
  89621. /**
  89622. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  89623. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  89624. * Thus the particles generated from `digest()` have their property `position` set yet.
  89625. * @param mesh ( Mesh ) is the mesh to be digested
  89626. * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
  89627. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  89628. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  89629. * @returns the current SPS
  89630. */
  89631. digest(mesh: Mesh, options?: {
  89632. facetNb?: number;
  89633. number?: number;
  89634. delta?: number;
  89635. }): SolidParticleSystem;
  89636. private _unrotateFixedNormals;
  89637. private _resetCopy;
  89638. private _meshBuilder;
  89639. private _posToShape;
  89640. private _uvsToShapeUV;
  89641. private _addParticle;
  89642. /**
  89643. * Adds some particles to the SPS from the model shape. Returns the shape id.
  89644. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  89645. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  89646. * @param nb (positive integer) the number of particles to be created from this model
  89647. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  89648. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  89649. * @returns the number of shapes in the system
  89650. */
  89651. addShape(mesh: Mesh, nb: number, options?: {
  89652. positionFunction?: any;
  89653. vertexFunction?: any;
  89654. }): number;
  89655. private _rebuildParticle;
  89656. /**
  89657. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  89658. * @returns the SPS.
  89659. */
  89660. rebuildMesh(): SolidParticleSystem;
  89661. /**
  89662. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  89663. * This method calls `updateParticle()` for each particle of the SPS.
  89664. * For an animated SPS, it is usually called within the render loop.
  89665. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  89666. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  89667. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  89668. * @returns the SPS.
  89669. */
  89670. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  89671. /**
  89672. * Disposes the SPS.
  89673. */
  89674. dispose(): void;
  89675. /**
  89676. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  89677. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89678. * @returns the SPS.
  89679. */
  89680. refreshVisibleSize(): SolidParticleSystem;
  89681. /**
  89682. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  89683. * @param size the size (float) of the visibility box
  89684. * note : this doesn't lock the SPS mesh bounding box.
  89685. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89686. */
  89687. setVisibilityBox(size: number): void;
  89688. /**
  89689. * Gets whether the SPS as always visible or not
  89690. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89691. */
  89692. /**
  89693. * Sets the SPS as always visible or not
  89694. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89695. */
  89696. isAlwaysVisible: boolean;
  89697. /**
  89698. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  89699. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89700. */
  89701. /**
  89702. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  89703. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  89704. */
  89705. isVisibilityBoxLocked: boolean;
  89706. /**
  89707. * Tells to `setParticles()` to compute the particle rotations or not.
  89708. * Default value : true. The SPS is faster when it's set to false.
  89709. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  89710. */
  89711. /**
  89712. * Gets if `setParticles()` computes the particle rotations or not.
  89713. * Default value : true. The SPS is faster when it's set to false.
  89714. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  89715. */
  89716. computeParticleRotation: boolean;
  89717. /**
  89718. * Tells to `setParticles()` to compute the particle colors or not.
  89719. * Default value : true. The SPS is faster when it's set to false.
  89720. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  89721. */
  89722. /**
  89723. * Gets if `setParticles()` computes the particle colors or not.
  89724. * Default value : true. The SPS is faster when it's set to false.
  89725. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  89726. */
  89727. computeParticleColor: boolean;
  89728. /**
  89729. * Gets if `setParticles()` computes the particle textures or not.
  89730. * Default value : true. The SPS is faster when it's set to false.
  89731. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  89732. */
  89733. computeParticleTexture: boolean;
  89734. /**
  89735. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  89736. * Default value : false. The SPS is faster when it's set to false.
  89737. * Note : the particle custom vertex positions aren't stored values.
  89738. */
  89739. /**
  89740. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  89741. * Default value : false. The SPS is faster when it's set to false.
  89742. * Note : the particle custom vertex positions aren't stored values.
  89743. */
  89744. computeParticleVertex: boolean;
  89745. /**
  89746. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  89747. */
  89748. /**
  89749. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  89750. */
  89751. computeBoundingBox: boolean;
  89752. /**
  89753. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  89754. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  89755. * Default : `true`
  89756. */
  89757. /**
  89758. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  89759. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  89760. * Default : `true`
  89761. */
  89762. depthSortParticles: boolean;
  89763. /**
  89764. * This function does nothing. It may be overwritten to set all the particle first values.
  89765. * The SPS doesn't call this function, you may have to call it by your own.
  89766. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89767. */
  89768. initParticles(): void;
  89769. /**
  89770. * This function does nothing. It may be overwritten to recycle a particle.
  89771. * The SPS doesn't call this function, you may have to call it by your own.
  89772. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89773. * @param particle The particle to recycle
  89774. * @returns the recycled particle
  89775. */
  89776. recycleParticle(particle: SolidParticle): SolidParticle;
  89777. /**
  89778. * Updates a particle : this function should be overwritten by the user.
  89779. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  89780. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  89781. * @example : just set a particle position or velocity and recycle conditions
  89782. * @param particle The particle to update
  89783. * @returns the updated particle
  89784. */
  89785. updateParticle(particle: SolidParticle): SolidParticle;
  89786. /**
  89787. * Updates a vertex of a particle : it can be overwritten by the user.
  89788. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  89789. * @param particle the current particle
  89790. * @param vertex the current index of the current particle
  89791. * @param pt the index of the current vertex in the particle shape
  89792. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  89793. * @example : just set a vertex particle position
  89794. * @returns the updated vertex
  89795. */
  89796. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  89797. /**
  89798. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  89799. * This does nothing and may be overwritten by the user.
  89800. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89801. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89802. * @param update the boolean update value actually passed to setParticles()
  89803. */
  89804. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  89805. /**
  89806. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  89807. * This will be passed three parameters.
  89808. * This does nothing and may be overwritten by the user.
  89809. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89810. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  89811. * @param update the boolean update value actually passed to setParticles()
  89812. */
  89813. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  89814. }
  89815. }
  89816. declare module BABYLON {
  89817. /**
  89818. * Represents one particle of a solid particle system.
  89819. */
  89820. export class SolidParticle {
  89821. /**
  89822. * particle global index
  89823. */
  89824. idx: number;
  89825. /**
  89826. * The color of the particle
  89827. */
  89828. color: Nullable<Color4>;
  89829. /**
  89830. * The world space position of the particle.
  89831. */
  89832. position: Vector3;
  89833. /**
  89834. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  89835. */
  89836. rotation: Vector3;
  89837. /**
  89838. * The world space rotation quaternion of the particle.
  89839. */
  89840. rotationQuaternion: Nullable<Quaternion>;
  89841. /**
  89842. * The scaling of the particle.
  89843. */
  89844. scaling: Vector3;
  89845. /**
  89846. * The uvs of the particle.
  89847. */
  89848. uvs: Vector4;
  89849. /**
  89850. * The current speed of the particle.
  89851. */
  89852. velocity: Vector3;
  89853. /**
  89854. * The pivot point in the particle local space.
  89855. */
  89856. pivot: Vector3;
  89857. /**
  89858. * Must the particle be translated from its pivot point in its local space ?
  89859. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  89860. * Default : false
  89861. */
  89862. translateFromPivot: boolean;
  89863. /**
  89864. * Is the particle active or not ?
  89865. */
  89866. alive: boolean;
  89867. /**
  89868. * Is the particle visible or not ?
  89869. */
  89870. isVisible: boolean;
  89871. /**
  89872. * Index of this particle in the global "positions" array (Internal use)
  89873. * @hidden
  89874. */
  89875. _pos: number;
  89876. /**
  89877. * @hidden Index of this particle in the global "indices" array (Internal use)
  89878. */
  89879. _ind: number;
  89880. /**
  89881. * @hidden ModelShape of this particle (Internal use)
  89882. */
  89883. _model: ModelShape;
  89884. /**
  89885. * ModelShape id of this particle
  89886. */
  89887. shapeId: number;
  89888. /**
  89889. * Index of the particle in its shape id (Internal use)
  89890. */
  89891. idxInShape: number;
  89892. /**
  89893. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  89894. */
  89895. _modelBoundingInfo: BoundingInfo;
  89896. /**
  89897. * @hidden Particle BoundingInfo object (Internal use)
  89898. */
  89899. _boundingInfo: BoundingInfo;
  89900. /**
  89901. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  89902. */
  89903. _sps: SolidParticleSystem;
  89904. /**
  89905. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  89906. */
  89907. _stillInvisible: boolean;
  89908. /**
  89909. * @hidden Last computed particle rotation matrix
  89910. */
  89911. _rotationMatrix: number[];
  89912. /**
  89913. * Parent particle Id, if any.
  89914. * Default null.
  89915. */
  89916. parentId: Nullable<number>;
  89917. /**
  89918. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  89919. * The possible values are :
  89920. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  89921. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89922. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  89923. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  89924. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  89925. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  89926. * */
  89927. cullingStrategy: number;
  89928. /**
  89929. * @hidden Internal global position in the SPS.
  89930. */
  89931. _globalPosition: Vector3;
  89932. /**
  89933. * Creates a Solid Particle object.
  89934. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  89935. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  89936. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  89937. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  89938. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  89939. * @param shapeId (integer) is the model shape identifier in the SPS.
  89940. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  89941. * @param sps defines the sps it is associated to
  89942. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  89943. */
  89944. constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  89945. /**
  89946. * Legacy support, changed scale to scaling
  89947. */
  89948. /**
  89949. * Legacy support, changed scale to scaling
  89950. */
  89951. scale: Vector3;
  89952. /**
  89953. * Legacy support, changed quaternion to rotationQuaternion
  89954. */
  89955. /**
  89956. * Legacy support, changed quaternion to rotationQuaternion
  89957. */
  89958. quaternion: Nullable<Quaternion>;
  89959. /**
  89960. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  89961. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  89962. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  89963. * @returns true if it intersects
  89964. */
  89965. intersectsMesh(target: Mesh | SolidParticle): boolean;
  89966. /**
  89967. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  89968. * A particle is in the frustum if its bounding box intersects the frustum
  89969. * @param frustumPlanes defines the frustum to test
  89970. * @returns true if the particle is in the frustum planes
  89971. */
  89972. isInFrustum(frustumPlanes: Plane[]): boolean;
  89973. /**
  89974. * get the rotation matrix of the particle
  89975. * @hidden
  89976. */
  89977. getRotationMatrix(m: Matrix): void;
  89978. }
  89979. /**
  89980. * Represents the shape of the model used by one particle of a solid particle system.
  89981. * SPS internal tool, don't use it manually.
  89982. */
  89983. export class ModelShape {
  89984. /**
  89985. * The shape id
  89986. * @hidden
  89987. */
  89988. shapeID: number;
  89989. /**
  89990. * flat array of model positions (internal use)
  89991. * @hidden
  89992. */
  89993. _shape: Vector3[];
  89994. /**
  89995. * flat array of model UVs (internal use)
  89996. * @hidden
  89997. */
  89998. _shapeUV: number[];
  89999. /**
  90000. * length of the shape in the model indices array (internal use)
  90001. * @hidden
  90002. */
  90003. _indicesLength: number;
  90004. /**
  90005. * Custom position function (internal use)
  90006. * @hidden
  90007. */
  90008. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  90009. /**
  90010. * Custom vertex function (internal use)
  90011. * @hidden
  90012. */
  90013. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  90014. /**
  90015. * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
  90016. * SPS internal tool, don't use it manually.
  90017. * @hidden
  90018. */
  90019. constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  90020. }
  90021. /**
  90022. * Represents a Depth Sorted Particle in the solid particle system.
  90023. */
  90024. export class DepthSortedParticle {
  90025. /**
  90026. * Index of the particle in the "indices" array
  90027. */
  90028. ind: number;
  90029. /**
  90030. * Length of the particle shape in the "indices" array
  90031. */
  90032. indicesLength: number;
  90033. /**
  90034. * Squared distance from the particle to the camera
  90035. */
  90036. sqDistance: number;
  90037. }
  90038. }
  90039. declare module BABYLON {
  90040. /**
  90041. * @hidden
  90042. */
  90043. export class _MeshCollisionData {
  90044. _checkCollisions: boolean;
  90045. _collisionMask: number;
  90046. _collisionGroup: number;
  90047. _collider: Nullable<Collider>;
  90048. _oldPositionForCollisions: Vector3;
  90049. _diffPositionForCollisions: Vector3;
  90050. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  90051. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  90052. }
  90053. }
  90054. declare module BABYLON {
  90055. /** @hidden */
  90056. class _FacetDataStorage {
  90057. facetPositions: Vector3[];
  90058. facetNormals: Vector3[];
  90059. facetPartitioning: number[][];
  90060. facetNb: number;
  90061. partitioningSubdivisions: number;
  90062. partitioningBBoxRatio: number;
  90063. facetDataEnabled: boolean;
  90064. facetParameters: any;
  90065. bbSize: Vector3;
  90066. subDiv: {
  90067. max: number;
  90068. X: number;
  90069. Y: number;
  90070. Z: number;
  90071. };
  90072. facetDepthSort: boolean;
  90073. facetDepthSortEnabled: boolean;
  90074. depthSortedIndices: IndicesArray;
  90075. depthSortedFacets: {
  90076. ind: number;
  90077. sqDistance: number;
  90078. }[];
  90079. facetDepthSortFunction: (f1: {
  90080. ind: number;
  90081. sqDistance: number;
  90082. }, f2: {
  90083. ind: number;
  90084. sqDistance: number;
  90085. }) => number;
  90086. facetDepthSortFrom: Vector3;
  90087. facetDepthSortOrigin: Vector3;
  90088. invertedMatrix: Matrix;
  90089. }
  90090. /**
  90091. * @hidden
  90092. **/
  90093. class _InternalAbstractMeshDataInfo {
  90094. _hasVertexAlpha: boolean;
  90095. _useVertexColors: boolean;
  90096. _numBoneInfluencers: number;
  90097. _applyFog: boolean;
  90098. _receiveShadows: boolean;
  90099. _facetData: _FacetDataStorage;
  90100. _visibility: number;
  90101. _skeleton: Nullable<Skeleton>;
  90102. _layerMask: number;
  90103. _computeBonesUsingShaders: boolean;
  90104. _isActive: boolean;
  90105. _onlyForInstances: boolean;
  90106. _isActiveIntermediate: boolean;
  90107. _onlyForInstancesIntermediate: boolean;
  90108. }
  90109. /**
  90110. * Class used to store all common mesh properties
  90111. */
  90112. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  90113. /** No occlusion */
  90114. static OCCLUSION_TYPE_NONE: number;
  90115. /** Occlusion set to optimisitic */
  90116. static OCCLUSION_TYPE_OPTIMISTIC: number;
  90117. /** Occlusion set to strict */
  90118. static OCCLUSION_TYPE_STRICT: number;
  90119. /** Use an accurante occlusion algorithm */
  90120. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  90121. /** Use a conservative occlusion algorithm */
  90122. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  90123. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  90124. * Test order :
  90125. * Is the bounding sphere outside the frustum ?
  90126. * If not, are the bounding box vertices outside the frustum ?
  90127. * It not, then the cullable object is in the frustum.
  90128. */
  90129. static readonly CULLINGSTRATEGY_STANDARD: number;
  90130. /** Culling strategy : Bounding Sphere Only.
  90131. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  90132. * It's also less accurate than the standard because some not visible objects can still be selected.
  90133. * Test : is the bounding sphere outside the frustum ?
  90134. * If not, then the cullable object is in the frustum.
  90135. */
  90136. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  90137. /** Culling strategy : Optimistic Inclusion.
  90138. * This in an inclusion test first, then the standard exclusion test.
  90139. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  90140. * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.
  90141. * Anyway, it's as accurate as the standard strategy.
  90142. * Test :
  90143. * Is the cullable object bounding sphere center in the frustum ?
  90144. * If not, apply the default culling strategy.
  90145. */
  90146. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  90147. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  90148. * This in an inclusion test first, then the bounding sphere only exclusion test.
  90149. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  90150. * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.
  90151. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  90152. * Test :
  90153. * Is the cullable object bounding sphere center in the frustum ?
  90154. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  90155. */
  90156. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  90157. /**
  90158. * No billboard
  90159. */
  90160. static readonly BILLBOARDMODE_NONE: number;
  90161. /** Billboard on X axis */
  90162. static readonly BILLBOARDMODE_X: number;
  90163. /** Billboard on Y axis */
  90164. static readonly BILLBOARDMODE_Y: number;
  90165. /** Billboard on Z axis */
  90166. static readonly BILLBOARDMODE_Z: number;
  90167. /** Billboard on all axes */
  90168. static readonly BILLBOARDMODE_ALL: number;
  90169. /** Billboard on using position instead of orientation */
  90170. static readonly BILLBOARDMODE_USE_POSITION: number;
  90171. /** @hidden */
  90172. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  90173. /**
  90174. * The culling strategy to use to check whether the mesh must be rendered or not.
  90175. * This value can be changed at any time and will be used on the next render mesh selection.
  90176. * The possible values are :
  90177. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  90178. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  90179. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  90180. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  90181. * Please read each static variable documentation to get details about the culling process.
  90182. * */
  90183. cullingStrategy: number;
  90184. /**
  90185. * Gets the number of facets in the mesh
  90186. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  90187. */
  90188. readonly facetNb: number;
  90189. /**
  90190. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  90191. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  90192. */
  90193. partitioningSubdivisions: number;
  90194. /**
  90195. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  90196. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  90197. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  90198. */
  90199. partitioningBBoxRatio: number;
  90200. /**
  90201. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  90202. * Works only for updatable meshes.
  90203. * Doesn't work with multi-materials
  90204. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  90205. */
  90206. mustDepthSortFacets: boolean;
  90207. /**
  90208. * The location (Vector3) where the facet depth sort must be computed from.
  90209. * By default, the active camera position.
  90210. * Used only when facet depth sort is enabled
  90211. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  90212. */
  90213. facetDepthSortFrom: Vector3;
  90214. /**
  90215. * gets a boolean indicating if facetData is enabled
  90216. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  90217. */
  90218. readonly isFacetDataEnabled: boolean;
  90219. /** @hidden */
  90220. _updateNonUniformScalingState(value: boolean): boolean;
  90221. /**
  90222. * An event triggered when this mesh collides with another one
  90223. */
  90224. onCollideObservable: Observable<AbstractMesh>;
  90225. /** Set a function to call when this mesh collides with another one */
  90226. onCollide: () => void;
  90227. /**
  90228. * An event triggered when the collision's position changes
  90229. */
  90230. onCollisionPositionChangeObservable: Observable<Vector3>;
  90231. /** Set a function to call when the collision's position changes */
  90232. onCollisionPositionChange: () => void;
  90233. /**
  90234. * An event triggered when material is changed
  90235. */
  90236. onMaterialChangedObservable: Observable<AbstractMesh>;
  90237. /**
  90238. * Gets or sets the orientation for POV movement & rotation
  90239. */
  90240. definedFacingForward: boolean;
  90241. /** @hidden */
  90242. _occlusionQuery: Nullable<WebGLQuery>;
  90243. /** @hidden */
  90244. _renderingGroup: Nullable<RenderingGroup>;
  90245. /**
  90246. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  90247. */
  90248. /**
  90249. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  90250. */
  90251. visibility: number;
  90252. /** Gets or sets the alpha index used to sort transparent meshes
  90253. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  90254. */
  90255. alphaIndex: number;
  90256. /**
  90257. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  90258. */
  90259. isVisible: boolean;
  90260. /**
  90261. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  90262. */
  90263. isPickable: boolean;
  90264. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  90265. showSubMeshesBoundingBox: boolean;
  90266. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  90267. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  90268. */
  90269. isBlocker: boolean;
  90270. /**
  90271. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  90272. */
  90273. enablePointerMoveEvents: boolean;
  90274. /**
  90275. * Specifies the rendering group id for this mesh (0 by default)
  90276. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  90277. */
  90278. renderingGroupId: number;
  90279. private _material;
  90280. /** Gets or sets current material */
  90281. material: Nullable<Material>;
  90282. /**
  90283. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  90284. * @see http://doc.babylonjs.com/babylon101/shadows
  90285. */
  90286. receiveShadows: boolean;
  90287. /** Defines color to use when rendering outline */
  90288. outlineColor: Color3;
  90289. /** Define width to use when rendering outline */
  90290. outlineWidth: number;
  90291. /** Defines color to use when rendering overlay */
  90292. overlayColor: Color3;
  90293. /** Defines alpha to use when rendering overlay */
  90294. overlayAlpha: number;
  90295. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  90296. hasVertexAlpha: boolean;
  90297. /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
  90298. useVertexColors: boolean;
  90299. /**
  90300. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  90301. */
  90302. computeBonesUsingShaders: boolean;
  90303. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  90304. numBoneInfluencers: number;
  90305. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  90306. applyFog: boolean;
  90307. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  90308. useOctreeForRenderingSelection: boolean;
  90309. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  90310. useOctreeForPicking: boolean;
  90311. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  90312. useOctreeForCollisions: boolean;
  90313. /**
  90314. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  90315. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  90316. */
  90317. layerMask: number;
  90318. /**
  90319. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  90320. */
  90321. alwaysSelectAsActiveMesh: boolean;
  90322. /**
  90323. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  90324. */
  90325. doNotSyncBoundingInfo: boolean;
  90326. /**
  90327. * Gets or sets the current action manager
  90328. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  90329. */
  90330. actionManager: Nullable<AbstractActionManager>;
  90331. private _meshCollisionData;
  90332. /**
  90333. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  90334. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90335. */
  90336. ellipsoid: Vector3;
  90337. /**
  90338. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  90339. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90340. */
  90341. ellipsoidOffset: Vector3;
  90342. /**
  90343. * Gets or sets a collision mask used to mask collisions (default is -1).
  90344. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  90345. */
  90346. collisionMask: number;
  90347. /**
  90348. * Gets or sets the current collision group mask (-1 by default).
  90349. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  90350. */
  90351. collisionGroup: number;
  90352. /**
  90353. * Defines edge width used when edgesRenderer is enabled
  90354. * @see https://www.babylonjs-playground.com/#10OJSG#13
  90355. */
  90356. edgesWidth: number;
  90357. /**
  90358. * Defines edge color used when edgesRenderer is enabled
  90359. * @see https://www.babylonjs-playground.com/#10OJSG#13
  90360. */
  90361. edgesColor: Color4;
  90362. /** @hidden */
  90363. _edgesRenderer: Nullable<IEdgesRenderer>;
  90364. /** @hidden */
  90365. _masterMesh: Nullable<AbstractMesh>;
  90366. /** @hidden */
  90367. _boundingInfo: Nullable<BoundingInfo>;
  90368. /** @hidden */
  90369. _renderId: number;
  90370. /**
  90371. * Gets or sets the list of subMeshes
  90372. * @see http://doc.babylonjs.com/how_to/multi_materials
  90373. */
  90374. subMeshes: SubMesh[];
  90375. /** @hidden */
  90376. _intersectionsInProgress: AbstractMesh[];
  90377. /** @hidden */
  90378. _unIndexed: boolean;
  90379. /** @hidden */
  90380. _lightSources: Light[];
  90381. /** Gets the list of lights affecting that mesh */
  90382. readonly lightSources: Light[];
  90383. /** @hidden */
  90384. readonly _positions: Nullable<Vector3[]>;
  90385. /** @hidden */
  90386. _waitingData: {
  90387. lods: Nullable<any>;
  90388. actions: Nullable<any>;
  90389. freezeWorldMatrix: Nullable<boolean>;
  90390. };
  90391. /** @hidden */
  90392. _bonesTransformMatrices: Nullable<Float32Array>;
  90393. /** @hidden */
  90394. _transformMatrixTexture: Nullable<RawTexture>;
  90395. /**
  90396. * Gets or sets a skeleton to apply skining transformations
  90397. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  90398. */
  90399. skeleton: Nullable<Skeleton>;
  90400. /**
  90401. * An event triggered when the mesh is rebuilt.
  90402. */
  90403. onRebuildObservable: Observable<AbstractMesh>;
  90404. /**
  90405. * Creates a new AbstractMesh
  90406. * @param name defines the name of the mesh
  90407. * @param scene defines the hosting scene
  90408. */
  90409. constructor(name: string, scene?: Nullable<Scene>);
  90410. /**
  90411. * Returns the string "AbstractMesh"
  90412. * @returns "AbstractMesh"
  90413. */
  90414. getClassName(): string;
  90415. /**
  90416. * Gets a string representation of the current mesh
  90417. * @param fullDetails defines a boolean indicating if full details must be included
  90418. * @returns a string representation of the current mesh
  90419. */
  90420. toString(fullDetails?: boolean): string;
  90421. /**
  90422. * @hidden
  90423. */
  90424. protected _getEffectiveParent(): Nullable<Node>;
  90425. /** @hidden */
  90426. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  90427. /** @hidden */
  90428. _rebuild(): void;
  90429. /** @hidden */
  90430. _resyncLightSources(): void;
  90431. /** @hidden */
  90432. _resyncLighSource(light: Light): void;
  90433. /** @hidden */
  90434. _unBindEffect(): void;
  90435. /** @hidden */
  90436. _removeLightSource(light: Light): void;
  90437. private _markSubMeshesAsDirty;
  90438. /** @hidden */
  90439. _markSubMeshesAsLightDirty(): void;
  90440. /** @hidden */
  90441. _markSubMeshesAsAttributesDirty(): void;
  90442. /** @hidden */
  90443. _markSubMeshesAsMiscDirty(): void;
  90444. /**
  90445. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  90446. */
  90447. scaling: Vector3;
  90448. /**
  90449. * Returns true if the mesh is blocked. Implemented by child classes
  90450. */
  90451. readonly isBlocked: boolean;
  90452. /**
  90453. * Returns the mesh itself by default. Implemented by child classes
  90454. * @param camera defines the camera to use to pick the right LOD level
  90455. * @returns the currentAbstractMesh
  90456. */
  90457. getLOD(camera: Camera): Nullable<AbstractMesh>;
  90458. /**
  90459. * Returns 0 by default. Implemented by child classes
  90460. * @returns an integer
  90461. */
  90462. getTotalVertices(): number;
  90463. /**
  90464. * Returns a positive integer : the total number of indices in this mesh geometry.
  90465. * @returns the numner of indices or zero if the mesh has no geometry.
  90466. */
  90467. getTotalIndices(): number;
  90468. /**
  90469. * Returns null by default. Implemented by child classes
  90470. * @returns null
  90471. */
  90472. getIndices(): Nullable<IndicesArray>;
  90473. /**
  90474. * Returns the array of the requested vertex data kind. Implemented by child classes
  90475. * @param kind defines the vertex data kind to use
  90476. * @returns null
  90477. */
  90478. getVerticesData(kind: string): Nullable<FloatArray>;
  90479. /**
  90480. * Sets the vertex data of the mesh geometry for the requested `kind`.
  90481. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  90482. * Note that a new underlying VertexBuffer object is created each call.
  90483. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  90484. * @param kind defines vertex data kind:
  90485. * * VertexBuffer.PositionKind
  90486. * * VertexBuffer.UVKind
  90487. * * VertexBuffer.UV2Kind
  90488. * * VertexBuffer.UV3Kind
  90489. * * VertexBuffer.UV4Kind
  90490. * * VertexBuffer.UV5Kind
  90491. * * VertexBuffer.UV6Kind
  90492. * * VertexBuffer.ColorKind
  90493. * * VertexBuffer.MatricesIndicesKind
  90494. * * VertexBuffer.MatricesIndicesExtraKind
  90495. * * VertexBuffer.MatricesWeightsKind
  90496. * * VertexBuffer.MatricesWeightsExtraKind
  90497. * @param data defines the data source
  90498. * @param updatable defines if the data must be flagged as updatable (or static)
  90499. * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
  90500. * @returns the current mesh
  90501. */
  90502. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  90503. /**
  90504. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  90505. * If the mesh has no geometry, it is simply returned as it is.
  90506. * @param kind defines vertex data kind:
  90507. * * VertexBuffer.PositionKind
  90508. * * VertexBuffer.UVKind
  90509. * * VertexBuffer.UV2Kind
  90510. * * VertexBuffer.UV3Kind
  90511. * * VertexBuffer.UV4Kind
  90512. * * VertexBuffer.UV5Kind
  90513. * * VertexBuffer.UV6Kind
  90514. * * VertexBuffer.ColorKind
  90515. * * VertexBuffer.MatricesIndicesKind
  90516. * * VertexBuffer.MatricesIndicesExtraKind
  90517. * * VertexBuffer.MatricesWeightsKind
  90518. * * VertexBuffer.MatricesWeightsExtraKind
  90519. * @param data defines the data source
  90520. * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
  90521. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  90522. * @returns the current mesh
  90523. */
  90524. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  90525. /**
  90526. * Sets the mesh indices,
  90527. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  90528. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  90529. * @param totalVertices Defines the total number of vertices
  90530. * @returns the current mesh
  90531. */
  90532. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  90533. /**
  90534. * Gets a boolean indicating if specific vertex data is present
  90535. * @param kind defines the vertex data kind to use
  90536. * @returns true is data kind is present
  90537. */
  90538. isVerticesDataPresent(kind: string): boolean;
  90539. /**
  90540. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  90541. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  90542. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  90543. * @returns a BoundingInfo
  90544. */
  90545. getBoundingInfo(): BoundingInfo;
  90546. /**
  90547. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  90548. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  90549. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  90550. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  90551. * @returns the current mesh
  90552. */
  90553. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  90554. /**
  90555. * Overwrite the current bounding info
  90556. * @param boundingInfo defines the new bounding info
  90557. * @returns the current mesh
  90558. */
  90559. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  90560. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  90561. readonly useBones: boolean;
  90562. /** @hidden */
  90563. _preActivate(): void;
  90564. /** @hidden */
  90565. _preActivateForIntermediateRendering(renderId: number): void;
  90566. /** @hidden */
  90567. _activate(renderId: number, intermediateRendering: boolean): boolean;
  90568. /** @hidden */
  90569. _postActivate(): void;
  90570. /** @hidden */
  90571. _freeze(): void;
  90572. /** @hidden */
  90573. _unFreeze(): void;
  90574. /**
  90575. * Gets the current world matrix
  90576. * @returns a Matrix
  90577. */
  90578. getWorldMatrix(): Matrix;
  90579. /** @hidden */
  90580. _getWorldMatrixDeterminant(): number;
  90581. /**
  90582. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  90583. */
  90584. readonly isAnInstance: boolean;
  90585. /**
  90586. * Gets a boolean indicating if this mesh has instances
  90587. */
  90588. readonly hasInstances: boolean;
  90589. /**
  90590. * Perform relative position change from the point of view of behind the front of the mesh.
  90591. * This is performed taking into account the meshes current rotation, so you do not have to care.
  90592. * Supports definition of mesh facing forward or backward
  90593. * @param amountRight defines the distance on the right axis
  90594. * @param amountUp defines the distance on the up axis
  90595. * @param amountForward defines the distance on the forward axis
  90596. * @returns the current mesh
  90597. */
  90598. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  90599. /**
  90600. * Calculate relative position change from the point of view of behind the front of the mesh.
  90601. * This is performed taking into account the meshes current rotation, so you do not have to care.
  90602. * Supports definition of mesh facing forward or backward
  90603. * @param amountRight defines the distance on the right axis
  90604. * @param amountUp defines the distance on the up axis
  90605. * @param amountForward defines the distance on the forward axis
  90606. * @returns the new displacement vector
  90607. */
  90608. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  90609. /**
  90610. * Perform relative rotation change from the point of view of behind the front of the mesh.
  90611. * Supports definition of mesh facing forward or backward
  90612. * @param flipBack defines the flip
  90613. * @param twirlClockwise defines the twirl
  90614. * @param tiltRight defines the tilt
  90615. * @returns the current mesh
  90616. */
  90617. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  90618. /**
  90619. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  90620. * Supports definition of mesh facing forward or backward.
  90621. * @param flipBack defines the flip
  90622. * @param twirlClockwise defines the twirl
  90623. * @param tiltRight defines the tilt
  90624. * @returns the new rotation vector
  90625. */
  90626. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  90627. /**
  90628. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  90629. * This means the mesh underlying bounding box and sphere are recomputed.
  90630. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  90631. * @returns the current mesh
  90632. */
  90633. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  90634. /** @hidden */
  90635. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  90636. /** @hidden */
  90637. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  90638. /** @hidden */
  90639. _updateBoundingInfo(): AbstractMesh;
  90640. /** @hidden */
  90641. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  90642. /** @hidden */
  90643. protected _afterComputeWorldMatrix(): void;
  90644. /** @hidden */
  90645. readonly _effectiveMesh: AbstractMesh;
  90646. /**
  90647. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  90648. * A mesh is in the frustum if its bounding box intersects the frustum
  90649. * @param frustumPlanes defines the frustum to test
  90650. * @returns true if the mesh is in the frustum planes
  90651. */
  90652. isInFrustum(frustumPlanes: Plane[]): boolean;
  90653. /**
  90654. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  90655. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  90656. * @param frustumPlanes defines the frustum to test
  90657. * @returns true if the mesh is completely in the frustum planes
  90658. */
  90659. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  90660. /**
  90661. * True if the mesh intersects another mesh or a SolidParticle object
  90662. * @param mesh defines a target mesh or SolidParticle to test
  90663. * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
  90664. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  90665. * @returns true if there is an intersection
  90666. */
  90667. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  90668. /**
  90669. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  90670. * @param point defines the point to test
  90671. * @returns true if there is an intersection
  90672. */
  90673. intersectsPoint(point: Vector3): boolean;
  90674. /**
  90675. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  90676. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90677. */
  90678. checkCollisions: boolean;
  90679. /**
  90680. * Gets Collider object used to compute collisions (not physics)
  90681. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90682. */
  90683. readonly collider: Nullable<Collider>;
  90684. /**
  90685. * Move the mesh using collision engine
  90686. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  90687. * @param displacement defines the requested displacement vector
  90688. * @returns the current mesh
  90689. */
  90690. moveWithCollisions(displacement: Vector3): AbstractMesh;
  90691. private _onCollisionPositionChange;
  90692. /** @hidden */
  90693. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  90694. /** @hidden */
  90695. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  90696. /** @hidden */
  90697. _checkCollision(collider: Collider): AbstractMesh;
  90698. /** @hidden */
  90699. _generatePointsArray(): boolean;
  90700. /**
  90701. * Checks if the passed Ray intersects with the mesh
  90702. * @param ray defines the ray to use
  90703. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  90704. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  90705. * @returns the picking info
  90706. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  90707. */
  90708. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  90709. /**
  90710. * Clones the current mesh
  90711. * @param name defines the mesh name
  90712. * @param newParent defines the new mesh parent
  90713. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  90714. * @returns the new mesh
  90715. */
  90716. clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  90717. /**
  90718. * Disposes all the submeshes of the current meshnp
  90719. * @returns the current mesh
  90720. */
  90721. releaseSubMeshes(): AbstractMesh;
  90722. /**
  90723. * Releases resources associated with this abstract mesh.
  90724. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  90725. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  90726. */
  90727. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  90728. /**
  90729. * Adds the passed mesh as a child to the current mesh
  90730. * @param mesh defines the child mesh
  90731. * @returns the current mesh
  90732. */
  90733. addChild(mesh: AbstractMesh): AbstractMesh;
  90734. /**
  90735. * Removes the passed mesh from the current mesh children list
  90736. * @param mesh defines the child mesh
  90737. * @returns the current mesh
  90738. */
  90739. removeChild(mesh: AbstractMesh): AbstractMesh;
  90740. /** @hidden */
  90741. private _initFacetData;
  90742. /**
  90743. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  90744. * This method can be called within the render loop.
  90745. * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
  90746. * @returns the current mesh
  90747. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90748. */
  90749. updateFacetData(): AbstractMesh;
  90750. /**
  90751. * Returns the facetLocalNormals array.
  90752. * The normals are expressed in the mesh local spac
  90753. * @returns an array of Vector3
  90754. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90755. */
  90756. getFacetLocalNormals(): Vector3[];
  90757. /**
  90758. * Returns the facetLocalPositions array.
  90759. * The facet positions are expressed in the mesh local space
  90760. * @returns an array of Vector3
  90761. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90762. */
  90763. getFacetLocalPositions(): Vector3[];
  90764. /**
  90765. * Returns the facetLocalPartioning array
  90766. * @returns an array of array of numbers
  90767. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90768. */
  90769. getFacetLocalPartitioning(): number[][];
  90770. /**
  90771. * Returns the i-th facet position in the world system.
  90772. * This method allocates a new Vector3 per call
  90773. * @param i defines the facet index
  90774. * @returns a new Vector3
  90775. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90776. */
  90777. getFacetPosition(i: number): Vector3;
  90778. /**
  90779. * Sets the reference Vector3 with the i-th facet position in the world system
  90780. * @param i defines the facet index
  90781. * @param ref defines the target vector
  90782. * @returns the current mesh
  90783. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90784. */
  90785. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  90786. /**
  90787. * Returns the i-th facet normal in the world system.
  90788. * This method allocates a new Vector3 per call
  90789. * @param i defines the facet index
  90790. * @returns a new Vector3
  90791. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90792. */
  90793. getFacetNormal(i: number): Vector3;
  90794. /**
  90795. * Sets the reference Vector3 with the i-th facet normal in the world system
  90796. * @param i defines the facet index
  90797. * @param ref defines the target vector
  90798. * @returns the current mesh
  90799. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90800. */
  90801. getFacetNormalToRef(i: number, ref: Vector3): this;
  90802. /**
  90803. * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
  90804. * @param x defines x coordinate
  90805. * @param y defines y coordinate
  90806. * @param z defines z coordinate
  90807. * @returns the array of facet indexes
  90808. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90809. */
  90810. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  90811. /**
  90812. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  90813. * @param projected sets as the (x,y,z) world projection on the facet
  90814. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  90815. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  90816. * @param x defines x coordinate
  90817. * @param y defines y coordinate
  90818. * @param z defines z coordinate
  90819. * @returns the face index if found (or null instead)
  90820. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90821. */
  90822. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  90823. /**
  90824. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  90825. * @param projected sets as the (x,y,z) local projection on the facet
  90826. * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
  90827. * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
  90828. * @param x defines x coordinate
  90829. * @param y defines y coordinate
  90830. * @param z defines z coordinate
  90831. * @returns the face index if found (or null instead)
  90832. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90833. */
  90834. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  90835. /**
  90836. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  90837. * @returns the parameters
  90838. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90839. */
  90840. getFacetDataParameters(): any;
  90841. /**
  90842. * Disables the feature FacetData and frees the related memory
  90843. * @returns the current mesh
  90844. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  90845. */
  90846. disableFacetData(): AbstractMesh;
  90847. /**
  90848. * Updates the AbstractMesh indices array
  90849. * @param indices defines the data source
  90850. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  90851. * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
  90852. * @returns the current mesh
  90853. */
  90854. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  90855. /**
  90856. * Creates new normals data for the mesh
  90857. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  90858. * @returns the current mesh
  90859. */
  90860. createNormals(updatable: boolean): AbstractMesh;
  90861. /**
  90862. * Align the mesh with a normal
  90863. * @param normal defines the normal to use
  90864. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  90865. * @returns the current mesh
  90866. */
  90867. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  90868. /** @hidden */
  90869. _checkOcclusionQuery(): boolean;
  90870. /**
  90871. * Disables the mesh edge rendering mode
  90872. * @returns the currentAbstractMesh
  90873. */
  90874. disableEdgesRendering(): AbstractMesh;
  90875. /**
  90876. * Enables the edge rendering mode on the mesh.
  90877. * This mode makes the mesh edges visible
  90878. * @param epsilon defines the maximal distance between two angles to detect a face
  90879. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  90880. * @returns the currentAbstractMesh
  90881. * @see https://www.babylonjs-playground.com/#19O9TU#0
  90882. */
  90883. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  90884. }
  90885. }
  90886. declare module BABYLON {
  90887. /**
  90888. * Interface used to define ActionEvent
  90889. */
  90890. export interface IActionEvent {
  90891. /** The mesh or sprite that triggered the action */
  90892. source: any;
  90893. /** The X mouse cursor position at the time of the event */
  90894. pointerX: number;
  90895. /** The Y mouse cursor position at the time of the event */
  90896. pointerY: number;
  90897. /** The mesh that is currently pointed at (can be null) */
  90898. meshUnderPointer: Nullable<AbstractMesh>;
  90899. /** the original (browser) event that triggered the ActionEvent */
  90900. sourceEvent?: any;
  90901. /** additional data for the event */
  90902. additionalData?: any;
  90903. }
  90904. /**
  90905. * ActionEvent is the event being sent when an action is triggered.
  90906. */
  90907. export class ActionEvent implements IActionEvent {
  90908. /** The mesh or sprite that triggered the action */
  90909. source: any;
  90910. /** The X mouse cursor position at the time of the event */
  90911. pointerX: number;
  90912. /** The Y mouse cursor position at the time of the event */
  90913. pointerY: number;
  90914. /** The mesh that is currently pointed at (can be null) */
  90915. meshUnderPointer: Nullable<AbstractMesh>;
  90916. /** the original (browser) event that triggered the ActionEvent */
  90917. sourceEvent?: any;
  90918. /** additional data for the event */
  90919. additionalData?: any;
  90920. /**
  90921. * Creates a new ActionEvent
  90922. * @param source The mesh or sprite that triggered the action
  90923. * @param pointerX The X mouse cursor position at the time of the event
  90924. * @param pointerY The Y mouse cursor position at the time of the event
  90925. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  90926. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  90927. * @param additionalData additional data for the event
  90928. */
  90929. constructor(
  90930. /** The mesh or sprite that triggered the action */
  90931. source: any,
  90932. /** The X mouse cursor position at the time of the event */
  90933. pointerX: number,
  90934. /** The Y mouse cursor position at the time of the event */
  90935. pointerY: number,
  90936. /** The mesh that is currently pointed at (can be null) */
  90937. meshUnderPointer: Nullable<AbstractMesh>,
  90938. /** the original (browser) event that triggered the ActionEvent */
  90939. sourceEvent?: any,
  90940. /** additional data for the event */
  90941. additionalData?: any);
  90942. /**
  90943. * Helper function to auto-create an ActionEvent from a source mesh.
  90944. * @param source The source mesh that triggered the event
  90945. * @param evt The original (browser) event
  90946. * @param additionalData additional data for the event
  90947. * @returns the new ActionEvent
  90948. */
  90949. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  90950. /**
  90951. * Helper function to auto-create an ActionEvent from a source sprite
  90952. * @param source The source sprite that triggered the event
  90953. * @param scene Scene associated with the sprite
  90954. * @param evt The original (browser) event
  90955. * @param additionalData additional data for the event
  90956. * @returns the new ActionEvent
  90957. */
  90958. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  90959. /**
  90960. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  90961. * @param scene the scene where the event occurred
  90962. * @param evt The original (browser) event
  90963. * @returns the new ActionEvent
  90964. */
  90965. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  90966. /**
  90967. * Helper function to auto-create an ActionEvent from a primitive
  90968. * @param prim defines the target primitive
  90969. * @param pointerPos defines the pointer position
  90970. * @param evt The original (browser) event
  90971. * @param additionalData additional data for the event
  90972. * @returns the new ActionEvent
  90973. */
  90974. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  90975. }
  90976. }
  90977. declare module BABYLON {
  90978. /**
  90979. * Abstract class used to decouple action Manager from scene and meshes.
  90980. * Do not instantiate.
  90981. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  90982. */
  90983. export abstract class AbstractActionManager implements IDisposable {
  90984. /** Gets the list of active triggers */
  90985. static Triggers: {
  90986. [key: string]: number;
  90987. };
  90988. /** Gets the cursor to use when hovering items */
  90989. hoverCursor: string;
  90990. /** Gets the list of actions */
  90991. actions: IAction[];
  90992. /**
  90993. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  90994. */
  90995. isRecursive: boolean;
  90996. /**
  90997. * Releases all associated resources
  90998. */
  90999. abstract dispose(): void;
  91000. /**
  91001. * Does this action manager has pointer triggers
  91002. */
  91003. abstract readonly hasPointerTriggers: boolean;
  91004. /**
  91005. * Does this action manager has pick triggers
  91006. */
  91007. abstract readonly hasPickTriggers: boolean;
  91008. /**
  91009. * Process a specific trigger
  91010. * @param trigger defines the trigger to process
  91011. * @param evt defines the event details to be processed
  91012. */
  91013. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  91014. /**
  91015. * Does this action manager handles actions of any of the given triggers
  91016. * @param triggers defines the triggers to be tested
  91017. * @return a boolean indicating whether one (or more) of the triggers is handled
  91018. */
  91019. abstract hasSpecificTriggers(triggers: number[]): boolean;
  91020. /**
  91021. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  91022. * speed.
  91023. * @param triggerA defines the trigger to be tested
  91024. * @param triggerB defines the trigger to be tested
  91025. * @return a boolean indicating whether one (or more) of the triggers is handled
  91026. */
  91027. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  91028. /**
  91029. * Does this action manager handles actions of a given trigger
  91030. * @param trigger defines the trigger to be tested
  91031. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  91032. * @return whether the trigger is handled
  91033. */
  91034. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  91035. /**
  91036. * Serialize this manager to a JSON object
  91037. * @param name defines the property name to store this manager
  91038. * @returns a JSON representation of this manager
  91039. */
  91040. abstract serialize(name: string): any;
  91041. /**
  91042. * Registers an action to this action manager
  91043. * @param action defines the action to be registered
  91044. * @return the action amended (prepared) after registration
  91045. */
  91046. abstract registerAction(action: IAction): Nullable<IAction>;
  91047. /**
  91048. * Unregisters an action to this action manager
  91049. * @param action defines the action to be unregistered
  91050. * @return a boolean indicating whether the action has been unregistered
  91051. */
  91052. abstract unregisterAction(action: IAction): Boolean;
  91053. /**
  91054. * Does exist one action manager with at least one trigger
  91055. **/
  91056. static readonly HasTriggers: boolean;
  91057. /**
  91058. * Does exist one action manager with at least one pick trigger
  91059. **/
  91060. static readonly HasPickTriggers: boolean;
  91061. /**
  91062. * Does exist one action manager that handles actions of a given trigger
  91063. * @param trigger defines the trigger to be tested
  91064. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  91065. **/
  91066. static HasSpecificTrigger(trigger: number): boolean;
  91067. }
  91068. }
  91069. declare module BABYLON {
  91070. /**
  91071. * Defines how a node can be built from a string name.
  91072. */
  91073. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  91074. /**
  91075. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  91076. */
  91077. export class Node implements IBehaviorAware<Node> {
  91078. /** @hidden */
  91079. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  91080. private static _NodeConstructors;
  91081. /**
  91082. * Add a new node constructor
  91083. * @param type defines the type name of the node to construct
  91084. * @param constructorFunc defines the constructor function
  91085. */
  91086. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  91087. /**
  91088. * Returns a node constructor based on type name
  91089. * @param type defines the type name
  91090. * @param name defines the new node name
  91091. * @param scene defines the hosting scene
  91092. * @param options defines optional options to transmit to constructors
  91093. * @returns the new constructor or null
  91094. */
  91095. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  91096. /**
  91097. * Gets or sets the name of the node
  91098. */
  91099. name: string;
  91100. /**
  91101. * Gets or sets the id of the node
  91102. */
  91103. id: string;
  91104. /**
  91105. * Gets or sets the unique id of the node
  91106. */
  91107. uniqueId: number;
  91108. /**
  91109. * Gets or sets a string used to store user defined state for the node
  91110. */
  91111. state: string;
  91112. /**
  91113. * Gets or sets an object used to store user defined information for the node
  91114. */
  91115. metadata: any;
  91116. /**
  91117. * For internal use only. Please do not use.
  91118. */
  91119. reservedDataStore: any;
  91120. /**
  91121. * List of inspectable custom properties (used by the Inspector)
  91122. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  91123. */
  91124. inspectableCustomProperties: IInspectable[];
  91125. /**
  91126. * Gets or sets a boolean used to define if the node must be serialized
  91127. */
  91128. doNotSerialize: boolean;
  91129. /** @hidden */
  91130. _isDisposed: boolean;
  91131. /**
  91132. * Gets a list of Animations associated with the node
  91133. */
  91134. animations: Animation[];
  91135. protected _ranges: {
  91136. [name: string]: Nullable<AnimationRange>;
  91137. };
  91138. /**
  91139. * Callback raised when the node is ready to be used
  91140. */
  91141. onReady: Nullable<(node: Node) => void>;
  91142. private _isEnabled;
  91143. private _isParentEnabled;
  91144. private _isReady;
  91145. /** @hidden */
  91146. _currentRenderId: number;
  91147. private _parentUpdateId;
  91148. /** @hidden */
  91149. _childUpdateId: number;
  91150. /** @hidden */
  91151. _waitingParentId: Nullable<string>;
  91152. /** @hidden */
  91153. _scene: Scene;
  91154. /** @hidden */
  91155. _cache: any;
  91156. private _parentNode;
  91157. private _children;
  91158. /** @hidden */
  91159. _worldMatrix: Matrix;
  91160. /** @hidden */
  91161. _worldMatrixDeterminant: number;
  91162. /** @hidden */
  91163. _worldMatrixDeterminantIsDirty: boolean;
  91164. /** @hidden */
  91165. private _sceneRootNodesIndex;
  91166. /**
  91167. * Gets a boolean indicating if the node has been disposed
  91168. * @returns true if the node was disposed
  91169. */
  91170. isDisposed(): boolean;
  91171. /**
  91172. * Gets or sets the parent of the node (without keeping the current position in the scene)
  91173. * @see https://doc.babylonjs.com/how_to/parenting
  91174. */
  91175. parent: Nullable<Node>;
  91176. private addToSceneRootNodes;
  91177. private removeFromSceneRootNodes;
  91178. private _animationPropertiesOverride;
  91179. /**
  91180. * Gets or sets the animation properties override
  91181. */
  91182. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  91183. /**
  91184. * Gets a string idenfifying the name of the class
  91185. * @returns "Node" string
  91186. */
  91187. getClassName(): string;
  91188. /** @hidden */
  91189. readonly _isNode: boolean;
  91190. /**
  91191. * An event triggered when the mesh is disposed
  91192. */
  91193. onDisposeObservable: Observable<Node>;
  91194. private _onDisposeObserver;
  91195. /**
  91196. * Sets a callback that will be raised when the node will be disposed
  91197. */
  91198. onDispose: () => void;
  91199. /**
  91200. * Creates a new Node
  91201. * @param name the name and id to be given to this node
  91202. * @param scene the scene this node will be added to
  91203. * @param addToRootNodes the node will be added to scene.rootNodes
  91204. */
  91205. constructor(name: string, scene?: Nullable<Scene>, addToRootNodes?: boolean);
  91206. /**
  91207. * Gets the scene of the node
  91208. * @returns a scene
  91209. */
  91210. getScene(): Scene;
  91211. /**
  91212. * Gets the engine of the node
  91213. * @returns a Engine
  91214. */
  91215. getEngine(): Engine;
  91216. private _behaviors;
  91217. /**
  91218. * Attach a behavior to the node
  91219. * @see http://doc.babylonjs.com/features/behaviour
  91220. * @param behavior defines the behavior to attach
  91221. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  91222. * @returns the current Node
  91223. */
  91224. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  91225. /**
  91226. * Remove an attached behavior
  91227. * @see http://doc.babylonjs.com/features/behaviour
  91228. * @param behavior defines the behavior to attach
  91229. * @returns the current Node
  91230. */
  91231. removeBehavior(behavior: Behavior<Node>): Node;
  91232. /**
  91233. * Gets the list of attached behaviors
  91234. * @see http://doc.babylonjs.com/features/behaviour
  91235. */
  91236. readonly behaviors: Behavior<Node>[];
  91237. /**
  91238. * Gets an attached behavior by name
  91239. * @param name defines the name of the behavior to look for
  91240. * @see http://doc.babylonjs.com/features/behaviour
  91241. * @returns null if behavior was not found else the requested behavior
  91242. */
  91243. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  91244. /**
  91245. * Returns the latest update of the World matrix
  91246. * @returns a Matrix
  91247. */
  91248. getWorldMatrix(): Matrix;
  91249. /** @hidden */
  91250. _getWorldMatrixDeterminant(): number;
  91251. /**
  91252. * Returns directly the latest state of the mesh World matrix.
  91253. * A Matrix is returned.
  91254. */
  91255. readonly worldMatrixFromCache: Matrix;
  91256. /** @hidden */
  91257. _initCache(): void;
  91258. /** @hidden */
  91259. updateCache(force?: boolean): void;
  91260. /** @hidden */
  91261. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  91262. /** @hidden */
  91263. _updateCache(ignoreParentClass?: boolean): void;
  91264. /** @hidden */
  91265. _isSynchronized(): boolean;
  91266. /** @hidden */
  91267. _markSyncedWithParent(): void;
  91268. /** @hidden */
  91269. isSynchronizedWithParent(): boolean;
  91270. /** @hidden */
  91271. isSynchronized(): boolean;
  91272. /**
  91273. * Is this node ready to be used/rendered
  91274. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  91275. * @return true if the node is ready
  91276. */
  91277. isReady(completeCheck?: boolean): boolean;
  91278. /**
  91279. * Is this node enabled?
  91280. * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
  91281. * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
  91282. * @return whether this node (and its parent) is enabled
  91283. */
  91284. isEnabled(checkAncestors?: boolean): boolean;
  91285. /** @hidden */
  91286. protected _syncParentEnabledState(): void;
  91287. /**
  91288. * Set the enabled state of this node
  91289. * @param value defines the new enabled state
  91290. */
  91291. setEnabled(value: boolean): void;
  91292. /**
  91293. * Is this node a descendant of the given node?
  91294. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  91295. * @param ancestor defines the parent node to inspect
  91296. * @returns a boolean indicating if this node is a descendant of the given node
  91297. */
  91298. isDescendantOf(ancestor: Node): boolean;
  91299. /** @hidden */
  91300. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  91301. /**
  91302. * Will return all nodes that have this node as ascendant
  91303. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
  91304. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  91305. * @return all children nodes of all types
  91306. */
  91307. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  91308. /**
  91309. * Get all child-meshes of this node
  91310. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
  91311. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  91312. * @returns an array of AbstractMesh
  91313. */
  91314. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  91315. /**
  91316. * Get all direct children of this node
  91317. * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
  91318. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  91319. * @returns an array of Node
  91320. */
  91321. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  91322. /** @hidden */
  91323. _setReady(state: boolean): void;
  91324. /**
  91325. * Get an animation by name
  91326. * @param name defines the name of the animation to look for
  91327. * @returns null if not found else the requested animation
  91328. */
  91329. getAnimationByName(name: string): Nullable<Animation>;
  91330. /**
  91331. * Creates an animation range for this node
  91332. * @param name defines the name of the range
  91333. * @param from defines the starting key
  91334. * @param to defines the end key
  91335. */
  91336. createAnimationRange(name: string, from: number, to: number): void;
  91337. /**
  91338. * Delete a specific animation range
  91339. * @param name defines the name of the range to delete
  91340. * @param deleteFrames defines if animation frames from the range must be deleted as well
  91341. */
  91342. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  91343. /**
  91344. * Get an animation range by name
  91345. * @param name defines the name of the animation range to look for
  91346. * @returns null if not found else the requested animation range
  91347. */
  91348. getAnimationRange(name: string): Nullable<AnimationRange>;
  91349. /**
  91350. * Gets the list of all animation ranges defined on this node
  91351. * @returns an array
  91352. */
  91353. getAnimationRanges(): Nullable<AnimationRange>[];
  91354. /**
  91355. * Will start the animation sequence
  91356. * @param name defines the range frames for animation sequence
  91357. * @param loop defines if the animation should loop (false by default)
  91358. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  91359. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  91360. * @returns the object created for this animation. If range does not exist, it will return null
  91361. */
  91362. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  91363. /**
  91364. * Serialize animation ranges into a JSON compatible object
  91365. * @returns serialization object
  91366. */
  91367. serializeAnimationRanges(): any;
  91368. /**
  91369. * Computes the world matrix of the node
  91370. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  91371. * @returns the world matrix
  91372. */
  91373. computeWorldMatrix(force?: boolean): Matrix;
  91374. /**
  91375. * Releases resources associated with this node.
  91376. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  91377. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  91378. */
  91379. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  91380. /**
  91381. * Parse animation range data from a serialization object and store them into a given node
  91382. * @param node defines where to store the animation ranges
  91383. * @param parsedNode defines the serialization object to read data from
  91384. * @param scene defines the hosting scene
  91385. */
  91386. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  91387. /**
  91388. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  91389. * @param includeDescendants Include bounding info from descendants as well (true by default)
  91390. * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
  91391. * @returns the new bounding vectors
  91392. */
  91393. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  91394. min: Vector3;
  91395. max: Vector3;
  91396. };
  91397. }
  91398. }
  91399. declare module BABYLON {
  91400. /**
  91401. * @hidden
  91402. */
  91403. export class _IAnimationState {
  91404. key: number;
  91405. repeatCount: number;
  91406. workValue?: any;
  91407. loopMode?: number;
  91408. offsetValue?: any;
  91409. highLimitValue?: any;
  91410. }
  91411. /**
  91412. * Class used to store any kind of animation
  91413. */
  91414. export class Animation {
  91415. /**Name of the animation */
  91416. name: string;
  91417. /**Property to animate */
  91418. targetProperty: string;
  91419. /**The frames per second of the animation */
  91420. framePerSecond: number;
  91421. /**The data type of the animation */
  91422. dataType: number;
  91423. /**The loop mode of the animation */
  91424. loopMode?: number | undefined;
  91425. /**Specifies if blending should be enabled */
  91426. enableBlending?: boolean | undefined;
  91427. /**
  91428. * Use matrix interpolation instead of using direct key value when animating matrices
  91429. */
  91430. static AllowMatricesInterpolation: boolean;
  91431. /**
  91432. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  91433. */
  91434. static AllowMatrixDecomposeForInterpolation: boolean;
  91435. /**
  91436. * Stores the key frames of the animation
  91437. */
  91438. private _keys;
  91439. /**
  91440. * Stores the easing function of the animation
  91441. */
  91442. private _easingFunction;
  91443. /**
  91444. * @hidden Internal use only
  91445. */
  91446. _runtimeAnimations: RuntimeAnimation[];
  91447. /**
  91448. * The set of event that will be linked to this animation
  91449. */
  91450. private _events;
  91451. /**
  91452. * Stores an array of target property paths
  91453. */
  91454. targetPropertyPath: string[];
  91455. /**
  91456. * Stores the blending speed of the animation
  91457. */
  91458. blendingSpeed: number;
  91459. /**
  91460. * Stores the animation ranges for the animation
  91461. */
  91462. private _ranges;
  91463. /**
  91464. * @hidden Internal use
  91465. */
  91466. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  91467. /**
  91468. * Sets up an animation
  91469. * @param property The property to animate
  91470. * @param animationType The animation type to apply
  91471. * @param framePerSecond The frames per second of the animation
  91472. * @param easingFunction The easing function used in the animation
  91473. * @returns The created animation
  91474. */
  91475. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  91476. /**
  91477. * Create and start an animation on a node
  91478. * @param name defines the name of the global animation that will be run on all nodes
  91479. * @param node defines the root node where the animation will take place
  91480. * @param targetProperty defines property to animate
  91481. * @param framePerSecond defines the number of frame per second yo use
  91482. * @param totalFrame defines the number of frames in total
  91483. * @param from defines the initial value
  91484. * @param to defines the final value
  91485. * @param loopMode defines which loop mode you want to use (off by default)
  91486. * @param easingFunction defines the easing function to use (linear by default)
  91487. * @param onAnimationEnd defines the callback to call when animation end
  91488. * @returns the animatable created for this animation
  91489. */
  91490. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  91491. /**
  91492. * Create and start an animation on a node and its descendants
  91493. * @param name defines the name of the global animation that will be run on all nodes
  91494. * @param node defines the root node where the animation will take place
  91495. * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used
  91496. * @param targetProperty defines property to animate
  91497. * @param framePerSecond defines the number of frame per second to use
  91498. * @param totalFrame defines the number of frames in total
  91499. * @param from defines the initial value
  91500. * @param to defines the final value
  91501. * @param loopMode defines which loop mode you want to use (off by default)
  91502. * @param easingFunction defines the easing function to use (linear by default)
  91503. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  91504. * @returns the list of animatables created for all nodes
  91505. * @example https://www.babylonjs-playground.com/#MH0VLI
  91506. */
  91507. static CreateAndStartHierarchyAnimation(name: string, node: Node, directDescendantsOnly: boolean, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable[]>;
  91508. /**
  91509. * Creates a new animation, merges it with the existing animations and starts it
  91510. * @param name Name of the animation
  91511. * @param node Node which contains the scene that begins the animations
  91512. * @param targetProperty Specifies which property to animate
  91513. * @param framePerSecond The frames per second of the animation
  91514. * @param totalFrame The total number of frames
  91515. * @param from The frame at the beginning of the animation
  91516. * @param to The frame at the end of the animation
  91517. * @param loopMode Specifies the loop mode of the animation
  91518. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  91519. * @param onAnimationEnd Callback to run once the animation is complete
  91520. * @returns Nullable animation
  91521. */
  91522. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  91523. /**
  91524. * Transition property of an host to the target Value
  91525. * @param property The property to transition
  91526. * @param targetValue The target Value of the property
  91527. * @param host The object where the property to animate belongs
  91528. * @param scene Scene used to run the animation
  91529. * @param frameRate Framerate (in frame/s) to use
  91530. * @param transition The transition type we want to use
  91531. * @param duration The duration of the animation, in milliseconds
  91532. * @param onAnimationEnd Callback trigger at the end of the animation
  91533. * @returns Nullable animation
  91534. */
  91535. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  91536. /**
  91537. * Return the array of runtime animations currently using this animation
  91538. */
  91539. readonly runtimeAnimations: RuntimeAnimation[];
  91540. /**
  91541. * Specifies if any of the runtime animations are currently running
  91542. */
  91543. readonly hasRunningRuntimeAnimations: boolean;
  91544. /**
  91545. * Initializes the animation
  91546. * @param name Name of the animation
  91547. * @param targetProperty Property to animate
  91548. * @param framePerSecond The frames per second of the animation
  91549. * @param dataType The data type of the animation
  91550. * @param loopMode The loop mode of the animation
  91551. * @param enableBlending Specifies if blending should be enabled
  91552. */
  91553. constructor(
  91554. /**Name of the animation */
  91555. name: string,
  91556. /**Property to animate */
  91557. targetProperty: string,
  91558. /**The frames per second of the animation */
  91559. framePerSecond: number,
  91560. /**The data type of the animation */
  91561. dataType: number,
  91562. /**The loop mode of the animation */
  91563. loopMode?: number | undefined,
  91564. /**Specifies if blending should be enabled */
  91565. enableBlending?: boolean | undefined);
  91566. /**
  91567. * Converts the animation to a string
  91568. * @param fullDetails support for multiple levels of logging within scene loading
  91569. * @returns String form of the animation
  91570. */
  91571. toString(fullDetails?: boolean): string;
  91572. /**
  91573. * Add an event to this animation
  91574. * @param event Event to add
  91575. */
  91576. addEvent(event: AnimationEvent): void;
  91577. /**
  91578. * Remove all events found at the given frame
  91579. * @param frame The frame to remove events from
  91580. */
  91581. removeEvents(frame: number): void;
  91582. /**
  91583. * Retrieves all the events from the animation
  91584. * @returns Events from the animation
  91585. */
  91586. getEvents(): AnimationEvent[];
  91587. /**
  91588. * Creates an animation range
  91589. * @param name Name of the animation range
  91590. * @param from Starting frame of the animation range
  91591. * @param to Ending frame of the animation
  91592. */
  91593. createRange(name: string, from: number, to: number): void;
  91594. /**
  91595. * Deletes an animation range by name
  91596. * @param name Name of the animation range to delete
  91597. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  91598. */
  91599. deleteRange(name: string, deleteFrames?: boolean): void;
  91600. /**
  91601. * Gets the animation range by name, or null if not defined
  91602. * @param name Name of the animation range
  91603. * @returns Nullable animation range
  91604. */
  91605. getRange(name: string): Nullable<AnimationRange>;
  91606. /**
  91607. * Gets the key frames from the animation
  91608. * @returns The key frames of the animation
  91609. */
  91610. getKeys(): Array<IAnimationKey>;
  91611. /**
  91612. * Gets the highest frame rate of the animation
  91613. * @returns Highest frame rate of the animation
  91614. */
  91615. getHighestFrame(): number;
  91616. /**
  91617. * Gets the easing function of the animation
  91618. * @returns Easing function of the animation
  91619. */
  91620. getEasingFunction(): IEasingFunction;
  91621. /**
  91622. * Sets the easing function of the animation
  91623. * @param easingFunction A custom mathematical formula for animation
  91624. */
  91625. setEasingFunction(easingFunction: EasingFunction): void;
  91626. /**
  91627. * Interpolates a scalar linearly
  91628. * @param startValue Start value of the animation curve
  91629. * @param endValue End value of the animation curve
  91630. * @param gradient Scalar amount to interpolate
  91631. * @returns Interpolated scalar value
  91632. */
  91633. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  91634. /**
  91635. * Interpolates a scalar cubically
  91636. * @param startValue Start value of the animation curve
  91637. * @param outTangent End tangent of the animation
  91638. * @param endValue End value of the animation curve
  91639. * @param inTangent Start tangent of the animation curve
  91640. * @param gradient Scalar amount to interpolate
  91641. * @returns Interpolated scalar value
  91642. */
  91643. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  91644. /**
  91645. * Interpolates a quaternion using a spherical linear interpolation
  91646. * @param startValue Start value of the animation curve
  91647. * @param endValue End value of the animation curve
  91648. * @param gradient Scalar amount to interpolate
  91649. * @returns Interpolated quaternion value
  91650. */
  91651. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  91652. /**
  91653. * Interpolates a quaternion cubically
  91654. * @param startValue Start value of the animation curve
  91655. * @param outTangent End tangent of the animation curve
  91656. * @param endValue End value of the animation curve
  91657. * @param inTangent Start tangent of the animation curve
  91658. * @param gradient Scalar amount to interpolate
  91659. * @returns Interpolated quaternion value
  91660. */
  91661. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  91662. /**
  91663. * Interpolates a Vector3 linearl
  91664. * @param startValue Start value of the animation curve
  91665. * @param endValue End value of the animation curve
  91666. * @param gradient Scalar amount to interpolate
  91667. * @returns Interpolated scalar value
  91668. */
  91669. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  91670. /**
  91671. * Interpolates a Vector3 cubically
  91672. * @param startValue Start value of the animation curve
  91673. * @param outTangent End tangent of the animation
  91674. * @param endValue End value of the animation curve
  91675. * @param inTangent Start tangent of the animation curve
  91676. * @param gradient Scalar amount to interpolate
  91677. * @returns InterpolatedVector3 value
  91678. */
  91679. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  91680. /**
  91681. * Interpolates a Vector2 linearly
  91682. * @param startValue Start value of the animation curve
  91683. * @param endValue End value of the animation curve
  91684. * @param gradient Scalar amount to interpolate
  91685. * @returns Interpolated Vector2 value
  91686. */
  91687. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  91688. /**
  91689. * Interpolates a Vector2 cubically
  91690. * @param startValue Start value of the animation curve
  91691. * @param outTangent End tangent of the animation
  91692. * @param endValue End value of the animation curve
  91693. * @param inTangent Start tangent of the animation curve
  91694. * @param gradient Scalar amount to interpolate
  91695. * @returns Interpolated Vector2 value
  91696. */
  91697. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  91698. /**
  91699. * Interpolates a size linearly
  91700. * @param startValue Start value of the animation curve
  91701. * @param endValue End value of the animation curve
  91702. * @param gradient Scalar amount to interpolate
  91703. * @returns Interpolated Size value
  91704. */
  91705. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  91706. /**
  91707. * Interpolates a Color3 linearly
  91708. * @param startValue Start value of the animation curve
  91709. * @param endValue End value of the animation curve
  91710. * @param gradient Scalar amount to interpolate
  91711. * @returns Interpolated Color3 value
  91712. */
  91713. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  91714. /**
  91715. * @hidden Internal use only
  91716. */
  91717. _getKeyValue(value: any): any;
  91718. /**
  91719. * @hidden Internal use only
  91720. */
  91721. _interpolate(currentFrame: number, state: _IAnimationState): any;
  91722. /**
  91723. * Defines the function to use to interpolate matrices
  91724. * @param startValue defines the start matrix
  91725. * @param endValue defines the end matrix
  91726. * @param gradient defines the gradient between both matrices
  91727. * @param result defines an optional target matrix where to store the interpolation
  91728. * @returns the interpolated matrix
  91729. */
  91730. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  91731. /**
  91732. * Makes a copy of the animation
  91733. * @returns Cloned animation
  91734. */
  91735. clone(): Animation;
  91736. /**
  91737. * Sets the key frames of the animation
  91738. * @param values The animation key frames to set
  91739. */
  91740. setKeys(values: Array<IAnimationKey>): void;
  91741. /**
  91742. * Serializes the animation to an object
  91743. * @returns Serialized object
  91744. */
  91745. serialize(): any;
  91746. /**
  91747. * Float animation type
  91748. */
  91749. private static _ANIMATIONTYPE_FLOAT;
  91750. /**
  91751. * Vector3 animation type
  91752. */
  91753. private static _ANIMATIONTYPE_VECTOR3;
  91754. /**
  91755. * Quaternion animation type
  91756. */
  91757. private static _ANIMATIONTYPE_QUATERNION;
  91758. /**
  91759. * Matrix animation type
  91760. */
  91761. private static _ANIMATIONTYPE_MATRIX;
  91762. /**
  91763. * Color3 animation type
  91764. */
  91765. private static _ANIMATIONTYPE_COLOR3;
  91766. /**
  91767. * Vector2 animation type
  91768. */
  91769. private static _ANIMATIONTYPE_VECTOR2;
  91770. /**
  91771. * Size animation type
  91772. */
  91773. private static _ANIMATIONTYPE_SIZE;
  91774. /**
  91775. * Relative Loop Mode
  91776. */
  91777. private static _ANIMATIONLOOPMODE_RELATIVE;
  91778. /**
  91779. * Cycle Loop Mode
  91780. */
  91781. private static _ANIMATIONLOOPMODE_CYCLE;
  91782. /**
  91783. * Constant Loop Mode
  91784. */
  91785. private static _ANIMATIONLOOPMODE_CONSTANT;
  91786. /**
  91787. * Get the float animation type
  91788. */
  91789. static readonly ANIMATIONTYPE_FLOAT: number;
  91790. /**
  91791. * Get the Vector3 animation type
  91792. */
  91793. static readonly ANIMATIONTYPE_VECTOR3: number;
  91794. /**
  91795. * Get the Vector2 animation type
  91796. */
  91797. static readonly ANIMATIONTYPE_VECTOR2: number;
  91798. /**
  91799. * Get the Size animation type
  91800. */
  91801. static readonly ANIMATIONTYPE_SIZE: number;
  91802. /**
  91803. * Get the Quaternion animation type
  91804. */
  91805. static readonly ANIMATIONTYPE_QUATERNION: number;
  91806. /**
  91807. * Get the Matrix animation type
  91808. */
  91809. static readonly ANIMATIONTYPE_MATRIX: number;
  91810. /**
  91811. * Get the Color3 animation type
  91812. */
  91813. static readonly ANIMATIONTYPE_COLOR3: number;
  91814. /**
  91815. * Get the Relative Loop Mode
  91816. */
  91817. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  91818. /**
  91819. * Get the Cycle Loop Mode
  91820. */
  91821. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  91822. /**
  91823. * Get the Constant Loop Mode
  91824. */
  91825. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  91826. /** @hidden */
  91827. static _UniversalLerp(left: any, right: any, amount: number): any;
  91828. /**
  91829. * Parses an animation object and creates an animation
  91830. * @param parsedAnimation Parsed animation object
  91831. * @returns Animation object
  91832. */
  91833. static Parse(parsedAnimation: any): Animation;
  91834. /**
  91835. * Appends the serialized animations from the source animations
  91836. * @param source Source containing the animations
  91837. * @param destination Target to store the animations
  91838. */
  91839. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  91840. }
  91841. }
  91842. declare module BABYLON {
  91843. /**
  91844. * Interface containing an array of animations
  91845. */
  91846. export interface IAnimatable {
  91847. /**
  91848. * Array of animations
  91849. */
  91850. animations: Nullable<Array<Animation>>;
  91851. }
  91852. }
  91853. declare module BABYLON {
  91854. /**
  91855. * This represents all the required information to add a fresnel effect on a material:
  91856. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  91857. */
  91858. export class FresnelParameters {
  91859. private _isEnabled;
  91860. /**
  91861. * Define if the fresnel effect is enable or not.
  91862. */
  91863. isEnabled: boolean;
  91864. /**
  91865. * Define the color used on edges (grazing angle)
  91866. */
  91867. leftColor: Color3;
  91868. /**
  91869. * Define the color used on center
  91870. */
  91871. rightColor: Color3;
  91872. /**
  91873. * Define bias applied to computed fresnel term
  91874. */
  91875. bias: number;
  91876. /**
  91877. * Defined the power exponent applied to fresnel term
  91878. */
  91879. power: number;
  91880. /**
  91881. * Clones the current fresnel and its valuues
  91882. * @returns a clone fresnel configuration
  91883. */
  91884. clone(): FresnelParameters;
  91885. /**
  91886. * Serializes the current fresnel parameters to a JSON representation.
  91887. * @return the JSON serialization
  91888. */
  91889. serialize(): any;
  91890. /**
  91891. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  91892. * @param parsedFresnelParameters Define the JSON representation
  91893. * @returns the parsed parameters
  91894. */
  91895. static Parse(parsedFresnelParameters: any): FresnelParameters;
  91896. }
  91897. }
  91898. declare module BABYLON {
  91899. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  91900. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91901. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91902. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91903. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91904. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91905. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91906. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91907. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91908. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91909. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91910. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91911. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91912. /**
  91913. * Decorator used to define property that can be serialized as reference to a camera
  91914. * @param sourceName defines the name of the property to decorate
  91915. */
  91916. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  91917. /**
  91918. * Class used to help serialization objects
  91919. */
  91920. export class SerializationHelper {
  91921. /** @hidden */
  91922. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  91923. /** @hidden */
  91924. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  91925. /** @hidden */
  91926. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  91927. /** @hidden */
  91928. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  91929. /**
  91930. * Appends the serialized animations from the source animations
  91931. * @param source Source containing the animations
  91932. * @param destination Target to store the animations
  91933. */
  91934. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  91935. /**
  91936. * Static function used to serialized a specific entity
  91937. * @param entity defines the entity to serialize
  91938. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  91939. * @returns a JSON compatible object representing the serialization of the entity
  91940. */
  91941. static Serialize<T>(entity: T, serializationObject?: any): any;
  91942. /**
  91943. * Creates a new entity from a serialization data object
  91944. * @param creationFunction defines a function used to instanciated the new entity
  91945. * @param source defines the source serialization data
  91946. * @param scene defines the hosting scene
  91947. * @param rootUrl defines the root url for resources
  91948. * @returns a new entity
  91949. */
  91950. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  91951. /**
  91952. * Clones an object
  91953. * @param creationFunction defines the function used to instanciate the new object
  91954. * @param source defines the source object
  91955. * @returns the cloned object
  91956. */
  91957. static Clone<T>(creationFunction: () => T, source: T): T;
  91958. /**
  91959. * Instanciates a new object based on a source one (some data will be shared between both object)
  91960. * @param creationFunction defines the function used to instanciate the new object
  91961. * @param source defines the source object
  91962. * @returns the new object
  91963. */
  91964. static Instanciate<T>(creationFunction: () => T, source: T): T;
  91965. }
  91966. }
  91967. declare module BABYLON {
  91968. /**
  91969. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  91970. */
  91971. export interface CubeMapInfo {
  91972. /**
  91973. * The pixel array for the front face.
  91974. * This is stored in format, left to right, up to down format.
  91975. */
  91976. front: Nullable<ArrayBufferView>;
  91977. /**
  91978. * The pixel array for the back face.
  91979. * This is stored in format, left to right, up to down format.
  91980. */
  91981. back: Nullable<ArrayBufferView>;
  91982. /**
  91983. * The pixel array for the left face.
  91984. * This is stored in format, left to right, up to down format.
  91985. */
  91986. left: Nullable<ArrayBufferView>;
  91987. /**
  91988. * The pixel array for the right face.
  91989. * This is stored in format, left to right, up to down format.
  91990. */
  91991. right: Nullable<ArrayBufferView>;
  91992. /**
  91993. * The pixel array for the up face.
  91994. * This is stored in format, left to right, up to down format.
  91995. */
  91996. up: Nullable<ArrayBufferView>;
  91997. /**
  91998. * The pixel array for the down face.
  91999. * This is stored in format, left to right, up to down format.
  92000. */
  92001. down: Nullable<ArrayBufferView>;
  92002. /**
  92003. * The size of the cubemap stored.
  92004. *
  92005. * Each faces will be size * size pixels.
  92006. */
  92007. size: number;
  92008. /**
  92009. * The format of the texture.
  92010. *
  92011. * RGBA, RGB.
  92012. */
  92013. format: number;
  92014. /**
  92015. * The type of the texture data.
  92016. *
  92017. * UNSIGNED_INT, FLOAT.
  92018. */
  92019. type: number;
  92020. /**
  92021. * Specifies whether the texture is in gamma space.
  92022. */
  92023. gammaSpace: boolean;
  92024. }
  92025. /**
  92026. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  92027. */
  92028. export class PanoramaToCubeMapTools {
  92029. private static FACE_FRONT;
  92030. private static FACE_BACK;
  92031. private static FACE_RIGHT;
  92032. private static FACE_LEFT;
  92033. private static FACE_DOWN;
  92034. private static FACE_UP;
  92035. /**
  92036. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  92037. *
  92038. * @param float32Array The source data.
  92039. * @param inputWidth The width of the input panorama.
  92040. * @param inputHeight The height of the input panorama.
  92041. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  92042. * @return The cubemap data
  92043. */
  92044. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  92045. private static CreateCubemapTexture;
  92046. private static CalcProjectionSpherical;
  92047. }
  92048. }
  92049. declare module BABYLON {
  92050. /**
  92051. * Helper class dealing with the extraction of spherical polynomial dataArray
  92052. * from a cube map.
  92053. */
  92054. export class CubeMapToSphericalPolynomialTools {
  92055. private static FileFaces;
  92056. /**
  92057. * Converts a texture to the according Spherical Polynomial data.
  92058. * This extracts the first 3 orders only as they are the only one used in the lighting.
  92059. *
  92060. * @param texture The texture to extract the information from.
  92061. * @return The Spherical Polynomial data.
  92062. */
  92063. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  92064. /**
  92065. * Converts a cubemap to the according Spherical Polynomial data.
  92066. * This extracts the first 3 orders only as they are the only one used in the lighting.
  92067. *
  92068. * @param cubeInfo The Cube map to extract the information from.
  92069. * @return The Spherical Polynomial data.
  92070. */
  92071. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  92072. }
  92073. }
  92074. declare module BABYLON {
  92075. /**
  92076. * Class used to manipulate GUIDs
  92077. */
  92078. export class GUID {
  92079. /**
  92080. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  92081. * Be aware Math.random() could cause collisions, but:
  92082. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  92083. * @returns a pseudo random id
  92084. */
  92085. static RandomId(): string;
  92086. }
  92087. }
  92088. declare module BABYLON {
  92089. /**
  92090. * Base class of all the textures in babylon.
  92091. * It groups all the common properties the materials, post process, lights... might need
  92092. * in order to make a correct use of the texture.
  92093. */
  92094. export class BaseTexture implements IAnimatable {
  92095. /**
  92096. * Default anisotropic filtering level for the application.
  92097. * It is set to 4 as a good tradeoff between perf and quality.
  92098. */
  92099. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  92100. /**
  92101. * Gets or sets the unique id of the texture
  92102. */
  92103. uniqueId: number;
  92104. /**
  92105. * Define the name of the texture.
  92106. */
  92107. name: string;
  92108. /**
  92109. * Gets or sets an object used to store user defined information.
  92110. */
  92111. metadata: any;
  92112. /**
  92113. * For internal use only. Please do not use.
  92114. */
  92115. reservedDataStore: any;
  92116. private _hasAlpha;
  92117. /**
  92118. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  92119. */
  92120. hasAlpha: boolean;
  92121. /**
  92122. * Defines if the alpha value should be determined via the rgb values.
  92123. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  92124. */
  92125. getAlphaFromRGB: boolean;
  92126. /**
  92127. * Intensity or strength of the texture.
  92128. * It is commonly used by materials to fine tune the intensity of the texture
  92129. */
  92130. level: number;
  92131. /**
  92132. * Define the UV chanel to use starting from 0 and defaulting to 0.
  92133. * This is part of the texture as textures usually maps to one uv set.
  92134. */
  92135. coordinatesIndex: number;
  92136. private _coordinatesMode;
  92137. /**
  92138. * How a texture is mapped.
  92139. *
  92140. * | Value | Type | Description |
  92141. * | ----- | ----------------------------------- | ----------- |
  92142. * | 0 | EXPLICIT_MODE | |
  92143. * | 1 | SPHERICAL_MODE | |
  92144. * | 2 | PLANAR_MODE | |
  92145. * | 3 | CUBIC_MODE | |
  92146. * | 4 | PROJECTION_MODE | |
  92147. * | 5 | SKYBOX_MODE | |
  92148. * | 6 | INVCUBIC_MODE | |
  92149. * | 7 | EQUIRECTANGULAR_MODE | |
  92150. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  92151. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  92152. */
  92153. coordinatesMode: number;
  92154. /**
  92155. * | Value | Type | Description |
  92156. * | ----- | ------------------ | ----------- |
  92157. * | 0 | CLAMP_ADDRESSMODE | |
  92158. * | 1 | WRAP_ADDRESSMODE | |
  92159. * | 2 | MIRROR_ADDRESSMODE | |
  92160. */
  92161. wrapU: number;
  92162. /**
  92163. * | Value | Type | Description |
  92164. * | ----- | ------------------ | ----------- |
  92165. * | 0 | CLAMP_ADDRESSMODE | |
  92166. * | 1 | WRAP_ADDRESSMODE | |
  92167. * | 2 | MIRROR_ADDRESSMODE | |
  92168. */
  92169. wrapV: number;
  92170. /**
  92171. * | Value | Type | Description |
  92172. * | ----- | ------------------ | ----------- |
  92173. * | 0 | CLAMP_ADDRESSMODE | |
  92174. * | 1 | WRAP_ADDRESSMODE | |
  92175. * | 2 | MIRROR_ADDRESSMODE | |
  92176. */
  92177. wrapR: number;
  92178. /**
  92179. * With compliant hardware and browser (supporting anisotropic filtering)
  92180. * this defines the level of anisotropic filtering in the texture.
  92181. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  92182. */
  92183. anisotropicFilteringLevel: number;
  92184. /**
  92185. * Define if the texture is a cube texture or if false a 2d texture.
  92186. */
  92187. isCube: boolean;
  92188. /**
  92189. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  92190. */
  92191. is3D: boolean;
  92192. /**
  92193. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  92194. * HDR texture are usually stored in linear space.
  92195. * This only impacts the PBR and Background materials
  92196. */
  92197. gammaSpace: boolean;
  92198. /**
  92199. * Gets whether or not the texture contains RGBD data.
  92200. */
  92201. readonly isRGBD: boolean;
  92202. /**
  92203. * Is Z inverted in the texture (useful in a cube texture).
  92204. */
  92205. invertZ: boolean;
  92206. /**
  92207. * Are mip maps generated for this texture or not.
  92208. */
  92209. readonly noMipmap: boolean;
  92210. /**
  92211. * @hidden
  92212. */
  92213. lodLevelInAlpha: boolean;
  92214. /**
  92215. * With prefiltered texture, defined the offset used during the prefiltering steps.
  92216. */
  92217. lodGenerationOffset: number;
  92218. /**
  92219. * With prefiltered texture, defined the scale used during the prefiltering steps.
  92220. */
  92221. lodGenerationScale: number;
  92222. /**
  92223. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  92224. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  92225. * average roughness values.
  92226. */
  92227. linearSpecularLOD: boolean;
  92228. /**
  92229. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  92230. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  92231. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  92232. */
  92233. irradianceTexture: Nullable<BaseTexture>;
  92234. /**
  92235. * Define if the texture is a render target.
  92236. */
  92237. isRenderTarget: boolean;
  92238. /**
  92239. * Define the unique id of the texture in the scene.
  92240. */
  92241. readonly uid: string;
  92242. /**
  92243. * Return a string representation of the texture.
  92244. * @returns the texture as a string
  92245. */
  92246. toString(): string;
  92247. /**
  92248. * Get the class name of the texture.
  92249. * @returns "BaseTexture"
  92250. */
  92251. getClassName(): string;
  92252. /**
  92253. * Define the list of animation attached to the texture.
  92254. */
  92255. animations: Animation[];
  92256. /**
  92257. * An event triggered when the texture is disposed.
  92258. */
  92259. onDisposeObservable: Observable<BaseTexture>;
  92260. private _onDisposeObserver;
  92261. /**
  92262. * Callback triggered when the texture has been disposed.
  92263. * Kept for back compatibility, you can use the onDisposeObservable instead.
  92264. */
  92265. onDispose: () => void;
  92266. /**
  92267. * Define the current state of the loading sequence when in delayed load mode.
  92268. */
  92269. delayLoadState: number;
  92270. private _scene;
  92271. /** @hidden */
  92272. _texture: Nullable<InternalTexture>;
  92273. private _uid;
  92274. /**
  92275. * Define if the texture is preventinga material to render or not.
  92276. * If not and the texture is not ready, the engine will use a default black texture instead.
  92277. */
  92278. readonly isBlocking: boolean;
  92279. /**
  92280. * Instantiates a new BaseTexture.
  92281. * Base class of all the textures in babylon.
  92282. * It groups all the common properties the materials, post process, lights... might need
  92283. * in order to make a correct use of the texture.
  92284. * @param scene Define the scene the texture blongs to
  92285. */
  92286. constructor(scene: Nullable<Scene>);
  92287. /**
  92288. * Get the scene the texture belongs to.
  92289. * @returns the scene or null if undefined
  92290. */
  92291. getScene(): Nullable<Scene>;
  92292. /**
  92293. * Get the texture transform matrix used to offset tile the texture for istance.
  92294. * @returns the transformation matrix
  92295. */
  92296. getTextureMatrix(): Matrix;
  92297. /**
  92298. * Get the texture reflection matrix used to rotate/transform the reflection.
  92299. * @returns the reflection matrix
  92300. */
  92301. getReflectionTextureMatrix(): Matrix;
  92302. /**
  92303. * Get the underlying lower level texture from Babylon.
  92304. * @returns the insternal texture
  92305. */
  92306. getInternalTexture(): Nullable<InternalTexture>;
  92307. /**
  92308. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  92309. * @returns true if ready or not blocking
  92310. */
  92311. isReadyOrNotBlocking(): boolean;
  92312. /**
  92313. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  92314. * @returns true if fully ready
  92315. */
  92316. isReady(): boolean;
  92317. private _cachedSize;
  92318. /**
  92319. * Get the size of the texture.
  92320. * @returns the texture size.
  92321. */
  92322. getSize(): ISize;
  92323. /**
  92324. * Get the base size of the texture.
  92325. * It can be different from the size if the texture has been resized for POT for instance
  92326. * @returns the base size
  92327. */
  92328. getBaseSize(): ISize;
  92329. /**
  92330. * Update the sampling mode of the texture.
  92331. * Default is Trilinear mode.
  92332. *
  92333. * | Value | Type | Description |
  92334. * | ----- | ------------------ | ----------- |
  92335. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  92336. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  92337. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  92338. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  92339. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  92340. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  92341. * | 7 | NEAREST_LINEAR | |
  92342. * | 8 | NEAREST_NEAREST | |
  92343. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  92344. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  92345. * | 11 | LINEAR_LINEAR | |
  92346. * | 12 | LINEAR_NEAREST | |
  92347. *
  92348. * > _mag_: magnification filter (close to the viewer)
  92349. * > _min_: minification filter (far from the viewer)
  92350. * > _mip_: filter used between mip map levels
  92351. *@param samplingMode Define the new sampling mode of the texture
  92352. */
  92353. updateSamplingMode(samplingMode: number): void;
  92354. /**
  92355. * Scales the texture if is `canRescale()`
  92356. * @param ratio the resize factor we want to use to rescale
  92357. */
  92358. scale(ratio: number): void;
  92359. /**
  92360. * Get if the texture can rescale.
  92361. */
  92362. readonly canRescale: boolean;
  92363. /** @hidden */
  92364. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  92365. /** @hidden */
  92366. _rebuild(): void;
  92367. /**
  92368. * Triggers the load sequence in delayed load mode.
  92369. */
  92370. delayLoad(): void;
  92371. /**
  92372. * Clones the texture.
  92373. * @returns the cloned texture
  92374. */
  92375. clone(): Nullable<BaseTexture>;
  92376. /**
  92377. * Get the texture underlying type (INT, FLOAT...)
  92378. */
  92379. readonly textureType: number;
  92380. /**
  92381. * Get the texture underlying format (RGB, RGBA...)
  92382. */
  92383. readonly textureFormat: number;
  92384. /**
  92385. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  92386. * This will returns an RGBA array buffer containing either in values (0-255) or
  92387. * float values (0-1) depending of the underlying buffer type.
  92388. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  92389. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  92390. * @param buffer defines a user defined buffer to fill with data (can be null)
  92391. * @returns The Array buffer containing the pixels data.
  92392. */
  92393. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  92394. /**
  92395. * Release and destroy the underlying lower level texture aka internalTexture.
  92396. */
  92397. releaseInternalTexture(): void;
  92398. /**
  92399. * Get the polynomial representation of the texture data.
  92400. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  92401. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  92402. */
  92403. sphericalPolynomial: Nullable<SphericalPolynomial>;
  92404. /** @hidden */
  92405. readonly _lodTextureHigh: Nullable<BaseTexture>;
  92406. /** @hidden */
  92407. readonly _lodTextureMid: Nullable<BaseTexture>;
  92408. /** @hidden */
  92409. readonly _lodTextureLow: Nullable<BaseTexture>;
  92410. /**
  92411. * Dispose the texture and release its associated resources.
  92412. */
  92413. dispose(): void;
  92414. /**
  92415. * Serialize the texture into a JSON representation that can be parsed later on.
  92416. * @returns the JSON representation of the texture
  92417. */
  92418. serialize(): any;
  92419. /**
  92420. * Helper function to be called back once a list of texture contains only ready textures.
  92421. * @param textures Define the list of textures to wait for
  92422. * @param callback Define the callback triggered once the entire list will be ready
  92423. */
  92424. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  92425. }
  92426. }
  92427. declare module BABYLON {
  92428. /**
  92429. * Class used to store data associated with WebGL texture data for the engine
  92430. * This class should not be used directly
  92431. */
  92432. export class InternalTexture {
  92433. /** @hidden */
  92434. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  92435. /**
  92436. * The source of the texture data is unknown
  92437. */
  92438. static DATASOURCE_UNKNOWN: number;
  92439. /**
  92440. * Texture data comes from an URL
  92441. */
  92442. static DATASOURCE_URL: number;
  92443. /**
  92444. * Texture data is only used for temporary storage
  92445. */
  92446. static DATASOURCE_TEMP: number;
  92447. /**
  92448. * Texture data comes from raw data (ArrayBuffer)
  92449. */
  92450. static DATASOURCE_RAW: number;
  92451. /**
  92452. * Texture content is dynamic (video or dynamic texture)
  92453. */
  92454. static DATASOURCE_DYNAMIC: number;
  92455. /**
  92456. * Texture content is generated by rendering to it
  92457. */
  92458. static DATASOURCE_RENDERTARGET: number;
  92459. /**
  92460. * Texture content is part of a multi render target process
  92461. */
  92462. static DATASOURCE_MULTIRENDERTARGET: number;
  92463. /**
  92464. * Texture data comes from a cube data file
  92465. */
  92466. static DATASOURCE_CUBE: number;
  92467. /**
  92468. * Texture data comes from a raw cube data
  92469. */
  92470. static DATASOURCE_CUBERAW: number;
  92471. /**
  92472. * Texture data come from a prefiltered cube data file
  92473. */
  92474. static DATASOURCE_CUBEPREFILTERED: number;
  92475. /**
  92476. * Texture content is raw 3D data
  92477. */
  92478. static DATASOURCE_RAW3D: number;
  92479. /**
  92480. * Texture content is a depth texture
  92481. */
  92482. static DATASOURCE_DEPTHTEXTURE: number;
  92483. /**
  92484. * Texture data comes from a raw cube data encoded with RGBD
  92485. */
  92486. static DATASOURCE_CUBERAW_RGBD: number;
  92487. /**
  92488. * Defines if the texture is ready
  92489. */
  92490. isReady: boolean;
  92491. /**
  92492. * Defines if the texture is a cube texture
  92493. */
  92494. isCube: boolean;
  92495. /**
  92496. * Defines if the texture contains 3D data
  92497. */
  92498. is3D: boolean;
  92499. /**
  92500. * Defines if the texture contains multiview data
  92501. */
  92502. isMultiview: boolean;
  92503. /**
  92504. * Gets the URL used to load this texture
  92505. */
  92506. url: string;
  92507. /**
  92508. * Gets the sampling mode of the texture
  92509. */
  92510. samplingMode: number;
  92511. /**
  92512. * Gets a boolean indicating if the texture needs mipmaps generation
  92513. */
  92514. generateMipMaps: boolean;
  92515. /**
  92516. * Gets the number of samples used by the texture (WebGL2+ only)
  92517. */
  92518. samples: number;
  92519. /**
  92520. * Gets the type of the texture (int, float...)
  92521. */
  92522. type: number;
  92523. /**
  92524. * Gets the format of the texture (RGB, RGBA...)
  92525. */
  92526. format: number;
  92527. /**
  92528. * Observable called when the texture is loaded
  92529. */
  92530. onLoadedObservable: Observable<InternalTexture>;
  92531. /**
  92532. * Gets the width of the texture
  92533. */
  92534. width: number;
  92535. /**
  92536. * Gets the height of the texture
  92537. */
  92538. height: number;
  92539. /**
  92540. * Gets the depth of the texture
  92541. */
  92542. depth: number;
  92543. /**
  92544. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  92545. */
  92546. baseWidth: number;
  92547. /**
  92548. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  92549. */
  92550. baseHeight: number;
  92551. /**
  92552. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  92553. */
  92554. baseDepth: number;
  92555. /**
  92556. * Gets a boolean indicating if the texture is inverted on Y axis
  92557. */
  92558. invertY: boolean;
  92559. /** @hidden */
  92560. _invertVScale: boolean;
  92561. /** @hidden */
  92562. _associatedChannel: number;
  92563. /** @hidden */
  92564. _dataSource: number;
  92565. /** @hidden */
  92566. _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
  92567. /** @hidden */
  92568. _bufferView: Nullable<ArrayBufferView>;
  92569. /** @hidden */
  92570. _bufferViewArray: Nullable<ArrayBufferView[]>;
  92571. /** @hidden */
  92572. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  92573. /** @hidden */
  92574. _size: number;
  92575. /** @hidden */
  92576. _extension: string;
  92577. /** @hidden */
  92578. _files: Nullable<string[]>;
  92579. /** @hidden */
  92580. _workingCanvas: Nullable<HTMLCanvasElement>;
  92581. /** @hidden */
  92582. _workingContext: Nullable<CanvasRenderingContext2D>;
  92583. /** @hidden */
  92584. _framebuffer: Nullable<WebGLFramebuffer>;
  92585. /** @hidden */
  92586. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  92587. /** @hidden */
  92588. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  92589. /** @hidden */
  92590. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  92591. /** @hidden */
  92592. _attachments: Nullable<number[]>;
  92593. /** @hidden */
  92594. _cachedCoordinatesMode: Nullable<number>;
  92595. /** @hidden */
  92596. _cachedWrapU: Nullable<number>;
  92597. /** @hidden */
  92598. _cachedWrapV: Nullable<number>;
  92599. /** @hidden */
  92600. _cachedWrapR: Nullable<number>;
  92601. /** @hidden */
  92602. _cachedAnisotropicFilteringLevel: Nullable<number>;
  92603. /** @hidden */
  92604. _isDisabled: boolean;
  92605. /** @hidden */
  92606. _compression: Nullable<string>;
  92607. /** @hidden */
  92608. _generateStencilBuffer: boolean;
  92609. /** @hidden */
  92610. _generateDepthBuffer: boolean;
  92611. /** @hidden */
  92612. _comparisonFunction: number;
  92613. /** @hidden */
  92614. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  92615. /** @hidden */
  92616. _lodGenerationScale: number;
  92617. /** @hidden */
  92618. _lodGenerationOffset: number;
  92619. /** @hidden */
  92620. _colorTextureArray: Nullable<WebGLTexture>;
  92621. /** @hidden */
  92622. _depthStencilTextureArray: Nullable<WebGLTexture>;
  92623. /** @hidden */
  92624. _lodTextureHigh: Nullable<BaseTexture>;
  92625. /** @hidden */
  92626. _lodTextureMid: Nullable<BaseTexture>;
  92627. /** @hidden */
  92628. _lodTextureLow: Nullable<BaseTexture>;
  92629. /** @hidden */
  92630. _isRGBD: boolean;
  92631. /** @hidden */
  92632. _linearSpecularLOD: boolean;
  92633. /** @hidden */
  92634. _irradianceTexture: Nullable<BaseTexture>;
  92635. /** @hidden */
  92636. _webGLTexture: Nullable<WebGLTexture>;
  92637. /** @hidden */
  92638. _references: number;
  92639. private _engine;
  92640. /**
  92641. * Gets the Engine the texture belongs to.
  92642. * @returns The babylon engine
  92643. */
  92644. getEngine(): Engine;
  92645. /**
  92646. * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)
  92647. */
  92648. readonly dataSource: number;
  92649. /**
  92650. * Creates a new InternalTexture
  92651. * @param engine defines the engine to use
  92652. * @param dataSource defines the type of data that will be used
  92653. * @param delayAllocation if the texture allocation should be delayed (default: false)
  92654. */
  92655. constructor(engine: Engine, dataSource: number, delayAllocation?: boolean);
  92656. /**
  92657. * Increments the number of references (ie. the number of Texture that point to it)
  92658. */
  92659. incrementReferences(): void;
  92660. /**
  92661. * Change the size of the texture (not the size of the content)
  92662. * @param width defines the new width
  92663. * @param height defines the new height
  92664. * @param depth defines the new depth (1 by default)
  92665. */
  92666. updateSize(width: int, height: int, depth?: int): void;
  92667. /** @hidden */
  92668. _rebuild(): void;
  92669. /** @hidden */
  92670. _swapAndDie(target: InternalTexture): void;
  92671. /**
  92672. * Dispose the current allocated resources
  92673. */
  92674. dispose(): void;
  92675. }
  92676. }
  92677. declare module BABYLON {
  92678. /**
  92679. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  92680. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  92681. */
  92682. export class EffectFallbacks {
  92683. private _defines;
  92684. private _currentRank;
  92685. private _maxRank;
  92686. private _mesh;
  92687. /**
  92688. * Removes the fallback from the bound mesh.
  92689. */
  92690. unBindMesh(): void;
  92691. /**
  92692. * Adds a fallback on the specified property.
  92693. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  92694. * @param define The name of the define in the shader
  92695. */
  92696. addFallback(rank: number, define: string): void;
  92697. /**
  92698. * Sets the mesh to use CPU skinning when needing to fallback.
  92699. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  92700. * @param mesh The mesh to use the fallbacks.
  92701. */
  92702. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  92703. /**
  92704. * Checks to see if more fallbacks are still availible.
  92705. */
  92706. readonly isMoreFallbacks: boolean;
  92707. /**
  92708. * Removes the defines that should be removed when falling back.
  92709. * @param currentDefines defines the current define statements for the shader.
  92710. * @param effect defines the current effect we try to compile
  92711. * @returns The resulting defines with defines of the current rank removed.
  92712. */
  92713. reduce(currentDefines: string, effect: Effect): string;
  92714. }
  92715. /**
  92716. * Options to be used when creating an effect.
  92717. */
  92718. export class EffectCreationOptions {
  92719. /**
  92720. * Atrributes that will be used in the shader.
  92721. */
  92722. attributes: string[];
  92723. /**
  92724. * Uniform varible names that will be set in the shader.
  92725. */
  92726. uniformsNames: string[];
  92727. /**
  92728. * Uniform buffer varible names that will be set in the shader.
  92729. */
  92730. uniformBuffersNames: string[];
  92731. /**
  92732. * Sampler texture variable names that will be set in the shader.
  92733. */
  92734. samplers: string[];
  92735. /**
  92736. * Define statements that will be set in the shader.
  92737. */
  92738. defines: any;
  92739. /**
  92740. * Possible fallbacks for this effect to improve performance when needed.
  92741. */
  92742. fallbacks: Nullable<EffectFallbacks>;
  92743. /**
  92744. * Callback that will be called when the shader is compiled.
  92745. */
  92746. onCompiled: Nullable<(effect: Effect) => void>;
  92747. /**
  92748. * Callback that will be called if an error occurs during shader compilation.
  92749. */
  92750. onError: Nullable<(effect: Effect, errors: string) => void>;
  92751. /**
  92752. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  92753. */
  92754. indexParameters: any;
  92755. /**
  92756. * Max number of lights that can be used in the shader.
  92757. */
  92758. maxSimultaneousLights: number;
  92759. /**
  92760. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  92761. */
  92762. transformFeedbackVaryings: Nullable<string[]>;
  92763. }
  92764. /**
  92765. * Effect containing vertex and fragment shader that can be executed on an object.
  92766. */
  92767. export class Effect implements IDisposable {
  92768. /**
  92769. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  92770. */
  92771. static ShadersRepository: string;
  92772. /**
  92773. * Name of the effect.
  92774. */
  92775. name: any;
  92776. /**
  92777. * String container all the define statements that should be set on the shader.
  92778. */
  92779. defines: string;
  92780. /**
  92781. * Callback that will be called when the shader is compiled.
  92782. */
  92783. onCompiled: Nullable<(effect: Effect) => void>;
  92784. /**
  92785. * Callback that will be called if an error occurs during shader compilation.
  92786. */
  92787. onError: Nullable<(effect: Effect, errors: string) => void>;
  92788. /**
  92789. * Callback that will be called when effect is bound.
  92790. */
  92791. onBind: Nullable<(effect: Effect) => void>;
  92792. /**
  92793. * Unique ID of the effect.
  92794. */
  92795. uniqueId: number;
  92796. /**
  92797. * Observable that will be called when the shader is compiled.
  92798. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  92799. */
  92800. onCompileObservable: Observable<Effect>;
  92801. /**
  92802. * Observable that will be called if an error occurs during shader compilation.
  92803. */
  92804. onErrorObservable: Observable<Effect>;
  92805. /** @hidden */
  92806. _onBindObservable: Nullable<Observable<Effect>>;
  92807. /**
  92808. * Observable that will be called when effect is bound.
  92809. */
  92810. readonly onBindObservable: Observable<Effect>;
  92811. /** @hidden */
  92812. _bonesComputationForcedToCPU: boolean;
  92813. private static _uniqueIdSeed;
  92814. private _engine;
  92815. private _uniformBuffersNames;
  92816. private _uniformsNames;
  92817. private _samplerList;
  92818. private _samplers;
  92819. private _isReady;
  92820. private _compilationError;
  92821. private _attributesNames;
  92822. private _attributes;
  92823. private _uniforms;
  92824. /**
  92825. * Key for the effect.
  92826. * @hidden
  92827. */
  92828. _key: string;
  92829. private _indexParameters;
  92830. private _fallbacks;
  92831. private _vertexSourceCode;
  92832. private _fragmentSourceCode;
  92833. private _vertexSourceCodeOverride;
  92834. private _fragmentSourceCodeOverride;
  92835. private _transformFeedbackVaryings;
  92836. /**
  92837. * Compiled shader to webGL program.
  92838. * @hidden
  92839. */
  92840. _pipelineContext: Nullable<IPipelineContext>;
  92841. private _valueCache;
  92842. private static _baseCache;
  92843. /**
  92844. * Instantiates an effect.
  92845. * An effect can be used to create/manage/execute vertex and fragment shaders.
  92846. * @param baseName Name of the effect.
  92847. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  92848. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  92849. * @param samplers List of sampler variables that will be passed to the shader.
  92850. * @param engine Engine to be used to render the effect
  92851. * @param defines Define statements to be added to the shader.
  92852. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  92853. * @param onCompiled Callback that will be called when the shader is compiled.
  92854. * @param onError Callback that will be called if an error occurs during shader compilation.
  92855. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  92856. */
  92857. constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  92858. private _useFinalCode;
  92859. /**
  92860. * Unique key for this effect
  92861. */
  92862. readonly key: string;
  92863. /**
  92864. * If the effect has been compiled and prepared.
  92865. * @returns if the effect is compiled and prepared.
  92866. */
  92867. isReady(): boolean;
  92868. /**
  92869. * The engine the effect was initialized with.
  92870. * @returns the engine.
  92871. */
  92872. getEngine(): Engine;
  92873. /**
  92874. * The pipeline context for this effect
  92875. * @returns the associated pipeline context
  92876. */
  92877. getPipelineContext(): Nullable<IPipelineContext>;
  92878. /**
  92879. * The set of names of attribute variables for the shader.
  92880. * @returns An array of attribute names.
  92881. */
  92882. getAttributesNames(): string[];
  92883. /**
  92884. * Returns the attribute at the given index.
  92885. * @param index The index of the attribute.
  92886. * @returns The location of the attribute.
  92887. */
  92888. getAttributeLocation(index: number): number;
  92889. /**
  92890. * Returns the attribute based on the name of the variable.
  92891. * @param name of the attribute to look up.
  92892. * @returns the attribute location.
  92893. */
  92894. getAttributeLocationByName(name: string): number;
  92895. /**
  92896. * The number of attributes.
  92897. * @returns the numnber of attributes.
  92898. */
  92899. getAttributesCount(): number;
  92900. /**
  92901. * Gets the index of a uniform variable.
  92902. * @param uniformName of the uniform to look up.
  92903. * @returns the index.
  92904. */
  92905. getUniformIndex(uniformName: string): number;
  92906. /**
  92907. * Returns the attribute based on the name of the variable.
  92908. * @param uniformName of the uniform to look up.
  92909. * @returns the location of the uniform.
  92910. */
  92911. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  92912. /**
  92913. * Returns an array of sampler variable names
  92914. * @returns The array of sampler variable neames.
  92915. */
  92916. getSamplers(): string[];
  92917. /**
  92918. * The error from the last compilation.
  92919. * @returns the error string.
  92920. */
  92921. getCompilationError(): string;
  92922. /**
  92923. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  92924. * @param func The callback to be used.
  92925. */
  92926. executeWhenCompiled(func: (effect: Effect) => void): void;
  92927. private _checkIsReady;
  92928. /** @hidden */
  92929. _loadVertexShader(vertex: any, callback: (data: any) => void): void;
  92930. /** @hidden */
  92931. _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
  92932. /** @hidden */
  92933. _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
  92934. /**
  92935. * Recompiles the webGL program
  92936. * @param vertexSourceCode The source code for the vertex shader.
  92937. * @param fragmentSourceCode The source code for the fragment shader.
  92938. * @param onCompiled Callback called when completed.
  92939. * @param onError Callback called on error.
  92940. * @hidden
  92941. */
  92942. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  92943. /**
  92944. * Prepares the effect
  92945. * @hidden
  92946. */
  92947. _prepareEffect(): void;
  92948. /**
  92949. * Checks if the effect is supported. (Must be called after compilation)
  92950. */
  92951. readonly isSupported: boolean;
  92952. /**
  92953. * Binds a texture to the engine to be used as output of the shader.
  92954. * @param channel Name of the output variable.
  92955. * @param texture Texture to bind.
  92956. * @hidden
  92957. */
  92958. _bindTexture(channel: string, texture: InternalTexture): void;
  92959. /**
  92960. * Sets a texture on the engine to be used in the shader.
  92961. * @param channel Name of the sampler variable.
  92962. * @param texture Texture to set.
  92963. */
  92964. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  92965. /**
  92966. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  92967. * @param channel Name of the sampler variable.
  92968. * @param texture Texture to set.
  92969. */
  92970. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  92971. /**
  92972. * Sets an array of textures on the engine to be used in the shader.
  92973. * @param channel Name of the variable.
  92974. * @param textures Textures to set.
  92975. */
  92976. setTextureArray(channel: string, textures: BaseTexture[]): void;
  92977. /**
  92978. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  92979. * @param channel Name of the sampler variable.
  92980. * @param postProcess Post process to get the input texture from.
  92981. */
  92982. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  92983. /**
  92984. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  92985. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  92986. * @param channel Name of the sampler variable.
  92987. * @param postProcess Post process to get the output texture from.
  92988. */
  92989. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  92990. /** @hidden */
  92991. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  92992. /** @hidden */
  92993. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  92994. /** @hidden */
  92995. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  92996. /** @hidden */
  92997. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  92998. /**
  92999. * Binds a buffer to a uniform.
  93000. * @param buffer Buffer to bind.
  93001. * @param name Name of the uniform variable to bind to.
  93002. */
  93003. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  93004. /**
  93005. * Binds block to a uniform.
  93006. * @param blockName Name of the block to bind.
  93007. * @param index Index to bind.
  93008. */
  93009. bindUniformBlock(blockName: string, index: number): void;
  93010. /**
  93011. * Sets an interger value on a uniform variable.
  93012. * @param uniformName Name of the variable.
  93013. * @param value Value to be set.
  93014. * @returns this effect.
  93015. */
  93016. setInt(uniformName: string, value: number): Effect;
  93017. /**
  93018. * Sets an int array on a uniform variable.
  93019. * @param uniformName Name of the variable.
  93020. * @param array array to be set.
  93021. * @returns this effect.
  93022. */
  93023. setIntArray(uniformName: string, array: Int32Array): Effect;
  93024. /**
  93025. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  93026. * @param uniformName Name of the variable.
  93027. * @param array array to be set.
  93028. * @returns this effect.
  93029. */
  93030. setIntArray2(uniformName: string, array: Int32Array): Effect;
  93031. /**
  93032. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  93033. * @param uniformName Name of the variable.
  93034. * @param array array to be set.
  93035. * @returns this effect.
  93036. */
  93037. setIntArray3(uniformName: string, array: Int32Array): Effect;
  93038. /**
  93039. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  93040. * @param uniformName Name of the variable.
  93041. * @param array array to be set.
  93042. * @returns this effect.
  93043. */
  93044. setIntArray4(uniformName: string, array: Int32Array): Effect;
  93045. /**
  93046. * Sets an float array on a uniform variable.
  93047. * @param uniformName Name of the variable.
  93048. * @param array array to be set.
  93049. * @returns this effect.
  93050. */
  93051. setFloatArray(uniformName: string, array: Float32Array): Effect;
  93052. /**
  93053. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  93054. * @param uniformName Name of the variable.
  93055. * @param array array to be set.
  93056. * @returns this effect.
  93057. */
  93058. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  93059. /**
  93060. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  93061. * @param uniformName Name of the variable.
  93062. * @param array array to be set.
  93063. * @returns this effect.
  93064. */
  93065. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  93066. /**
  93067. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  93068. * @param uniformName Name of the variable.
  93069. * @param array array to be set.
  93070. * @returns this effect.
  93071. */
  93072. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  93073. /**
  93074. * Sets an array on a uniform variable.
  93075. * @param uniformName Name of the variable.
  93076. * @param array array to be set.
  93077. * @returns this effect.
  93078. */
  93079. setArray(uniformName: string, array: number[]): Effect;
  93080. /**
  93081. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  93082. * @param uniformName Name of the variable.
  93083. * @param array array to be set.
  93084. * @returns this effect.
  93085. */
  93086. setArray2(uniformName: string, array: number[]): Effect;
  93087. /**
  93088. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  93089. * @param uniformName Name of the variable.
  93090. * @param array array to be set.
  93091. * @returns this effect.
  93092. */
  93093. setArray3(uniformName: string, array: number[]): Effect;
  93094. /**
  93095. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  93096. * @param uniformName Name of the variable.
  93097. * @param array array to be set.
  93098. * @returns this effect.
  93099. */
  93100. setArray4(uniformName: string, array: number[]): Effect;
  93101. /**
  93102. * Sets matrices on a uniform variable.
  93103. * @param uniformName Name of the variable.
  93104. * @param matrices matrices to be set.
  93105. * @returns this effect.
  93106. */
  93107. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  93108. /**
  93109. * Sets matrix on a uniform variable.
  93110. * @param uniformName Name of the variable.
  93111. * @param matrix matrix to be set.
  93112. * @returns this effect.
  93113. */
  93114. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  93115. /**
  93116. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  93117. * @param uniformName Name of the variable.
  93118. * @param matrix matrix to be set.
  93119. * @returns this effect.
  93120. */
  93121. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  93122. /**
  93123. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  93124. * @param uniformName Name of the variable.
  93125. * @param matrix matrix to be set.
  93126. * @returns this effect.
  93127. */
  93128. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  93129. /**
  93130. * Sets a float on a uniform variable.
  93131. * @param uniformName Name of the variable.
  93132. * @param value value to be set.
  93133. * @returns this effect.
  93134. */
  93135. setFloat(uniformName: string, value: number): Effect;
  93136. /**
  93137. * Sets a boolean on a uniform variable.
  93138. * @param uniformName Name of the variable.
  93139. * @param bool value to be set.
  93140. * @returns this effect.
  93141. */
  93142. setBool(uniformName: string, bool: boolean): Effect;
  93143. /**
  93144. * Sets a Vector2 on a uniform variable.
  93145. * @param uniformName Name of the variable.
  93146. * @param vector2 vector2 to be set.
  93147. * @returns this effect.
  93148. */
  93149. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  93150. /**
  93151. * Sets a float2 on a uniform variable.
  93152. * @param uniformName Name of the variable.
  93153. * @param x First float in float2.
  93154. * @param y Second float in float2.
  93155. * @returns this effect.
  93156. */
  93157. setFloat2(uniformName: string, x: number, y: number): Effect;
  93158. /**
  93159. * Sets a Vector3 on a uniform variable.
  93160. * @param uniformName Name of the variable.
  93161. * @param vector3 Value to be set.
  93162. * @returns this effect.
  93163. */
  93164. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  93165. /**
  93166. * Sets a float3 on a uniform variable.
  93167. * @param uniformName Name of the variable.
  93168. * @param x First float in float3.
  93169. * @param y Second float in float3.
  93170. * @param z Third float in float3.
  93171. * @returns this effect.
  93172. */
  93173. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  93174. /**
  93175. * Sets a Vector4 on a uniform variable.
  93176. * @param uniformName Name of the variable.
  93177. * @param vector4 Value to be set.
  93178. * @returns this effect.
  93179. */
  93180. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  93181. /**
  93182. * Sets a float4 on a uniform variable.
  93183. * @param uniformName Name of the variable.
  93184. * @param x First float in float4.
  93185. * @param y Second float in float4.
  93186. * @param z Third float in float4.
  93187. * @param w Fourth float in float4.
  93188. * @returns this effect.
  93189. */
  93190. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  93191. /**
  93192. * Sets a Color3 on a uniform variable.
  93193. * @param uniformName Name of the variable.
  93194. * @param color3 Value to be set.
  93195. * @returns this effect.
  93196. */
  93197. setColor3(uniformName: string, color3: IColor3Like): Effect;
  93198. /**
  93199. * Sets a Color4 on a uniform variable.
  93200. * @param uniformName Name of the variable.
  93201. * @param color3 Value to be set.
  93202. * @param alpha Alpha value to be set.
  93203. * @returns this effect.
  93204. */
  93205. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  93206. /**
  93207. * Sets a Color4 on a uniform variable
  93208. * @param uniformName defines the name of the variable
  93209. * @param color4 defines the value to be set
  93210. * @returns this effect.
  93211. */
  93212. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  93213. /** Release all associated resources */
  93214. dispose(): void;
  93215. /**
  93216. * This function will add a new shader to the shader store
  93217. * @param name the name of the shader
  93218. * @param pixelShader optional pixel shader content
  93219. * @param vertexShader optional vertex shader content
  93220. */
  93221. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  93222. /**
  93223. * Store of each shader (The can be looked up using effect.key)
  93224. */
  93225. static ShadersStore: {
  93226. [key: string]: string;
  93227. };
  93228. /**
  93229. * Store of each included file for a shader (The can be looked up using effect.key)
  93230. */
  93231. static IncludesShadersStore: {
  93232. [key: string]: string;
  93233. };
  93234. /**
  93235. * Resets the cache of effects.
  93236. */
  93237. static ResetCache(): void;
  93238. }
  93239. }
  93240. declare module BABYLON {
  93241. /**
  93242. * Uniform buffer objects.
  93243. *
  93244. * Handles blocks of uniform on the GPU.
  93245. *
  93246. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  93247. *
  93248. * For more information, please refer to :
  93249. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  93250. */
  93251. export class UniformBuffer {
  93252. private _engine;
  93253. private _buffer;
  93254. private _data;
  93255. private _bufferData;
  93256. private _dynamic?;
  93257. private _uniformLocations;
  93258. private _uniformSizes;
  93259. private _uniformLocationPointer;
  93260. private _needSync;
  93261. private _noUBO;
  93262. private _currentEffect;
  93263. private static _MAX_UNIFORM_SIZE;
  93264. private static _tempBuffer;
  93265. /**
  93266. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  93267. * This is dynamic to allow compat with webgl 1 and 2.
  93268. * You will need to pass the name of the uniform as well as the value.
  93269. */
  93270. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  93271. /**
  93272. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  93273. * This is dynamic to allow compat with webgl 1 and 2.
  93274. * You will need to pass the name of the uniform as well as the value.
  93275. */
  93276. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  93277. /**
  93278. * Lambda to Update a single float in a uniform buffer.
  93279. * This is dynamic to allow compat with webgl 1 and 2.
  93280. * You will need to pass the name of the uniform as well as the value.
  93281. */
  93282. updateFloat: (name: string, x: number) => void;
  93283. /**
  93284. * Lambda to Update a vec2 of float in a uniform buffer.
  93285. * This is dynamic to allow compat with webgl 1 and 2.
  93286. * You will need to pass the name of the uniform as well as the value.
  93287. */
  93288. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  93289. /**
  93290. * Lambda to Update a vec3 of float in a uniform buffer.
  93291. * This is dynamic to allow compat with webgl 1 and 2.
  93292. * You will need to pass the name of the uniform as well as the value.
  93293. */
  93294. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  93295. /**
  93296. * Lambda to Update a vec4 of float in a uniform buffer.
  93297. * This is dynamic to allow compat with webgl 1 and 2.
  93298. * You will need to pass the name of the uniform as well as the value.
  93299. */
  93300. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  93301. /**
  93302. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  93303. * This is dynamic to allow compat with webgl 1 and 2.
  93304. * You will need to pass the name of the uniform as well as the value.
  93305. */
  93306. updateMatrix: (name: string, mat: Matrix) => void;
  93307. /**
  93308. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  93309. * This is dynamic to allow compat with webgl 1 and 2.
  93310. * You will need to pass the name of the uniform as well as the value.
  93311. */
  93312. updateVector3: (name: string, vector: Vector3) => void;
  93313. /**
  93314. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  93315. * This is dynamic to allow compat with webgl 1 and 2.
  93316. * You will need to pass the name of the uniform as well as the value.
  93317. */
  93318. updateVector4: (name: string, vector: Vector4) => void;
  93319. /**
  93320. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  93321. * This is dynamic to allow compat with webgl 1 and 2.
  93322. * You will need to pass the name of the uniform as well as the value.
  93323. */
  93324. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  93325. /**
  93326. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  93327. * This is dynamic to allow compat with webgl 1 and 2.
  93328. * You will need to pass the name of the uniform as well as the value.
  93329. */
  93330. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  93331. /**
  93332. * Instantiates a new Uniform buffer objects.
  93333. *
  93334. * Handles blocks of uniform on the GPU.
  93335. *
  93336. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  93337. *
  93338. * For more information, please refer to :
  93339. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  93340. * @param engine Define the engine the buffer is associated with
  93341. * @param data Define the data contained in the buffer
  93342. * @param dynamic Define if the buffer is updatable
  93343. */
  93344. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  93345. /**
  93346. * Indicates if the buffer is using the WebGL2 UBO implementation,
  93347. * or just falling back on setUniformXXX calls.
  93348. */
  93349. readonly useUbo: boolean;
  93350. /**
  93351. * Indicates if the WebGL underlying uniform buffer is in sync
  93352. * with the javascript cache data.
  93353. */
  93354. readonly isSync: boolean;
  93355. /**
  93356. * Indicates if the WebGL underlying uniform buffer is dynamic.
  93357. * Also, a dynamic UniformBuffer will disable cache verification and always
  93358. * update the underlying WebGL uniform buffer to the GPU.
  93359. * @returns if Dynamic, otherwise false
  93360. */
  93361. isDynamic(): boolean;
  93362. /**
  93363. * The data cache on JS side.
  93364. * @returns the underlying data as a float array
  93365. */
  93366. getData(): Float32Array;
  93367. /**
  93368. * The underlying WebGL Uniform buffer.
  93369. * @returns the webgl buffer
  93370. */
  93371. getBuffer(): Nullable<DataBuffer>;
  93372. /**
  93373. * std140 layout specifies how to align data within an UBO structure.
  93374. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  93375. * for specs.
  93376. */
  93377. private _fillAlignment;
  93378. /**
  93379. * Adds an uniform in the buffer.
  93380. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  93381. * for the layout to be correct !
  93382. * @param name Name of the uniform, as used in the uniform block in the shader.
  93383. * @param size Data size, or data directly.
  93384. */
  93385. addUniform(name: string, size: number | number[]): void;
  93386. /**
  93387. * Adds a Matrix 4x4 to the uniform buffer.
  93388. * @param name Name of the uniform, as used in the uniform block in the shader.
  93389. * @param mat A 4x4 matrix.
  93390. */
  93391. addMatrix(name: string, mat: Matrix): void;
  93392. /**
  93393. * Adds a vec2 to the uniform buffer.
  93394. * @param name Name of the uniform, as used in the uniform block in the shader.
  93395. * @param x Define the x component value of the vec2
  93396. * @param y Define the y component value of the vec2
  93397. */
  93398. addFloat2(name: string, x: number, y: number): void;
  93399. /**
  93400. * Adds a vec3 to the uniform buffer.
  93401. * @param name Name of the uniform, as used in the uniform block in the shader.
  93402. * @param x Define the x component value of the vec3
  93403. * @param y Define the y component value of the vec3
  93404. * @param z Define the z component value of the vec3
  93405. */
  93406. addFloat3(name: string, x: number, y: number, z: number): void;
  93407. /**
  93408. * Adds a vec3 to the uniform buffer.
  93409. * @param name Name of the uniform, as used in the uniform block in the shader.
  93410. * @param color Define the vec3 from a Color
  93411. */
  93412. addColor3(name: string, color: Color3): void;
  93413. /**
  93414. * Adds a vec4 to the uniform buffer.
  93415. * @param name Name of the uniform, as used in the uniform block in the shader.
  93416. * @param color Define the rgb components from a Color
  93417. * @param alpha Define the a component of the vec4
  93418. */
  93419. addColor4(name: string, color: Color3, alpha: number): void;
  93420. /**
  93421. * Adds a vec3 to the uniform buffer.
  93422. * @param name Name of the uniform, as used in the uniform block in the shader.
  93423. * @param vector Define the vec3 components from a Vector
  93424. */
  93425. addVector3(name: string, vector: Vector3): void;
  93426. /**
  93427. * Adds a Matrix 3x3 to the uniform buffer.
  93428. * @param name Name of the uniform, as used in the uniform block in the shader.
  93429. */
  93430. addMatrix3x3(name: string): void;
  93431. /**
  93432. * Adds a Matrix 2x2 to the uniform buffer.
  93433. * @param name Name of the uniform, as used in the uniform block in the shader.
  93434. */
  93435. addMatrix2x2(name: string): void;
  93436. /**
  93437. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  93438. */
  93439. create(): void;
  93440. /** @hidden */
  93441. _rebuild(): void;
  93442. /**
  93443. * Updates the WebGL Uniform Buffer on the GPU.
  93444. * If the `dynamic` flag is set to true, no cache comparison is done.
  93445. * Otherwise, the buffer will be updated only if the cache differs.
  93446. */
  93447. update(): void;
  93448. /**
  93449. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  93450. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  93451. * @param data Define the flattened data
  93452. * @param size Define the size of the data.
  93453. */
  93454. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  93455. private _valueCache;
  93456. private _cacheMatrix;
  93457. private _updateMatrix3x3ForUniform;
  93458. private _updateMatrix3x3ForEffect;
  93459. private _updateMatrix2x2ForEffect;
  93460. private _updateMatrix2x2ForUniform;
  93461. private _updateFloatForEffect;
  93462. private _updateFloatForUniform;
  93463. private _updateFloat2ForEffect;
  93464. private _updateFloat2ForUniform;
  93465. private _updateFloat3ForEffect;
  93466. private _updateFloat3ForUniform;
  93467. private _updateFloat4ForEffect;
  93468. private _updateFloat4ForUniform;
  93469. private _updateMatrixForEffect;
  93470. private _updateMatrixForUniform;
  93471. private _updateVector3ForEffect;
  93472. private _updateVector3ForUniform;
  93473. private _updateVector4ForEffect;
  93474. private _updateVector4ForUniform;
  93475. private _updateColor3ForEffect;
  93476. private _updateColor3ForUniform;
  93477. private _updateColor4ForEffect;
  93478. private _updateColor4ForUniform;
  93479. /**
  93480. * Sets a sampler uniform on the effect.
  93481. * @param name Define the name of the sampler.
  93482. * @param texture Define the texture to set in the sampler
  93483. */
  93484. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  93485. /**
  93486. * Directly updates the value of the uniform in the cache AND on the GPU.
  93487. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  93488. * @param data Define the flattened data
  93489. */
  93490. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  93491. /**
  93492. * Binds this uniform buffer to an effect.
  93493. * @param effect Define the effect to bind the buffer to
  93494. * @param name Name of the uniform block in the shader.
  93495. */
  93496. bindToEffect(effect: Effect, name: string): void;
  93497. /**
  93498. * Disposes the uniform buffer.
  93499. */
  93500. dispose(): void;
  93501. }
  93502. }
  93503. declare module BABYLON {
  93504. /**
  93505. * Class used to work with sound analyzer using fast fourier transform (FFT)
  93506. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93507. */
  93508. export class Analyser {
  93509. /**
  93510. * Gets or sets the smoothing
  93511. * @ignorenaming
  93512. */
  93513. SMOOTHING: number;
  93514. /**
  93515. * Gets or sets the FFT table size
  93516. * @ignorenaming
  93517. */
  93518. FFT_SIZE: number;
  93519. /**
  93520. * Gets or sets the bar graph amplitude
  93521. * @ignorenaming
  93522. */
  93523. BARGRAPHAMPLITUDE: number;
  93524. /**
  93525. * Gets or sets the position of the debug canvas
  93526. * @ignorenaming
  93527. */
  93528. DEBUGCANVASPOS: {
  93529. x: number;
  93530. y: number;
  93531. };
  93532. /**
  93533. * Gets or sets the debug canvas size
  93534. * @ignorenaming
  93535. */
  93536. DEBUGCANVASSIZE: {
  93537. width: number;
  93538. height: number;
  93539. };
  93540. private _byteFreqs;
  93541. private _byteTime;
  93542. private _floatFreqs;
  93543. private _webAudioAnalyser;
  93544. private _debugCanvas;
  93545. private _debugCanvasContext;
  93546. private _scene;
  93547. private _registerFunc;
  93548. private _audioEngine;
  93549. /**
  93550. * Creates a new analyser
  93551. * @param scene defines hosting scene
  93552. */
  93553. constructor(scene: Scene);
  93554. /**
  93555. * Get the number of data values you will have to play with for the visualization
  93556. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  93557. * @returns a number
  93558. */
  93559. getFrequencyBinCount(): number;
  93560. /**
  93561. * Gets the current frequency data as a byte array
  93562. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  93563. * @returns a Uint8Array
  93564. */
  93565. getByteFrequencyData(): Uint8Array;
  93566. /**
  93567. * Gets the current waveform as a byte array
  93568. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  93569. * @returns a Uint8Array
  93570. */
  93571. getByteTimeDomainData(): Uint8Array;
  93572. /**
  93573. * Gets the current frequency data as a float array
  93574. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  93575. * @returns a Float32Array
  93576. */
  93577. getFloatFrequencyData(): Float32Array;
  93578. /**
  93579. * Renders the debug canvas
  93580. */
  93581. drawDebugCanvas(): void;
  93582. /**
  93583. * Stops rendering the debug canvas and removes it
  93584. */
  93585. stopDebugCanvas(): void;
  93586. /**
  93587. * Connects two audio nodes
  93588. * @param inputAudioNode defines first node to connect
  93589. * @param outputAudioNode defines second node to connect
  93590. */
  93591. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  93592. /**
  93593. * Releases all associated resources
  93594. */
  93595. dispose(): void;
  93596. }
  93597. }
  93598. declare module BABYLON {
  93599. /**
  93600. * This represents an audio engine and it is responsible
  93601. * to play, synchronize and analyse sounds throughout the application.
  93602. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93603. */
  93604. export interface IAudioEngine extends IDisposable {
  93605. /**
  93606. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  93607. */
  93608. readonly canUseWebAudio: boolean;
  93609. /**
  93610. * Gets the current AudioContext if available.
  93611. */
  93612. readonly audioContext: Nullable<AudioContext>;
  93613. /**
  93614. * The master gain node defines the global audio volume of your audio engine.
  93615. */
  93616. readonly masterGain: GainNode;
  93617. /**
  93618. * Gets whether or not mp3 are supported by your browser.
  93619. */
  93620. readonly isMP3supported: boolean;
  93621. /**
  93622. * Gets whether or not ogg are supported by your browser.
  93623. */
  93624. readonly isOGGsupported: boolean;
  93625. /**
  93626. * Defines if Babylon should emit a warning if WebAudio is not supported.
  93627. * @ignoreNaming
  93628. */
  93629. WarnedWebAudioUnsupported: boolean;
  93630. /**
  93631. * Defines if the audio engine relies on a custom unlocked button.
  93632. * In this case, the embedded button will not be displayed.
  93633. */
  93634. useCustomUnlockedButton: boolean;
  93635. /**
  93636. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  93637. */
  93638. readonly unlocked: boolean;
  93639. /**
  93640. * Event raised when audio has been unlocked on the browser.
  93641. */
  93642. onAudioUnlockedObservable: Observable<AudioEngine>;
  93643. /**
  93644. * Event raised when audio has been locked on the browser.
  93645. */
  93646. onAudioLockedObservable: Observable<AudioEngine>;
  93647. /**
  93648. * Flags the audio engine in Locked state.
  93649. * This happens due to new browser policies preventing audio to autoplay.
  93650. */
  93651. lock(): void;
  93652. /**
  93653. * Unlocks the audio engine once a user action has been done on the dom.
  93654. * This is helpful to resume play once browser policies have been satisfied.
  93655. */
  93656. unlock(): void;
  93657. }
  93658. /**
  93659. * This represents the default audio engine used in babylon.
  93660. * It is responsible to play, synchronize and analyse sounds throughout the application.
  93661. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  93662. */
  93663. export class AudioEngine implements IAudioEngine {
  93664. private _audioContext;
  93665. private _audioContextInitialized;
  93666. private _muteButton;
  93667. private _hostElement;
  93668. /**
  93669. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  93670. */
  93671. canUseWebAudio: boolean;
  93672. /**
  93673. * The master gain node defines the global audio volume of your audio engine.
  93674. */
  93675. masterGain: GainNode;
  93676. /**
  93677. * Defines if Babylon should emit a warning if WebAudio is not supported.
  93678. * @ignoreNaming
  93679. */
  93680. WarnedWebAudioUnsupported: boolean;
  93681. /**
  93682. * Gets whether or not mp3 are supported by your browser.
  93683. */
  93684. isMP3supported: boolean;
  93685. /**
  93686. * Gets whether or not ogg are supported by your browser.
  93687. */
  93688. isOGGsupported: boolean;
  93689. /**
  93690. * Gets whether audio has been unlocked on the device.
  93691. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  93692. * a user interaction has happened.
  93693. */
  93694. unlocked: boolean;
  93695. /**
  93696. * Defines if the audio engine relies on a custom unlocked button.
  93697. * In this case, the embedded button will not be displayed.
  93698. */
  93699. useCustomUnlockedButton: boolean;
  93700. /**
  93701. * Event raised when audio has been unlocked on the browser.
  93702. */
  93703. onAudioUnlockedObservable: Observable<AudioEngine>;
  93704. /**
  93705. * Event raised when audio has been locked on the browser.
  93706. */
  93707. onAudioLockedObservable: Observable<AudioEngine>;
  93708. /**
  93709. * Gets the current AudioContext if available.
  93710. */
  93711. readonly audioContext: Nullable<AudioContext>;
  93712. private _connectedAnalyser;
  93713. /**
  93714. * Instantiates a new audio engine.
  93715. *
  93716. * There should be only one per page as some browsers restrict the number
  93717. * of audio contexts you can create.
  93718. * @param hostElement defines the host element where to display the mute icon if necessary
  93719. */
  93720. constructor(hostElement?: Nullable<HTMLElement>);
  93721. /**
  93722. * Flags the audio engine in Locked state.
  93723. * This happens due to new browser policies preventing audio to autoplay.
  93724. */
  93725. lock(): void;
  93726. /**
  93727. * Unlocks the audio engine once a user action has been done on the dom.
  93728. * This is helpful to resume play once browser policies have been satisfied.
  93729. */
  93730. unlock(): void;
  93731. private _resumeAudioContext;
  93732. private _initializeAudioContext;
  93733. private _tryToRun;
  93734. private _triggerRunningState;
  93735. private _triggerSuspendedState;
  93736. private _displayMuteButton;
  93737. private _moveButtonToTopLeft;
  93738. private _onResize;
  93739. private _hideMuteButton;
  93740. /**
  93741. * Destroy and release the resources associated with the audio ccontext.
  93742. */
  93743. dispose(): void;
  93744. /**
  93745. * Gets the global volume sets on the master gain.
  93746. * @returns the global volume if set or -1 otherwise
  93747. */
  93748. getGlobalVolume(): number;
  93749. /**
  93750. * Sets the global volume of your experience (sets on the master gain).
  93751. * @param newVolume Defines the new global volume of the application
  93752. */
  93753. setGlobalVolume(newVolume: number): void;
  93754. /**
  93755. * Connect the audio engine to an audio analyser allowing some amazing
  93756. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  93757. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  93758. * @param analyser The analyser to connect to the engine
  93759. */
  93760. connectToAnalyser(analyser: Analyser): void;
  93761. }
  93762. }
  93763. declare module BABYLON {
  93764. /**
  93765. * Interface used to present a loading screen while loading a scene
  93766. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  93767. */
  93768. export interface ILoadingScreen {
  93769. /**
  93770. * Function called to display the loading screen
  93771. */
  93772. displayLoadingUI: () => void;
  93773. /**
  93774. * Function called to hide the loading screen
  93775. */
  93776. hideLoadingUI: () => void;
  93777. /**
  93778. * Gets or sets the color to use for the background
  93779. */
  93780. loadingUIBackgroundColor: string;
  93781. /**
  93782. * Gets or sets the text to display while loading
  93783. */
  93784. loadingUIText: string;
  93785. }
  93786. /**
  93787. * Class used for the default loading screen
  93788. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  93789. */
  93790. export class DefaultLoadingScreen implements ILoadingScreen {
  93791. private _renderingCanvas;
  93792. private _loadingText;
  93793. private _loadingDivBackgroundColor;
  93794. private _loadingDiv;
  93795. private _loadingTextDiv;
  93796. /** Gets or sets the logo url to use for the default loading screen */
  93797. static DefaultLogoUrl: string;
  93798. /** Gets or sets the spinner url to use for the default loading screen */
  93799. static DefaultSpinnerUrl: string;
  93800. /**
  93801. * Creates a new default loading screen
  93802. * @param _renderingCanvas defines the canvas used to render the scene
  93803. * @param _loadingText defines the default text to display
  93804. * @param _loadingDivBackgroundColor defines the default background color
  93805. */
  93806. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  93807. /**
  93808. * Function called to display the loading screen
  93809. */
  93810. displayLoadingUI(): void;
  93811. /**
  93812. * Function called to hide the loading screen
  93813. */
  93814. hideLoadingUI(): void;
  93815. /**
  93816. * Gets or sets the text to display while loading
  93817. */
  93818. loadingUIText: string;
  93819. /**
  93820. * Gets or sets the color to use for the background
  93821. */
  93822. loadingUIBackgroundColor: string;
  93823. private _resizeLoadingUI;
  93824. }
  93825. }
  93826. declare module BABYLON {
  93827. /** @hidden */
  93828. export class WebGLPipelineContext implements IPipelineContext {
  93829. engine: Engine;
  93830. program: Nullable<WebGLProgram>;
  93831. context?: WebGLRenderingContext;
  93832. vertexShader?: WebGLShader;
  93833. fragmentShader?: WebGLShader;
  93834. isParallelCompiled: boolean;
  93835. onCompiled?: () => void;
  93836. transformFeedback?: WebGLTransformFeedback | null;
  93837. readonly isAsync: boolean;
  93838. readonly isReady: boolean;
  93839. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  93840. }
  93841. }
  93842. declare module BABYLON {
  93843. /** @hidden */
  93844. export class WebGLDataBuffer extends DataBuffer {
  93845. private _buffer;
  93846. constructor(resource: WebGLBuffer);
  93847. readonly underlyingResource: any;
  93848. }
  93849. }
  93850. declare module BABYLON {
  93851. /** @hidden */
  93852. export class WebGL2ShaderProcessor implements IShaderProcessor {
  93853. attributeProcessor(attribute: string): string;
  93854. varyingProcessor(varying: string, isFragment: boolean): string;
  93855. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  93856. }
  93857. }
  93858. declare module BABYLON {
  93859. /**
  93860. * This class is used to track a performance counter which is number based.
  93861. * The user has access to many properties which give statistics of different nature.
  93862. *
  93863. * The implementer can track two kinds of Performance Counter: time and count.
  93864. * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
  93865. * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
  93866. */
  93867. export class PerfCounter {
  93868. /**
  93869. * Gets or sets a global boolean to turn on and off all the counters
  93870. */
  93871. static Enabled: boolean;
  93872. /**
  93873. * Returns the smallest value ever
  93874. */
  93875. readonly min: number;
  93876. /**
  93877. * Returns the biggest value ever
  93878. */
  93879. readonly max: number;
  93880. /**
  93881. * Returns the average value since the performance counter is running
  93882. */
  93883. readonly average: number;
  93884. /**
  93885. * Returns the average value of the last second the counter was monitored
  93886. */
  93887. readonly lastSecAverage: number;
  93888. /**
  93889. * Returns the current value
  93890. */
  93891. readonly current: number;
  93892. /**
  93893. * Gets the accumulated total
  93894. */
  93895. readonly total: number;
  93896. /**
  93897. * Gets the total value count
  93898. */
  93899. readonly count: number;
  93900. /**
  93901. * Creates a new counter
  93902. */
  93903. constructor();
  93904. /**
  93905. * Call this method to start monitoring a new frame.
  93906. * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
  93907. */
  93908. fetchNewFrame(): void;
  93909. /**
  93910. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  93911. * @param newCount the count value to add to the monitored count
  93912. * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
  93913. */
  93914. addCount(newCount: number, fetchResult: boolean): void;
  93915. /**
  93916. * Start monitoring this performance counter
  93917. */
  93918. beginMonitoring(): void;
  93919. /**
  93920. * Compute the time lapsed since the previous beginMonitoring() call.
  93921. * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
  93922. */
  93923. endMonitoring(newFrame?: boolean): void;
  93924. private _fetchResult;
  93925. private _startMonitoringTime;
  93926. private _min;
  93927. private _max;
  93928. private _average;
  93929. private _current;
  93930. private _totalValueCount;
  93931. private _totalAccumulated;
  93932. private _lastSecAverage;
  93933. private _lastSecAccumulated;
  93934. private _lastSecTime;
  93935. private _lastSecValueCount;
  93936. }
  93937. }
  93938. declare module BABYLON {
  93939. /**
  93940. * Interface for any object that can request an animation frame
  93941. */
  93942. export interface ICustomAnimationFrameRequester {
  93943. /**
  93944. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  93945. */
  93946. renderFunction?: Function;
  93947. /**
  93948. * Called to request the next frame to render to
  93949. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  93950. */
  93951. requestAnimationFrame: Function;
  93952. /**
  93953. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  93954. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  93955. */
  93956. requestID?: number;
  93957. }
  93958. }
  93959. declare module BABYLON {
  93960. /**
  93961. * Settings for finer control over video usage
  93962. */
  93963. export interface VideoTextureSettings {
  93964. /**
  93965. * Applies `autoplay` to video, if specified
  93966. */
  93967. autoPlay?: boolean;
  93968. /**
  93969. * Applies `loop` to video, if specified
  93970. */
  93971. loop?: boolean;
  93972. /**
  93973. * Automatically updates internal texture from video at every frame in the render loop
  93974. */
  93975. autoUpdateTexture: boolean;
  93976. /**
  93977. * Image src displayed during the video loading or until the user interacts with the video.
  93978. */
  93979. poster?: string;
  93980. }
  93981. /**
  93982. * If you want to display a video in your scene, this is the special texture for that.
  93983. * This special texture works similar to other textures, with the exception of a few parameters.
  93984. * @see https://doc.babylonjs.com/how_to/video_texture
  93985. */
  93986. export class VideoTexture extends Texture {
  93987. /**
  93988. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  93989. */
  93990. readonly autoUpdateTexture: boolean;
  93991. /**
  93992. * The video instance used by the texture internally
  93993. */
  93994. readonly video: HTMLVideoElement;
  93995. private _onUserActionRequestedObservable;
  93996. /**
  93997. * Event triggerd when a dom action is required by the user to play the video.
  93998. * This happens due to recent changes in browser policies preventing video to auto start.
  93999. */
  94000. readonly onUserActionRequestedObservable: Observable<Texture>;
  94001. private _generateMipMaps;
  94002. private _engine;
  94003. private _stillImageCaptured;
  94004. private _displayingPosterTexture;
  94005. private _settings;
  94006. private _createInternalTextureOnEvent;
  94007. /**
  94008. * Creates a video texture.
  94009. * If you want to display a video in your scene, this is the special texture for that.
  94010. * This special texture works similar to other textures, with the exception of a few parameters.
  94011. * @see https://doc.babylonjs.com/how_to/video_texture
  94012. * @param name optional name, will detect from video source, if not defined
  94013. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  94014. * @param scene is obviously the current scene.
  94015. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  94016. * @param invertY is false by default but can be used to invert video on Y axis
  94017. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  94018. * @param settings allows finer control over video usage
  94019. */
  94020. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  94021. private _getName;
  94022. private _getVideo;
  94023. private _createInternalTexture;
  94024. private reset;
  94025. /**
  94026. * @hidden Internal method to initiate `update`.
  94027. */
  94028. _rebuild(): void;
  94029. /**
  94030. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  94031. */
  94032. update(): void;
  94033. /**
  94034. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  94035. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  94036. */
  94037. updateTexture(isVisible: boolean): void;
  94038. protected _updateInternalTexture: () => void;
  94039. /**
  94040. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  94041. * @param url New url.
  94042. */
  94043. updateURL(url: string): void;
  94044. /**
  94045. * Dispose the texture and release its associated resources.
  94046. */
  94047. dispose(): void;
  94048. /**
  94049. * Creates a video texture straight from a stream.
  94050. * @param scene Define the scene the texture should be created in
  94051. * @param stream Define the stream the texture should be created from
  94052. * @returns The created video texture as a promise
  94053. */
  94054. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  94055. /**
  94056. * Creates a video texture straight from your WebCam video feed.
  94057. * @param scene Define the scene the texture should be created in
  94058. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  94059. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  94060. * @returns The created video texture as a promise
  94061. */
  94062. static CreateFromWebCamAsync(scene: Scene, constraints: {
  94063. minWidth: number;
  94064. maxWidth: number;
  94065. minHeight: number;
  94066. maxHeight: number;
  94067. deviceId: string;
  94068. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  94069. /**
  94070. * Creates a video texture straight from your WebCam video feed.
  94071. * @param scene Define the scene the texture should be created in
  94072. * @param onReady Define a callback to triggered once the texture will be ready
  94073. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  94074. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  94075. */
  94076. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  94077. minWidth: number;
  94078. maxWidth: number;
  94079. minHeight: number;
  94080. maxHeight: number;
  94081. deviceId: string;
  94082. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  94083. }
  94084. }
  94085. declare module BABYLON {
  94086. /**
  94087. * Defines the interface used by objects containing a viewport (like a camera)
  94088. */
  94089. interface IViewportOwnerLike {
  94090. /**
  94091. * Gets or sets the viewport
  94092. */
  94093. viewport: IViewportLike;
  94094. }
  94095. /**
  94096. * Interface for attribute information associated with buffer instanciation
  94097. */
  94098. export class InstancingAttributeInfo {
  94099. /**
  94100. * Index/offset of the attribute in the vertex shader
  94101. */
  94102. index: number;
  94103. /**
  94104. * size of the attribute, 1, 2, 3 or 4
  94105. */
  94106. attributeSize: number;
  94107. /**
  94108. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  94109. * default is FLOAT
  94110. */
  94111. attribyteType: number;
  94112. /**
  94113. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  94114. */
  94115. normalized: boolean;
  94116. /**
  94117. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  94118. */
  94119. offset: number;
  94120. /**
  94121. * Name of the GLSL attribute, for debugging purpose only
  94122. */
  94123. attributeName: string;
  94124. }
  94125. /**
  94126. * Define options used to create a depth texture
  94127. */
  94128. export class DepthTextureCreationOptions {
  94129. /** Specifies whether or not a stencil should be allocated in the texture */
  94130. generateStencil?: boolean;
  94131. /** Specifies whether or not bilinear filtering is enable on the texture */
  94132. bilinearFiltering?: boolean;
  94133. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  94134. comparisonFunction?: number;
  94135. /** Specifies if the created texture is a cube texture */
  94136. isCube?: boolean;
  94137. }
  94138. /**
  94139. * Class used to describe the capabilities of the engine relatively to the current browser
  94140. */
  94141. export class EngineCapabilities {
  94142. /** Maximum textures units per fragment shader */
  94143. maxTexturesImageUnits: number;
  94144. /** Maximum texture units per vertex shader */
  94145. maxVertexTextureImageUnits: number;
  94146. /** Maximum textures units in the entire pipeline */
  94147. maxCombinedTexturesImageUnits: number;
  94148. /** Maximum texture size */
  94149. maxTextureSize: number;
  94150. /** Maximum cube texture size */
  94151. maxCubemapTextureSize: number;
  94152. /** Maximum render texture size */
  94153. maxRenderTextureSize: number;
  94154. /** Maximum number of vertex attributes */
  94155. maxVertexAttribs: number;
  94156. /** Maximum number of varyings */
  94157. maxVaryingVectors: number;
  94158. /** Maximum number of uniforms per vertex shader */
  94159. maxVertexUniformVectors: number;
  94160. /** Maximum number of uniforms per fragment shader */
  94161. maxFragmentUniformVectors: number;
  94162. /** Defines if standard derivates (dx/dy) are supported */
  94163. standardDerivatives: boolean;
  94164. /** Defines if s3tc texture compression is supported */
  94165. s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
  94166. /** Defines if pvrtc texture compression is supported */
  94167. pvrtc: any;
  94168. /** Defines if etc1 texture compression is supported */
  94169. etc1: any;
  94170. /** Defines if etc2 texture compression is supported */
  94171. etc2: any;
  94172. /** Defines if astc texture compression is supported */
  94173. astc: any;
  94174. /** Defines if float textures are supported */
  94175. textureFloat: boolean;
  94176. /** Defines if vertex array objects are supported */
  94177. vertexArrayObject: boolean;
  94178. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  94179. textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
  94180. /** Gets the maximum level of anisotropy supported */
  94181. maxAnisotropy: number;
  94182. /** Defines if instancing is supported */
  94183. instancedArrays: boolean;
  94184. /** Defines if 32 bits indices are supported */
  94185. uintIndices: boolean;
  94186. /** Defines if high precision shaders are supported */
  94187. highPrecisionShaderSupported: boolean;
  94188. /** Defines if depth reading in the fragment shader is supported */
  94189. fragmentDepthSupported: boolean;
  94190. /** Defines if float texture linear filtering is supported*/
  94191. textureFloatLinearFiltering: boolean;
  94192. /** Defines if rendering to float textures is supported */
  94193. textureFloatRender: boolean;
  94194. /** Defines if half float textures are supported*/
  94195. textureHalfFloat: boolean;
  94196. /** Defines if half float texture linear filtering is supported*/
  94197. textureHalfFloatLinearFiltering: boolean;
  94198. /** Defines if rendering to half float textures is supported */
  94199. textureHalfFloatRender: boolean;
  94200. /** Defines if textureLOD shader command is supported */
  94201. textureLOD: boolean;
  94202. /** Defines if draw buffers extension is supported */
  94203. drawBuffersExtension: boolean;
  94204. /** Defines if depth textures are supported */
  94205. depthTextureExtension: boolean;
  94206. /** Defines if float color buffer are supported */
  94207. colorBufferFloat: boolean;
  94208. /** Gets disjoint timer query extension (null if not supported) */
  94209. timerQuery: EXT_disjoint_timer_query;
  94210. /** Defines if timestamp can be used with timer query */
  94211. canUseTimestampForTimerQuery: boolean;
  94212. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  94213. multiview: any;
  94214. /** Function used to let the system compiles shaders in background */
  94215. parallelShaderCompile: {
  94216. COMPLETION_STATUS_KHR: number;
  94217. };
  94218. /** Max number of texture samples for MSAA */
  94219. maxMSAASamples: number;
  94220. }
  94221. /** Interface defining initialization parameters for Engine class */
  94222. export interface EngineOptions extends WebGLContextAttributes {
  94223. /**
  94224. * Defines if the engine should no exceed a specified device ratio
  94225. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  94226. */
  94227. limitDeviceRatio?: number;
  94228. /**
  94229. * Defines if webvr should be enabled automatically
  94230. * @see http://doc.babylonjs.com/how_to/webvr_camera
  94231. */
  94232. autoEnableWebVR?: boolean;
  94233. /**
  94234. * Defines if webgl2 should be turned off even if supported
  94235. * @see http://doc.babylonjs.com/features/webgl2
  94236. */
  94237. disableWebGL2Support?: boolean;
  94238. /**
  94239. * Defines if webaudio should be initialized as well
  94240. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94241. */
  94242. audioEngine?: boolean;
  94243. /**
  94244. * Defines if animations should run using a deterministic lock step
  94245. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  94246. */
  94247. deterministicLockstep?: boolean;
  94248. /** Defines the maximum steps to use with deterministic lock step mode */
  94249. lockstepMaxSteps?: number;
  94250. /**
  94251. * Defines that engine should ignore context lost events
  94252. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  94253. */
  94254. doNotHandleContextLost?: boolean;
  94255. /**
  94256. * Defines that engine should ignore modifying touch action attribute and style
  94257. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  94258. */
  94259. doNotHandleTouchAction?: boolean;
  94260. /**
  94261. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  94262. */
  94263. useHighPrecisionFloats?: boolean;
  94264. }
  94265. /**
  94266. * Defines the interface used by display changed events
  94267. */
  94268. export interface IDisplayChangedEventArgs {
  94269. /** Gets the vrDisplay object (if any) */
  94270. vrDisplay: Nullable<any>;
  94271. /** Gets a boolean indicating if webVR is supported */
  94272. vrSupported: boolean;
  94273. }
  94274. /**
  94275. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  94276. */
  94277. export class Engine {
  94278. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  94279. static ExceptionList: ({
  94280. key: string;
  94281. capture: string;
  94282. captureConstraint: number;
  94283. targets: string[];
  94284. } | {
  94285. key: string;
  94286. capture: null;
  94287. captureConstraint: null;
  94288. targets: string[];
  94289. })[];
  94290. /** Gets the list of created engines */
  94291. static readonly Instances: Engine[];
  94292. /**
  94293. * Gets the latest created engine
  94294. */
  94295. static readonly LastCreatedEngine: Nullable<Engine>;
  94296. /**
  94297. * Gets the latest created scene
  94298. */
  94299. static readonly LastCreatedScene: Nullable<Scene>;
  94300. /**
  94301. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  94302. * @param flag defines which part of the materials must be marked as dirty
  94303. * @param predicate defines a predicate used to filter which materials should be affected
  94304. */
  94305. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  94306. /** @hidden */
  94307. static _TextureLoaders: IInternalTextureLoader[];
  94308. /** Defines that alpha blending is disabled */
  94309. static readonly ALPHA_DISABLE: number;
  94310. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  94311. static readonly ALPHA_ADD: number;
  94312. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  94313. static readonly ALPHA_COMBINE: number;
  94314. /** Defines that alpha blending to DEST - SRC * DEST */
  94315. static readonly ALPHA_SUBTRACT: number;
  94316. /** Defines that alpha blending to SRC * DEST */
  94317. static readonly ALPHA_MULTIPLY: number;
  94318. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  94319. static readonly ALPHA_MAXIMIZED: number;
  94320. /** Defines that alpha blending to SRC + DEST */
  94321. static readonly ALPHA_ONEONE: number;
  94322. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  94323. static readonly ALPHA_PREMULTIPLIED: number;
  94324. /**
  94325. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  94326. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  94327. */
  94328. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  94329. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  94330. static readonly ALPHA_INTERPOLATE: number;
  94331. /**
  94332. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  94333. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  94334. */
  94335. static readonly ALPHA_SCREENMODE: number;
  94336. /** Defines that the ressource is not delayed*/
  94337. static readonly DELAYLOADSTATE_NONE: number;
  94338. /** Defines that the ressource was successfully delay loaded */
  94339. static readonly DELAYLOADSTATE_LOADED: number;
  94340. /** Defines that the ressource is currently delay loading */
  94341. static readonly DELAYLOADSTATE_LOADING: number;
  94342. /** Defines that the ressource is delayed and has not started loading */
  94343. static readonly DELAYLOADSTATE_NOTLOADED: number;
  94344. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  94345. static readonly NEVER: number;
  94346. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
  94347. static readonly ALWAYS: number;
  94348. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  94349. static readonly LESS: number;
  94350. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  94351. static readonly EQUAL: number;
  94352. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
  94353. static readonly LEQUAL: number;
  94354. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  94355. static readonly GREATER: number;
  94356. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
  94357. static readonly GEQUAL: number;
  94358. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
  94359. static readonly NOTEQUAL: number;
  94360. /** Passed to stencilOperation to specify that stencil value must be kept */
  94361. static readonly KEEP: number;
  94362. /** Passed to stencilOperation to specify that stencil value must be replaced */
  94363. static readonly REPLACE: number;
  94364. /** Passed to stencilOperation to specify that stencil value must be incremented */
  94365. static readonly INCR: number;
  94366. /** Passed to stencilOperation to specify that stencil value must be decremented */
  94367. static readonly DECR: number;
  94368. /** Passed to stencilOperation to specify that stencil value must be inverted */
  94369. static readonly INVERT: number;
  94370. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  94371. static readonly INCR_WRAP: number;
  94372. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  94373. static readonly DECR_WRAP: number;
  94374. /** Texture is not repeating outside of 0..1 UVs */
  94375. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  94376. /** Texture is repeating outside of 0..1 UVs */
  94377. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  94378. /** Texture is repeating and mirrored */
  94379. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  94380. /** ALPHA */
  94381. static readonly TEXTUREFORMAT_ALPHA: number;
  94382. /** LUMINANCE */
  94383. static readonly TEXTUREFORMAT_LUMINANCE: number;
  94384. /** LUMINANCE_ALPHA */
  94385. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  94386. /** RGB */
  94387. static readonly TEXTUREFORMAT_RGB: number;
  94388. /** RGBA */
  94389. static readonly TEXTUREFORMAT_RGBA: number;
  94390. /** RED */
  94391. static readonly TEXTUREFORMAT_RED: number;
  94392. /** RED (2nd reference) */
  94393. static readonly TEXTUREFORMAT_R: number;
  94394. /** RG */
  94395. static readonly TEXTUREFORMAT_RG: number;
  94396. /** RED_INTEGER */
  94397. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  94398. /** RED_INTEGER (2nd reference) */
  94399. static readonly TEXTUREFORMAT_R_INTEGER: number;
  94400. /** RG_INTEGER */
  94401. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  94402. /** RGB_INTEGER */
  94403. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  94404. /** RGBA_INTEGER */
  94405. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  94406. /** UNSIGNED_BYTE */
  94407. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  94408. /** UNSIGNED_BYTE (2nd reference) */
  94409. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  94410. /** FLOAT */
  94411. static readonly TEXTURETYPE_FLOAT: number;
  94412. /** HALF_FLOAT */
  94413. static readonly TEXTURETYPE_HALF_FLOAT: number;
  94414. /** BYTE */
  94415. static readonly TEXTURETYPE_BYTE: number;
  94416. /** SHORT */
  94417. static readonly TEXTURETYPE_SHORT: number;
  94418. /** UNSIGNED_SHORT */
  94419. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  94420. /** INT */
  94421. static readonly TEXTURETYPE_INT: number;
  94422. /** UNSIGNED_INT */
  94423. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  94424. /** UNSIGNED_SHORT_4_4_4_4 */
  94425. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  94426. /** UNSIGNED_SHORT_5_5_5_1 */
  94427. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  94428. /** UNSIGNED_SHORT_5_6_5 */
  94429. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  94430. /** UNSIGNED_INT_2_10_10_10_REV */
  94431. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  94432. /** UNSIGNED_INT_24_8 */
  94433. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  94434. /** UNSIGNED_INT_10F_11F_11F_REV */
  94435. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  94436. /** UNSIGNED_INT_5_9_9_9_REV */
  94437. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  94438. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  94439. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  94440. /** nearest is mag = nearest and min = nearest and mip = linear */
  94441. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  94442. /** Bilinear is mag = linear and min = linear and mip = nearest */
  94443. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  94444. /** Trilinear is mag = linear and min = linear and mip = linear */
  94445. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  94446. /** nearest is mag = nearest and min = nearest and mip = linear */
  94447. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  94448. /** Bilinear is mag = linear and min = linear and mip = nearest */
  94449. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  94450. /** Trilinear is mag = linear and min = linear and mip = linear */
  94451. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  94452. /** mag = nearest and min = nearest and mip = nearest */
  94453. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  94454. /** mag = nearest and min = linear and mip = nearest */
  94455. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  94456. /** mag = nearest and min = linear and mip = linear */
  94457. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  94458. /** mag = nearest and min = linear and mip = none */
  94459. static readonly TEXTURE_NEAREST_LINEAR: number;
  94460. /** mag = nearest and min = nearest and mip = none */
  94461. static readonly TEXTURE_NEAREST_NEAREST: number;
  94462. /** mag = linear and min = nearest and mip = nearest */
  94463. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  94464. /** mag = linear and min = nearest and mip = linear */
  94465. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  94466. /** mag = linear and min = linear and mip = none */
  94467. static readonly TEXTURE_LINEAR_LINEAR: number;
  94468. /** mag = linear and min = nearest and mip = none */
  94469. static readonly TEXTURE_LINEAR_NEAREST: number;
  94470. /** Explicit coordinates mode */
  94471. static readonly TEXTURE_EXPLICIT_MODE: number;
  94472. /** Spherical coordinates mode */
  94473. static readonly TEXTURE_SPHERICAL_MODE: number;
  94474. /** Planar coordinates mode */
  94475. static readonly TEXTURE_PLANAR_MODE: number;
  94476. /** Cubic coordinates mode */
  94477. static readonly TEXTURE_CUBIC_MODE: number;
  94478. /** Projection coordinates mode */
  94479. static readonly TEXTURE_PROJECTION_MODE: number;
  94480. /** Skybox coordinates mode */
  94481. static readonly TEXTURE_SKYBOX_MODE: number;
  94482. /** Inverse Cubic coordinates mode */
  94483. static readonly TEXTURE_INVCUBIC_MODE: number;
  94484. /** Equirectangular coordinates mode */
  94485. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  94486. /** Equirectangular Fixed coordinates mode */
  94487. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  94488. /** Equirectangular Fixed Mirrored coordinates mode */
  94489. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  94490. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  94491. static readonly SCALEMODE_FLOOR: number;
  94492. /** Defines that texture rescaling will look for the nearest power of 2 size */
  94493. static readonly SCALEMODE_NEAREST: number;
  94494. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  94495. static readonly SCALEMODE_CEILING: number;
  94496. /**
  94497. * Returns the current npm package of the sdk
  94498. */
  94499. static readonly NpmPackage: string;
  94500. /**
  94501. * Returns the current version of the framework
  94502. */
  94503. static readonly Version: string;
  94504. /**
  94505. * Returns a string describing the current engine
  94506. */
  94507. readonly description: string;
  94508. /**
  94509. * Gets or sets the epsilon value used by collision engine
  94510. */
  94511. static CollisionsEpsilon: number;
  94512. /**
  94513. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  94514. */
  94515. static ShadersRepository: string;
  94516. /**
  94517. * Method called to create the default loading screen.
  94518. * This can be overriden in your own app.
  94519. * @param canvas The rendering canvas element
  94520. * @returns The loading screen
  94521. */
  94522. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  94523. /**
  94524. * Method called to create the default rescale post process on each engine.
  94525. */
  94526. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  94527. /** @hidden */
  94528. _shaderProcessor: IShaderProcessor;
  94529. /**
  94530. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  94531. */
  94532. forcePOTTextures: boolean;
  94533. /**
  94534. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  94535. */
  94536. isFullscreen: boolean;
  94537. /**
  94538. * Gets a boolean indicating if the pointer is currently locked
  94539. */
  94540. isPointerLock: boolean;
  94541. /**
  94542. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  94543. */
  94544. cullBackFaces: boolean;
  94545. /**
  94546. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  94547. */
  94548. renderEvenInBackground: boolean;
  94549. /**
  94550. * Gets or sets a boolean indicating that cache can be kept between frames
  94551. */
  94552. preventCacheWipeBetweenFrames: boolean;
  94553. /**
  94554. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  94555. **/
  94556. enableOfflineSupport: boolean;
  94557. /**
  94558. * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
  94559. **/
  94560. disableManifestCheck: boolean;
  94561. /**
  94562. * Gets the list of created scenes
  94563. */
  94564. scenes: Scene[];
  94565. /**
  94566. * Event raised when a new scene is created
  94567. */
  94568. onNewSceneAddedObservable: Observable<Scene>;
  94569. /**
  94570. * Gets the list of created postprocesses
  94571. */
  94572. postProcesses: PostProcess[];
  94573. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  94574. validateShaderPrograms: boolean;
  94575. /**
  94576. * Observable event triggered each time the rendering canvas is resized
  94577. */
  94578. onResizeObservable: Observable<Engine>;
  94579. /**
  94580. * Observable event triggered each time the canvas loses focus
  94581. */
  94582. onCanvasBlurObservable: Observable<Engine>;
  94583. /**
  94584. * Observable event triggered each time the canvas gains focus
  94585. */
  94586. onCanvasFocusObservable: Observable<Engine>;
  94587. /**
  94588. * Observable event triggered each time the canvas receives pointerout event
  94589. */
  94590. onCanvasPointerOutObservable: Observable<PointerEvent>;
  94591. /**
  94592. * Observable event triggered before each texture is initialized
  94593. */
  94594. onBeforeTextureInitObservable: Observable<Texture>;
  94595. /**
  94596. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  94597. */
  94598. disableUniformBuffers: boolean;
  94599. /** @hidden */
  94600. _uniformBuffers: UniformBuffer[];
  94601. /**
  94602. * Gets a boolean indicating that the engine supports uniform buffers
  94603. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  94604. */
  94605. readonly supportsUniformBuffers: boolean;
  94606. /**
  94607. * Observable raised when the engine begins a new frame
  94608. */
  94609. onBeginFrameObservable: Observable<Engine>;
  94610. /**
  94611. * If set, will be used to request the next animation frame for the render loop
  94612. */
  94613. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  94614. /**
  94615. * Observable raised when the engine ends the current frame
  94616. */
  94617. onEndFrameObservable: Observable<Engine>;
  94618. /**
  94619. * Observable raised when the engine is about to compile a shader
  94620. */
  94621. onBeforeShaderCompilationObservable: Observable<Engine>;
  94622. /**
  94623. * Observable raised when the engine has jsut compiled a shader
  94624. */
  94625. onAfterShaderCompilationObservable: Observable<Engine>;
  94626. /** @hidden */
  94627. _gl: WebGLRenderingContext;
  94628. private _renderingCanvas;
  94629. private _windowIsBackground;
  94630. private _webGLVersion;
  94631. protected _highPrecisionShadersAllowed: boolean;
  94632. /** @hidden */
  94633. readonly _shouldUseHighPrecisionShader: boolean;
  94634. /**
  94635. * Gets a boolean indicating that only power of 2 textures are supported
  94636. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  94637. */
  94638. readonly needPOTTextures: boolean;
  94639. /** @hidden */
  94640. _badOS: boolean;
  94641. /** @hidden */
  94642. _badDesktopOS: boolean;
  94643. /**
  94644. * Gets the audio engine
  94645. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  94646. * @ignorenaming
  94647. */
  94648. static audioEngine: IAudioEngine;
  94649. /**
  94650. * Default AudioEngine factory responsible of creating the Audio Engine.
  94651. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  94652. */
  94653. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  94654. /**
  94655. * Default offline support factory responsible of creating a tool used to store data locally.
  94656. * By default, this will create a Database object if the workload has been embedded.
  94657. */
  94658. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  94659. private _onFocus;
  94660. private _onBlur;
  94661. private _onCanvasPointerOut;
  94662. private _onCanvasBlur;
  94663. private _onCanvasFocus;
  94664. private _onFullscreenChange;
  94665. private _onPointerLockChange;
  94666. private _hardwareScalingLevel;
  94667. /** @hidden */
  94668. _caps: EngineCapabilities;
  94669. private _pointerLockRequested;
  94670. private _isStencilEnable;
  94671. private _colorWrite;
  94672. private _loadingScreen;
  94673. /** @hidden */
  94674. _drawCalls: PerfCounter;
  94675. private _glVersion;
  94676. private _glRenderer;
  94677. private _glVendor;
  94678. private _videoTextureSupported;
  94679. private _renderingQueueLaunched;
  94680. private _activeRenderLoops;
  94681. private _deterministicLockstep;
  94682. private _lockstepMaxSteps;
  94683. /**
  94684. * Observable signaled when a context lost event is raised
  94685. */
  94686. onContextLostObservable: Observable<Engine>;
  94687. /**
  94688. * Observable signaled when a context restored event is raised
  94689. */
  94690. onContextRestoredObservable: Observable<Engine>;
  94691. private _onContextLost;
  94692. private _onContextRestored;
  94693. private _contextWasLost;
  94694. /** @hidden */
  94695. _doNotHandleContextLost: boolean;
  94696. /**
  94697. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  94698. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  94699. */
  94700. doNotHandleContextLost: boolean;
  94701. private _performanceMonitor;
  94702. private _fps;
  94703. private _deltaTime;
  94704. /**
  94705. * Turn this value on if you want to pause FPS computation when in background
  94706. */
  94707. disablePerformanceMonitorInBackground: boolean;
  94708. /**
  94709. * Gets the performance monitor attached to this engine
  94710. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  94711. */
  94712. readonly performanceMonitor: PerformanceMonitor;
  94713. /**
  94714. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  94715. */
  94716. disableVertexArrayObjects: boolean;
  94717. /** @hidden */
  94718. protected _depthCullingState: _DepthCullingState;
  94719. /** @hidden */
  94720. protected _stencilState: _StencilState;
  94721. /** @hidden */
  94722. protected _alphaState: _AlphaState;
  94723. /** @hidden */
  94724. protected _alphaMode: number;
  94725. /** @hidden */
  94726. _internalTexturesCache: InternalTexture[];
  94727. /** @hidden */
  94728. protected _activeChannel: number;
  94729. private _currentTextureChannel;
  94730. /** @hidden */
  94731. protected _boundTexturesCache: {
  94732. [key: string]: Nullable<InternalTexture>;
  94733. };
  94734. /** @hidden */
  94735. protected _currentEffect: Nullable<Effect>;
  94736. /** @hidden */
  94737. protected _currentProgram: Nullable<WebGLProgram>;
  94738. private _compiledEffects;
  94739. private _vertexAttribArraysEnabled;
  94740. /** @hidden */
  94741. protected _cachedViewport: Nullable<IViewportLike>;
  94742. private _cachedVertexArrayObject;
  94743. /** @hidden */
  94744. protected _cachedVertexBuffers: any;
  94745. /** @hidden */
  94746. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  94747. /** @hidden */
  94748. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  94749. /** @hidden */
  94750. _currentRenderTarget: Nullable<InternalTexture>;
  94751. private _uintIndicesCurrentlySet;
  94752. private _currentBoundBuffer;
  94753. /** @hidden */
  94754. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  94755. private _currentBufferPointers;
  94756. private _currentInstanceLocations;
  94757. private _currentInstanceBuffers;
  94758. private _textureUnits;
  94759. /** @hidden */
  94760. _workingCanvas: Nullable<HTMLCanvasElement>;
  94761. /** @hidden */
  94762. _workingContext: Nullable<CanvasRenderingContext2D>;
  94763. private _rescalePostProcess;
  94764. private _dummyFramebuffer;
  94765. private _externalData;
  94766. /** @hidden */
  94767. _bindedRenderFunction: any;
  94768. private _vaoRecordInProgress;
  94769. private _mustWipeVertexAttributes;
  94770. private _emptyTexture;
  94771. private _emptyCubeTexture;
  94772. private _emptyTexture3D;
  94773. /** @hidden */
  94774. _frameHandler: number;
  94775. private _nextFreeTextureSlots;
  94776. private _maxSimultaneousTextures;
  94777. private _activeRequests;
  94778. private _texturesSupported;
  94779. /** @hidden */
  94780. _textureFormatInUse: Nullable<string>;
  94781. /**
  94782. * Gets the list of texture formats supported
  94783. */
  94784. readonly texturesSupported: Array<string>;
  94785. /**
  94786. * Gets the list of texture formats in use
  94787. */
  94788. readonly textureFormatInUse: Nullable<string>;
  94789. /**
  94790. * Gets the current viewport
  94791. */
  94792. readonly currentViewport: Nullable<IViewportLike>;
  94793. /**
  94794. * Gets the default empty texture
  94795. */
  94796. readonly emptyTexture: InternalTexture;
  94797. /**
  94798. * Gets the default empty 3D texture
  94799. */
  94800. readonly emptyTexture3D: InternalTexture;
  94801. /**
  94802. * Gets the default empty cube texture
  94803. */
  94804. readonly emptyCubeTexture: InternalTexture;
  94805. /**
  94806. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  94807. */
  94808. readonly premultipliedAlpha: boolean;
  94809. /**
  94810. * Creates a new engine
  94811. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  94812. * @param antialias defines enable antialiasing (default: false)
  94813. * @param options defines further options to be sent to the getContext() function
  94814. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  94815. */
  94816. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  94817. /**
  94818. * Initializes a webVR display and starts listening to display change events
  94819. * The onVRDisplayChangedObservable will be notified upon these changes
  94820. * @returns The onVRDisplayChangedObservable
  94821. */
  94822. initWebVR(): Observable<IDisplayChangedEventArgs>;
  94823. /** @hidden */
  94824. _prepareVRComponent(): void;
  94825. /** @hidden */
  94826. _connectVREvents(canvas: HTMLCanvasElement, document: any): void;
  94827. /** @hidden */
  94828. _submitVRFrame(): void;
  94829. /**
  94830. * Call this function to leave webVR mode
  94831. * Will do nothing if webVR is not supported or if there is no webVR device
  94832. * @see http://doc.babylonjs.com/how_to/webvr_camera
  94833. */
  94834. disableVR(): void;
  94835. /**
  94836. * Gets a boolean indicating that the system is in VR mode and is presenting
  94837. * @returns true if VR mode is engaged
  94838. */
  94839. isVRPresenting(): boolean;
  94840. /** @hidden */
  94841. _requestVRFrame(): void;
  94842. private _disableTouchAction;
  94843. private _rebuildInternalTextures;
  94844. private _rebuildEffects;
  94845. /**
  94846. * Gets a boolean indicating if all created effects are ready
  94847. * @returns true if all effects are ready
  94848. */
  94849. areAllEffectsReady(): boolean;
  94850. private _rebuildBuffers;
  94851. private _initGLContext;
  94852. /**
  94853. * Gets version of the current webGL context
  94854. */
  94855. readonly webGLVersion: number;
  94856. /**
  94857. * Gets a string idenfifying the name of the class
  94858. * @returns "Engine" string
  94859. */
  94860. getClassName(): string;
  94861. /**
  94862. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  94863. */
  94864. readonly isStencilEnable: boolean;
  94865. /** @hidden */
  94866. _prepareWorkingCanvas(): void;
  94867. /**
  94868. * Reset the texture cache to empty state
  94869. */
  94870. resetTextureCache(): void;
  94871. /**
  94872. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  94873. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  94874. * @returns true if engine is in deterministic lock step mode
  94875. */
  94876. isDeterministicLockStep(): boolean;
  94877. /**
  94878. * Gets the max steps when engine is running in deterministic lock step
  94879. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  94880. * @returns the max steps
  94881. */
  94882. getLockstepMaxSteps(): number;
  94883. /**
  94884. * Gets an object containing information about the current webGL context
  94885. * @returns an object containing the vender, the renderer and the version of the current webGL context
  94886. */
  94887. getGlInfo(): {
  94888. vendor: string;
  94889. renderer: string;
  94890. version: string;
  94891. };
  94892. /**
  94893. * Gets current aspect ratio
  94894. * @param viewportOwner defines the camera to use to get the aspect ratio
  94895. * @param useScreen defines if screen size must be used (or the current render target if any)
  94896. * @returns a number defining the aspect ratio
  94897. */
  94898. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  94899. /**
  94900. * Gets current screen aspect ratio
  94901. * @returns a number defining the aspect ratio
  94902. */
  94903. getScreenAspectRatio(): number;
  94904. /**
  94905. * Gets the current render width
  94906. * @param useScreen defines if screen size must be used (or the current render target if any)
  94907. * @returns a number defining the current render width
  94908. */
  94909. getRenderWidth(useScreen?: boolean): number;
  94910. /**
  94911. * Gets the current render height
  94912. * @param useScreen defines if screen size must be used (or the current render target if any)
  94913. * @returns a number defining the current render height
  94914. */
  94915. getRenderHeight(useScreen?: boolean): number;
  94916. /**
  94917. * Gets the HTML canvas attached with the current webGL context
  94918. * @returns a HTML canvas
  94919. */
  94920. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  94921. /**
  94922. * Gets host window
  94923. * @returns the host window object
  94924. */
  94925. getHostWindow(): Window;
  94926. /**
  94927. * Gets host document
  94928. * @returns the host document object
  94929. */
  94930. getHostDocument(): Document;
  94931. /**
  94932. * Gets the client rect of the HTML canvas attached with the current webGL context
  94933. * @returns a client rectanglee
  94934. */
  94935. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  94936. /**
  94937. * Defines the hardware scaling level.
  94938. * By default the hardware scaling level is computed from the window device ratio.
  94939. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  94940. * @param level defines the level to use
  94941. */
  94942. setHardwareScalingLevel(level: number): void;
  94943. /**
  94944. * Gets the current hardware scaling level.
  94945. * By default the hardware scaling level is computed from the window device ratio.
  94946. * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
  94947. * @returns a number indicating the current hardware scaling level
  94948. */
  94949. getHardwareScalingLevel(): number;
  94950. /**
  94951. * Gets the list of loaded textures
  94952. * @returns an array containing all loaded textures
  94953. */
  94954. getLoadedTexturesCache(): InternalTexture[];
  94955. /**
  94956. * Gets the object containing all engine capabilities
  94957. * @returns the EngineCapabilities object
  94958. */
  94959. getCaps(): EngineCapabilities;
  94960. /**
  94961. * Gets the current depth function
  94962. * @returns a number defining the depth function
  94963. */
  94964. getDepthFunction(): Nullable<number>;
  94965. /**
  94966. * Sets the current depth function
  94967. * @param depthFunc defines the function to use
  94968. */
  94969. setDepthFunction(depthFunc: number): void;
  94970. /**
  94971. * Sets the current depth function to GREATER
  94972. */
  94973. setDepthFunctionToGreater(): void;
  94974. /**
  94975. * Sets the current depth function to GEQUAL
  94976. */
  94977. setDepthFunctionToGreaterOrEqual(): void;
  94978. /**
  94979. * Sets the current depth function to LESS
  94980. */
  94981. setDepthFunctionToLess(): void;
  94982. private _cachedStencilBuffer;
  94983. private _cachedStencilFunction;
  94984. private _cachedStencilMask;
  94985. private _cachedStencilOperationPass;
  94986. private _cachedStencilOperationFail;
  94987. private _cachedStencilOperationDepthFail;
  94988. private _cachedStencilReference;
  94989. /**
  94990. * Caches the the state of the stencil buffer
  94991. */
  94992. cacheStencilState(): void;
  94993. /**
  94994. * Restores the state of the stencil buffer
  94995. */
  94996. restoreStencilState(): void;
  94997. /**
  94998. * Sets the current depth function to LEQUAL
  94999. */
  95000. setDepthFunctionToLessOrEqual(): void;
  95001. /**
  95002. * Gets a boolean indicating if stencil buffer is enabled
  95003. * @returns the current stencil buffer state
  95004. */
  95005. getStencilBuffer(): boolean;
  95006. /**
  95007. * Enable or disable the stencil buffer
  95008. * @param enable defines if the stencil buffer must be enabled or disabled
  95009. */
  95010. setStencilBuffer(enable: boolean): void;
  95011. /**
  95012. * Gets the current stencil mask
  95013. * @returns a number defining the new stencil mask to use
  95014. */
  95015. getStencilMask(): number;
  95016. /**
  95017. * Sets the current stencil mask
  95018. * @param mask defines the new stencil mask to use
  95019. */
  95020. setStencilMask(mask: number): void;
  95021. /**
  95022. * Gets the current stencil function
  95023. * @returns a number defining the stencil function to use
  95024. */
  95025. getStencilFunction(): number;
  95026. /**
  95027. * Gets the current stencil reference value
  95028. * @returns a number defining the stencil reference value to use
  95029. */
  95030. getStencilFunctionReference(): number;
  95031. /**
  95032. * Gets the current stencil mask
  95033. * @returns a number defining the stencil mask to use
  95034. */
  95035. getStencilFunctionMask(): number;
  95036. /**
  95037. * Sets the current stencil function
  95038. * @param stencilFunc defines the new stencil function to use
  95039. */
  95040. setStencilFunction(stencilFunc: number): void;
  95041. /**
  95042. * Sets the current stencil reference
  95043. * @param reference defines the new stencil reference to use
  95044. */
  95045. setStencilFunctionReference(reference: number): void;
  95046. /**
  95047. * Sets the current stencil mask
  95048. * @param mask defines the new stencil mask to use
  95049. */
  95050. setStencilFunctionMask(mask: number): void;
  95051. /**
  95052. * Gets the current stencil operation when stencil fails
  95053. * @returns a number defining stencil operation to use when stencil fails
  95054. */
  95055. getStencilOperationFail(): number;
  95056. /**
  95057. * Gets the current stencil operation when depth fails
  95058. * @returns a number defining stencil operation to use when depth fails
  95059. */
  95060. getStencilOperationDepthFail(): number;
  95061. /**
  95062. * Gets the current stencil operation when stencil passes
  95063. * @returns a number defining stencil operation to use when stencil passes
  95064. */
  95065. getStencilOperationPass(): number;
  95066. /**
  95067. * Sets the stencil operation to use when stencil fails
  95068. * @param operation defines the stencil operation to use when stencil fails
  95069. */
  95070. setStencilOperationFail(operation: number): void;
  95071. /**
  95072. * Sets the stencil operation to use when depth fails
  95073. * @param operation defines the stencil operation to use when depth fails
  95074. */
  95075. setStencilOperationDepthFail(operation: number): void;
  95076. /**
  95077. * Sets the stencil operation to use when stencil passes
  95078. * @param operation defines the stencil operation to use when stencil passes
  95079. */
  95080. setStencilOperationPass(operation: number): void;
  95081. /**
  95082. * Sets a boolean indicating if the dithering state is enabled or disabled
  95083. * @param value defines the dithering state
  95084. */
  95085. setDitheringState(value: boolean): void;
  95086. /**
  95087. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  95088. * @param value defines the rasterizer state
  95089. */
  95090. setRasterizerState(value: boolean): void;
  95091. /**
  95092. * stop executing a render loop function and remove it from the execution array
  95093. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  95094. */
  95095. stopRenderLoop(renderFunction?: () => void): void;
  95096. /** @hidden */
  95097. _renderLoop(): void;
  95098. /**
  95099. * Register and execute a render loop. The engine can have more than one render function
  95100. * @param renderFunction defines the function to continuously execute
  95101. */
  95102. runRenderLoop(renderFunction: () => void): void;
  95103. /**
  95104. * Toggle full screen mode
  95105. * @param requestPointerLock defines if a pointer lock should be requested from the user
  95106. */
  95107. switchFullscreen(requestPointerLock: boolean): void;
  95108. /**
  95109. * Enters full screen mode
  95110. * @param requestPointerLock defines if a pointer lock should be requested from the user
  95111. */
  95112. enterFullscreen(requestPointerLock: boolean): void;
  95113. /**
  95114. * Exits full screen mode
  95115. */
  95116. exitFullscreen(): void;
  95117. /**
  95118. * Enters Pointerlock mode
  95119. */
  95120. enterPointerlock(): void;
  95121. /**
  95122. * Exits Pointerlock mode
  95123. */
  95124. exitPointerlock(): void;
  95125. /**
  95126. * Clear the current render buffer or the current render target (if any is set up)
  95127. * @param color defines the color to use
  95128. * @param backBuffer defines if the back buffer must be cleared
  95129. * @param depth defines if the depth buffer must be cleared
  95130. * @param stencil defines if the stencil buffer must be cleared
  95131. */
  95132. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  95133. /**
  95134. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  95135. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  95136. * @param y defines the y-coordinate of the corner of the clear rectangle
  95137. * @param width defines the width of the clear rectangle
  95138. * @param height defines the height of the clear rectangle
  95139. * @param clearColor defines the clear color
  95140. */
  95141. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  95142. /**
  95143. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  95144. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  95145. * @param y defines the y-coordinate of the corner of the clear rectangle
  95146. * @param width defines the width of the clear rectangle
  95147. * @param height defines the height of the clear rectangle
  95148. */
  95149. enableScissor(x: number, y: number, width: number, height: number): void;
  95150. /**
  95151. * Disable previously set scissor test rectangle
  95152. */
  95153. disableScissor(): void;
  95154. private _viewportCached;
  95155. /** @hidden */
  95156. _viewport(x: number, y: number, width: number, height: number): void;
  95157. /**
  95158. * Set the WebGL's viewport
  95159. * @param viewport defines the viewport element to be used
  95160. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  95161. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  95162. */
  95163. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  95164. /**
  95165. * Directly set the WebGL Viewport
  95166. * @param x defines the x coordinate of the viewport (in screen space)
  95167. * @param y defines the y coordinate of the viewport (in screen space)
  95168. * @param width defines the width of the viewport (in screen space)
  95169. * @param height defines the height of the viewport (in screen space)
  95170. * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
  95171. */
  95172. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  95173. /**
  95174. * Begin a new frame
  95175. */
  95176. beginFrame(): void;
  95177. /**
  95178. * Enf the current frame
  95179. */
  95180. endFrame(): void;
  95181. /**
  95182. * Resize the view according to the canvas' size
  95183. */
  95184. resize(): void;
  95185. /**
  95186. * Force a specific size of the canvas
  95187. * @param width defines the new canvas' width
  95188. * @param height defines the new canvas' height
  95189. */
  95190. setSize(width: number, height: number): void;
  95191. /**
  95192. * Binds the frame buffer to the specified texture.
  95193. * @param texture The texture to render to or null for the default canvas
  95194. * @param faceIndex The face of the texture to render to in case of cube texture
  95195. * @param requiredWidth The width of the target to render to
  95196. * @param requiredHeight The height of the target to render to
  95197. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  95198. * @param depthStencilTexture The depth stencil texture to use to render
  95199. * @param lodLevel defines le lod level to bind to the frame buffer
  95200. */
  95201. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  95202. /** @hidden */
  95203. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  95204. /**
  95205. * Unbind the current render target texture from the webGL context
  95206. * @param texture defines the render target texture to unbind
  95207. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  95208. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  95209. */
  95210. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  95211. /**
  95212. * Force the mipmap generation for the given render target texture
  95213. * @param texture defines the render target texture to use
  95214. */
  95215. generateMipMapsForCubemap(texture: InternalTexture): void;
  95216. /**
  95217. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  95218. */
  95219. flushFramebuffer(): void;
  95220. /**
  95221. * Unbind the current render target and bind the default framebuffer
  95222. */
  95223. restoreDefaultFramebuffer(): void;
  95224. /**
  95225. * Create an uniform buffer
  95226. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95227. * @param elements defines the content of the uniform buffer
  95228. * @returns the webGL uniform buffer
  95229. */
  95230. createUniformBuffer(elements: FloatArray): DataBuffer;
  95231. /**
  95232. * Create a dynamic uniform buffer
  95233. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95234. * @param elements defines the content of the uniform buffer
  95235. * @returns the webGL uniform buffer
  95236. */
  95237. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  95238. /**
  95239. * Update an existing uniform buffer
  95240. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  95241. * @param uniformBuffer defines the target uniform buffer
  95242. * @param elements defines the content to update
  95243. * @param offset defines the offset in the uniform buffer where update should start
  95244. * @param count defines the size of the data to update
  95245. */
  95246. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  95247. private _resetVertexBufferBinding;
  95248. /**
  95249. * Creates a vertex buffer
  95250. * @param data the data for the vertex buffer
  95251. * @returns the new WebGL static buffer
  95252. */
  95253. createVertexBuffer(data: DataArray): DataBuffer;
  95254. /**
  95255. * Creates a dynamic vertex buffer
  95256. * @param data the data for the dynamic vertex buffer
  95257. * @returns the new WebGL dynamic buffer
  95258. */
  95259. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  95260. /**
  95261. * Update a dynamic index buffer
  95262. * @param indexBuffer defines the target index buffer
  95263. * @param indices defines the data to update
  95264. * @param offset defines the offset in the target index buffer where update should start
  95265. */
  95266. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  95267. /**
  95268. * Updates a dynamic vertex buffer.
  95269. * @param vertexBuffer the vertex buffer to update
  95270. * @param data the data used to update the vertex buffer
  95271. * @param byteOffset the byte offset of the data
  95272. * @param byteLength the byte length of the data
  95273. */
  95274. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  95275. private _resetIndexBufferBinding;
  95276. /**
  95277. * Creates a new index buffer
  95278. * @param indices defines the content of the index buffer
  95279. * @param updatable defines if the index buffer must be updatable
  95280. * @returns a new webGL buffer
  95281. */
  95282. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  95283. /**
  95284. * Bind a webGL buffer to the webGL context
  95285. * @param buffer defines the buffer to bind
  95286. */
  95287. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  95288. /**
  95289. * Bind an uniform buffer to the current webGL context
  95290. * @param buffer defines the buffer to bind
  95291. */
  95292. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  95293. /**
  95294. * Bind a buffer to the current webGL context at a given location
  95295. * @param buffer defines the buffer to bind
  95296. * @param location defines the index where to bind the buffer
  95297. */
  95298. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  95299. /**
  95300. * Bind a specific block at a given index in a specific shader program
  95301. * @param pipelineContext defines the pipeline context to use
  95302. * @param blockName defines the block name
  95303. * @param index defines the index where to bind the block
  95304. */
  95305. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  95306. private bindIndexBuffer;
  95307. private bindBuffer;
  95308. /**
  95309. * update the bound buffer with the given data
  95310. * @param data defines the data to update
  95311. */
  95312. updateArrayBuffer(data: Float32Array): void;
  95313. private _vertexAttribPointer;
  95314. private _bindIndexBufferWithCache;
  95315. private _bindVertexBuffersAttributes;
  95316. /**
  95317. * Records a vertex array object
  95318. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  95319. * @param vertexBuffers defines the list of vertex buffers to store
  95320. * @param indexBuffer defines the index buffer to store
  95321. * @param effect defines the effect to store
  95322. * @returns the new vertex array object
  95323. */
  95324. recordVertexArrayObject(vertexBuffers: {
  95325. [key: string]: VertexBuffer;
  95326. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  95327. /**
  95328. * Bind a specific vertex array object
  95329. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  95330. * @param vertexArrayObject defines the vertex array object to bind
  95331. * @param indexBuffer defines the index buffer to bind
  95332. */
  95333. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  95334. /**
  95335. * Bind webGl buffers directly to the webGL context
  95336. * @param vertexBuffer defines the vertex buffer to bind
  95337. * @param indexBuffer defines the index buffer to bind
  95338. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  95339. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  95340. * @param effect defines the effect associated with the vertex buffer
  95341. */
  95342. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  95343. private _unbindVertexArrayObject;
  95344. /**
  95345. * Bind a list of vertex buffers to the webGL context
  95346. * @param vertexBuffers defines the list of vertex buffers to bind
  95347. * @param indexBuffer defines the index buffer to bind
  95348. * @param effect defines the effect associated with the vertex buffers
  95349. */
  95350. bindBuffers(vertexBuffers: {
  95351. [key: string]: Nullable<VertexBuffer>;
  95352. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  95353. /**
  95354. * Unbind all instance attributes
  95355. */
  95356. unbindInstanceAttributes(): void;
  95357. /**
  95358. * Release and free the memory of a vertex array object
  95359. * @param vao defines the vertex array object to delete
  95360. */
  95361. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  95362. /** @hidden */
  95363. _releaseBuffer(buffer: DataBuffer): boolean;
  95364. /**
  95365. * Creates a webGL buffer to use with instanciation
  95366. * @param capacity defines the size of the buffer
  95367. * @returns the webGL buffer
  95368. */
  95369. createInstancesBuffer(capacity: number): DataBuffer;
  95370. /**
  95371. * Delete a webGL buffer used with instanciation
  95372. * @param buffer defines the webGL buffer to delete
  95373. */
  95374. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  95375. /**
  95376. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  95377. * @param instancesBuffer defines the webGL buffer to update and bind
  95378. * @param data defines the data to store in the buffer
  95379. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  95380. */
  95381. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  95382. /**
  95383. * Apply all cached states (depth, culling, stencil and alpha)
  95384. */
  95385. applyStates(): void;
  95386. /**
  95387. * Send a draw order
  95388. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  95389. * @param indexStart defines the starting index
  95390. * @param indexCount defines the number of index to draw
  95391. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95392. */
  95393. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  95394. /**
  95395. * Draw a list of points
  95396. * @param verticesStart defines the index of first vertex to draw
  95397. * @param verticesCount defines the count of vertices to draw
  95398. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95399. */
  95400. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  95401. /**
  95402. * Draw a list of unindexed primitives
  95403. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  95404. * @param verticesStart defines the index of first vertex to draw
  95405. * @param verticesCount defines the count of vertices to draw
  95406. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95407. */
  95408. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  95409. /**
  95410. * Draw a list of indexed primitives
  95411. * @param fillMode defines the primitive to use
  95412. * @param indexStart defines the starting index
  95413. * @param indexCount defines the number of index to draw
  95414. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95415. */
  95416. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  95417. /**
  95418. * Draw a list of unindexed primitives
  95419. * @param fillMode defines the primitive to use
  95420. * @param verticesStart defines the index of first vertex to draw
  95421. * @param verticesCount defines the count of vertices to draw
  95422. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  95423. */
  95424. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  95425. private _drawMode;
  95426. /** @hidden */
  95427. _releaseEffect(effect: Effect): void;
  95428. /** @hidden */
  95429. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  95430. /**
  95431. * Create a new effect (used to store vertex/fragment shaders)
  95432. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  95433. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  95434. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  95435. * @param samplers defines an array of string used to represent textures
  95436. * @param defines defines the string containing the defines to use to compile the shaders
  95437. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  95438. * @param onCompiled defines a function to call when the effect creation is successful
  95439. * @param onError defines a function to call when the effect creation has failed
  95440. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  95441. * @returns the new Effect
  95442. */
  95443. createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  95444. private _compileShader;
  95445. private _compileRawShader;
  95446. /**
  95447. * Directly creates a webGL program
  95448. * @param pipelineContext defines the pipeline context to attach to
  95449. * @param vertexCode defines the vertex shader code to use
  95450. * @param fragmentCode defines the fragment shader code to use
  95451. * @param context defines the webGL context to use (if not set, the current one will be used)
  95452. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  95453. * @returns the new webGL program
  95454. */
  95455. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  95456. /**
  95457. * Creates a webGL program
  95458. * @param pipelineContext defines the pipeline context to attach to
  95459. * @param vertexCode defines the vertex shader code to use
  95460. * @param fragmentCode defines the fragment shader code to use
  95461. * @param defines defines the string containing the defines to use to compile the shaders
  95462. * @param context defines the webGL context to use (if not set, the current one will be used)
  95463. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  95464. * @returns the new webGL program
  95465. */
  95466. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  95467. /**
  95468. * Creates a new pipeline context
  95469. * @returns the new pipeline
  95470. */
  95471. createPipelineContext(): WebGLPipelineContext;
  95472. private _createShaderProgram;
  95473. private _finalizePipelineContext;
  95474. /** @hidden */
  95475. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  95476. /** @hidden */
  95477. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  95478. /** @hidden */
  95479. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  95480. /**
  95481. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  95482. * @param pipelineContext defines the pipeline context to use
  95483. * @param uniformsNames defines the list of uniform names
  95484. * @returns an array of webGL uniform locations
  95485. */
  95486. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  95487. /**
  95488. * Gets the lsit of active attributes for a given webGL program
  95489. * @param pipelineContext defines the pipeline context to use
  95490. * @param attributesNames defines the list of attribute names to get
  95491. * @returns an array of indices indicating the offset of each attribute
  95492. */
  95493. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  95494. /**
  95495. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  95496. * @param effect defines the effect to activate
  95497. */
  95498. enableEffect(effect: Nullable<Effect>): void;
  95499. /**
  95500. * Set the value of an uniform to an array of int32
  95501. * @param uniform defines the webGL uniform location where to store the value
  95502. * @param array defines the array of int32 to store
  95503. */
  95504. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95505. /**
  95506. * Set the value of an uniform to an array of int32 (stored as vec2)
  95507. * @param uniform defines the webGL uniform location where to store the value
  95508. * @param array defines the array of int32 to store
  95509. */
  95510. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95511. /**
  95512. * Set the value of an uniform to an array of int32 (stored as vec3)
  95513. * @param uniform defines the webGL uniform location where to store the value
  95514. * @param array defines the array of int32 to store
  95515. */
  95516. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95517. /**
  95518. * Set the value of an uniform to an array of int32 (stored as vec4)
  95519. * @param uniform defines the webGL uniform location where to store the value
  95520. * @param array defines the array of int32 to store
  95521. */
  95522. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  95523. /**
  95524. * Set the value of an uniform to an array of float32
  95525. * @param uniform defines the webGL uniform location where to store the value
  95526. * @param array defines the array of float32 to store
  95527. */
  95528. setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95529. /**
  95530. * Set the value of an uniform to an array of float32 (stored as vec2)
  95531. * @param uniform defines the webGL uniform location where to store the value
  95532. * @param array defines the array of float32 to store
  95533. */
  95534. setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95535. /**
  95536. * Set the value of an uniform to an array of float32 (stored as vec3)
  95537. * @param uniform defines the webGL uniform location where to store the value
  95538. * @param array defines the array of float32 to store
  95539. */
  95540. setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95541. /**
  95542. * Set the value of an uniform to an array of float32 (stored as vec4)
  95543. * @param uniform defines the webGL uniform location where to store the value
  95544. * @param array defines the array of float32 to store
  95545. */
  95546. setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
  95547. /**
  95548. * Set the value of an uniform to an array of number
  95549. * @param uniform defines the webGL uniform location where to store the value
  95550. * @param array defines the array of number to store
  95551. */
  95552. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95553. /**
  95554. * Set the value of an uniform to an array of number (stored as vec2)
  95555. * @param uniform defines the webGL uniform location where to store the value
  95556. * @param array defines the array of number to store
  95557. */
  95558. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95559. /**
  95560. * Set the value of an uniform to an array of number (stored as vec3)
  95561. * @param uniform defines the webGL uniform location where to store the value
  95562. * @param array defines the array of number to store
  95563. */
  95564. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95565. /**
  95566. * Set the value of an uniform to an array of number (stored as vec4)
  95567. * @param uniform defines the webGL uniform location where to store the value
  95568. * @param array defines the array of number to store
  95569. */
  95570. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
  95571. /**
  95572. * Set the value of an uniform to an array of float32 (stored as matrices)
  95573. * @param uniform defines the webGL uniform location where to store the value
  95574. * @param matrices defines the array of float32 to store
  95575. */
  95576. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  95577. /**
  95578. * Set the value of an uniform to a matrix (3x3)
  95579. * @param uniform defines the webGL uniform location where to store the value
  95580. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  95581. */
  95582. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  95583. /**
  95584. * Set the value of an uniform to a matrix (2x2)
  95585. * @param uniform defines the webGL uniform location where to store the value
  95586. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  95587. */
  95588. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  95589. /**
  95590. * Set the value of an uniform to a number (int)
  95591. * @param uniform defines the webGL uniform location where to store the value
  95592. * @param value defines the int number to store
  95593. */
  95594. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  95595. /**
  95596. * Set the value of an uniform to a number (float)
  95597. * @param uniform defines the webGL uniform location where to store the value
  95598. * @param value defines the float number to store
  95599. */
  95600. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  95601. /**
  95602. * Set the value of an uniform to a vec2
  95603. * @param uniform defines the webGL uniform location where to store the value
  95604. * @param x defines the 1st component of the value
  95605. * @param y defines the 2nd component of the value
  95606. */
  95607. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  95608. /**
  95609. * Set the value of an uniform to a vec3
  95610. * @param uniform defines the webGL uniform location where to store the value
  95611. * @param x defines the 1st component of the value
  95612. * @param y defines the 2nd component of the value
  95613. * @param z defines the 3rd component of the value
  95614. */
  95615. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  95616. /**
  95617. * Set the value of an uniform to a boolean
  95618. * @param uniform defines the webGL uniform location where to store the value
  95619. * @param bool defines the boolean to store
  95620. */
  95621. setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
  95622. /**
  95623. * Set the value of an uniform to a vec4
  95624. * @param uniform defines the webGL uniform location where to store the value
  95625. * @param x defines the 1st component of the value
  95626. * @param y defines the 2nd component of the value
  95627. * @param z defines the 3rd component of the value
  95628. * @param w defines the 4th component of the value
  95629. */
  95630. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  95631. /**
  95632. * Sets a Color4 on a uniform variable
  95633. * @param uniform defines the uniform location
  95634. * @param color4 defines the value to be set
  95635. */
  95636. setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: IColor4Like): void;
  95637. /**
  95638. * Set various states to the webGL context
  95639. * @param culling defines backface culling state
  95640. * @param zOffset defines the value to apply to zOffset (0 by default)
  95641. * @param force defines if states must be applied even if cache is up to date
  95642. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  95643. */
  95644. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  95645. /**
  95646. * Set the z offset to apply to current rendering
  95647. * @param value defines the offset to apply
  95648. */
  95649. setZOffset(value: number): void;
  95650. /**
  95651. * Gets the current value of the zOffset
  95652. * @returns the current zOffset state
  95653. */
  95654. getZOffset(): number;
  95655. /**
  95656. * Enable or disable depth buffering
  95657. * @param enable defines the state to set
  95658. */
  95659. setDepthBuffer(enable: boolean): void;
  95660. /**
  95661. * Gets a boolean indicating if depth writing is enabled
  95662. * @returns the current depth writing state
  95663. */
  95664. getDepthWrite(): boolean;
  95665. /**
  95666. * Enable or disable depth writing
  95667. * @param enable defines the state to set
  95668. */
  95669. setDepthWrite(enable: boolean): void;
  95670. /**
  95671. * Enable or disable color writing
  95672. * @param enable defines the state to set
  95673. */
  95674. setColorWrite(enable: boolean): void;
  95675. /**
  95676. * Gets a boolean indicating if color writing is enabled
  95677. * @returns the current color writing state
  95678. */
  95679. getColorWrite(): boolean;
  95680. /**
  95681. * Sets alpha constants used by some alpha blending modes
  95682. * @param r defines the red component
  95683. * @param g defines the green component
  95684. * @param b defines the blue component
  95685. * @param a defines the alpha component
  95686. */
  95687. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  95688. /**
  95689. * Sets the current alpha mode
  95690. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  95691. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  95692. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  95693. */
  95694. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  95695. /**
  95696. * Gets the current alpha mode
  95697. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  95698. * @returns the current alpha mode
  95699. */
  95700. getAlphaMode(): number;
  95701. /**
  95702. * Clears the list of texture accessible through engine.
  95703. * This can help preventing texture load conflict due to name collision.
  95704. */
  95705. clearInternalTexturesCache(): void;
  95706. /**
  95707. * Force the entire cache to be cleared
  95708. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  95709. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  95710. */
  95711. wipeCaches(bruteForce?: boolean): void;
  95712. /**
  95713. * Set the compressed texture format to use, based on the formats you have, and the formats
  95714. * supported by the hardware / browser.
  95715. *
  95716. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  95717. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  95718. * to API arguments needed to compressed textures. This puts the burden on the container
  95719. * generator to house the arcane code for determining these for current & future formats.
  95720. *
  95721. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  95722. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  95723. *
  95724. * Note: The result of this call is not taken into account when a texture is base64.
  95725. *
  95726. * @param formatsAvailable defines the list of those format families you have created
  95727. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  95728. *
  95729. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  95730. * @returns The extension selected.
  95731. */
  95732. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  95733. /** @hidden */
  95734. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  95735. min: number;
  95736. mag: number;
  95737. };
  95738. /** @hidden */
  95739. _createTexture(): WebGLTexture;
  95740. /**
  95741. * Usually called from Texture.ts.
  95742. * Passed information to create a WebGLTexture
  95743. * @param urlArg defines a value which contains one of the following:
  95744. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  95745. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  95746. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  95747. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  95748. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  95749. * @param scene needed for loading to the correct scene
  95750. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  95751. * @param onLoad optional callback to be called upon successful completion
  95752. * @param onError optional callback to be called upon failure
  95753. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  95754. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  95755. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  95756. * @param forcedExtension defines the extension to use to pick the right loader
  95757. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  95758. * @returns a InternalTexture for assignment back into BABYLON.Texture
  95759. */
  95760. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>): InternalTexture;
  95761. /**
  95762. * @hidden
  95763. * Rescales a texture
  95764. * @param source input texutre
  95765. * @param destination destination texture
  95766. * @param scene scene to use to render the resize
  95767. * @param internalFormat format to use when resizing
  95768. * @param onComplete callback to be called when resize has completed
  95769. */
  95770. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<Scene>, internalFormat: number, onComplete: () => void): void;
  95771. private _unpackFlipYCached;
  95772. /**
  95773. * In case you are sharing the context with other applications, it might
  95774. * be interested to not cache the unpack flip y state to ensure a consistent
  95775. * value would be set.
  95776. */
  95777. enableUnpackFlipYCached: boolean;
  95778. /** @hidden */
  95779. _unpackFlipY(value: boolean): void;
  95780. /** @hidden */
  95781. _getUnpackAlignement(): number;
  95782. /**
  95783. * Creates a dynamic texture
  95784. * @param width defines the width of the texture
  95785. * @param height defines the height of the texture
  95786. * @param generateMipMaps defines if the engine should generate the mip levels
  95787. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  95788. * @returns the dynamic texture inside an InternalTexture
  95789. */
  95790. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  95791. /**
  95792. * Update the sampling mode of a given texture
  95793. * @param samplingMode defines the required sampling mode
  95794. * @param texture defines the texture to update
  95795. */
  95796. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  95797. /**
  95798. * Update the content of a dynamic texture
  95799. * @param texture defines the texture to update
  95800. * @param canvas defines the canvas containing the source
  95801. * @param invertY defines if data must be stored with Y axis inverted
  95802. * @param premulAlpha defines if alpha is stored as premultiplied
  95803. * @param format defines the format of the data
  95804. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  95805. */
  95806. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  95807. /**
  95808. * Update a video texture
  95809. * @param texture defines the texture to update
  95810. * @param video defines the video element to use
  95811. * @param invertY defines if data must be stored with Y axis inverted
  95812. */
  95813. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  95814. /**
  95815. * Updates a depth texture Comparison Mode and Function.
  95816. * If the comparison Function is equal to 0, the mode will be set to none.
  95817. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  95818. * @param texture The texture to set the comparison function for
  95819. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  95820. */
  95821. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  95822. /** @hidden */
  95823. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  95824. width: number;
  95825. height: number;
  95826. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  95827. /**
  95828. * Creates a depth stencil texture.
  95829. * This is only available in WebGL 2 or with the depth texture extension available.
  95830. * @param size The size of face edge in the texture.
  95831. * @param options The options defining the texture.
  95832. * @returns The texture
  95833. */
  95834. createDepthStencilTexture(size: number | {
  95835. width: number;
  95836. height: number;
  95837. }, options: DepthTextureCreationOptions): InternalTexture;
  95838. /**
  95839. * Creates a depth stencil texture.
  95840. * This is only available in WebGL 2 or with the depth texture extension available.
  95841. * @param size The size of face edge in the texture.
  95842. * @param options The options defining the texture.
  95843. * @returns The texture
  95844. */
  95845. private _createDepthStencilTexture;
  95846. /**
  95847. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  95848. * @param renderTarget The render target to set the frame buffer for
  95849. */
  95850. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  95851. /**
  95852. * Creates a new render target texture
  95853. * @param size defines the size of the texture
  95854. * @param options defines the options used to create the texture
  95855. * @returns a new render target texture stored in an InternalTexture
  95856. */
  95857. createRenderTargetTexture(size: number | {
  95858. width: number;
  95859. height: number;
  95860. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  95861. /** @hidden */
  95862. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  95863. /**
  95864. * Updates the sample count of a render target texture
  95865. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  95866. * @param texture defines the texture to update
  95867. * @param samples defines the sample count to set
  95868. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  95869. */
  95870. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  95871. /** @hidden */
  95872. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  95873. /** @hidden */
  95874. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  95875. /** @hidden */
  95876. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  95877. /** @hidden */
  95878. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  95879. /**
  95880. * @hidden
  95881. */
  95882. _setCubeMapTextureParams(loadMipmap: boolean): void;
  95883. private _prepareWebGLTextureContinuation;
  95884. private _prepareWebGLTexture;
  95885. /** @hidden */
  95886. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  95887. /** @hidden */
  95888. _releaseFramebufferObjects(texture: InternalTexture): void;
  95889. /** @hidden */
  95890. _releaseTexture(texture: InternalTexture): void;
  95891. private setProgram;
  95892. private _boundUniforms;
  95893. /**
  95894. * Binds an effect to the webGL context
  95895. * @param effect defines the effect to bind
  95896. */
  95897. bindSamplers(effect: Effect): void;
  95898. private _activateCurrentTexture;
  95899. /** @hidden */
  95900. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  95901. /** @hidden */
  95902. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  95903. /**
  95904. * Sets a texture to the webGL context from a postprocess
  95905. * @param channel defines the channel to use
  95906. * @param postProcess defines the source postprocess
  95907. */
  95908. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  95909. /**
  95910. * Binds the output of the passed in post process to the texture channel specified
  95911. * @param channel The channel the texture should be bound to
  95912. * @param postProcess The post process which's output should be bound
  95913. */
  95914. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  95915. /**
  95916. * Unbind all textures from the webGL context
  95917. */
  95918. unbindAllTextures(): void;
  95919. /**
  95920. * Sets a texture to the according uniform.
  95921. * @param channel The texture channel
  95922. * @param uniform The uniform to set
  95923. * @param texture The texture to apply
  95924. */
  95925. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  95926. /**
  95927. * Sets a depth stencil texture from a render target to the according uniform.
  95928. * @param channel The texture channel
  95929. * @param uniform The uniform to set
  95930. * @param texture The render target texture containing the depth stencil texture to apply
  95931. */
  95932. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  95933. private _bindSamplerUniformToChannel;
  95934. private _getTextureWrapMode;
  95935. private _setTexture;
  95936. /**
  95937. * Sets an array of texture to the webGL context
  95938. * @param channel defines the channel where the texture array must be set
  95939. * @param uniform defines the associated uniform location
  95940. * @param textures defines the array of textures to bind
  95941. */
  95942. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  95943. /** @hidden */
  95944. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  95945. private _setTextureParameterFloat;
  95946. private _setTextureParameterInteger;
  95947. /**
  95948. * Reads pixels from the current frame buffer. Please note that this function can be slow
  95949. * @param x defines the x coordinate of the rectangle where pixels must be read
  95950. * @param y defines the y coordinate of the rectangle where pixels must be read
  95951. * @param width defines the width of the rectangle where pixels must be read
  95952. * @param height defines the height of the rectangle where pixels must be read
  95953. * @returns a Uint8Array containing RGBA colors
  95954. */
  95955. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  95956. /**
  95957. * Add an externaly attached data from its key.
  95958. * This method call will fail and return false, if such key already exists.
  95959. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  95960. * @param key the unique key that identifies the data
  95961. * @param data the data object to associate to the key for this Engine instance
  95962. * @return true if no such key were already present and the data was added successfully, false otherwise
  95963. */
  95964. addExternalData<T>(key: string, data: T): boolean;
  95965. /**
  95966. * Get an externaly attached data from its key
  95967. * @param key the unique key that identifies the data
  95968. * @return the associated data, if present (can be null), or undefined if not present
  95969. */
  95970. getExternalData<T>(key: string): T;
  95971. /**
  95972. * Get an externaly attached data from its key, create it using a factory if it's not already present
  95973. * @param key the unique key that identifies the data
  95974. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  95975. * @return the associated data, can be null if the factory returned null.
  95976. */
  95977. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  95978. /**
  95979. * Remove an externaly attached data from the Engine instance
  95980. * @param key the unique key that identifies the data
  95981. * @return true if the data was successfully removed, false if it doesn't exist
  95982. */
  95983. removeExternalData(key: string): boolean;
  95984. /**
  95985. * Unbind all vertex attributes from the webGL context
  95986. */
  95987. unbindAllAttributes(): void;
  95988. /**
  95989. * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
  95990. */
  95991. releaseEffects(): void;
  95992. /**
  95993. * Dispose and release all associated resources
  95994. */
  95995. dispose(): void;
  95996. /**
  95997. * Display the loading screen
  95998. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  95999. */
  96000. displayLoadingUI(): void;
  96001. /**
  96002. * Hide the loading screen
  96003. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96004. */
  96005. hideLoadingUI(): void;
  96006. /**
  96007. * Gets the current loading screen object
  96008. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96009. */
  96010. /**
  96011. * Sets the current loading screen object
  96012. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96013. */
  96014. loadingScreen: ILoadingScreen;
  96015. /**
  96016. * Sets the current loading screen text
  96017. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96018. */
  96019. loadingUIText: string;
  96020. /**
  96021. * Sets the current loading screen background color
  96022. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  96023. */
  96024. loadingUIBackgroundColor: string;
  96025. /**
  96026. * Attach a new callback raised when context lost event is fired
  96027. * @param callback defines the callback to call
  96028. */
  96029. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  96030. /**
  96031. * Attach a new callback raised when context restored event is fired
  96032. * @param callback defines the callback to call
  96033. */
  96034. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  96035. /**
  96036. * Gets the source code of the vertex shader associated with a specific webGL program
  96037. * @param program defines the program to use
  96038. * @returns a string containing the source code of the vertex shader associated with the program
  96039. */
  96040. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  96041. /**
  96042. * Gets the source code of the fragment shader associated with a specific webGL program
  96043. * @param program defines the program to use
  96044. * @returns a string containing the source code of the fragment shader associated with the program
  96045. */
  96046. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  96047. /**
  96048. * Get the current error code of the webGL context
  96049. * @returns the error code
  96050. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  96051. */
  96052. getError(): number;
  96053. /**
  96054. * Gets the current framerate
  96055. * @returns a number representing the framerate
  96056. */
  96057. getFps(): number;
  96058. /**
  96059. * Gets the time spent between current and previous frame
  96060. * @returns a number representing the delta time in ms
  96061. */
  96062. getDeltaTime(): number;
  96063. private _measureFps;
  96064. /** @hidden */
  96065. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  96066. private _canRenderToFloatFramebuffer;
  96067. private _canRenderToHalfFloatFramebuffer;
  96068. private _canRenderToFramebuffer;
  96069. /** @hidden */
  96070. _getWebGLTextureType(type: number): number;
  96071. /** @hidden */
  96072. _getInternalFormat(format: number): number;
  96073. /** @hidden */
  96074. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  96075. /** @hidden */
  96076. _getRGBAMultiSampleBufferFormat(type: number): number;
  96077. /** @hidden */
  96078. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  96079. /** @hidden */
  96080. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  96081. /**
  96082. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  96083. * @returns true if the engine can be created
  96084. * @ignorenaming
  96085. */
  96086. static isSupported(): boolean;
  96087. /**
  96088. * Find the next highest power of two.
  96089. * @param x Number to start search from.
  96090. * @return Next highest power of two.
  96091. */
  96092. static CeilingPOT(x: number): number;
  96093. /**
  96094. * Find the next lowest power of two.
  96095. * @param x Number to start search from.
  96096. * @return Next lowest power of two.
  96097. */
  96098. static FloorPOT(x: number): number;
  96099. /**
  96100. * Find the nearest power of two.
  96101. * @param x Number to start search from.
  96102. * @return Next nearest power of two.
  96103. */
  96104. static NearestPOT(x: number): number;
  96105. /**
  96106. * Get the closest exponent of two
  96107. * @param value defines the value to approximate
  96108. * @param max defines the maximum value to return
  96109. * @param mode defines how to define the closest value
  96110. * @returns closest exponent of two of the given value
  96111. */
  96112. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  96113. /**
  96114. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  96115. * @param func - the function to be called
  96116. * @param requester - the object that will request the next frame. Falls back to window.
  96117. * @returns frame number
  96118. */
  96119. static QueueNewFrame(func: () => void, requester?: any): number;
  96120. /**
  96121. * Ask the browser to promote the current element to pointerlock mode
  96122. * @param element defines the DOM element to promote
  96123. */
  96124. static _RequestPointerlock(element: HTMLElement): void;
  96125. /**
  96126. * Asks the browser to exit pointerlock mode
  96127. */
  96128. static _ExitPointerlock(): void;
  96129. /**
  96130. * Ask the browser to promote the current element to fullscreen rendering mode
  96131. * @param element defines the DOM element to promote
  96132. */
  96133. static _RequestFullscreen(element: HTMLElement): void;
  96134. /**
  96135. * Asks the browser to exit fullscreen mode
  96136. */
  96137. static _ExitFullscreen(): void;
  96138. }
  96139. }
  96140. declare module BABYLON {
  96141. /**
  96142. * The engine store class is responsible to hold all the instances of Engine and Scene created
  96143. * during the life time of the application.
  96144. */
  96145. export class EngineStore {
  96146. /** Gets the list of created engines */
  96147. static Instances: Engine[];
  96148. /** @hidden */
  96149. static _LastCreatedScene: Nullable<Scene>;
  96150. /**
  96151. * Gets the latest created engine
  96152. */
  96153. static readonly LastCreatedEngine: Nullable<Engine>;
  96154. /**
  96155. * Gets the latest created scene
  96156. */
  96157. static readonly LastCreatedScene: Nullable<Scene>;
  96158. /**
  96159. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  96160. * @ignorenaming
  96161. */
  96162. static UseFallbackTexture: boolean;
  96163. /**
  96164. * Texture content used if a texture cannot loaded
  96165. * @ignorenaming
  96166. */
  96167. static FallbackTexture: string;
  96168. }
  96169. }
  96170. declare module BABYLON {
  96171. /**
  96172. * Helper class that provides a small promise polyfill
  96173. */
  96174. export class PromisePolyfill {
  96175. /**
  96176. * Static function used to check if the polyfill is required
  96177. * If this is the case then the function will inject the polyfill to window.Promise
  96178. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  96179. */
  96180. static Apply(force?: boolean): void;
  96181. }
  96182. }
  96183. declare module BABYLON {
  96184. /**
  96185. * Interface for screenshot methods with describe argument called `size` as object with options
  96186. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  96187. */
  96188. export interface IScreenshotSize {
  96189. /**
  96190. * number in pixels for canvas height
  96191. */
  96192. height?: number;
  96193. /**
  96194. * multiplier allowing render at a higher or lower resolution
  96195. * If value is defined then height and width will be ignored and taken from camera
  96196. */
  96197. precision?: number;
  96198. /**
  96199. * number in pixels for canvas width
  96200. */
  96201. width?: number;
  96202. }
  96203. }
  96204. declare module BABYLON {
  96205. interface IColor4Like {
  96206. r: float;
  96207. g: float;
  96208. b: float;
  96209. a: float;
  96210. }
  96211. /**
  96212. * Class containing a set of static utilities functions
  96213. */
  96214. export class Tools {
  96215. /**
  96216. * Gets or sets the base URL to use to load assets
  96217. */
  96218. static BaseUrl: string;
  96219. /**
  96220. * Enable/Disable Custom HTTP Request Headers globally.
  96221. * default = false
  96222. * @see CustomRequestHeaders
  96223. */
  96224. static UseCustomRequestHeaders: boolean;
  96225. /**
  96226. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  96227. * i.e. when loading files, where the server/service expects an Authorization header
  96228. */
  96229. static CustomRequestHeaders: {
  96230. [key: string]: string;
  96231. };
  96232. /**
  96233. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  96234. */
  96235. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  96236. /**
  96237. * Default behaviour for cors in the application.
  96238. * It can be a string if the expected behavior is identical in the entire app.
  96239. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  96240. */
  96241. static CorsBehavior: string | ((url: string | string[]) => string);
  96242. /**
  96243. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  96244. * @ignorenaming
  96245. */
  96246. static UseFallbackTexture: boolean;
  96247. /**
  96248. * Use this object to register external classes like custom textures or material
  96249. * to allow the laoders to instantiate them
  96250. */
  96251. static RegisteredExternalClasses: {
  96252. [key: string]: Object;
  96253. };
  96254. /**
  96255. * Texture content used if a texture cannot loaded
  96256. * @ignorenaming
  96257. */
  96258. static fallbackTexture: string;
  96259. /**
  96260. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  96261. * @param u defines the coordinate on X axis
  96262. * @param v defines the coordinate on Y axis
  96263. * @param width defines the width of the source data
  96264. * @param height defines the height of the source data
  96265. * @param pixels defines the source byte array
  96266. * @param color defines the output color
  96267. */
  96268. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  96269. /**
  96270. * Interpolates between a and b via alpha
  96271. * @param a The lower value (returned when alpha = 0)
  96272. * @param b The upper value (returned when alpha = 1)
  96273. * @param alpha The interpolation-factor
  96274. * @return The mixed value
  96275. */
  96276. static Mix(a: number, b: number, alpha: number): number;
  96277. /**
  96278. * Tries to instantiate a new object from a given class name
  96279. * @param className defines the class name to instantiate
  96280. * @returns the new object or null if the system was not able to do the instantiation
  96281. */
  96282. static Instantiate(className: string): any;
  96283. /**
  96284. * Provides a slice function that will work even on IE
  96285. * @param data defines the array to slice
  96286. * @param start defines the start of the data (optional)
  96287. * @param end defines the end of the data (optional)
  96288. * @returns the new sliced array
  96289. */
  96290. static Slice<T>(data: T, start?: number, end?: number): T;
  96291. /**
  96292. * Polyfill for setImmediate
  96293. * @param action defines the action to execute after the current execution block
  96294. */
  96295. static SetImmediate(action: () => void): void;
  96296. /**
  96297. * Function indicating if a number is an exponent of 2
  96298. * @param value defines the value to test
  96299. * @returns true if the value is an exponent of 2
  96300. */
  96301. static IsExponentOfTwo(value: number): boolean;
  96302. private static _tmpFloatArray;
  96303. /**
  96304. * Returns the nearest 32-bit single precision float representation of a Number
  96305. * @param value A Number. If the parameter is of a different type, it will get converted
  96306. * to a number or to NaN if it cannot be converted
  96307. * @returns number
  96308. */
  96309. static FloatRound(value: number): number;
  96310. /**
  96311. * Extracts the filename from a path
  96312. * @param path defines the path to use
  96313. * @returns the filename
  96314. */
  96315. static GetFilename(path: string): string;
  96316. /**
  96317. * Extracts the "folder" part of a path (everything before the filename).
  96318. * @param uri The URI to extract the info from
  96319. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  96320. * @returns The "folder" part of the path
  96321. */
  96322. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  96323. /**
  96324. * Extracts text content from a DOM element hierarchy
  96325. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  96326. */
  96327. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  96328. /**
  96329. * Convert an angle in radians to degrees
  96330. * @param angle defines the angle to convert
  96331. * @returns the angle in degrees
  96332. */
  96333. static ToDegrees(angle: number): number;
  96334. /**
  96335. * Convert an angle in degrees to radians
  96336. * @param angle defines the angle to convert
  96337. * @returns the angle in radians
  96338. */
  96339. static ToRadians(angle: number): number;
  96340. /**
  96341. * Encode a buffer to a base64 string
  96342. * @param buffer defines the buffer to encode
  96343. * @returns the encoded string
  96344. */
  96345. static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
  96346. /**
  96347. * Returns an array if obj is not an array
  96348. * @param obj defines the object to evaluate as an array
  96349. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  96350. * @returns either obj directly if obj is an array or a new array containing obj
  96351. */
  96352. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  96353. /**
  96354. * Gets the pointer prefix to use
  96355. * @returns "pointer" if touch is enabled. Else returns "mouse"
  96356. */
  96357. static GetPointerPrefix(): string;
  96358. /**
  96359. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  96360. * @param url define the url we are trying
  96361. * @param element define the dom element where to configure the cors policy
  96362. */
  96363. static SetCorsBehavior(url: string | string[], element: {
  96364. crossOrigin: string | null;
  96365. }): void;
  96366. /**
  96367. * Removes unwanted characters from an url
  96368. * @param url defines the url to clean
  96369. * @returns the cleaned url
  96370. */
  96371. static CleanUrl(url: string): string;
  96372. /**
  96373. * Gets or sets a function used to pre-process url before using them to load assets
  96374. */
  96375. static PreprocessUrl: (url: string) => string;
  96376. /**
  96377. * Loads an image as an HTMLImageElement.
  96378. * @param input url string, ArrayBuffer, or Blob to load
  96379. * @param onLoad callback called when the image successfully loads
  96380. * @param onError callback called when the image fails to load
  96381. * @param offlineProvider offline provider for caching
  96382. * @returns the HTMLImageElement of the loaded image
  96383. */
  96384. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>): HTMLImageElement;
  96385. /**
  96386. * Loads a file
  96387. * @param url url string, ArrayBuffer, or Blob to load
  96388. * @param onSuccess callback called when the file successfully loads
  96389. * @param onProgress callback called while file is loading (if the server supports this mode)
  96390. * @param offlineProvider defines the offline provider for caching
  96391. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  96392. * @param onError callback called when the file fails to load
  96393. * @returns a file request object
  96394. */
  96395. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  96396. /**
  96397. * Loads a file from a url
  96398. * @param url the file url to load
  96399. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  96400. */
  96401. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  96402. /**
  96403. * Load a script (identified by an url). When the url returns, the
  96404. * content of this file is added into a new script element, attached to the DOM (body element)
  96405. * @param scriptUrl defines the url of the script to laod
  96406. * @param onSuccess defines the callback called when the script is loaded
  96407. * @param onError defines the callback to call if an error occurs
  96408. * @param scriptId defines the id of the script element
  96409. */
  96410. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  96411. /**
  96412. * Load an asynchronous script (identified by an url). When the url returns, the
  96413. * content of this file is added into a new script element, attached to the DOM (body element)
  96414. * @param scriptUrl defines the url of the script to laod
  96415. * @param scriptId defines the id of the script element
  96416. * @returns a promise request object
  96417. */
  96418. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  96419. /**
  96420. * Loads a file from a blob
  96421. * @param fileToLoad defines the blob to use
  96422. * @param callback defines the callback to call when data is loaded
  96423. * @param progressCallback defines the callback to call during loading process
  96424. * @returns a file request object
  96425. */
  96426. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  96427. /**
  96428. * Loads a file
  96429. * @param fileToLoad defines the file to load
  96430. * @param callback defines the callback to call when data is loaded
  96431. * @param progressCallBack defines the callback to call during loading process
  96432. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  96433. * @returns a file request object
  96434. */
  96435. static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
  96436. /**
  96437. * Creates a data url from a given string content
  96438. * @param content defines the content to convert
  96439. * @returns the new data url link
  96440. */
  96441. static FileAsURL(content: string): string;
  96442. /**
  96443. * Format the given number to a specific decimal format
  96444. * @param value defines the number to format
  96445. * @param decimals defines the number of decimals to use
  96446. * @returns the formatted string
  96447. */
  96448. static Format(value: number, decimals?: number): string;
  96449. /**
  96450. * Tries to copy an object by duplicating every property
  96451. * @param source defines the source object
  96452. * @param destination defines the target object
  96453. * @param doNotCopyList defines a list of properties to avoid
  96454. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  96455. */
  96456. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  96457. /**
  96458. * Gets a boolean indicating if the given object has no own property
  96459. * @param obj defines the object to test
  96460. * @returns true if object has no own property
  96461. */
  96462. static IsEmpty(obj: any): boolean;
  96463. /**
  96464. * Function used to register events at window level
  96465. * @param windowElement defines the Window object to use
  96466. * @param events defines the events to register
  96467. */
  96468. static RegisterTopRootEvents(windowElement: Window, events: {
  96469. name: string;
  96470. handler: Nullable<(e: FocusEvent) => any>;
  96471. }[]): void;
  96472. /**
  96473. * Function used to unregister events from window level
  96474. * @param windowElement defines the Window object to use
  96475. * @param events defines the events to unregister
  96476. */
  96477. static UnregisterTopRootEvents(windowElement: Window, events: {
  96478. name: string;
  96479. handler: Nullable<(e: FocusEvent) => any>;
  96480. }[]): void;
  96481. /**
  96482. * @ignore
  96483. */
  96484. static _ScreenshotCanvas: HTMLCanvasElement;
  96485. /**
  96486. * Dumps the current bound framebuffer
  96487. * @param width defines the rendering width
  96488. * @param height defines the rendering height
  96489. * @param engine defines the hosting engine
  96490. * @param successCallback defines the callback triggered once the data are available
  96491. * @param mimeType defines the mime type of the result
  96492. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  96493. */
  96494. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  96495. /**
  96496. * Converts the canvas data to blob.
  96497. * This acts as a polyfill for browsers not supporting the to blob function.
  96498. * @param canvas Defines the canvas to extract the data from
  96499. * @param successCallback Defines the callback triggered once the data are available
  96500. * @param mimeType Defines the mime type of the result
  96501. */
  96502. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  96503. /**
  96504. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  96505. * @param successCallback defines the callback triggered once the data are available
  96506. * @param mimeType defines the mime type of the result
  96507. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  96508. */
  96509. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  96510. /**
  96511. * Downloads a blob in the browser
  96512. * @param blob defines the blob to download
  96513. * @param fileName defines the name of the downloaded file
  96514. */
  96515. static Download(blob: Blob, fileName: string): void;
  96516. /**
  96517. * Captures a screenshot of the current rendering
  96518. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96519. * @param engine defines the rendering engine
  96520. * @param camera defines the source camera
  96521. * @param size This parameter can be set to a single number or to an object with the
  96522. * following (optional) properties: precision, width, height. If a single number is passed,
  96523. * it will be used for both width and height. If an object is passed, the screenshot size
  96524. * will be derived from the parameters. The precision property is a multiplier allowing
  96525. * rendering at a higher or lower resolution
  96526. * @param successCallback defines the callback receives a single parameter which contains the
  96527. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  96528. * src parameter of an <img> to display it
  96529. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  96530. * Check your browser for supported MIME types
  96531. */
  96532. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  96533. /**
  96534. * Captures a screenshot of the current rendering
  96535. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96536. * @param engine defines the rendering engine
  96537. * @param camera defines the source camera
  96538. * @param size This parameter can be set to a single number or to an object with the
  96539. * following (optional) properties: precision, width, height. If a single number is passed,
  96540. * it will be used for both width and height. If an object is passed, the screenshot size
  96541. * will be derived from the parameters. The precision property is a multiplier allowing
  96542. * rendering at a higher or lower resolution
  96543. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  96544. * Check your browser for supported MIME types
  96545. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  96546. * to the src parameter of an <img> to display it
  96547. */
  96548. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  96549. /**
  96550. * Generates an image screenshot from the specified camera.
  96551. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96552. * @param engine The engine to use for rendering
  96553. * @param camera The camera to use for rendering
  96554. * @param size This parameter can be set to a single number or to an object with the
  96555. * following (optional) properties: precision, width, height. If a single number is passed,
  96556. * it will be used for both width and height. If an object is passed, the screenshot size
  96557. * will be derived from the parameters. The precision property is a multiplier allowing
  96558. * rendering at a higher or lower resolution
  96559. * @param successCallback The callback receives a single parameter which contains the
  96560. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  96561. * src parameter of an <img> to display it
  96562. * @param mimeType The MIME type of the screenshot image (default: image/png).
  96563. * Check your browser for supported MIME types
  96564. * @param samples Texture samples (default: 1)
  96565. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  96566. * @param fileName A name for for the downloaded file.
  96567. */
  96568. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  96569. /**
  96570. * Generates an image screenshot from the specified camera.
  96571. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  96572. * @param engine The engine to use for rendering
  96573. * @param camera The camera to use for rendering
  96574. * @param size This parameter can be set to a single number or to an object with the
  96575. * following (optional) properties: precision, width, height. If a single number is passed,
  96576. * it will be used for both width and height. If an object is passed, the screenshot size
  96577. * will be derived from the parameters. The precision property is a multiplier allowing
  96578. * rendering at a higher or lower resolution
  96579. * @param mimeType The MIME type of the screenshot image (default: image/png).
  96580. * Check your browser for supported MIME types
  96581. * @param samples Texture samples (default: 1)
  96582. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  96583. * @param fileName A name for for the downloaded file.
  96584. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  96585. * to the src parameter of an <img> to display it
  96586. */
  96587. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  96588. /**
  96589. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  96590. * Be aware Math.random() could cause collisions, but:
  96591. * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
  96592. * @returns a pseudo random id
  96593. */
  96594. static RandomId(): string;
  96595. /**
  96596. * Test if the given uri is a base64 string
  96597. * @param uri The uri to test
  96598. * @return True if the uri is a base64 string or false otherwise
  96599. */
  96600. static IsBase64(uri: string): boolean;
  96601. /**
  96602. * Decode the given base64 uri.
  96603. * @param uri The uri to decode
  96604. * @return The decoded base64 data.
  96605. */
  96606. static DecodeBase64(uri: string): ArrayBuffer;
  96607. /**
  96608. * Gets the absolute url.
  96609. * @param url the input url
  96610. * @return the absolute url
  96611. */
  96612. static GetAbsoluteUrl(url: string): string;
  96613. /**
  96614. * No log
  96615. */
  96616. static readonly NoneLogLevel: number;
  96617. /**
  96618. * Only message logs
  96619. */
  96620. static readonly MessageLogLevel: number;
  96621. /**
  96622. * Only warning logs
  96623. */
  96624. static readonly WarningLogLevel: number;
  96625. /**
  96626. * Only error logs
  96627. */
  96628. static readonly ErrorLogLevel: number;
  96629. /**
  96630. * All logs
  96631. */
  96632. static readonly AllLogLevel: number;
  96633. /**
  96634. * Gets a value indicating the number of loading errors
  96635. * @ignorenaming
  96636. */
  96637. static readonly errorsCount: number;
  96638. /**
  96639. * Callback called when a new log is added
  96640. */
  96641. static OnNewCacheEntry: (entry: string) => void;
  96642. /**
  96643. * Log a message to the console
  96644. * @param message defines the message to log
  96645. */
  96646. static Log(message: string): void;
  96647. /**
  96648. * Write a warning message to the console
  96649. * @param message defines the message to log
  96650. */
  96651. static Warn(message: string): void;
  96652. /**
  96653. * Write an error message to the console
  96654. * @param message defines the message to log
  96655. */
  96656. static Error(message: string): void;
  96657. /**
  96658. * Gets current log cache (list of logs)
  96659. */
  96660. static readonly LogCache: string;
  96661. /**
  96662. * Clears the log cache
  96663. */
  96664. static ClearLogCache(): void;
  96665. /**
  96666. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  96667. */
  96668. static LogLevels: number;
  96669. /**
  96670. * Checks if the window object exists
  96671. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  96672. */
  96673. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  96674. /**
  96675. * No performance log
  96676. */
  96677. static readonly PerformanceNoneLogLevel: number;
  96678. /**
  96679. * Use user marks to log performance
  96680. */
  96681. static readonly PerformanceUserMarkLogLevel: number;
  96682. /**
  96683. * Log performance to the console
  96684. */
  96685. static readonly PerformanceConsoleLogLevel: number;
  96686. private static _performance;
  96687. /**
  96688. * Sets the current performance log level
  96689. */
  96690. static PerformanceLogLevel: number;
  96691. private static _StartPerformanceCounterDisabled;
  96692. private static _EndPerformanceCounterDisabled;
  96693. private static _StartUserMark;
  96694. private static _EndUserMark;
  96695. private static _StartPerformanceConsole;
  96696. private static _EndPerformanceConsole;
  96697. /**
  96698. * Starts a performance counter
  96699. */
  96700. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  96701. /**
  96702. * Ends a specific performance coutner
  96703. */
  96704. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  96705. /**
  96706. * Gets either window.performance.now() if supported or Date.now() else
  96707. */
  96708. static readonly Now: number;
  96709. /**
  96710. * This method will return the name of the class used to create the instance of the given object.
  96711. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  96712. * @param object the object to get the class name from
  96713. * @param isType defines if the object is actually a type
  96714. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  96715. */
  96716. static GetClassName(object: any, isType?: boolean): string;
  96717. /**
  96718. * Gets the first element of an array satisfying a given predicate
  96719. * @param array defines the array to browse
  96720. * @param predicate defines the predicate to use
  96721. * @returns null if not found or the element
  96722. */
  96723. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  96724. /**
  96725. * This method will return the name of the full name of the class, including its owning module (if any).
  96726. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
  96727. * @param object the object to get the class name from
  96728. * @param isType defines if the object is actually a type
  96729. * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
  96730. * @ignorenaming
  96731. */
  96732. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  96733. /**
  96734. * Returns a promise that resolves after the given amount of time.
  96735. * @param delay Number of milliseconds to delay
  96736. * @returns Promise that resolves after the given amount of time
  96737. */
  96738. static DelayAsync(delay: number): Promise<void>;
  96739. }
  96740. /**
  96741. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  96742. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  96743. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  96744. * @param name The name of the class, case should be preserved
  96745. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  96746. */
  96747. export function className(name: string, module?: string): (target: Object) => void;
  96748. /**
  96749. * An implementation of a loop for asynchronous functions.
  96750. */
  96751. export class AsyncLoop {
  96752. /**
  96753. * Defines the number of iterations for the loop
  96754. */
  96755. iterations: number;
  96756. /**
  96757. * Defines the current index of the loop.
  96758. */
  96759. index: number;
  96760. private _done;
  96761. private _fn;
  96762. private _successCallback;
  96763. /**
  96764. * Constructor.
  96765. * @param iterations the number of iterations.
  96766. * @param func the function to run each iteration
  96767. * @param successCallback the callback that will be called upon succesful execution
  96768. * @param offset starting offset.
  96769. */
  96770. constructor(
  96771. /**
  96772. * Defines the number of iterations for the loop
  96773. */
  96774. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  96775. /**
  96776. * Execute the next iteration. Must be called after the last iteration was finished.
  96777. */
  96778. executeNext(): void;
  96779. /**
  96780. * Break the loop and run the success callback.
  96781. */
  96782. breakLoop(): void;
  96783. /**
  96784. * Create and run an async loop.
  96785. * @param iterations the number of iterations.
  96786. * @param fn the function to run each iteration
  96787. * @param successCallback the callback that will be called upon succesful execution
  96788. * @param offset starting offset.
  96789. * @returns the created async loop object
  96790. */
  96791. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  96792. /**
  96793. * A for-loop that will run a given number of iterations synchronous and the rest async.
  96794. * @param iterations total number of iterations
  96795. * @param syncedIterations number of synchronous iterations in each async iteration.
  96796. * @param fn the function to call each iteration.
  96797. * @param callback a success call back that will be called when iterating stops.
  96798. * @param breakFunction a break condition (optional)
  96799. * @param timeout timeout settings for the setTimeout function. default - 0.
  96800. * @returns the created async loop object
  96801. */
  96802. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  96803. }
  96804. }
  96805. declare module BABYLON {
  96806. /** @hidden */
  96807. export interface ICollisionCoordinator {
  96808. createCollider(): Collider;
  96809. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  96810. init(scene: Scene): void;
  96811. }
  96812. /** @hidden */
  96813. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  96814. private _scene;
  96815. private _scaledPosition;
  96816. private _scaledVelocity;
  96817. private _finalPosition;
  96818. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  96819. createCollider(): Collider;
  96820. init(scene: Scene): void;
  96821. private _collideWithWorld;
  96822. }
  96823. }
  96824. declare module BABYLON {
  96825. /**
  96826. * Class used to manage all inputs for the scene.
  96827. */
  96828. export class InputManager {
  96829. /** The distance in pixel that you have to move to prevent some events */
  96830. static DragMovementThreshold: number;
  96831. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  96832. static LongPressDelay: number;
  96833. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  96834. static DoubleClickDelay: number;
  96835. /** If you need to check double click without raising a single click at first click, enable this flag */
  96836. static ExclusiveDoubleClickMode: boolean;
  96837. private _wheelEventName;
  96838. private _onPointerMove;
  96839. private _onPointerDown;
  96840. private _onPointerUp;
  96841. private _initClickEvent;
  96842. private _initActionManager;
  96843. private _delayedSimpleClick;
  96844. private _delayedSimpleClickTimeout;
  96845. private _previousDelayedSimpleClickTimeout;
  96846. private _meshPickProceed;
  96847. private _previousButtonPressed;
  96848. private _currentPickResult;
  96849. private _previousPickResult;
  96850. private _totalPointersPressed;
  96851. private _doubleClickOccured;
  96852. private _pointerOverMesh;
  96853. private _pickedDownMesh;
  96854. private _pickedUpMesh;
  96855. private _pointerX;
  96856. private _pointerY;
  96857. private _unTranslatedPointerX;
  96858. private _unTranslatedPointerY;
  96859. private _startingPointerPosition;
  96860. private _previousStartingPointerPosition;
  96861. private _startingPointerTime;
  96862. private _previousStartingPointerTime;
  96863. private _pointerCaptures;
  96864. private _onKeyDown;
  96865. private _onKeyUp;
  96866. private _onCanvasFocusObserver;
  96867. private _onCanvasBlurObserver;
  96868. private _scene;
  96869. /**
  96870. * Creates a new InputManager
  96871. * @param scene defines the hosting scene
  96872. */
  96873. constructor(scene: Scene);
  96874. /**
  96875. * Gets the mesh that is currently under the pointer
  96876. */
  96877. readonly meshUnderPointer: Nullable<AbstractMesh>;
  96878. /**
  96879. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  96880. */
  96881. readonly unTranslatedPointer: Vector2;
  96882. /**
  96883. * Gets or sets the current on-screen X position of the pointer
  96884. */
  96885. pointerX: number;
  96886. /**
  96887. * Gets or sets the current on-screen Y position of the pointer
  96888. */
  96889. pointerY: number;
  96890. private _updatePointerPosition;
  96891. private _processPointerMove;
  96892. private _setRayOnPointerInfo;
  96893. private _checkPrePointerObservable;
  96894. /**
  96895. * Use this method to simulate a pointer move on a mesh
  96896. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96897. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96898. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96899. */
  96900. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  96901. /**
  96902. * Use this method to simulate a pointer down on a mesh
  96903. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96904. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96905. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96906. */
  96907. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  96908. private _processPointerDown;
  96909. /** @hidden */
  96910. _isPointerSwiping(): boolean;
  96911. /**
  96912. * Use this method to simulate a pointer up on a mesh
  96913. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  96914. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  96915. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  96916. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  96917. */
  96918. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  96919. private _processPointerUp;
  96920. /**
  96921. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  96922. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  96923. * @returns true if the pointer was captured
  96924. */
  96925. isPointerCaptured(pointerId?: number): boolean;
  96926. /**
  96927. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  96928. * @param attachUp defines if you want to attach events to pointerup
  96929. * @param attachDown defines if you want to attach events to pointerdown
  96930. * @param attachMove defines if you want to attach events to pointermove
  96931. */
  96932. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  96933. /**
  96934. * Detaches all event handlers
  96935. */
  96936. detachControl(): void;
  96937. /**
  96938. * Force the value of meshUnderPointer
  96939. * @param mesh defines the mesh to use
  96940. */
  96941. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  96942. /**
  96943. * Gets the mesh under the pointer
  96944. * @returns a Mesh or null if no mesh is under the pointer
  96945. */
  96946. getPointerOverMesh(): Nullable<AbstractMesh>;
  96947. }
  96948. }
  96949. declare module BABYLON {
  96950. /**
  96951. * Helper class used to generate session unique ID
  96952. */
  96953. export class UniqueIdGenerator {
  96954. private static _UniqueIdCounter;
  96955. /**
  96956. * Gets an unique (relatively to the current scene) Id
  96957. */
  96958. static readonly UniqueId: number;
  96959. }
  96960. }
  96961. declare module BABYLON {
  96962. /**
  96963. * This class defines the direct association between an animation and a target
  96964. */
  96965. export class TargetedAnimation {
  96966. /**
  96967. * Animation to perform
  96968. */
  96969. animation: Animation;
  96970. /**
  96971. * Target to animate
  96972. */
  96973. target: any;
  96974. /**
  96975. * Serialize the object
  96976. * @returns the JSON object representing the current entity
  96977. */
  96978. serialize(): any;
  96979. }
  96980. /**
  96981. * Use this class to create coordinated animations on multiple targets
  96982. */
  96983. export class AnimationGroup implements IDisposable {
  96984. /** The name of the animation group */
  96985. name: string;
  96986. private _scene;
  96987. private _targetedAnimations;
  96988. private _animatables;
  96989. private _from;
  96990. private _to;
  96991. private _isStarted;
  96992. private _isPaused;
  96993. private _speedRatio;
  96994. private _loopAnimation;
  96995. /**
  96996. * Gets or sets the unique id of the node
  96997. */
  96998. uniqueId: number;
  96999. /**
  97000. * This observable will notify when one animation have ended
  97001. */
  97002. onAnimationEndObservable: Observable<TargetedAnimation>;
  97003. /**
  97004. * Observer raised when one animation loops
  97005. */
  97006. onAnimationLoopObservable: Observable<TargetedAnimation>;
  97007. /**
  97008. * This observable will notify when all animations have ended.
  97009. */
  97010. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  97011. /**
  97012. * This observable will notify when all animations have paused.
  97013. */
  97014. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  97015. /**
  97016. * This observable will notify when all animations are playing.
  97017. */
  97018. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  97019. /**
  97020. * Gets the first frame
  97021. */
  97022. readonly from: number;
  97023. /**
  97024. * Gets the last frame
  97025. */
  97026. readonly to: number;
  97027. /**
  97028. * Define if the animations are started
  97029. */
  97030. readonly isStarted: boolean;
  97031. /**
  97032. * Gets a value indicating that the current group is playing
  97033. */
  97034. readonly isPlaying: boolean;
  97035. /**
  97036. * Gets or sets the speed ratio to use for all animations
  97037. */
  97038. /**
  97039. * Gets or sets the speed ratio to use for all animations
  97040. */
  97041. speedRatio: number;
  97042. /**
  97043. * Gets or sets if all animations should loop or not
  97044. */
  97045. loopAnimation: boolean;
  97046. /**
  97047. * Gets the targeted animations for this animation group
  97048. */
  97049. readonly targetedAnimations: Array<TargetedAnimation>;
  97050. /**
  97051. * returning the list of animatables controlled by this animation group.
  97052. */
  97053. readonly animatables: Array<Animatable>;
  97054. /**
  97055. * Instantiates a new Animation Group.
  97056. * This helps managing several animations at once.
  97057. * @see http://doc.babylonjs.com/how_to/group
  97058. * @param name Defines the name of the group
  97059. * @param scene Defines the scene the group belongs to
  97060. */
  97061. constructor(
  97062. /** The name of the animation group */
  97063. name: string, scene?: Nullable<Scene>);
  97064. /**
  97065. * Add an animation (with its target) in the group
  97066. * @param animation defines the animation we want to add
  97067. * @param target defines the target of the animation
  97068. * @returns the TargetedAnimation object
  97069. */
  97070. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  97071. /**
  97072. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  97073. * It can add constant keys at begin or end
  97074. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  97075. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  97076. * @returns the animation group
  97077. */
  97078. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  97079. /**
  97080. * Start all animations on given targets
  97081. * @param loop defines if animations must loop
  97082. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  97083. * @param from defines the from key (optional)
  97084. * @param to defines the to key (optional)
  97085. * @returns the current animation group
  97086. */
  97087. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  97088. /**
  97089. * Pause all animations
  97090. * @returns the animation group
  97091. */
  97092. pause(): AnimationGroup;
  97093. /**
  97094. * Play all animations to initial state
  97095. * This function will start() the animations if they were not started or will restart() them if they were paused
  97096. * @param loop defines if animations must loop
  97097. * @returns the animation group
  97098. */
  97099. play(loop?: boolean): AnimationGroup;
  97100. /**
  97101. * Reset all animations to initial state
  97102. * @returns the animation group
  97103. */
  97104. reset(): AnimationGroup;
  97105. /**
  97106. * Restart animations from key 0
  97107. * @returns the animation group
  97108. */
  97109. restart(): AnimationGroup;
  97110. /**
  97111. * Stop all animations
  97112. * @returns the animation group
  97113. */
  97114. stop(): AnimationGroup;
  97115. /**
  97116. * Set animation weight for all animatables
  97117. * @param weight defines the weight to use
  97118. * @return the animationGroup
  97119. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  97120. */
  97121. setWeightForAllAnimatables(weight: number): AnimationGroup;
  97122. /**
  97123. * Synchronize and normalize all animatables with a source animatable
  97124. * @param root defines the root animatable to synchronize with
  97125. * @return the animationGroup
  97126. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  97127. */
  97128. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  97129. /**
  97130. * Goes to a specific frame in this animation group
  97131. * @param frame the frame number to go to
  97132. * @return the animationGroup
  97133. */
  97134. goToFrame(frame: number): AnimationGroup;
  97135. /**
  97136. * Dispose all associated resources
  97137. */
  97138. dispose(): void;
  97139. private _checkAnimationGroupEnded;
  97140. /**
  97141. * Clone the current animation group and returns a copy
  97142. * @param newName defines the name of the new group
  97143. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  97144. * @returns the new aniamtion group
  97145. */
  97146. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  97147. /**
  97148. * Serializes the animationGroup to an object
  97149. * @returns Serialized object
  97150. */
  97151. serialize(): any;
  97152. /**
  97153. * Returns a new AnimationGroup object parsed from the source provided.
  97154. * @param parsedAnimationGroup defines the source
  97155. * @param scene defines the scene that will receive the animationGroup
  97156. * @returns a new AnimationGroup
  97157. */
  97158. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  97159. /**
  97160. * Returns the string "AnimationGroup"
  97161. * @returns "AnimationGroup"
  97162. */
  97163. getClassName(): string;
  97164. /**
  97165. * Creates a detailled string about the object
  97166. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  97167. * @returns a string representing the object
  97168. */
  97169. toString(fullDetails?: boolean): string;
  97170. }
  97171. }
  97172. declare module BABYLON {
  97173. /**
  97174. * Define an interface for all classes that will hold resources
  97175. */
  97176. export interface IDisposable {
  97177. /**
  97178. * Releases all held resources
  97179. */
  97180. dispose(): void;
  97181. }
  97182. /** Interface defining initialization parameters for Scene class */
  97183. export interface SceneOptions {
  97184. /**
  97185. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  97186. * It will improve performance when the number of geometries becomes important.
  97187. */
  97188. useGeometryUniqueIdsMap?: boolean;
  97189. /**
  97190. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  97191. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  97192. */
  97193. useMaterialMeshMap?: boolean;
  97194. /**
  97195. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  97196. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  97197. */
  97198. useClonedMeshhMap?: boolean;
  97199. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  97200. virtual?: boolean;
  97201. }
  97202. /**
  97203. * Represents a scene to be rendered by the engine.
  97204. * @see http://doc.babylonjs.com/features/scene
  97205. */
  97206. export class Scene extends AbstractScene implements IAnimatable {
  97207. /** The fog is deactivated */
  97208. static readonly FOGMODE_NONE: number;
  97209. /** The fog density is following an exponential function */
  97210. static readonly FOGMODE_EXP: number;
  97211. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  97212. static readonly FOGMODE_EXP2: number;
  97213. /** The fog density is following a linear function. */
  97214. static readonly FOGMODE_LINEAR: number;
  97215. /**
  97216. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  97217. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97218. */
  97219. static MinDeltaTime: number;
  97220. /**
  97221. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  97222. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97223. */
  97224. static MaxDeltaTime: number;
  97225. /**
  97226. * Factory used to create the default material.
  97227. * @param name The name of the material to create
  97228. * @param scene The scene to create the material for
  97229. * @returns The default material
  97230. */
  97231. static DefaultMaterialFactory(scene: Scene): Material;
  97232. /**
  97233. * Factory used to create the a collision coordinator.
  97234. * @returns The collision coordinator
  97235. */
  97236. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  97237. /** @hidden */
  97238. _inputManager: InputManager;
  97239. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  97240. cameraToUseForPointers: Nullable<Camera>;
  97241. /** @hidden */
  97242. readonly _isScene: boolean;
  97243. /**
  97244. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  97245. */
  97246. autoClear: boolean;
  97247. /**
  97248. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  97249. */
  97250. autoClearDepthAndStencil: boolean;
  97251. /**
  97252. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  97253. */
  97254. clearColor: Color4;
  97255. /**
  97256. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  97257. */
  97258. ambientColor: Color3;
  97259. /**
  97260. * This is use to store the default BRDF lookup for PBR materials in your scene.
  97261. * It should only be one of the following (if not the default embedded one):
  97262. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  97263. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  97264. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  97265. * The material properties need to be setup according to the type of texture in use.
  97266. */
  97267. environmentBRDFTexture: BaseTexture;
  97268. /** @hidden */
  97269. protected _environmentTexture: Nullable<BaseTexture>;
  97270. /**
  97271. * Texture used in all pbr material as the reflection texture.
  97272. * As in the majority of the scene they are the same (exception for multi room and so on),
  97273. * this is easier to reference from here than from all the materials.
  97274. */
  97275. /**
  97276. * Texture used in all pbr material as the reflection texture.
  97277. * As in the majority of the scene they are the same (exception for multi room and so on),
  97278. * this is easier to set here than in all the materials.
  97279. */
  97280. environmentTexture: Nullable<BaseTexture>;
  97281. /** @hidden */
  97282. protected _environmentIntensity: number;
  97283. /**
  97284. * Intensity of the environment in all pbr material.
  97285. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  97286. * As in the majority of the scene they are the same (exception for multi room and so on),
  97287. * this is easier to reference from here than from all the materials.
  97288. */
  97289. /**
  97290. * Intensity of the environment in all pbr material.
  97291. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  97292. * As in the majority of the scene they are the same (exception for multi room and so on),
  97293. * this is easier to set here than in all the materials.
  97294. */
  97295. environmentIntensity: number;
  97296. /** @hidden */
  97297. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  97298. /**
  97299. * Default image processing configuration used either in the rendering
  97300. * Forward main pass or through the imageProcessingPostProcess if present.
  97301. * As in the majority of the scene they are the same (exception for multi camera),
  97302. * this is easier to reference from here than from all the materials and post process.
  97303. *
  97304. * No setter as we it is a shared configuration, you can set the values instead.
  97305. */
  97306. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  97307. private _forceWireframe;
  97308. /**
  97309. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  97310. */
  97311. forceWireframe: boolean;
  97312. private _forcePointsCloud;
  97313. /**
  97314. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  97315. */
  97316. forcePointsCloud: boolean;
  97317. /**
  97318. * Gets or sets the active clipplane 1
  97319. */
  97320. clipPlane: Nullable<Plane>;
  97321. /**
  97322. * Gets or sets the active clipplane 2
  97323. */
  97324. clipPlane2: Nullable<Plane>;
  97325. /**
  97326. * Gets or sets the active clipplane 3
  97327. */
  97328. clipPlane3: Nullable<Plane>;
  97329. /**
  97330. * Gets or sets the active clipplane 4
  97331. */
  97332. clipPlane4: Nullable<Plane>;
  97333. /**
  97334. * Gets or sets a boolean indicating if animations are enabled
  97335. */
  97336. animationsEnabled: boolean;
  97337. private _animationPropertiesOverride;
  97338. /**
  97339. * Gets or sets the animation properties override
  97340. */
  97341. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  97342. /**
  97343. * Gets or sets a boolean indicating if a constant deltatime has to be used
  97344. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  97345. */
  97346. useConstantAnimationDeltaTime: boolean;
  97347. /**
  97348. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  97349. * Please note that it requires to run a ray cast through the scene on every frame
  97350. */
  97351. constantlyUpdateMeshUnderPointer: boolean;
  97352. /**
  97353. * Defines the HTML cursor to use when hovering over interactive elements
  97354. */
  97355. hoverCursor: string;
  97356. /**
  97357. * Defines the HTML default cursor to use (empty by default)
  97358. */
  97359. defaultCursor: string;
  97360. /**
  97361. * This is used to call preventDefault() on pointer down
  97362. * in order to block unwanted artifacts like system double clicks
  97363. */
  97364. preventDefaultOnPointerDown: boolean;
  97365. /**
  97366. * This is used to call preventDefault() on pointer up
  97367. * in order to block unwanted artifacts like system double clicks
  97368. */
  97369. preventDefaultOnPointerUp: boolean;
  97370. /**
  97371. * Gets or sets user defined metadata
  97372. */
  97373. metadata: any;
  97374. /**
  97375. * For internal use only. Please do not use.
  97376. */
  97377. reservedDataStore: any;
  97378. /**
  97379. * Gets the name of the plugin used to load this scene (null by default)
  97380. */
  97381. loadingPluginName: string;
  97382. /**
  97383. * Use this array to add regular expressions used to disable offline support for specific urls
  97384. */
  97385. disableOfflineSupportExceptionRules: RegExp[];
  97386. /**
  97387. * An event triggered when the scene is disposed.
  97388. */
  97389. onDisposeObservable: Observable<Scene>;
  97390. private _onDisposeObserver;
  97391. /** Sets a function to be executed when this scene is disposed. */
  97392. onDispose: () => void;
  97393. /**
  97394. * An event triggered before rendering the scene (right after animations and physics)
  97395. */
  97396. onBeforeRenderObservable: Observable<Scene>;
  97397. private _onBeforeRenderObserver;
  97398. /** Sets a function to be executed before rendering this scene */
  97399. beforeRender: Nullable<() => void>;
  97400. /**
  97401. * An event triggered after rendering the scene
  97402. */
  97403. onAfterRenderObservable: Observable<Scene>;
  97404. /**
  97405. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  97406. */
  97407. onAfterRenderCameraObservable: Observable<Camera>;
  97408. private _onAfterRenderObserver;
  97409. /** Sets a function to be executed after rendering this scene */
  97410. afterRender: Nullable<() => void>;
  97411. /**
  97412. * An event triggered before animating the scene
  97413. */
  97414. onBeforeAnimationsObservable: Observable<Scene>;
  97415. /**
  97416. * An event triggered after animations processing
  97417. */
  97418. onAfterAnimationsObservable: Observable<Scene>;
  97419. /**
  97420. * An event triggered before draw calls are ready to be sent
  97421. */
  97422. onBeforeDrawPhaseObservable: Observable<Scene>;
  97423. /**
  97424. * An event triggered after draw calls have been sent
  97425. */
  97426. onAfterDrawPhaseObservable: Observable<Scene>;
  97427. /**
  97428. * An event triggered when the scene is ready
  97429. */
  97430. onReadyObservable: Observable<Scene>;
  97431. /**
  97432. * An event triggered before rendering a camera
  97433. */
  97434. onBeforeCameraRenderObservable: Observable<Camera>;
  97435. private _onBeforeCameraRenderObserver;
  97436. /** Sets a function to be executed before rendering a camera*/
  97437. beforeCameraRender: () => void;
  97438. /**
  97439. * An event triggered after rendering a camera
  97440. */
  97441. onAfterCameraRenderObservable: Observable<Camera>;
  97442. private _onAfterCameraRenderObserver;
  97443. /** Sets a function to be executed after rendering a camera*/
  97444. afterCameraRender: () => void;
  97445. /**
  97446. * An event triggered when active meshes evaluation is about to start
  97447. */
  97448. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  97449. /**
  97450. * An event triggered when active meshes evaluation is done
  97451. */
  97452. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  97453. /**
  97454. * An event triggered when particles rendering is about to start
  97455. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  97456. */
  97457. onBeforeParticlesRenderingObservable: Observable<Scene>;
  97458. /**
  97459. * An event triggered when particles rendering is done
  97460. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  97461. */
  97462. onAfterParticlesRenderingObservable: Observable<Scene>;
  97463. /**
  97464. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  97465. */
  97466. onDataLoadedObservable: Observable<Scene>;
  97467. /**
  97468. * An event triggered when a camera is created
  97469. */
  97470. onNewCameraAddedObservable: Observable<Camera>;
  97471. /**
  97472. * An event triggered when a camera is removed
  97473. */
  97474. onCameraRemovedObservable: Observable<Camera>;
  97475. /**
  97476. * An event triggered when a light is created
  97477. */
  97478. onNewLightAddedObservable: Observable<Light>;
  97479. /**
  97480. * An event triggered when a light is removed
  97481. */
  97482. onLightRemovedObservable: Observable<Light>;
  97483. /**
  97484. * An event triggered when a geometry is created
  97485. */
  97486. onNewGeometryAddedObservable: Observable<Geometry>;
  97487. /**
  97488. * An event triggered when a geometry is removed
  97489. */
  97490. onGeometryRemovedObservable: Observable<Geometry>;
  97491. /**
  97492. * An event triggered when a transform node is created
  97493. */
  97494. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  97495. /**
  97496. * An event triggered when a transform node is removed
  97497. */
  97498. onTransformNodeRemovedObservable: Observable<TransformNode>;
  97499. /**
  97500. * An event triggered when a mesh is created
  97501. */
  97502. onNewMeshAddedObservable: Observable<AbstractMesh>;
  97503. /**
  97504. * An event triggered when a mesh is removed
  97505. */
  97506. onMeshRemovedObservable: Observable<AbstractMesh>;
  97507. /**
  97508. * An event triggered when a skeleton is created
  97509. */
  97510. onNewSkeletonAddedObservable: Observable<Skeleton>;
  97511. /**
  97512. * An event triggered when a skeleton is removed
  97513. */
  97514. onSkeletonRemovedObservable: Observable<Skeleton>;
  97515. /**
  97516. * An event triggered when a material is created
  97517. */
  97518. onNewMaterialAddedObservable: Observable<Material>;
  97519. /**
  97520. * An event triggered when a material is removed
  97521. */
  97522. onMaterialRemovedObservable: Observable<Material>;
  97523. /**
  97524. * An event triggered when a texture is created
  97525. */
  97526. onNewTextureAddedObservable: Observable<BaseTexture>;
  97527. /**
  97528. * An event triggered when a texture is removed
  97529. */
  97530. onTextureRemovedObservable: Observable<BaseTexture>;
  97531. /**
  97532. * An event triggered when render targets are about to be rendered
  97533. * Can happen multiple times per frame.
  97534. */
  97535. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  97536. /**
  97537. * An event triggered when render targets were rendered.
  97538. * Can happen multiple times per frame.
  97539. */
  97540. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  97541. /**
  97542. * An event triggered before calculating deterministic simulation step
  97543. */
  97544. onBeforeStepObservable: Observable<Scene>;
  97545. /**
  97546. * An event triggered after calculating deterministic simulation step
  97547. */
  97548. onAfterStepObservable: Observable<Scene>;
  97549. /**
  97550. * An event triggered when the activeCamera property is updated
  97551. */
  97552. onActiveCameraChanged: Observable<Scene>;
  97553. /**
  97554. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  97555. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  97556. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  97557. */
  97558. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  97559. /**
  97560. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  97561. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  97562. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  97563. */
  97564. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  97565. /**
  97566. * This Observable will when a mesh has been imported into the scene.
  97567. */
  97568. onMeshImportedObservable: Observable<AbstractMesh>;
  97569. /**
  97570. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  97571. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  97572. */
  97573. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  97574. /** @hidden */
  97575. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  97576. /**
  97577. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  97578. */
  97579. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  97580. /**
  97581. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  97582. */
  97583. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  97584. /**
  97585. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  97586. */
  97587. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  97588. /** Callback called when a pointer move is detected */
  97589. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  97590. /** Callback called when a pointer down is detected */
  97591. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  97592. /** Callback called when a pointer up is detected */
  97593. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  97594. /** Callback called when a pointer pick is detected */
  97595. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  97596. /**
  97597. * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
  97598. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  97599. */
  97600. onPrePointerObservable: Observable<PointerInfoPre>;
  97601. /**
  97602. * Observable event triggered each time an input event is received from the rendering canvas
  97603. */
  97604. onPointerObservable: Observable<PointerInfo>;
  97605. /**
  97606. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  97607. */
  97608. readonly unTranslatedPointer: Vector2;
  97609. /**
  97610. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  97611. */
  97612. static DragMovementThreshold: number;
  97613. /**
  97614. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  97615. */
  97616. static LongPressDelay: number;
  97617. /**
  97618. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  97619. */
  97620. static DoubleClickDelay: number;
  97621. /** If you need to check double click without raising a single click at first click, enable this flag */
  97622. static ExclusiveDoubleClickMode: boolean;
  97623. /** @hidden */
  97624. _mirroredCameraPosition: Nullable<Vector3>;
  97625. /**
  97626. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  97627. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  97628. */
  97629. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  97630. /**
  97631. * Observable event triggered each time an keyboard event is received from the hosting window
  97632. */
  97633. onKeyboardObservable: Observable<KeyboardInfo>;
  97634. private _useRightHandedSystem;
  97635. /**
  97636. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  97637. */
  97638. useRightHandedSystem: boolean;
  97639. private _timeAccumulator;
  97640. private _currentStepId;
  97641. private _currentInternalStep;
  97642. /**
  97643. * Sets the step Id used by deterministic lock step
  97644. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97645. * @param newStepId defines the step Id
  97646. */
  97647. setStepId(newStepId: number): void;
  97648. /**
  97649. * Gets the step Id used by deterministic lock step
  97650. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97651. * @returns the step Id
  97652. */
  97653. getStepId(): number;
  97654. /**
  97655. * Gets the internal step used by deterministic lock step
  97656. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97657. * @returns the internal step
  97658. */
  97659. getInternalStep(): number;
  97660. private _fogEnabled;
  97661. /**
  97662. * Gets or sets a boolean indicating if fog is enabled on this scene
  97663. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97664. * (Default is true)
  97665. */
  97666. fogEnabled: boolean;
  97667. private _fogMode;
  97668. /**
  97669. * Gets or sets the fog mode to use
  97670. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97671. * | mode | value |
  97672. * | --- | --- |
  97673. * | FOGMODE_NONE | 0 |
  97674. * | FOGMODE_EXP | 1 |
  97675. * | FOGMODE_EXP2 | 2 |
  97676. * | FOGMODE_LINEAR | 3 |
  97677. */
  97678. fogMode: number;
  97679. /**
  97680. * Gets or sets the fog color to use
  97681. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97682. * (Default is Color3(0.2, 0.2, 0.3))
  97683. */
  97684. fogColor: Color3;
  97685. /**
  97686. * Gets or sets the fog density to use
  97687. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97688. * (Default is 0.1)
  97689. */
  97690. fogDensity: number;
  97691. /**
  97692. * Gets or sets the fog start distance to use
  97693. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97694. * (Default is 0)
  97695. */
  97696. fogStart: number;
  97697. /**
  97698. * Gets or sets the fog end distance to use
  97699. * @see http://doc.babylonjs.com/babylon101/environment#fog
  97700. * (Default is 1000)
  97701. */
  97702. fogEnd: number;
  97703. private _shadowsEnabled;
  97704. /**
  97705. * Gets or sets a boolean indicating if shadows are enabled on this scene
  97706. */
  97707. shadowsEnabled: boolean;
  97708. private _lightsEnabled;
  97709. /**
  97710. * Gets or sets a boolean indicating if lights are enabled on this scene
  97711. */
  97712. lightsEnabled: boolean;
  97713. /** All of the active cameras added to this scene. */
  97714. activeCameras: Camera[];
  97715. /** @hidden */
  97716. _activeCamera: Nullable<Camera>;
  97717. /** Gets or sets the current active camera */
  97718. activeCamera: Nullable<Camera>;
  97719. private _defaultMaterial;
  97720. /** The default material used on meshes when no material is affected */
  97721. /** The default material used on meshes when no material is affected */
  97722. defaultMaterial: Material;
  97723. private _texturesEnabled;
  97724. /**
  97725. * Gets or sets a boolean indicating if textures are enabled on this scene
  97726. */
  97727. texturesEnabled: boolean;
  97728. /**
  97729. * Gets or sets a boolean indicating if particles are enabled on this scene
  97730. */
  97731. particlesEnabled: boolean;
  97732. /**
  97733. * Gets or sets a boolean indicating if sprites are enabled on this scene
  97734. */
  97735. spritesEnabled: boolean;
  97736. private _skeletonsEnabled;
  97737. /**
  97738. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  97739. */
  97740. skeletonsEnabled: boolean;
  97741. /**
  97742. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  97743. */
  97744. lensFlaresEnabled: boolean;
  97745. /**
  97746. * Gets or sets a boolean indicating if collisions are enabled on this scene
  97747. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  97748. */
  97749. collisionsEnabled: boolean;
  97750. private _collisionCoordinator;
  97751. /** @hidden */
  97752. readonly collisionCoordinator: ICollisionCoordinator;
  97753. /**
  97754. * Defines the gravity applied to this scene (used only for collisions)
  97755. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  97756. */
  97757. gravity: Vector3;
  97758. /**
  97759. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  97760. */
  97761. postProcessesEnabled: boolean;
  97762. /**
  97763. * The list of postprocesses added to the scene
  97764. */
  97765. postProcesses: PostProcess[];
  97766. /**
  97767. * Gets the current postprocess manager
  97768. */
  97769. postProcessManager: PostProcessManager;
  97770. /**
  97771. * Gets or sets a boolean indicating if render targets are enabled on this scene
  97772. */
  97773. renderTargetsEnabled: boolean;
  97774. /**
  97775. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  97776. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  97777. */
  97778. dumpNextRenderTargets: boolean;
  97779. /**
  97780. * The list of user defined render targets added to the scene
  97781. */
  97782. customRenderTargets: RenderTargetTexture[];
  97783. /**
  97784. * Defines if texture loading must be delayed
  97785. * If true, textures will only be loaded when they need to be rendered
  97786. */
  97787. useDelayedTextureLoading: boolean;
  97788. /**
  97789. * Gets the list of meshes imported to the scene through SceneLoader
  97790. */
  97791. importedMeshesFiles: String[];
  97792. /**
  97793. * Gets or sets a boolean indicating if probes are enabled on this scene
  97794. */
  97795. probesEnabled: boolean;
  97796. /**
  97797. * Gets or sets the current offline provider to use to store scene data
  97798. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  97799. */
  97800. offlineProvider: IOfflineProvider;
  97801. /**
  97802. * Gets or sets the action manager associated with the scene
  97803. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  97804. */
  97805. actionManager: AbstractActionManager;
  97806. private _meshesForIntersections;
  97807. /**
  97808. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  97809. */
  97810. proceduralTexturesEnabled: boolean;
  97811. private _engine;
  97812. private _totalVertices;
  97813. /** @hidden */
  97814. _activeIndices: PerfCounter;
  97815. /** @hidden */
  97816. _activeParticles: PerfCounter;
  97817. /** @hidden */
  97818. _activeBones: PerfCounter;
  97819. private _animationRatio;
  97820. /** @hidden */
  97821. _animationTimeLast: number;
  97822. /** @hidden */
  97823. _animationTime: number;
  97824. /**
  97825. * Gets or sets a general scale for animation speed
  97826. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  97827. */
  97828. animationTimeScale: number;
  97829. /** @hidden */
  97830. _cachedMaterial: Nullable<Material>;
  97831. /** @hidden */
  97832. _cachedEffect: Nullable<Effect>;
  97833. /** @hidden */
  97834. _cachedVisibility: Nullable<number>;
  97835. private _renderId;
  97836. private _frameId;
  97837. private _executeWhenReadyTimeoutId;
  97838. private _intermediateRendering;
  97839. private _viewUpdateFlag;
  97840. private _projectionUpdateFlag;
  97841. /** @hidden */
  97842. _toBeDisposed: Nullable<IDisposable>[];
  97843. private _activeRequests;
  97844. /** @hidden */
  97845. _pendingData: any[];
  97846. private _isDisposed;
  97847. /**
  97848. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  97849. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  97850. */
  97851. dispatchAllSubMeshesOfActiveMeshes: boolean;
  97852. private _activeMeshes;
  97853. private _processedMaterials;
  97854. private _renderTargets;
  97855. /** @hidden */
  97856. _activeParticleSystems: SmartArray<IParticleSystem>;
  97857. private _activeSkeletons;
  97858. private _softwareSkinnedMeshes;
  97859. private _renderingManager;
  97860. /** @hidden */
  97861. _activeAnimatables: Animatable[];
  97862. private _transformMatrix;
  97863. private _sceneUbo;
  97864. /** @hidden */
  97865. _viewMatrix: Matrix;
  97866. private _projectionMatrix;
  97867. /** @hidden */
  97868. _forcedViewPosition: Nullable<Vector3>;
  97869. /** @hidden */
  97870. _frustumPlanes: Plane[];
  97871. /**
  97872. * Gets the list of frustum planes (built from the active camera)
  97873. */
  97874. readonly frustumPlanes: Plane[];
  97875. /**
  97876. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  97877. * This is useful if there are more lights that the maximum simulteanous authorized
  97878. */
  97879. requireLightSorting: boolean;
  97880. /** @hidden */
  97881. readonly useMaterialMeshMap: boolean;
  97882. /** @hidden */
  97883. readonly useClonedMeshhMap: boolean;
  97884. private _externalData;
  97885. private _uid;
  97886. /**
  97887. * @hidden
  97888. * Backing store of defined scene components.
  97889. */
  97890. _components: ISceneComponent[];
  97891. /**
  97892. * @hidden
  97893. * Backing store of defined scene components.
  97894. */
  97895. _serializableComponents: ISceneSerializableComponent[];
  97896. /**
  97897. * List of components to register on the next registration step.
  97898. */
  97899. private _transientComponents;
  97900. /**
  97901. * Registers the transient components if needed.
  97902. */
  97903. private _registerTransientComponents;
  97904. /**
  97905. * @hidden
  97906. * Add a component to the scene.
  97907. * Note that the ccomponent could be registered on th next frame if this is called after
  97908. * the register component stage.
  97909. * @param component Defines the component to add to the scene
  97910. */
  97911. _addComponent(component: ISceneComponent): void;
  97912. /**
  97913. * @hidden
  97914. * Gets a component from the scene.
  97915. * @param name defines the name of the component to retrieve
  97916. * @returns the component or null if not present
  97917. */
  97918. _getComponent(name: string): Nullable<ISceneComponent>;
  97919. /**
  97920. * @hidden
  97921. * Defines the actions happening before camera updates.
  97922. */
  97923. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  97924. /**
  97925. * @hidden
  97926. * Defines the actions happening before clear the canvas.
  97927. */
  97928. _beforeClearStage: Stage<SimpleStageAction>;
  97929. /**
  97930. * @hidden
  97931. * Defines the actions when collecting render targets for the frame.
  97932. */
  97933. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  97934. /**
  97935. * @hidden
  97936. * Defines the actions happening for one camera in the frame.
  97937. */
  97938. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  97939. /**
  97940. * @hidden
  97941. * Defines the actions happening during the per mesh ready checks.
  97942. */
  97943. _isReadyForMeshStage: Stage<MeshStageAction>;
  97944. /**
  97945. * @hidden
  97946. * Defines the actions happening before evaluate active mesh checks.
  97947. */
  97948. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  97949. /**
  97950. * @hidden
  97951. * Defines the actions happening during the evaluate sub mesh checks.
  97952. */
  97953. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  97954. /**
  97955. * @hidden
  97956. * Defines the actions happening during the active mesh stage.
  97957. */
  97958. _activeMeshStage: Stage<ActiveMeshStageAction>;
  97959. /**
  97960. * @hidden
  97961. * Defines the actions happening during the per camera render target step.
  97962. */
  97963. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  97964. /**
  97965. * @hidden
  97966. * Defines the actions happening just before the active camera is drawing.
  97967. */
  97968. _beforeCameraDrawStage: Stage<CameraStageAction>;
  97969. /**
  97970. * @hidden
  97971. * Defines the actions happening just before a render target is drawing.
  97972. */
  97973. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  97974. /**
  97975. * @hidden
  97976. * Defines the actions happening just before a rendering group is drawing.
  97977. */
  97978. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  97979. /**
  97980. * @hidden
  97981. * Defines the actions happening just before a mesh is drawing.
  97982. */
  97983. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  97984. /**
  97985. * @hidden
  97986. * Defines the actions happening just after a mesh has been drawn.
  97987. */
  97988. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  97989. /**
  97990. * @hidden
  97991. * Defines the actions happening just after a rendering group has been drawn.
  97992. */
  97993. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  97994. /**
  97995. * @hidden
  97996. * Defines the actions happening just after the active camera has been drawn.
  97997. */
  97998. _afterCameraDrawStage: Stage<CameraStageAction>;
  97999. /**
  98000. * @hidden
  98001. * Defines the actions happening just after a render target has been drawn.
  98002. */
  98003. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  98004. /**
  98005. * @hidden
  98006. * Defines the actions happening just after rendering all cameras and computing intersections.
  98007. */
  98008. _afterRenderStage: Stage<SimpleStageAction>;
  98009. /**
  98010. * @hidden
  98011. * Defines the actions happening when a pointer move event happens.
  98012. */
  98013. _pointerMoveStage: Stage<PointerMoveStageAction>;
  98014. /**
  98015. * @hidden
  98016. * Defines the actions happening when a pointer down event happens.
  98017. */
  98018. _pointerDownStage: Stage<PointerUpDownStageAction>;
  98019. /**
  98020. * @hidden
  98021. * Defines the actions happening when a pointer up event happens.
  98022. */
  98023. _pointerUpStage: Stage<PointerUpDownStageAction>;
  98024. /**
  98025. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  98026. */
  98027. private geometriesByUniqueId;
  98028. /**
  98029. * Creates a new Scene
  98030. * @param engine defines the engine to use to render this scene
  98031. * @param options defines the scene options
  98032. */
  98033. constructor(engine: Engine, options?: SceneOptions);
  98034. /**
  98035. * Gets a string idenfifying the name of the class
  98036. * @returns "Scene" string
  98037. */
  98038. getClassName(): string;
  98039. private _defaultMeshCandidates;
  98040. /**
  98041. * @hidden
  98042. */
  98043. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  98044. private _defaultSubMeshCandidates;
  98045. /**
  98046. * @hidden
  98047. */
  98048. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  98049. /**
  98050. * Sets the default candidate providers for the scene.
  98051. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  98052. * and getCollidingSubMeshCandidates to their default function
  98053. */
  98054. setDefaultCandidateProviders(): void;
  98055. /**
  98056. * Gets the mesh that is currently under the pointer
  98057. */
  98058. readonly meshUnderPointer: Nullable<AbstractMesh>;
  98059. /**
  98060. * Gets or sets the current on-screen X position of the pointer
  98061. */
  98062. pointerX: number;
  98063. /**
  98064. * Gets or sets the current on-screen Y position of the pointer
  98065. */
  98066. pointerY: number;
  98067. /**
  98068. * Gets the cached material (ie. the latest rendered one)
  98069. * @returns the cached material
  98070. */
  98071. getCachedMaterial(): Nullable<Material>;
  98072. /**
  98073. * Gets the cached effect (ie. the latest rendered one)
  98074. * @returns the cached effect
  98075. */
  98076. getCachedEffect(): Nullable<Effect>;
  98077. /**
  98078. * Gets the cached visibility state (ie. the latest rendered one)
  98079. * @returns the cached visibility state
  98080. */
  98081. getCachedVisibility(): Nullable<number>;
  98082. /**
  98083. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  98084. * @param material defines the current material
  98085. * @param effect defines the current effect
  98086. * @param visibility defines the current visibility state
  98087. * @returns true if one parameter is not cached
  98088. */
  98089. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  98090. /**
  98091. * Gets the engine associated with the scene
  98092. * @returns an Engine
  98093. */
  98094. getEngine(): Engine;
  98095. /**
  98096. * Gets the total number of vertices rendered per frame
  98097. * @returns the total number of vertices rendered per frame
  98098. */
  98099. getTotalVertices(): number;
  98100. /**
  98101. * Gets the performance counter for total vertices
  98102. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  98103. */
  98104. readonly totalVerticesPerfCounter: PerfCounter;
  98105. /**
  98106. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  98107. * @returns the total number of active indices rendered per frame
  98108. */
  98109. getActiveIndices(): number;
  98110. /**
  98111. * Gets the performance counter for active indices
  98112. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  98113. */
  98114. readonly totalActiveIndicesPerfCounter: PerfCounter;
  98115. /**
  98116. * Gets the total number of active particles rendered per frame
  98117. * @returns the total number of active particles rendered per frame
  98118. */
  98119. getActiveParticles(): number;
  98120. /**
  98121. * Gets the performance counter for active particles
  98122. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  98123. */
  98124. readonly activeParticlesPerfCounter: PerfCounter;
  98125. /**
  98126. * Gets the total number of active bones rendered per frame
  98127. * @returns the total number of active bones rendered per frame
  98128. */
  98129. getActiveBones(): number;
  98130. /**
  98131. * Gets the performance counter for active bones
  98132. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  98133. */
  98134. readonly activeBonesPerfCounter: PerfCounter;
  98135. /**
  98136. * Gets the array of active meshes
  98137. * @returns an array of AbstractMesh
  98138. */
  98139. getActiveMeshes(): SmartArray<AbstractMesh>;
  98140. /**
  98141. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  98142. * @returns a number
  98143. */
  98144. getAnimationRatio(): number;
  98145. /**
  98146. * Gets an unique Id for the current render phase
  98147. * @returns a number
  98148. */
  98149. getRenderId(): number;
  98150. /**
  98151. * Gets an unique Id for the current frame
  98152. * @returns a number
  98153. */
  98154. getFrameId(): number;
  98155. /** Call this function if you want to manually increment the render Id*/
  98156. incrementRenderId(): void;
  98157. private _createUbo;
  98158. /**
  98159. * Use this method to simulate a pointer move on a mesh
  98160. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98161. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98162. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98163. * @returns the current scene
  98164. */
  98165. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  98166. /**
  98167. * Use this method to simulate a pointer down on a mesh
  98168. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98169. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98170. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98171. * @returns the current scene
  98172. */
  98173. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  98174. /**
  98175. * Use this method to simulate a pointer up on a mesh
  98176. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  98177. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  98178. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  98179. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  98180. * @returns the current scene
  98181. */
  98182. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  98183. /**
  98184. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  98185. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  98186. * @returns true if the pointer was captured
  98187. */
  98188. isPointerCaptured(pointerId?: number): boolean;
  98189. /**
  98190. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  98191. * @param attachUp defines if you want to attach events to pointerup
  98192. * @param attachDown defines if you want to attach events to pointerdown
  98193. * @param attachMove defines if you want to attach events to pointermove
  98194. */
  98195. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  98196. /** Detaches all event handlers*/
  98197. detachControl(): void;
  98198. /**
  98199. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  98200. * Delay loaded resources are not taking in account
  98201. * @return true if all required resources are ready
  98202. */
  98203. isReady(): boolean;
  98204. /** Resets all cached information relative to material (including effect and visibility) */
  98205. resetCachedMaterial(): void;
  98206. /**
  98207. * Registers a function to be called before every frame render
  98208. * @param func defines the function to register
  98209. */
  98210. registerBeforeRender(func: () => void): void;
  98211. /**
  98212. * Unregisters a function called before every frame render
  98213. * @param func defines the function to unregister
  98214. */
  98215. unregisterBeforeRender(func: () => void): void;
  98216. /**
  98217. * Registers a function to be called after every frame render
  98218. * @param func defines the function to register
  98219. */
  98220. registerAfterRender(func: () => void): void;
  98221. /**
  98222. * Unregisters a function called after every frame render
  98223. * @param func defines the function to unregister
  98224. */
  98225. unregisterAfterRender(func: () => void): void;
  98226. private _executeOnceBeforeRender;
  98227. /**
  98228. * The provided function will run before render once and will be disposed afterwards.
  98229. * A timeout delay can be provided so that the function will be executed in N ms.
  98230. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  98231. * @param func The function to be executed.
  98232. * @param timeout optional delay in ms
  98233. */
  98234. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  98235. /** @hidden */
  98236. _addPendingData(data: any): void;
  98237. /** @hidden */
  98238. _removePendingData(data: any): void;
  98239. /**
  98240. * Returns the number of items waiting to be loaded
  98241. * @returns the number of items waiting to be loaded
  98242. */
  98243. getWaitingItemsCount(): number;
  98244. /**
  98245. * Returns a boolean indicating if the scene is still loading data
  98246. */
  98247. readonly isLoading: boolean;
  98248. /**
  98249. * Registers a function to be executed when the scene is ready
  98250. * @param {Function} func - the function to be executed
  98251. */
  98252. executeWhenReady(func: () => void): void;
  98253. /**
  98254. * Returns a promise that resolves when the scene is ready
  98255. * @returns A promise that resolves when the scene is ready
  98256. */
  98257. whenReadyAsync(): Promise<void>;
  98258. /** @hidden */
  98259. _checkIsReady(): void;
  98260. /**
  98261. * Gets all animatable attached to the scene
  98262. */
  98263. readonly animatables: Animatable[];
  98264. /**
  98265. * Resets the last animation time frame.
  98266. * Useful to override when animations start running when loading a scene for the first time.
  98267. */
  98268. resetLastAnimationTimeFrame(): void;
  98269. /**
  98270. * Gets the current view matrix
  98271. * @returns a Matrix
  98272. */
  98273. getViewMatrix(): Matrix;
  98274. /**
  98275. * Gets the current projection matrix
  98276. * @returns a Matrix
  98277. */
  98278. getProjectionMatrix(): Matrix;
  98279. /**
  98280. * Gets the current transform matrix
  98281. * @returns a Matrix made of View * Projection
  98282. */
  98283. getTransformMatrix(): Matrix;
  98284. /**
  98285. * Sets the current transform matrix
  98286. * @param viewL defines the View matrix to use
  98287. * @param projectionL defines the Projection matrix to use
  98288. * @param viewR defines the right View matrix to use (if provided)
  98289. * @param projectionR defines the right Projection matrix to use (if provided)
  98290. */
  98291. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  98292. /**
  98293. * Gets the uniform buffer used to store scene data
  98294. * @returns a UniformBuffer
  98295. */
  98296. getSceneUniformBuffer(): UniformBuffer;
  98297. /**
  98298. * Gets an unique (relatively to the current scene) Id
  98299. * @returns an unique number for the scene
  98300. */
  98301. getUniqueId(): number;
  98302. /**
  98303. * Add a mesh to the list of scene's meshes
  98304. * @param newMesh defines the mesh to add
  98305. * @param recursive if all child meshes should also be added to the scene
  98306. */
  98307. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  98308. /**
  98309. * Remove a mesh for the list of scene's meshes
  98310. * @param toRemove defines the mesh to remove
  98311. * @param recursive if all child meshes should also be removed from the scene
  98312. * @returns the index where the mesh was in the mesh list
  98313. */
  98314. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  98315. /**
  98316. * Add a transform node to the list of scene's transform nodes
  98317. * @param newTransformNode defines the transform node to add
  98318. */
  98319. addTransformNode(newTransformNode: TransformNode): void;
  98320. /**
  98321. * Remove a transform node for the list of scene's transform nodes
  98322. * @param toRemove defines the transform node to remove
  98323. * @returns the index where the transform node was in the transform node list
  98324. */
  98325. removeTransformNode(toRemove: TransformNode): number;
  98326. /**
  98327. * Remove a skeleton for the list of scene's skeletons
  98328. * @param toRemove defines the skeleton to remove
  98329. * @returns the index where the skeleton was in the skeleton list
  98330. */
  98331. removeSkeleton(toRemove: Skeleton): number;
  98332. /**
  98333. * Remove a morph target for the list of scene's morph targets
  98334. * @param toRemove defines the morph target to remove
  98335. * @returns the index where the morph target was in the morph target list
  98336. */
  98337. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  98338. /**
  98339. * Remove a light for the list of scene's lights
  98340. * @param toRemove defines the light to remove
  98341. * @returns the index where the light was in the light list
  98342. */
  98343. removeLight(toRemove: Light): number;
  98344. /**
  98345. * Remove a camera for the list of scene's cameras
  98346. * @param toRemove defines the camera to remove
  98347. * @returns the index where the camera was in the camera list
  98348. */
  98349. removeCamera(toRemove: Camera): number;
  98350. /**
  98351. * Remove a particle system for the list of scene's particle systems
  98352. * @param toRemove defines the particle system to remove
  98353. * @returns the index where the particle system was in the particle system list
  98354. */
  98355. removeParticleSystem(toRemove: IParticleSystem): number;
  98356. /**
  98357. * Remove a animation for the list of scene's animations
  98358. * @param toRemove defines the animation to remove
  98359. * @returns the index where the animation was in the animation list
  98360. */
  98361. removeAnimation(toRemove: Animation): number;
  98362. /**
  98363. * Will stop the animation of the given target
  98364. * @param target - the target
  98365. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  98366. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  98367. */
  98368. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  98369. /**
  98370. * Removes the given animation group from this scene.
  98371. * @param toRemove The animation group to remove
  98372. * @returns The index of the removed animation group
  98373. */
  98374. removeAnimationGroup(toRemove: AnimationGroup): number;
  98375. /**
  98376. * Removes the given multi-material from this scene.
  98377. * @param toRemove The multi-material to remove
  98378. * @returns The index of the removed multi-material
  98379. */
  98380. removeMultiMaterial(toRemove: MultiMaterial): number;
  98381. /**
  98382. * Removes the given material from this scene.
  98383. * @param toRemove The material to remove
  98384. * @returns The index of the removed material
  98385. */
  98386. removeMaterial(toRemove: Material): number;
  98387. /**
  98388. * Removes the given action manager from this scene.
  98389. * @param toRemove The action manager to remove
  98390. * @returns The index of the removed action manager
  98391. */
  98392. removeActionManager(toRemove: AbstractActionManager): number;
  98393. /**
  98394. * Removes the given texture from this scene.
  98395. * @param toRemove The texture to remove
  98396. * @returns The index of the removed texture
  98397. */
  98398. removeTexture(toRemove: BaseTexture): number;
  98399. /**
  98400. * Adds the given light to this scene
  98401. * @param newLight The light to add
  98402. */
  98403. addLight(newLight: Light): void;
  98404. /**
  98405. * Sorts the list list based on light priorities
  98406. */
  98407. sortLightsByPriority(): void;
  98408. /**
  98409. * Adds the given camera to this scene
  98410. * @param newCamera The camera to add
  98411. */
  98412. addCamera(newCamera: Camera): void;
  98413. /**
  98414. * Adds the given skeleton to this scene
  98415. * @param newSkeleton The skeleton to add
  98416. */
  98417. addSkeleton(newSkeleton: Skeleton): void;
  98418. /**
  98419. * Adds the given particle system to this scene
  98420. * @param newParticleSystem The particle system to add
  98421. */
  98422. addParticleSystem(newParticleSystem: IParticleSystem): void;
  98423. /**
  98424. * Adds the given animation to this scene
  98425. * @param newAnimation The animation to add
  98426. */
  98427. addAnimation(newAnimation: Animation): void;
  98428. /**
  98429. * Adds the given animation group to this scene.
  98430. * @param newAnimationGroup The animation group to add
  98431. */
  98432. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  98433. /**
  98434. * Adds the given multi-material to this scene
  98435. * @param newMultiMaterial The multi-material to add
  98436. */
  98437. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  98438. /**
  98439. * Adds the given material to this scene
  98440. * @param newMaterial The material to add
  98441. */
  98442. addMaterial(newMaterial: Material): void;
  98443. /**
  98444. * Adds the given morph target to this scene
  98445. * @param newMorphTargetManager The morph target to add
  98446. */
  98447. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  98448. /**
  98449. * Adds the given geometry to this scene
  98450. * @param newGeometry The geometry to add
  98451. */
  98452. addGeometry(newGeometry: Geometry): void;
  98453. /**
  98454. * Adds the given action manager to this scene
  98455. * @param newActionManager The action manager to add
  98456. */
  98457. addActionManager(newActionManager: AbstractActionManager): void;
  98458. /**
  98459. * Adds the given texture to this scene.
  98460. * @param newTexture The texture to add
  98461. */
  98462. addTexture(newTexture: BaseTexture): void;
  98463. /**
  98464. * Switch active camera
  98465. * @param newCamera defines the new active camera
  98466. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  98467. */
  98468. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  98469. /**
  98470. * sets the active camera of the scene using its ID
  98471. * @param id defines the camera's ID
  98472. * @return the new active camera or null if none found.
  98473. */
  98474. setActiveCameraByID(id: string): Nullable<Camera>;
  98475. /**
  98476. * sets the active camera of the scene using its name
  98477. * @param name defines the camera's name
  98478. * @returns the new active camera or null if none found.
  98479. */
  98480. setActiveCameraByName(name: string): Nullable<Camera>;
  98481. /**
  98482. * get an animation group using its name
  98483. * @param name defines the material's name
  98484. * @return the animation group or null if none found.
  98485. */
  98486. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  98487. /**
  98488. * Get a material using its unique id
  98489. * @param uniqueId defines the material's unique id
  98490. * @return the material or null if none found.
  98491. */
  98492. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  98493. /**
  98494. * get a material using its id
  98495. * @param id defines the material's ID
  98496. * @return the material or null if none found.
  98497. */
  98498. getMaterialByID(id: string): Nullable<Material>;
  98499. /**
  98500. * Gets a the last added material using a given id
  98501. * @param id defines the material's ID
  98502. * @return the last material with the given id or null if none found.
  98503. */
  98504. getLastMaterialByID(id: string): Nullable<Material>;
  98505. /**
  98506. * Gets a material using its name
  98507. * @param name defines the material's name
  98508. * @return the material or null if none found.
  98509. */
  98510. getMaterialByName(name: string): Nullable<Material>;
  98511. /**
  98512. * Get a texture using its unique id
  98513. * @param uniqueId defines the texture's unique id
  98514. * @return the texture or null if none found.
  98515. */
  98516. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  98517. /**
  98518. * Gets a camera using its id
  98519. * @param id defines the id to look for
  98520. * @returns the camera or null if not found
  98521. */
  98522. getCameraByID(id: string): Nullable<Camera>;
  98523. /**
  98524. * Gets a camera using its unique id
  98525. * @param uniqueId defines the unique id to look for
  98526. * @returns the camera or null if not found
  98527. */
  98528. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  98529. /**
  98530. * Gets a camera using its name
  98531. * @param name defines the camera's name
  98532. * @return the camera or null if none found.
  98533. */
  98534. getCameraByName(name: string): Nullable<Camera>;
  98535. /**
  98536. * Gets a bone using its id
  98537. * @param id defines the bone's id
  98538. * @return the bone or null if not found
  98539. */
  98540. getBoneByID(id: string): Nullable<Bone>;
  98541. /**
  98542. * Gets a bone using its id
  98543. * @param name defines the bone's name
  98544. * @return the bone or null if not found
  98545. */
  98546. getBoneByName(name: string): Nullable<Bone>;
  98547. /**
  98548. * Gets a light node using its name
  98549. * @param name defines the the light's name
  98550. * @return the light or null if none found.
  98551. */
  98552. getLightByName(name: string): Nullable<Light>;
  98553. /**
  98554. * Gets a light node using its id
  98555. * @param id defines the light's id
  98556. * @return the light or null if none found.
  98557. */
  98558. getLightByID(id: string): Nullable<Light>;
  98559. /**
  98560. * Gets a light node using its scene-generated unique ID
  98561. * @param uniqueId defines the light's unique id
  98562. * @return the light or null if none found.
  98563. */
  98564. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  98565. /**
  98566. * Gets a particle system by id
  98567. * @param id defines the particle system id
  98568. * @return the corresponding system or null if none found
  98569. */
  98570. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  98571. /**
  98572. * Gets a geometry using its ID
  98573. * @param id defines the geometry's id
  98574. * @return the geometry or null if none found.
  98575. */
  98576. getGeometryByID(id: string): Nullable<Geometry>;
  98577. private _getGeometryByUniqueID;
  98578. /**
  98579. * Add a new geometry to this scene
  98580. * @param geometry defines the geometry to be added to the scene.
  98581. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  98582. * @return a boolean defining if the geometry was added or not
  98583. */
  98584. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  98585. /**
  98586. * Removes an existing geometry
  98587. * @param geometry defines the geometry to be removed from the scene
  98588. * @return a boolean defining if the geometry was removed or not
  98589. */
  98590. removeGeometry(geometry: Geometry): boolean;
  98591. /**
  98592. * Gets the list of geometries attached to the scene
  98593. * @returns an array of Geometry
  98594. */
  98595. getGeometries(): Geometry[];
  98596. /**
  98597. * Gets the first added mesh found of a given ID
  98598. * @param id defines the id to search for
  98599. * @return the mesh found or null if not found at all
  98600. */
  98601. getMeshByID(id: string): Nullable<AbstractMesh>;
  98602. /**
  98603. * Gets a list of meshes using their id
  98604. * @param id defines the id to search for
  98605. * @returns a list of meshes
  98606. */
  98607. getMeshesByID(id: string): Array<AbstractMesh>;
  98608. /**
  98609. * Gets the first added transform node found of a given ID
  98610. * @param id defines the id to search for
  98611. * @return the found transform node or null if not found at all.
  98612. */
  98613. getTransformNodeByID(id: string): Nullable<TransformNode>;
  98614. /**
  98615. * Gets a transform node with its auto-generated unique id
  98616. * @param uniqueId efines the unique id to search for
  98617. * @return the found transform node or null if not found at all.
  98618. */
  98619. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  98620. /**
  98621. * Gets a list of transform nodes using their id
  98622. * @param id defines the id to search for
  98623. * @returns a list of transform nodes
  98624. */
  98625. getTransformNodesByID(id: string): Array<TransformNode>;
  98626. /**
  98627. * Gets a mesh with its auto-generated unique id
  98628. * @param uniqueId defines the unique id to search for
  98629. * @return the found mesh or null if not found at all.
  98630. */
  98631. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  98632. /**
  98633. * Gets a the last added mesh using a given id
  98634. * @param id defines the id to search for
  98635. * @return the found mesh or null if not found at all.
  98636. */
  98637. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  98638. /**
  98639. * Gets a the last added node (Mesh, Camera, Light) using a given id
  98640. * @param id defines the id to search for
  98641. * @return the found node or null if not found at all
  98642. */
  98643. getLastEntryByID(id: string): Nullable<Node>;
  98644. /**
  98645. * Gets a node (Mesh, Camera, Light) using a given id
  98646. * @param id defines the id to search for
  98647. * @return the found node or null if not found at all
  98648. */
  98649. getNodeByID(id: string): Nullable<Node>;
  98650. /**
  98651. * Gets a node (Mesh, Camera, Light) using a given name
  98652. * @param name defines the name to search for
  98653. * @return the found node or null if not found at all.
  98654. */
  98655. getNodeByName(name: string): Nullable<Node>;
  98656. /**
  98657. * Gets a mesh using a given name
  98658. * @param name defines the name to search for
  98659. * @return the found mesh or null if not found at all.
  98660. */
  98661. getMeshByName(name: string): Nullable<AbstractMesh>;
  98662. /**
  98663. * Gets a transform node using a given name
  98664. * @param name defines the name to search for
  98665. * @return the found transform node or null if not found at all.
  98666. */
  98667. getTransformNodeByName(name: string): Nullable<TransformNode>;
  98668. /**
  98669. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  98670. * @param id defines the id to search for
  98671. * @return the found skeleton or null if not found at all.
  98672. */
  98673. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  98674. /**
  98675. * Gets a skeleton using a given auto generated unique id
  98676. * @param uniqueId defines the unique id to search for
  98677. * @return the found skeleton or null if not found at all.
  98678. */
  98679. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  98680. /**
  98681. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  98682. * @param id defines the id to search for
  98683. * @return the found skeleton or null if not found at all.
  98684. */
  98685. getSkeletonById(id: string): Nullable<Skeleton>;
  98686. /**
  98687. * Gets a skeleton using a given name
  98688. * @param name defines the name to search for
  98689. * @return the found skeleton or null if not found at all.
  98690. */
  98691. getSkeletonByName(name: string): Nullable<Skeleton>;
  98692. /**
  98693. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  98694. * @param id defines the id to search for
  98695. * @return the found morph target manager or null if not found at all.
  98696. */
  98697. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  98698. /**
  98699. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  98700. * @param id defines the id to search for
  98701. * @return the found morph target or null if not found at all.
  98702. */
  98703. getMorphTargetById(id: string): Nullable<MorphTarget>;
  98704. /**
  98705. * Gets a boolean indicating if the given mesh is active
  98706. * @param mesh defines the mesh to look for
  98707. * @returns true if the mesh is in the active list
  98708. */
  98709. isActiveMesh(mesh: AbstractMesh): boolean;
  98710. /**
  98711. * Return a unique id as a string which can serve as an identifier for the scene
  98712. */
  98713. readonly uid: string;
  98714. /**
  98715. * Add an externaly attached data from its key.
  98716. * This method call will fail and return false, if such key already exists.
  98717. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  98718. * @param key the unique key that identifies the data
  98719. * @param data the data object to associate to the key for this Engine instance
  98720. * @return true if no such key were already present and the data was added successfully, false otherwise
  98721. */
  98722. addExternalData<T>(key: string, data: T): boolean;
  98723. /**
  98724. * Get an externaly attached data from its key
  98725. * @param key the unique key that identifies the data
  98726. * @return the associated data, if present (can be null), or undefined if not present
  98727. */
  98728. getExternalData<T>(key: string): Nullable<T>;
  98729. /**
  98730. * Get an externaly attached data from its key, create it using a factory if it's not already present
  98731. * @param key the unique key that identifies the data
  98732. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  98733. * @return the associated data, can be null if the factory returned null.
  98734. */
  98735. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  98736. /**
  98737. * Remove an externaly attached data from the Engine instance
  98738. * @param key the unique key that identifies the data
  98739. * @return true if the data was successfully removed, false if it doesn't exist
  98740. */
  98741. removeExternalData(key: string): boolean;
  98742. private _evaluateSubMesh;
  98743. /**
  98744. * Clear the processed materials smart array preventing retention point in material dispose.
  98745. */
  98746. freeProcessedMaterials(): void;
  98747. private _preventFreeActiveMeshesAndRenderingGroups;
  98748. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  98749. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  98750. * when disposing several meshes in a row or a hierarchy of meshes.
  98751. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  98752. */
  98753. blockfreeActiveMeshesAndRenderingGroups: boolean;
  98754. /**
  98755. * Clear the active meshes smart array preventing retention point in mesh dispose.
  98756. */
  98757. freeActiveMeshes(): void;
  98758. /**
  98759. * Clear the info related to rendering groups preventing retention points during dispose.
  98760. */
  98761. freeRenderingGroups(): void;
  98762. /** @hidden */
  98763. _isInIntermediateRendering(): boolean;
  98764. /**
  98765. * Lambda returning the list of potentially active meshes.
  98766. */
  98767. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  98768. /**
  98769. * Lambda returning the list of potentially active sub meshes.
  98770. */
  98771. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  98772. /**
  98773. * Lambda returning the list of potentially intersecting sub meshes.
  98774. */
  98775. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  98776. /**
  98777. * Lambda returning the list of potentially colliding sub meshes.
  98778. */
  98779. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  98780. private _activeMeshesFrozen;
  98781. /**
  98782. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  98783. * @returns the current scene
  98784. */
  98785. freezeActiveMeshes(): Scene;
  98786. /**
  98787. * Use this function to restart evaluating active meshes on every frame
  98788. * @returns the current scene
  98789. */
  98790. unfreezeActiveMeshes(): Scene;
  98791. private _evaluateActiveMeshes;
  98792. private _activeMesh;
  98793. /**
  98794. * Update the transform matrix to update from the current active camera
  98795. * @param force defines a boolean used to force the update even if cache is up to date
  98796. */
  98797. updateTransformMatrix(force?: boolean): void;
  98798. private _bindFrameBuffer;
  98799. /** @hidden */
  98800. _allowPostProcessClearColor: boolean;
  98801. /** @hidden */
  98802. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  98803. private _processSubCameras;
  98804. private _checkIntersections;
  98805. /** @hidden */
  98806. _advancePhysicsEngineStep(step: number): void;
  98807. /**
  98808. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  98809. */
  98810. getDeterministicFrameTime: () => number;
  98811. /** @hidden */
  98812. _animate(): void;
  98813. /** Execute all animations (for a frame) */
  98814. animate(): void;
  98815. /**
  98816. * Render the scene
  98817. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  98818. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  98819. */
  98820. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  98821. /**
  98822. * Freeze all materials
  98823. * A frozen material will not be updatable but should be faster to render
  98824. */
  98825. freezeMaterials(): void;
  98826. /**
  98827. * Unfreeze all materials
  98828. * A frozen material will not be updatable but should be faster to render
  98829. */
  98830. unfreezeMaterials(): void;
  98831. /**
  98832. * Releases all held ressources
  98833. */
  98834. dispose(): void;
  98835. /**
  98836. * Gets if the scene is already disposed
  98837. */
  98838. readonly isDisposed: boolean;
  98839. /**
  98840. * Call this function to reduce memory footprint of the scene.
  98841. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  98842. */
  98843. clearCachedVertexData(): void;
  98844. /**
  98845. * This function will remove the local cached buffer data from texture.
  98846. * It will save memory but will prevent the texture from being rebuilt
  98847. */
  98848. cleanCachedTextureBuffer(): void;
  98849. /**
  98850. * Get the world extend vectors with an optional filter
  98851. *
  98852. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  98853. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  98854. */
  98855. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  98856. min: Vector3;
  98857. max: Vector3;
  98858. };
  98859. /**
  98860. * Creates a ray that can be used to pick in the scene
  98861. * @param x defines the x coordinate of the origin (on-screen)
  98862. * @param y defines the y coordinate of the origin (on-screen)
  98863. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  98864. * @param camera defines the camera to use for the picking
  98865. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  98866. * @returns a Ray
  98867. */
  98868. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  98869. /**
  98870. * Creates a ray that can be used to pick in the scene
  98871. * @param x defines the x coordinate of the origin (on-screen)
  98872. * @param y defines the y coordinate of the origin (on-screen)
  98873. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  98874. * @param result defines the ray where to store the picking ray
  98875. * @param camera defines the camera to use for the picking
  98876. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  98877. * @returns the current scene
  98878. */
  98879. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  98880. /**
  98881. * Creates a ray that can be used to pick in the scene
  98882. * @param x defines the x coordinate of the origin (on-screen)
  98883. * @param y defines the y coordinate of the origin (on-screen)
  98884. * @param camera defines the camera to use for the picking
  98885. * @returns a Ray
  98886. */
  98887. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  98888. /**
  98889. * Creates a ray that can be used to pick in the scene
  98890. * @param x defines the x coordinate of the origin (on-screen)
  98891. * @param y defines the y coordinate of the origin (on-screen)
  98892. * @param result defines the ray where to store the picking ray
  98893. * @param camera defines the camera to use for the picking
  98894. * @returns the current scene
  98895. */
  98896. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  98897. /** Launch a ray to try to pick a mesh in the scene
  98898. * @param x position on screen
  98899. * @param y position on screen
  98900. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  98901. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  98902. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  98903. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98904. * @returns a PickingInfo
  98905. */
  98906. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  98907. /** Use the given ray to pick a mesh in the scene
  98908. * @param ray The ray to use to pick meshes
  98909. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
  98910. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  98911. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98912. * @returns a PickingInfo
  98913. */
  98914. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  98915. /**
  98916. * Launch a ray to try to pick a mesh in the scene
  98917. * @param x X position on screen
  98918. * @param y Y position on screen
  98919. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  98920. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  98921. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98922. * @returns an array of PickingInfo
  98923. */
  98924. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  98925. /**
  98926. * Launch a ray to try to pick a mesh in the scene
  98927. * @param ray Ray to use
  98928. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
  98929. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  98930. * @returns an array of PickingInfo
  98931. */
  98932. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  98933. /**
  98934. * Force the value of meshUnderPointer
  98935. * @param mesh defines the mesh to use
  98936. */
  98937. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  98938. /**
  98939. * Gets the mesh under the pointer
  98940. * @returns a Mesh or null if no mesh is under the pointer
  98941. */
  98942. getPointerOverMesh(): Nullable<AbstractMesh>;
  98943. /** @hidden */
  98944. _rebuildGeometries(): void;
  98945. /** @hidden */
  98946. _rebuildTextures(): void;
  98947. private _getByTags;
  98948. /**
  98949. * Get a list of meshes by tags
  98950. * @param tagsQuery defines the tags query to use
  98951. * @param forEach defines a predicate used to filter results
  98952. * @returns an array of Mesh
  98953. */
  98954. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  98955. /**
  98956. * Get a list of cameras by tags
  98957. * @param tagsQuery defines the tags query to use
  98958. * @param forEach defines a predicate used to filter results
  98959. * @returns an array of Camera
  98960. */
  98961. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  98962. /**
  98963. * Get a list of lights by tags
  98964. * @param tagsQuery defines the tags query to use
  98965. * @param forEach defines a predicate used to filter results
  98966. * @returns an array of Light
  98967. */
  98968. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  98969. /**
  98970. * Get a list of materials by tags
  98971. * @param tagsQuery defines the tags query to use
  98972. * @param forEach defines a predicate used to filter results
  98973. * @returns an array of Material
  98974. */
  98975. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  98976. /**
  98977. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  98978. * This allowed control for front to back rendering or reversly depending of the special needs.
  98979. *
  98980. * @param renderingGroupId The rendering group id corresponding to its index
  98981. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  98982. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  98983. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  98984. */
  98985. setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
  98986. /**
  98987. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  98988. *
  98989. * @param renderingGroupId The rendering group id corresponding to its index
  98990. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  98991. * @param depth Automatically clears depth between groups if true and autoClear is true.
  98992. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  98993. */
  98994. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  98995. /**
  98996. * Gets the current auto clear configuration for one rendering group of the rendering
  98997. * manager.
  98998. * @param index the rendering group index to get the information for
  98999. * @returns The auto clear setup for the requested rendering group
  99000. */
  99001. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  99002. private _blockMaterialDirtyMechanism;
  99003. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  99004. blockMaterialDirtyMechanism: boolean;
  99005. /**
  99006. * Will flag all materials as dirty to trigger new shader compilation
  99007. * @param flag defines the flag used to specify which material part must be marked as dirty
  99008. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  99009. */
  99010. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  99011. /** @hidden */
  99012. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: any) => void): IFileRequest;
  99013. /** @hidden */
  99014. _loadFileAsync(url: string, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  99015. }
  99016. }
  99017. declare module BABYLON {
  99018. /**
  99019. * Set of assets to keep when moving a scene into an asset container.
  99020. */
  99021. export class KeepAssets extends AbstractScene {
  99022. }
  99023. /**
  99024. * Container with a set of assets that can be added or removed from a scene.
  99025. */
  99026. export class AssetContainer extends AbstractScene {
  99027. /**
  99028. * The scene the AssetContainer belongs to.
  99029. */
  99030. scene: Scene;
  99031. /**
  99032. * Instantiates an AssetContainer.
  99033. * @param scene The scene the AssetContainer belongs to.
  99034. */
  99035. constructor(scene: Scene);
  99036. /**
  99037. * Adds all the assets from the container to the scene.
  99038. */
  99039. addAllToScene(): void;
  99040. /**
  99041. * Removes all the assets in the container from the scene
  99042. */
  99043. removeAllFromScene(): void;
  99044. /**
  99045. * Disposes all the assets in the container
  99046. */
  99047. dispose(): void;
  99048. private _moveAssets;
  99049. /**
  99050. * Removes all the assets contained in the scene and adds them to the container.
  99051. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  99052. */
  99053. moveAllFromScene(keepAssets?: KeepAssets): void;
  99054. /**
  99055. * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.
  99056. * @returns the root mesh
  99057. */
  99058. createRootMesh(): Mesh;
  99059. }
  99060. }
  99061. declare module BABYLON {
  99062. /**
  99063. * Defines how the parser contract is defined.
  99064. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  99065. */
  99066. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  99067. /**
  99068. * Defines how the individual parser contract is defined.
  99069. * These parser can parse an individual asset
  99070. */
  99071. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  99072. /**
  99073. * Base class of the scene acting as a container for the different elements composing a scene.
  99074. * This class is dynamically extended by the different components of the scene increasing
  99075. * flexibility and reducing coupling
  99076. */
  99077. export abstract class AbstractScene {
  99078. /**
  99079. * Stores the list of available parsers in the application.
  99080. */
  99081. private static _BabylonFileParsers;
  99082. /**
  99083. * Stores the list of available individual parsers in the application.
  99084. */
  99085. private static _IndividualBabylonFileParsers;
  99086. /**
  99087. * Adds a parser in the list of available ones
  99088. * @param name Defines the name of the parser
  99089. * @param parser Defines the parser to add
  99090. */
  99091. static AddParser(name: string, parser: BabylonFileParser): void;
  99092. /**
  99093. * Gets a general parser from the list of avaialble ones
  99094. * @param name Defines the name of the parser
  99095. * @returns the requested parser or null
  99096. */
  99097. static GetParser(name: string): Nullable<BabylonFileParser>;
  99098. /**
  99099. * Adds n individual parser in the list of available ones
  99100. * @param name Defines the name of the parser
  99101. * @param parser Defines the parser to add
  99102. */
  99103. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  99104. /**
  99105. * Gets an individual parser from the list of avaialble ones
  99106. * @param name Defines the name of the parser
  99107. * @returns the requested parser or null
  99108. */
  99109. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  99110. /**
  99111. * Parser json data and populate both a scene and its associated container object
  99112. * @param jsonData Defines the data to parse
  99113. * @param scene Defines the scene to parse the data for
  99114. * @param container Defines the container attached to the parsing sequence
  99115. * @param rootUrl Defines the root url of the data
  99116. */
  99117. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  99118. /**
  99119. * Gets the list of root nodes (ie. nodes with no parent)
  99120. */
  99121. rootNodes: Node[];
  99122. /** All of the cameras added to this scene
  99123. * @see http://doc.babylonjs.com/babylon101/cameras
  99124. */
  99125. cameras: Camera[];
  99126. /**
  99127. * All of the lights added to this scene
  99128. * @see http://doc.babylonjs.com/babylon101/lights
  99129. */
  99130. lights: Light[];
  99131. /**
  99132. * All of the (abstract) meshes added to this scene
  99133. */
  99134. meshes: AbstractMesh[];
  99135. /**
  99136. * The list of skeletons added to the scene
  99137. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  99138. */
  99139. skeletons: Skeleton[];
  99140. /**
  99141. * All of the particle systems added to this scene
  99142. * @see http://doc.babylonjs.com/babylon101/particles
  99143. */
  99144. particleSystems: IParticleSystem[];
  99145. /**
  99146. * Gets a list of Animations associated with the scene
  99147. */
  99148. animations: Animation[];
  99149. /**
  99150. * All of the animation groups added to this scene
  99151. * @see http://doc.babylonjs.com/how_to/group
  99152. */
  99153. animationGroups: AnimationGroup[];
  99154. /**
  99155. * All of the multi-materials added to this scene
  99156. * @see http://doc.babylonjs.com/how_to/multi_materials
  99157. */
  99158. multiMaterials: MultiMaterial[];
  99159. /**
  99160. * All of the materials added to this scene
  99161. * In the context of a Scene, it is not supposed to be modified manually.
  99162. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  99163. * Note also that the order of the Material wihin the array is not significant and might change.
  99164. * @see http://doc.babylonjs.com/babylon101/materials
  99165. */
  99166. materials: Material[];
  99167. /**
  99168. * The list of morph target managers added to the scene
  99169. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  99170. */
  99171. morphTargetManagers: MorphTargetManager[];
  99172. /**
  99173. * The list of geometries used in the scene.
  99174. */
  99175. geometries: Geometry[];
  99176. /**
  99177. * All of the tranform nodes added to this scene
  99178. * In the context of a Scene, it is not supposed to be modified manually.
  99179. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  99180. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  99181. * @see http://doc.babylonjs.com/how_to/transformnode
  99182. */
  99183. transformNodes: TransformNode[];
  99184. /**
  99185. * ActionManagers available on the scene.
  99186. */
  99187. actionManagers: AbstractActionManager[];
  99188. /**
  99189. * Textures to keep.
  99190. */
  99191. textures: BaseTexture[];
  99192. /**
  99193. * Environment texture for the scene
  99194. */
  99195. environmentTexture: Nullable<BaseTexture>;
  99196. }
  99197. }
  99198. declare module BABYLON {
  99199. /**
  99200. * Interface used to define options for Sound class
  99201. */
  99202. export interface ISoundOptions {
  99203. /**
  99204. * Does the sound autoplay once loaded.
  99205. */
  99206. autoplay?: boolean;
  99207. /**
  99208. * Does the sound loop after it finishes playing once.
  99209. */
  99210. loop?: boolean;
  99211. /**
  99212. * Sound's volume
  99213. */
  99214. volume?: number;
  99215. /**
  99216. * Is it a spatial sound?
  99217. */
  99218. spatialSound?: boolean;
  99219. /**
  99220. * Maximum distance to hear that sound
  99221. */
  99222. maxDistance?: number;
  99223. /**
  99224. * Uses user defined attenuation function
  99225. */
  99226. useCustomAttenuation?: boolean;
  99227. /**
  99228. * Define the roll off factor of spatial sounds.
  99229. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99230. */
  99231. rolloffFactor?: number;
  99232. /**
  99233. * Define the reference distance the sound should be heard perfectly.
  99234. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99235. */
  99236. refDistance?: number;
  99237. /**
  99238. * Define the distance attenuation model the sound will follow.
  99239. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99240. */
  99241. distanceModel?: string;
  99242. /**
  99243. * Defines the playback speed (1 by default)
  99244. */
  99245. playbackRate?: number;
  99246. /**
  99247. * Defines if the sound is from a streaming source
  99248. */
  99249. streaming?: boolean;
  99250. /**
  99251. * Defines an optional length (in seconds) inside the sound file
  99252. */
  99253. length?: number;
  99254. /**
  99255. * Defines an optional offset (in seconds) inside the sound file
  99256. */
  99257. offset?: number;
  99258. /**
  99259. * If true, URLs will not be required to state the audio file codec to use.
  99260. */
  99261. skipCodecCheck?: boolean;
  99262. }
  99263. /**
  99264. * Defines a sound that can be played in the application.
  99265. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  99266. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99267. */
  99268. export class Sound {
  99269. /**
  99270. * The name of the sound in the scene.
  99271. */
  99272. name: string;
  99273. /**
  99274. * Does the sound autoplay once loaded.
  99275. */
  99276. autoplay: boolean;
  99277. /**
  99278. * Does the sound loop after it finishes playing once.
  99279. */
  99280. loop: boolean;
  99281. /**
  99282. * Does the sound use a custom attenuation curve to simulate the falloff
  99283. * happening when the source gets further away from the camera.
  99284. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  99285. */
  99286. useCustomAttenuation: boolean;
  99287. /**
  99288. * The sound track id this sound belongs to.
  99289. */
  99290. soundTrackId: number;
  99291. /**
  99292. * Is this sound currently played.
  99293. */
  99294. isPlaying: boolean;
  99295. /**
  99296. * Is this sound currently paused.
  99297. */
  99298. isPaused: boolean;
  99299. /**
  99300. * Does this sound enables spatial sound.
  99301. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99302. */
  99303. spatialSound: boolean;
  99304. /**
  99305. * Define the reference distance the sound should be heard perfectly.
  99306. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99307. */
  99308. refDistance: number;
  99309. /**
  99310. * Define the roll off factor of spatial sounds.
  99311. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99312. */
  99313. rolloffFactor: number;
  99314. /**
  99315. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  99316. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99317. */
  99318. maxDistance: number;
  99319. /**
  99320. * Define the distance attenuation model the sound will follow.
  99321. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99322. */
  99323. distanceModel: string;
  99324. /**
  99325. * @hidden
  99326. * Back Compat
  99327. **/
  99328. onended: () => any;
  99329. /**
  99330. * Observable event when the current playing sound finishes.
  99331. */
  99332. onEndedObservable: Observable<Sound>;
  99333. private _panningModel;
  99334. private _playbackRate;
  99335. private _streaming;
  99336. private _startTime;
  99337. private _startOffset;
  99338. private _position;
  99339. /** @hidden */
  99340. _positionInEmitterSpace: boolean;
  99341. private _localDirection;
  99342. private _volume;
  99343. private _isReadyToPlay;
  99344. private _isDirectional;
  99345. private _readyToPlayCallback;
  99346. private _audioBuffer;
  99347. private _soundSource;
  99348. private _streamingSource;
  99349. private _soundPanner;
  99350. private _soundGain;
  99351. private _inputAudioNode;
  99352. private _outputAudioNode;
  99353. private _coneInnerAngle;
  99354. private _coneOuterAngle;
  99355. private _coneOuterGain;
  99356. private _scene;
  99357. private _connectedTransformNode;
  99358. private _customAttenuationFunction;
  99359. private _registerFunc;
  99360. private _isOutputConnected;
  99361. private _htmlAudioElement;
  99362. private _urlType;
  99363. private _length?;
  99364. private _offset?;
  99365. /** @hidden */
  99366. static _SceneComponentInitialization: (scene: Scene) => void;
  99367. /**
  99368. * Create a sound and attach it to a scene
  99369. * @param name Name of your sound
  99370. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  99371. * @param scene defines the scene the sound belongs to
  99372. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  99373. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  99374. */
  99375. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  99376. /**
  99377. * Release the sound and its associated resources
  99378. */
  99379. dispose(): void;
  99380. /**
  99381. * Gets if the sounds is ready to be played or not.
  99382. * @returns true if ready, otherwise false
  99383. */
  99384. isReady(): boolean;
  99385. private _soundLoaded;
  99386. /**
  99387. * Sets the data of the sound from an audiobuffer
  99388. * @param audioBuffer The audioBuffer containing the data
  99389. */
  99390. setAudioBuffer(audioBuffer: AudioBuffer): void;
  99391. /**
  99392. * Updates the current sounds options such as maxdistance, loop...
  99393. * @param options A JSON object containing values named as the object properties
  99394. */
  99395. updateOptions(options: ISoundOptions): void;
  99396. private _createSpatialParameters;
  99397. private _updateSpatialParameters;
  99398. /**
  99399. * Switch the panning model to HRTF:
  99400. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  99401. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99402. */
  99403. switchPanningModelToHRTF(): void;
  99404. /**
  99405. * Switch the panning model to Equal Power:
  99406. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  99407. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99408. */
  99409. switchPanningModelToEqualPower(): void;
  99410. private _switchPanningModel;
  99411. /**
  99412. * Connect this sound to a sound track audio node like gain...
  99413. * @param soundTrackAudioNode the sound track audio node to connect to
  99414. */
  99415. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  99416. /**
  99417. * Transform this sound into a directional source
  99418. * @param coneInnerAngle Size of the inner cone in degree
  99419. * @param coneOuterAngle Size of the outer cone in degree
  99420. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  99421. */
  99422. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  99423. /**
  99424. * Gets or sets the inner angle for the directional cone.
  99425. */
  99426. /**
  99427. * Gets or sets the inner angle for the directional cone.
  99428. */
  99429. directionalConeInnerAngle: number;
  99430. /**
  99431. * Gets or sets the outer angle for the directional cone.
  99432. */
  99433. /**
  99434. * Gets or sets the outer angle for the directional cone.
  99435. */
  99436. directionalConeOuterAngle: number;
  99437. /**
  99438. * Sets the position of the emitter if spatial sound is enabled
  99439. * @param newPosition Defines the new posisiton
  99440. */
  99441. setPosition(newPosition: Vector3): void;
  99442. /**
  99443. * Sets the local direction of the emitter if spatial sound is enabled
  99444. * @param newLocalDirection Defines the new local direction
  99445. */
  99446. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  99447. private _updateDirection;
  99448. /** @hidden */
  99449. updateDistanceFromListener(): void;
  99450. /**
  99451. * Sets a new custom attenuation function for the sound.
  99452. * @param callback Defines the function used for the attenuation
  99453. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  99454. */
  99455. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  99456. /**
  99457. * Play the sound
  99458. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  99459. * @param offset (optional) Start the sound at a specific time in seconds
  99460. * @param length (optional) Sound duration (in seconds)
  99461. */
  99462. play(time?: number, offset?: number, length?: number): void;
  99463. private _onended;
  99464. /**
  99465. * Stop the sound
  99466. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  99467. */
  99468. stop(time?: number): void;
  99469. /**
  99470. * Put the sound in pause
  99471. */
  99472. pause(): void;
  99473. /**
  99474. * Sets a dedicated volume for this sounds
  99475. * @param newVolume Define the new volume of the sound
  99476. * @param time Define time for gradual change to new volume
  99477. */
  99478. setVolume(newVolume: number, time?: number): void;
  99479. /**
  99480. * Set the sound play back rate
  99481. * @param newPlaybackRate Define the playback rate the sound should be played at
  99482. */
  99483. setPlaybackRate(newPlaybackRate: number): void;
  99484. /**
  99485. * Gets the volume of the sound.
  99486. * @returns the volume of the sound
  99487. */
  99488. getVolume(): number;
  99489. /**
  99490. * Attach the sound to a dedicated mesh
  99491. * @param transformNode The transform node to connect the sound with
  99492. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  99493. */
  99494. attachToMesh(transformNode: TransformNode): void;
  99495. /**
  99496. * Detach the sound from the previously attached mesh
  99497. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  99498. */
  99499. detachFromMesh(): void;
  99500. private _onRegisterAfterWorldMatrixUpdate;
  99501. /**
  99502. * Clone the current sound in the scene.
  99503. * @returns the new sound clone
  99504. */
  99505. clone(): Nullable<Sound>;
  99506. /**
  99507. * Gets the current underlying audio buffer containing the data
  99508. * @returns the audio buffer
  99509. */
  99510. getAudioBuffer(): Nullable<AudioBuffer>;
  99511. /**
  99512. * Serializes the Sound in a JSON representation
  99513. * @returns the JSON representation of the sound
  99514. */
  99515. serialize(): any;
  99516. /**
  99517. * Parse a JSON representation of a sound to innstantiate in a given scene
  99518. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  99519. * @param scene Define the scene the new parsed sound should be created in
  99520. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  99521. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  99522. * @returns the newly parsed sound
  99523. */
  99524. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  99525. }
  99526. }
  99527. declare module BABYLON {
  99528. /**
  99529. * This defines an action helpful to play a defined sound on a triggered action.
  99530. */
  99531. export class PlaySoundAction extends Action {
  99532. private _sound;
  99533. /**
  99534. * Instantiate the action
  99535. * @param triggerOptions defines the trigger options
  99536. * @param sound defines the sound to play
  99537. * @param condition defines the trigger related conditions
  99538. */
  99539. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  99540. /** @hidden */
  99541. _prepare(): void;
  99542. /**
  99543. * Execute the action and play the sound.
  99544. */
  99545. execute(): void;
  99546. /**
  99547. * Serializes the actions and its related information.
  99548. * @param parent defines the object to serialize in
  99549. * @returns the serialized object
  99550. */
  99551. serialize(parent: any): any;
  99552. }
  99553. /**
  99554. * This defines an action helpful to stop a defined sound on a triggered action.
  99555. */
  99556. export class StopSoundAction extends Action {
  99557. private _sound;
  99558. /**
  99559. * Instantiate the action
  99560. * @param triggerOptions defines the trigger options
  99561. * @param sound defines the sound to stop
  99562. * @param condition defines the trigger related conditions
  99563. */
  99564. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  99565. /** @hidden */
  99566. _prepare(): void;
  99567. /**
  99568. * Execute the action and stop the sound.
  99569. */
  99570. execute(): void;
  99571. /**
  99572. * Serializes the actions and its related information.
  99573. * @param parent defines the object to serialize in
  99574. * @returns the serialized object
  99575. */
  99576. serialize(parent: any): any;
  99577. }
  99578. }
  99579. declare module BABYLON {
  99580. /**
  99581. * This defines an action responsible to change the value of a property
  99582. * by interpolating between its current value and the newly set one once triggered.
  99583. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  99584. */
  99585. export class InterpolateValueAction extends Action {
  99586. /**
  99587. * Defines the path of the property where the value should be interpolated
  99588. */
  99589. propertyPath: string;
  99590. /**
  99591. * Defines the target value at the end of the interpolation.
  99592. */
  99593. value: any;
  99594. /**
  99595. * Defines the time it will take for the property to interpolate to the value.
  99596. */
  99597. duration: number;
  99598. /**
  99599. * Defines if the other scene animations should be stopped when the action has been triggered
  99600. */
  99601. stopOtherAnimations?: boolean;
  99602. /**
  99603. * Defines a callback raised once the interpolation animation has been done.
  99604. */
  99605. onInterpolationDone?: () => void;
  99606. /**
  99607. * Observable triggered once the interpolation animation has been done.
  99608. */
  99609. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  99610. private _target;
  99611. private _effectiveTarget;
  99612. private _property;
  99613. /**
  99614. * Instantiate the action
  99615. * @param triggerOptions defines the trigger options
  99616. * @param target defines the object containing the value to interpolate
  99617. * @param propertyPath defines the path to the property in the target object
  99618. * @param value defines the target value at the end of the interpolation
  99619. * @param duration deines the time it will take for the property to interpolate to the value.
  99620. * @param condition defines the trigger related conditions
  99621. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  99622. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  99623. */
  99624. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  99625. /** @hidden */
  99626. _prepare(): void;
  99627. /**
  99628. * Execute the action starts the value interpolation.
  99629. */
  99630. execute(): void;
  99631. /**
  99632. * Serializes the actions and its related information.
  99633. * @param parent defines the object to serialize in
  99634. * @returns the serialized object
  99635. */
  99636. serialize(parent: any): any;
  99637. }
  99638. }
  99639. declare module BABYLON {
  99640. /**
  99641. * Options allowed during the creation of a sound track.
  99642. */
  99643. export interface ISoundTrackOptions {
  99644. /**
  99645. * The volume the sound track should take during creation
  99646. */
  99647. volume?: number;
  99648. /**
  99649. * Define if the sound track is the main sound track of the scene
  99650. */
  99651. mainTrack?: boolean;
  99652. }
  99653. /**
  99654. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  99655. * It will be also used in a future release to apply effects on a specific track.
  99656. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  99657. */
  99658. export class SoundTrack {
  99659. /**
  99660. * The unique identifier of the sound track in the scene.
  99661. */
  99662. id: number;
  99663. /**
  99664. * The list of sounds included in the sound track.
  99665. */
  99666. soundCollection: Array<Sound>;
  99667. private _outputAudioNode;
  99668. private _scene;
  99669. private _isMainTrack;
  99670. private _connectedAnalyser;
  99671. private _options;
  99672. private _isInitialized;
  99673. /**
  99674. * Creates a new sound track.
  99675. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  99676. * @param scene Define the scene the sound track belongs to
  99677. * @param options
  99678. */
  99679. constructor(scene: Scene, options?: ISoundTrackOptions);
  99680. private _initializeSoundTrackAudioGraph;
  99681. /**
  99682. * Release the sound track and its associated resources
  99683. */
  99684. dispose(): void;
  99685. /**
  99686. * Adds a sound to this sound track
  99687. * @param sound define the cound to add
  99688. * @ignoreNaming
  99689. */
  99690. AddSound(sound: Sound): void;
  99691. /**
  99692. * Removes a sound to this sound track
  99693. * @param sound define the cound to remove
  99694. * @ignoreNaming
  99695. */
  99696. RemoveSound(sound: Sound): void;
  99697. /**
  99698. * Set a global volume for the full sound track.
  99699. * @param newVolume Define the new volume of the sound track
  99700. */
  99701. setVolume(newVolume: number): void;
  99702. /**
  99703. * Switch the panning model to HRTF:
  99704. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  99705. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99706. */
  99707. switchPanningModelToHRTF(): void;
  99708. /**
  99709. * Switch the panning model to Equal Power:
  99710. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  99711. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  99712. */
  99713. switchPanningModelToEqualPower(): void;
  99714. /**
  99715. * Connect the sound track to an audio analyser allowing some amazing
  99716. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  99717. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  99718. * @param analyser The analyser to connect to the engine
  99719. */
  99720. connectToAnalyser(analyser: Analyser): void;
  99721. }
  99722. }
  99723. declare module BABYLON {
  99724. interface AbstractScene {
  99725. /**
  99726. * The list of sounds used in the scene.
  99727. */
  99728. sounds: Nullable<Array<Sound>>;
  99729. }
  99730. interface Scene {
  99731. /**
  99732. * @hidden
  99733. * Backing field
  99734. */
  99735. _mainSoundTrack: SoundTrack;
  99736. /**
  99737. * The main sound track played by the scene.
  99738. * It cotains your primary collection of sounds.
  99739. */
  99740. mainSoundTrack: SoundTrack;
  99741. /**
  99742. * The list of sound tracks added to the scene
  99743. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99744. */
  99745. soundTracks: Nullable<Array<SoundTrack>>;
  99746. /**
  99747. * Gets a sound using a given name
  99748. * @param name defines the name to search for
  99749. * @return the found sound or null if not found at all.
  99750. */
  99751. getSoundByName(name: string): Nullable<Sound>;
  99752. /**
  99753. * Gets or sets if audio support is enabled
  99754. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99755. */
  99756. audioEnabled: boolean;
  99757. /**
  99758. * Gets or sets if audio will be output to headphones
  99759. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99760. */
  99761. headphone: boolean;
  99762. /**
  99763. * Gets or sets custom audio listener position provider
  99764. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99765. */
  99766. audioListenerPositionProvider: Nullable<() => Vector3>;
  99767. }
  99768. /**
  99769. * Defines the sound scene component responsible to manage any sounds
  99770. * in a given scene.
  99771. */
  99772. export class AudioSceneComponent implements ISceneSerializableComponent {
  99773. /**
  99774. * The component name helpfull to identify the component in the list of scene components.
  99775. */
  99776. readonly name: string;
  99777. /**
  99778. * The scene the component belongs to.
  99779. */
  99780. scene: Scene;
  99781. private _audioEnabled;
  99782. /**
  99783. * Gets whether audio is enabled or not.
  99784. * Please use related enable/disable method to switch state.
  99785. */
  99786. readonly audioEnabled: boolean;
  99787. private _headphone;
  99788. /**
  99789. * Gets whether audio is outputing to headphone or not.
  99790. * Please use the according Switch methods to change output.
  99791. */
  99792. readonly headphone: boolean;
  99793. private _audioListenerPositionProvider;
  99794. /**
  99795. * Gets the current audio listener position provider
  99796. */
  99797. /**
  99798. * Sets a custom listener position for all sounds in the scene
  99799. * By default, this is the position of the first active camera
  99800. */
  99801. audioListenerPositionProvider: Nullable<() => Vector3>;
  99802. /**
  99803. * Creates a new instance of the component for the given scene
  99804. * @param scene Defines the scene to register the component in
  99805. */
  99806. constructor(scene: Scene);
  99807. /**
  99808. * Registers the component in a given scene
  99809. */
  99810. register(): void;
  99811. /**
  99812. * Rebuilds the elements related to this component in case of
  99813. * context lost for instance.
  99814. */
  99815. rebuild(): void;
  99816. /**
  99817. * Serializes the component data to the specified json object
  99818. * @param serializationObject The object to serialize to
  99819. */
  99820. serialize(serializationObject: any): void;
  99821. /**
  99822. * Adds all the elements from the container to the scene
  99823. * @param container the container holding the elements
  99824. */
  99825. addFromContainer(container: AbstractScene): void;
  99826. /**
  99827. * Removes all the elements in the container from the scene
  99828. * @param container contains the elements to remove
  99829. * @param dispose if the removed element should be disposed (default: false)
  99830. */
  99831. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  99832. /**
  99833. * Disposes the component and the associated ressources.
  99834. */
  99835. dispose(): void;
  99836. /**
  99837. * Disables audio in the associated scene.
  99838. */
  99839. disableAudio(): void;
  99840. /**
  99841. * Enables audio in the associated scene.
  99842. */
  99843. enableAudio(): void;
  99844. /**
  99845. * Switch audio to headphone output.
  99846. */
  99847. switchAudioModeForHeadphones(): void;
  99848. /**
  99849. * Switch audio to normal speakers.
  99850. */
  99851. switchAudioModeForNormalSpeakers(): void;
  99852. private _afterRender;
  99853. }
  99854. }
  99855. declare module BABYLON {
  99856. /**
  99857. * Wraps one or more Sound objects and selects one with random weight for playback.
  99858. */
  99859. export class WeightedSound {
  99860. /** When true a Sound will be selected and played when the current playing Sound completes. */
  99861. loop: boolean;
  99862. private _coneInnerAngle;
  99863. private _coneOuterAngle;
  99864. private _volume;
  99865. /** A Sound is currently playing. */
  99866. isPlaying: boolean;
  99867. /** A Sound is currently paused. */
  99868. isPaused: boolean;
  99869. private _sounds;
  99870. private _weights;
  99871. private _currentIndex?;
  99872. /**
  99873. * Creates a new WeightedSound from the list of sounds given.
  99874. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  99875. * @param sounds Array of Sounds that will be selected from.
  99876. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  99877. */
  99878. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  99879. /**
  99880. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  99881. */
  99882. /**
  99883. * The size of cone in degress for a directional sound in which there will be no attenuation.
  99884. */
  99885. directionalConeInnerAngle: number;
  99886. /**
  99887. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  99888. * Listener angles between innerAngle and outerAngle will falloff linearly.
  99889. */
  99890. /**
  99891. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  99892. * Listener angles between innerAngle and outerAngle will falloff linearly.
  99893. */
  99894. directionalConeOuterAngle: number;
  99895. /**
  99896. * Playback volume.
  99897. */
  99898. /**
  99899. * Playback volume.
  99900. */
  99901. volume: number;
  99902. private _onended;
  99903. /**
  99904. * Suspend playback
  99905. */
  99906. pause(): void;
  99907. /**
  99908. * Stop playback
  99909. */
  99910. stop(): void;
  99911. /**
  99912. * Start playback.
  99913. * @param startOffset Position the clip head at a specific time in seconds.
  99914. */
  99915. play(startOffset?: number): void;
  99916. }
  99917. }
  99918. declare module BABYLON {
  99919. /**
  99920. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  99921. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  99922. */
  99923. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  99924. /**
  99925. * Gets the name of the behavior.
  99926. */
  99927. readonly name: string;
  99928. /**
  99929. * The easing function used by animations
  99930. */
  99931. static EasingFunction: BackEase;
  99932. /**
  99933. * The easing mode used by animations
  99934. */
  99935. static EasingMode: number;
  99936. /**
  99937. * The duration of the animation, in milliseconds
  99938. */
  99939. transitionDuration: number;
  99940. /**
  99941. * Length of the distance animated by the transition when lower radius is reached
  99942. */
  99943. lowerRadiusTransitionRange: number;
  99944. /**
  99945. * Length of the distance animated by the transition when upper radius is reached
  99946. */
  99947. upperRadiusTransitionRange: number;
  99948. private _autoTransitionRange;
  99949. /**
  99950. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  99951. */
  99952. /**
  99953. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  99954. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  99955. */
  99956. autoTransitionRange: boolean;
  99957. private _attachedCamera;
  99958. private _onAfterCheckInputsObserver;
  99959. private _onMeshTargetChangedObserver;
  99960. /**
  99961. * Initializes the behavior.
  99962. */
  99963. init(): void;
  99964. /**
  99965. * Attaches the behavior to its arc rotate camera.
  99966. * @param camera Defines the camera to attach the behavior to
  99967. */
  99968. attach(camera: ArcRotateCamera): void;
  99969. /**
  99970. * Detaches the behavior from its current arc rotate camera.
  99971. */
  99972. detach(): void;
  99973. private _radiusIsAnimating;
  99974. private _radiusBounceTransition;
  99975. private _animatables;
  99976. private _cachedWheelPrecision;
  99977. /**
  99978. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  99979. * @param radiusLimit The limit to check against.
  99980. * @return Bool to indicate if at limit.
  99981. */
  99982. private _isRadiusAtLimit;
  99983. /**
  99984. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  99985. * @param radiusDelta The delta by which to animate to. Can be negative.
  99986. */
  99987. private _applyBoundRadiusAnimation;
  99988. /**
  99989. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  99990. */
  99991. protected _clearAnimationLocks(): void;
  99992. /**
  99993. * Stops and removes all animations that have been applied to the camera
  99994. */
  99995. stopAllAnimations(): void;
  99996. }
  99997. }
  99998. declare module BABYLON {
  99999. /**
  100000. * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
  100001. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  100002. */
  100003. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  100004. /**
  100005. * Gets the name of the behavior.
  100006. */
  100007. readonly name: string;
  100008. private _mode;
  100009. private _radiusScale;
  100010. private _positionScale;
  100011. private _defaultElevation;
  100012. private _elevationReturnTime;
  100013. private _elevationReturnWaitTime;
  100014. private _zoomStopsAnimation;
  100015. private _framingTime;
  100016. /**
  100017. * The easing function used by animations
  100018. */
  100019. static EasingFunction: ExponentialEase;
  100020. /**
  100021. * The easing mode used by animations
  100022. */
  100023. static EasingMode: number;
  100024. /**
  100025. * Sets the current mode used by the behavior
  100026. */
  100027. /**
  100028. * Gets current mode used by the behavior.
  100029. */
  100030. mode: number;
  100031. /**
  100032. * Sets the scale applied to the radius (1 by default)
  100033. */
  100034. /**
  100035. * Gets the scale applied to the radius
  100036. */
  100037. radiusScale: number;
  100038. /**
  100039. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  100040. */
  100041. /**
  100042. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  100043. */
  100044. positionScale: number;
  100045. /**
  100046. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  100047. * behaviour is triggered, in radians.
  100048. */
  100049. /**
  100050. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  100051. * behaviour is triggered, in radians.
  100052. */
  100053. defaultElevation: number;
  100054. /**
  100055. * Sets the time (in milliseconds) taken to return to the default beta position.
  100056. * Negative value indicates camera should not return to default.
  100057. */
  100058. /**
  100059. * Gets the time (in milliseconds) taken to return to the default beta position.
  100060. * Negative value indicates camera should not return to default.
  100061. */
  100062. elevationReturnTime: number;
  100063. /**
  100064. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  100065. */
  100066. /**
  100067. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  100068. */
  100069. elevationReturnWaitTime: number;
  100070. /**
  100071. * Sets the flag that indicates if user zooming should stop animation.
  100072. */
  100073. /**
  100074. * Gets the flag that indicates if user zooming should stop animation.
  100075. */
  100076. zoomStopsAnimation: boolean;
  100077. /**
  100078. * Sets the transition time when framing the mesh, in milliseconds
  100079. */
  100080. /**
  100081. * Gets the transition time when framing the mesh, in milliseconds
  100082. */
  100083. framingTime: number;
  100084. /**
  100085. * Define if the behavior should automatically change the configured
  100086. * camera limits and sensibilities.
  100087. */
  100088. autoCorrectCameraLimitsAndSensibility: boolean;
  100089. private _onPrePointerObservableObserver;
  100090. private _onAfterCheckInputsObserver;
  100091. private _onMeshTargetChangedObserver;
  100092. private _attachedCamera;
  100093. private _isPointerDown;
  100094. private _lastInteractionTime;
  100095. /**
  100096. * Initializes the behavior.
  100097. */
  100098. init(): void;
  100099. /**
  100100. * Attaches the behavior to its arc rotate camera.
  100101. * @param camera Defines the camera to attach the behavior to
  100102. */
  100103. attach(camera: ArcRotateCamera): void;
  100104. /**
  100105. * Detaches the behavior from its current arc rotate camera.
  100106. */
  100107. detach(): void;
  100108. private _animatables;
  100109. private _betaIsAnimating;
  100110. private _betaTransition;
  100111. private _radiusTransition;
  100112. private _vectorTransition;
  100113. /**
  100114. * Targets the given mesh and updates zoom level accordingly.
  100115. * @param mesh The mesh to target.
  100116. * @param radius Optional. If a cached radius position already exists, overrides default.
  100117. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  100118. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  100119. * @param onAnimationEnd Callback triggered at the end of the framing animation
  100120. */
  100121. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  100122. /**
  100123. * Targets the given mesh with its children and updates zoom level accordingly.
  100124. * @param mesh The mesh to target.
  100125. * @param radius Optional. If a cached radius position already exists, overrides default.
  100126. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  100127. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  100128. * @param onAnimationEnd Callback triggered at the end of the framing animation
  100129. */
  100130. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  100131. /**
  100132. * Targets the given meshes with their children and updates zoom level accordingly.
  100133. * @param meshes The mesh to target.
  100134. * @param radius Optional. If a cached radius position already exists, overrides default.
  100135. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  100136. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  100137. * @param onAnimationEnd Callback triggered at the end of the framing animation
  100138. */
  100139. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  100140. /**
  100141. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  100142. * @param minimumWorld Determines the smaller position of the bounding box extend
  100143. * @param maximumWorld Determines the bigger position of the bounding box extend
  100144. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  100145. * @param onAnimationEnd Callback triggered at the end of the framing animation
  100146. */
  100147. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  100148. /**
  100149. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  100150. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  100151. * frustum width.
  100152. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  100153. * to fully enclose the mesh in the viewing frustum.
  100154. */
  100155. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  100156. /**
  100157. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  100158. * is automatically returned to its default position (expected to be above ground plane).
  100159. */
  100160. private _maintainCameraAboveGround;
  100161. /**
  100162. * Returns the frustum slope based on the canvas ratio and camera FOV
  100163. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  100164. */
  100165. private _getFrustumSlope;
  100166. /**
  100167. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  100168. */
  100169. private _clearAnimationLocks;
  100170. /**
  100171. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  100172. */
  100173. private _applyUserInteraction;
  100174. /**
  100175. * Stops and removes all animations that have been applied to the camera
  100176. */
  100177. stopAllAnimations(): void;
  100178. /**
  100179. * Gets a value indicating if the user is moving the camera
  100180. */
  100181. readonly isUserIsMoving: boolean;
  100182. /**
  100183. * The camera can move all the way towards the mesh.
  100184. */
  100185. static IgnoreBoundsSizeMode: number;
  100186. /**
  100187. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  100188. */
  100189. static FitFrustumSidesMode: number;
  100190. }
  100191. }
  100192. declare module BABYLON {
  100193. /**
  100194. * Base class for Camera Pointer Inputs.
  100195. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  100196. * for example usage.
  100197. */
  100198. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  100199. /**
  100200. * Defines the camera the input is attached to.
  100201. */
  100202. abstract camera: Camera;
  100203. /**
  100204. * Whether keyboard modifier keys are pressed at time of last mouse event.
  100205. */
  100206. protected _altKey: boolean;
  100207. protected _ctrlKey: boolean;
  100208. protected _metaKey: boolean;
  100209. protected _shiftKey: boolean;
  100210. /**
  100211. * Which mouse buttons were pressed at time of last mouse event.
  100212. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  100213. */
  100214. protected _buttonsPressed: number;
  100215. /**
  100216. * Defines the buttons associated with the input to handle camera move.
  100217. */
  100218. buttons: number[];
  100219. /**
  100220. * Attach the input controls to a specific dom element to get the input from.
  100221. * @param element Defines the element the controls should be listened from
  100222. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100223. */
  100224. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100225. /**
  100226. * Detach the current controls from the specified dom element.
  100227. * @param element Defines the element to stop listening the inputs from
  100228. */
  100229. detachControl(element: Nullable<HTMLElement>): void;
  100230. /**
  100231. * Gets the class name of the current input.
  100232. * @returns the class name
  100233. */
  100234. getClassName(): string;
  100235. /**
  100236. * Get the friendly name associated with the input class.
  100237. * @returns the input friendly name
  100238. */
  100239. getSimpleName(): string;
  100240. /**
  100241. * Called on pointer POINTERDOUBLETAP event.
  100242. * Override this method to provide functionality on POINTERDOUBLETAP event.
  100243. */
  100244. protected onDoubleTap(type: string): void;
  100245. /**
  100246. * Called on pointer POINTERMOVE event if only a single touch is active.
  100247. * Override this method to provide functionality.
  100248. */
  100249. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  100250. /**
  100251. * Called on pointer POINTERMOVE event if multiple touches are active.
  100252. * Override this method to provide functionality.
  100253. */
  100254. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  100255. /**
  100256. * Called on JS contextmenu event.
  100257. * Override this method to provide functionality.
  100258. */
  100259. protected onContextMenu(evt: PointerEvent): void;
  100260. /**
  100261. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  100262. * press.
  100263. * Override this method to provide functionality.
  100264. */
  100265. protected onButtonDown(evt: PointerEvent): void;
  100266. /**
  100267. * Called each time a new POINTERUP event occurs. Ie, for each button
  100268. * release.
  100269. * Override this method to provide functionality.
  100270. */
  100271. protected onButtonUp(evt: PointerEvent): void;
  100272. /**
  100273. * Called when window becomes inactive.
  100274. * Override this method to provide functionality.
  100275. */
  100276. protected onLostFocus(): void;
  100277. private _pointerInput;
  100278. private _observer;
  100279. private _onLostFocus;
  100280. private pointA;
  100281. private pointB;
  100282. }
  100283. }
  100284. declare module BABYLON {
  100285. /**
  100286. * Manage the pointers inputs to control an arc rotate camera.
  100287. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100288. */
  100289. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  100290. /**
  100291. * Defines the camera the input is attached to.
  100292. */
  100293. camera: ArcRotateCamera;
  100294. /**
  100295. * Gets the class name of the current input.
  100296. * @returns the class name
  100297. */
  100298. getClassName(): string;
  100299. /**
  100300. * Defines the buttons associated with the input to handle camera move.
  100301. */
  100302. buttons: number[];
  100303. /**
  100304. * Defines the pointer angular sensibility along the X axis or how fast is
  100305. * the camera rotating.
  100306. */
  100307. angularSensibilityX: number;
  100308. /**
  100309. * Defines the pointer angular sensibility along the Y axis or how fast is
  100310. * the camera rotating.
  100311. */
  100312. angularSensibilityY: number;
  100313. /**
  100314. * Defines the pointer pinch precision or how fast is the camera zooming.
  100315. */
  100316. pinchPrecision: number;
  100317. /**
  100318. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  100319. * from 0.
  100320. * It defines the percentage of current camera.radius to use as delta when
  100321. * pinch zoom is used.
  100322. */
  100323. pinchDeltaPercentage: number;
  100324. /**
  100325. * Defines the pointer panning sensibility or how fast is the camera moving.
  100326. */
  100327. panningSensibility: number;
  100328. /**
  100329. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  100330. */
  100331. multiTouchPanning: boolean;
  100332. /**
  100333. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  100334. * zoom (pinch) through multitouch.
  100335. */
  100336. multiTouchPanAndZoom: boolean;
  100337. /**
  100338. * Revers pinch action direction.
  100339. */
  100340. pinchInwards: boolean;
  100341. private _isPanClick;
  100342. private _twoFingerActivityCount;
  100343. private _isPinching;
  100344. /**
  100345. * Called on pointer POINTERMOVE event if only a single touch is active.
  100346. */
  100347. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  100348. /**
  100349. * Called on pointer POINTERDOUBLETAP event.
  100350. */
  100351. protected onDoubleTap(type: string): void;
  100352. /**
  100353. * Called on pointer POINTERMOVE event if multiple touches are active.
  100354. */
  100355. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  100356. /**
  100357. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  100358. * press.
  100359. */
  100360. protected onButtonDown(evt: PointerEvent): void;
  100361. /**
  100362. * Called each time a new POINTERUP event occurs. Ie, for each button
  100363. * release.
  100364. */
  100365. protected onButtonUp(evt: PointerEvent): void;
  100366. /**
  100367. * Called when window becomes inactive.
  100368. */
  100369. protected onLostFocus(): void;
  100370. }
  100371. }
  100372. declare module BABYLON {
  100373. /**
  100374. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  100375. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100376. */
  100377. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  100378. /**
  100379. * Defines the camera the input is attached to.
  100380. */
  100381. camera: ArcRotateCamera;
  100382. /**
  100383. * Defines the list of key codes associated with the up action (increase alpha)
  100384. */
  100385. keysUp: number[];
  100386. /**
  100387. * Defines the list of key codes associated with the down action (decrease alpha)
  100388. */
  100389. keysDown: number[];
  100390. /**
  100391. * Defines the list of key codes associated with the left action (increase beta)
  100392. */
  100393. keysLeft: number[];
  100394. /**
  100395. * Defines the list of key codes associated with the right action (decrease beta)
  100396. */
  100397. keysRight: number[];
  100398. /**
  100399. * Defines the list of key codes associated with the reset action.
  100400. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  100401. */
  100402. keysReset: number[];
  100403. /**
  100404. * Defines the panning sensibility of the inputs.
  100405. * (How fast is the camera paning)
  100406. */
  100407. panningSensibility: number;
  100408. /**
  100409. * Defines the zooming sensibility of the inputs.
  100410. * (How fast is the camera zooming)
  100411. */
  100412. zoomingSensibility: number;
  100413. /**
  100414. * Defines wether maintaining the alt key down switch the movement mode from
  100415. * orientation to zoom.
  100416. */
  100417. useAltToZoom: boolean;
  100418. /**
  100419. * Rotation speed of the camera
  100420. */
  100421. angularSpeed: number;
  100422. private _keys;
  100423. private _ctrlPressed;
  100424. private _altPressed;
  100425. private _onCanvasBlurObserver;
  100426. private _onKeyboardObserver;
  100427. private _engine;
  100428. private _scene;
  100429. /**
  100430. * Attach the input controls to a specific dom element to get the input from.
  100431. * @param element Defines the element the controls should be listened from
  100432. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100433. */
  100434. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100435. /**
  100436. * Detach the current controls from the specified dom element.
  100437. * @param element Defines the element to stop listening the inputs from
  100438. */
  100439. detachControl(element: Nullable<HTMLElement>): void;
  100440. /**
  100441. * Update the current camera state depending on the inputs that have been used this frame.
  100442. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  100443. */
  100444. checkInputs(): void;
  100445. /**
  100446. * Gets the class name of the current intput.
  100447. * @returns the class name
  100448. */
  100449. getClassName(): string;
  100450. /**
  100451. * Get the friendly name associated with the input class.
  100452. * @returns the input friendly name
  100453. */
  100454. getSimpleName(): string;
  100455. }
  100456. }
  100457. declare module BABYLON {
  100458. /**
  100459. * Manage the mouse wheel inputs to control an arc rotate camera.
  100460. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100461. */
  100462. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  100463. /**
  100464. * Defines the camera the input is attached to.
  100465. */
  100466. camera: ArcRotateCamera;
  100467. /**
  100468. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  100469. */
  100470. wheelPrecision: number;
  100471. /**
  100472. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  100473. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  100474. */
  100475. wheelDeltaPercentage: number;
  100476. private _wheel;
  100477. private _observer;
  100478. private computeDeltaFromMouseWheelLegacyEvent;
  100479. /**
  100480. * Attach the input controls to a specific dom element to get the input from.
  100481. * @param element Defines the element the controls should be listened from
  100482. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100483. */
  100484. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  100485. /**
  100486. * Detach the current controls from the specified dom element.
  100487. * @param element Defines the element to stop listening the inputs from
  100488. */
  100489. detachControl(element: Nullable<HTMLElement>): void;
  100490. /**
  100491. * Gets the class name of the current intput.
  100492. * @returns the class name
  100493. */
  100494. getClassName(): string;
  100495. /**
  100496. * Get the friendly name associated with the input class.
  100497. * @returns the input friendly name
  100498. */
  100499. getSimpleName(): string;
  100500. }
  100501. }
  100502. declare module BABYLON {
  100503. /**
  100504. * Default Inputs manager for the ArcRotateCamera.
  100505. * It groups all the default supported inputs for ease of use.
  100506. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  100507. */
  100508. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  100509. /**
  100510. * Instantiates a new ArcRotateCameraInputsManager.
  100511. * @param camera Defines the camera the inputs belong to
  100512. */
  100513. constructor(camera: ArcRotateCamera);
  100514. /**
  100515. * Add mouse wheel input support to the input manager.
  100516. * @returns the current input manager
  100517. */
  100518. addMouseWheel(): ArcRotateCameraInputsManager;
  100519. /**
  100520. * Add pointers input support to the input manager.
  100521. * @returns the current input manager
  100522. */
  100523. addPointers(): ArcRotateCameraInputsManager;
  100524. /**
  100525. * Add keyboard input support to the input manager.
  100526. * @returns the current input manager
  100527. */
  100528. addKeyboard(): ArcRotateCameraInputsManager;
  100529. }
  100530. }
  100531. declare module BABYLON {
  100532. /**
  100533. * This represents an orbital type of camera.
  100534. *
  100535. * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.
  100536. * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.
  100537. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  100538. */
  100539. export class ArcRotateCamera extends TargetCamera {
  100540. /**
  100541. * Defines the rotation angle of the camera along the longitudinal axis.
  100542. */
  100543. alpha: number;
  100544. /**
  100545. * Defines the rotation angle of the camera along the latitudinal axis.
  100546. */
  100547. beta: number;
  100548. /**
  100549. * Defines the radius of the camera from it s target point.
  100550. */
  100551. radius: number;
  100552. protected _target: Vector3;
  100553. protected _targetHost: Nullable<AbstractMesh>;
  100554. /**
  100555. * Defines the target point of the camera.
  100556. * The camera looks towards it form the radius distance.
  100557. */
  100558. target: Vector3;
  100559. /**
  100560. * Define the current local position of the camera in the scene
  100561. */
  100562. position: Vector3;
  100563. protected _upVector: Vector3;
  100564. protected _upToYMatrix: Matrix;
  100565. protected _YToUpMatrix: Matrix;
  100566. /**
  100567. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  100568. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  100569. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  100570. */
  100571. upVector: Vector3;
  100572. /**
  100573. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  100574. */
  100575. setMatUp(): void;
  100576. /**
  100577. * Current inertia value on the longitudinal axis.
  100578. * The bigger this number the longer it will take for the camera to stop.
  100579. */
  100580. inertialAlphaOffset: number;
  100581. /**
  100582. * Current inertia value on the latitudinal axis.
  100583. * The bigger this number the longer it will take for the camera to stop.
  100584. */
  100585. inertialBetaOffset: number;
  100586. /**
  100587. * Current inertia value on the radius axis.
  100588. * The bigger this number the longer it will take for the camera to stop.
  100589. */
  100590. inertialRadiusOffset: number;
  100591. /**
  100592. * Minimum allowed angle on the longitudinal axis.
  100593. * This can help limiting how the Camera is able to move in the scene.
  100594. */
  100595. lowerAlphaLimit: Nullable<number>;
  100596. /**
  100597. * Maximum allowed angle on the longitudinal axis.
  100598. * This can help limiting how the Camera is able to move in the scene.
  100599. */
  100600. upperAlphaLimit: Nullable<number>;
  100601. /**
  100602. * Minimum allowed angle on the latitudinal axis.
  100603. * This can help limiting how the Camera is able to move in the scene.
  100604. */
  100605. lowerBetaLimit: number;
  100606. /**
  100607. * Maximum allowed angle on the latitudinal axis.
  100608. * This can help limiting how the Camera is able to move in the scene.
  100609. */
  100610. upperBetaLimit: number;
  100611. /**
  100612. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  100613. * This can help limiting how the Camera is able to move in the scene.
  100614. */
  100615. lowerRadiusLimit: Nullable<number>;
  100616. /**
  100617. * Maximum allowed distance of the camera to the target (The camera can not get further).
  100618. * This can help limiting how the Camera is able to move in the scene.
  100619. */
  100620. upperRadiusLimit: Nullable<number>;
  100621. /**
  100622. * Defines the current inertia value used during panning of the camera along the X axis.
  100623. */
  100624. inertialPanningX: number;
  100625. /**
  100626. * Defines the current inertia value used during panning of the camera along the Y axis.
  100627. */
  100628. inertialPanningY: number;
  100629. /**
  100630. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  100631. * Basically if your fingers moves away from more than this distance you will be considered
  100632. * in pinch mode.
  100633. */
  100634. pinchToPanMaxDistance: number;
  100635. /**
  100636. * Defines the maximum distance the camera can pan.
  100637. * This could help keeping the cammera always in your scene.
  100638. */
  100639. panningDistanceLimit: Nullable<number>;
  100640. /**
  100641. * Defines the target of the camera before paning.
  100642. */
  100643. panningOriginTarget: Vector3;
  100644. /**
  100645. * Defines the value of the inertia used during panning.
  100646. * 0 would mean stop inertia and one would mean no decelleration at all.
  100647. */
  100648. panningInertia: number;
  100649. /**
  100650. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  100651. */
  100652. angularSensibilityX: number;
  100653. /**
  100654. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  100655. */
  100656. angularSensibilityY: number;
  100657. /**
  100658. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  100659. */
  100660. pinchPrecision: number;
  100661. /**
  100662. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  100663. * It will be used instead of pinchDeltaPrecision if different from 0.
  100664. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  100665. */
  100666. pinchDeltaPercentage: number;
  100667. /**
  100668. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  100669. */
  100670. panningSensibility: number;
  100671. /**
  100672. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  100673. */
  100674. keysUp: number[];
  100675. /**
  100676. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  100677. */
  100678. keysDown: number[];
  100679. /**
  100680. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  100681. */
  100682. keysLeft: number[];
  100683. /**
  100684. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  100685. */
  100686. keysRight: number[];
  100687. /**
  100688. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  100689. */
  100690. wheelPrecision: number;
  100691. /**
  100692. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  100693. * It will be used instead of pinchDeltaPrecision if different from 0.
  100694. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  100695. */
  100696. wheelDeltaPercentage: number;
  100697. /**
  100698. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  100699. */
  100700. zoomOnFactor: number;
  100701. /**
  100702. * Defines a screen offset for the camera position.
  100703. */
  100704. targetScreenOffset: Vector2;
  100705. /**
  100706. * Allows the camera to be completely reversed.
  100707. * If false the camera can not arrive upside down.
  100708. */
  100709. allowUpsideDown: boolean;
  100710. /**
  100711. * Define if double tap/click is used to restore the previously saved state of the camera.
  100712. */
  100713. useInputToRestoreState: boolean;
  100714. /** @hidden */
  100715. _viewMatrix: Matrix;
  100716. /** @hidden */
  100717. _useCtrlForPanning: boolean;
  100718. /** @hidden */
  100719. _panningMouseButton: number;
  100720. /**
  100721. * Defines the input associated to the camera.
  100722. */
  100723. inputs: ArcRotateCameraInputsManager;
  100724. /** @hidden */
  100725. _reset: () => void;
  100726. /**
  100727. * Defines the allowed panning axis.
  100728. */
  100729. panningAxis: Vector3;
  100730. protected _localDirection: Vector3;
  100731. protected _transformedDirection: Vector3;
  100732. private _bouncingBehavior;
  100733. /**
  100734. * Gets the bouncing behavior of the camera if it has been enabled.
  100735. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  100736. */
  100737. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  100738. /**
  100739. * Defines if the bouncing behavior of the camera is enabled on the camera.
  100740. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  100741. */
  100742. useBouncingBehavior: boolean;
  100743. private _framingBehavior;
  100744. /**
  100745. * Gets the framing behavior of the camera if it has been enabled.
  100746. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  100747. */
  100748. readonly framingBehavior: Nullable<FramingBehavior>;
  100749. /**
  100750. * Defines if the framing behavior of the camera is enabled on the camera.
  100751. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  100752. */
  100753. useFramingBehavior: boolean;
  100754. private _autoRotationBehavior;
  100755. /**
  100756. * Gets the auto rotation behavior of the camera if it has been enabled.
  100757. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  100758. */
  100759. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  100760. /**
  100761. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  100762. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  100763. */
  100764. useAutoRotationBehavior: boolean;
  100765. /**
  100766. * Observable triggered when the mesh target has been changed on the camera.
  100767. */
  100768. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  100769. /**
  100770. * Event raised when the camera is colliding with a mesh.
  100771. */
  100772. onCollide: (collidedMesh: AbstractMesh) => void;
  100773. /**
  100774. * Defines whether the camera should check collision with the objects oh the scene.
  100775. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  100776. */
  100777. checkCollisions: boolean;
  100778. /**
  100779. * Defines the collision radius of the camera.
  100780. * This simulates a sphere around the camera.
  100781. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  100782. */
  100783. collisionRadius: Vector3;
  100784. protected _collider: Collider;
  100785. protected _previousPosition: Vector3;
  100786. protected _collisionVelocity: Vector3;
  100787. protected _newPosition: Vector3;
  100788. protected _previousAlpha: number;
  100789. protected _previousBeta: number;
  100790. protected _previousRadius: number;
  100791. protected _collisionTriggered: boolean;
  100792. protected _targetBoundingCenter: Nullable<Vector3>;
  100793. private _computationVector;
  100794. /**
  100795. * Instantiates a new ArcRotateCamera in a given scene
  100796. * @param name Defines the name of the camera
  100797. * @param alpha Defines the camera rotation along the logitudinal axis
  100798. * @param beta Defines the camera rotation along the latitudinal axis
  100799. * @param radius Defines the camera distance from its target
  100800. * @param target Defines the camera target
  100801. * @param scene Defines the scene the camera belongs to
  100802. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  100803. */
  100804. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  100805. /** @hidden */
  100806. _initCache(): void;
  100807. /** @hidden */
  100808. _updateCache(ignoreParentClass?: boolean): void;
  100809. protected _getTargetPosition(): Vector3;
  100810. private _storedAlpha;
  100811. private _storedBeta;
  100812. private _storedRadius;
  100813. private _storedTarget;
  100814. /**
  100815. * Stores the current state of the camera (alpha, beta, radius and target)
  100816. * @returns the camera itself
  100817. */
  100818. storeState(): Camera;
  100819. /**
  100820. * @hidden
  100821. * Restored camera state. You must call storeState() first
  100822. */
  100823. _restoreStateValues(): boolean;
  100824. /** @hidden */
  100825. _isSynchronizedViewMatrix(): boolean;
  100826. /**
  100827. * Attached controls to the current camera.
  100828. * @param element Defines the element the controls should be listened from
  100829. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  100830. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  100831. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  100832. */
  100833. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  100834. /**
  100835. * Detach the current controls from the camera.
  100836. * The camera will stop reacting to inputs.
  100837. * @param element Defines the element to stop listening the inputs from
  100838. */
  100839. detachControl(element: HTMLElement): void;
  100840. /** @hidden */
  100841. _checkInputs(): void;
  100842. protected _checkLimits(): void;
  100843. /**
  100844. * Rebuilds angles (alpha, beta) and radius from the give position and target
  100845. */
  100846. rebuildAnglesAndRadius(): void;
  100847. /**
  100848. * Use a position to define the current camera related information like aplha, beta and radius
  100849. * @param position Defines the position to set the camera at
  100850. */
  100851. setPosition(position: Vector3): void;
  100852. /**
  100853. * Defines the target the camera should look at.
  100854. * This will automatically adapt alpha beta and radius to fit within the new target.
  100855. * @param target Defines the new target as a Vector or a mesh
  100856. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  100857. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  100858. */
  100859. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  100860. /** @hidden */
  100861. _getViewMatrix(): Matrix;
  100862. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  100863. /**
  100864. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  100865. * @param meshes Defines the mesh to zoom on
  100866. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  100867. */
  100868. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  100869. /**
  100870. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  100871. * The target will be changed but the radius
  100872. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  100873. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  100874. */
  100875. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  100876. min: Vector3;
  100877. max: Vector3;
  100878. distance: number;
  100879. }, doNotUpdateMaxZ?: boolean): void;
  100880. /**
  100881. * @override
  100882. * Override Camera.createRigCamera
  100883. */
  100884. createRigCamera(name: string, cameraIndex: number): Camera;
  100885. /**
  100886. * @hidden
  100887. * @override
  100888. * Override Camera._updateRigCameras
  100889. */
  100890. _updateRigCameras(): void;
  100891. /**
  100892. * Destroy the camera and release the current resources hold by it.
  100893. */
  100894. dispose(): void;
  100895. /**
  100896. * Gets the current object class name.
  100897. * @return the class name
  100898. */
  100899. getClassName(): string;
  100900. }
  100901. }
  100902. declare module BABYLON {
  100903. /**
  100904. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  100905. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  100906. */
  100907. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  100908. /**
  100909. * Gets the name of the behavior.
  100910. */
  100911. readonly name: string;
  100912. private _zoomStopsAnimation;
  100913. private _idleRotationSpeed;
  100914. private _idleRotationWaitTime;
  100915. private _idleRotationSpinupTime;
  100916. /**
  100917. * Sets the flag that indicates if user zooming should stop animation.
  100918. */
  100919. /**
  100920. * Gets the flag that indicates if user zooming should stop animation.
  100921. */
  100922. zoomStopsAnimation: boolean;
  100923. /**
  100924. * Sets the default speed at which the camera rotates around the model.
  100925. */
  100926. /**
  100927. * Gets the default speed at which the camera rotates around the model.
  100928. */
  100929. idleRotationSpeed: number;
  100930. /**
  100931. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  100932. */
  100933. /**
  100934. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  100935. */
  100936. idleRotationWaitTime: number;
  100937. /**
  100938. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  100939. */
  100940. /**
  100941. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  100942. */
  100943. idleRotationSpinupTime: number;
  100944. /**
  100945. * Gets a value indicating if the camera is currently rotating because of this behavior
  100946. */
  100947. readonly rotationInProgress: boolean;
  100948. private _onPrePointerObservableObserver;
  100949. private _onAfterCheckInputsObserver;
  100950. private _attachedCamera;
  100951. private _isPointerDown;
  100952. private _lastFrameTime;
  100953. private _lastInteractionTime;
  100954. private _cameraRotationSpeed;
  100955. /**
  100956. * Initializes the behavior.
  100957. */
  100958. init(): void;
  100959. /**
  100960. * Attaches the behavior to its arc rotate camera.
  100961. * @param camera Defines the camera to attach the behavior to
  100962. */
  100963. attach(camera: ArcRotateCamera): void;
  100964. /**
  100965. * Detaches the behavior from its current arc rotate camera.
  100966. */
  100967. detach(): void;
  100968. /**
  100969. * Returns true if user is scrolling.
  100970. * @return true if user is scrolling.
  100971. */
  100972. private _userIsZooming;
  100973. private _lastFrameRadius;
  100974. private _shouldAnimationStopForInteraction;
  100975. /**
  100976. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  100977. */
  100978. private _applyUserInteraction;
  100979. private _userIsMoving;
  100980. }
  100981. }
  100982. declare module BABYLON {
  100983. /**
  100984. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  100985. */
  100986. export class AttachToBoxBehavior implements Behavior<Mesh> {
  100987. private ui;
  100988. /**
  100989. * The name of the behavior
  100990. */
  100991. name: string;
  100992. /**
  100993. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  100994. */
  100995. distanceAwayFromFace: number;
  100996. /**
  100997. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  100998. */
  100999. distanceAwayFromBottomOfFace: number;
  101000. private _faceVectors;
  101001. private _target;
  101002. private _scene;
  101003. private _onRenderObserver;
  101004. private _tmpMatrix;
  101005. private _tmpVector;
  101006. /**
  101007. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  101008. * @param ui The transform node that should be attched to the mesh
  101009. */
  101010. constructor(ui: TransformNode);
  101011. /**
  101012. * Initializes the behavior
  101013. */
  101014. init(): void;
  101015. private _closestFace;
  101016. private _zeroVector;
  101017. private _lookAtTmpMatrix;
  101018. private _lookAtToRef;
  101019. /**
  101020. * Attaches the AttachToBoxBehavior to the passed in mesh
  101021. * @param target The mesh that the specified node will be attached to
  101022. */
  101023. attach(target: Mesh): void;
  101024. /**
  101025. * Detaches the behavior from the mesh
  101026. */
  101027. detach(): void;
  101028. }
  101029. }
  101030. declare module BABYLON {
  101031. /**
  101032. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  101033. */
  101034. export class FadeInOutBehavior implements Behavior<Mesh> {
  101035. /**
  101036. * Time in milliseconds to delay before fading in (Default: 0)
  101037. */
  101038. delay: number;
  101039. /**
  101040. * Time in milliseconds for the mesh to fade in (Default: 300)
  101041. */
  101042. fadeInTime: number;
  101043. private _millisecondsPerFrame;
  101044. private _hovered;
  101045. private _hoverValue;
  101046. private _ownerNode;
  101047. /**
  101048. * Instatiates the FadeInOutBehavior
  101049. */
  101050. constructor();
  101051. /**
  101052. * The name of the behavior
  101053. */
  101054. readonly name: string;
  101055. /**
  101056. * Initializes the behavior
  101057. */
  101058. init(): void;
  101059. /**
  101060. * Attaches the fade behavior on the passed in mesh
  101061. * @param ownerNode The mesh that will be faded in/out once attached
  101062. */
  101063. attach(ownerNode: Mesh): void;
  101064. /**
  101065. * Detaches the behavior from the mesh
  101066. */
  101067. detach(): void;
  101068. /**
  101069. * Triggers the mesh to begin fading in or out
  101070. * @param value if the object should fade in or out (true to fade in)
  101071. */
  101072. fadeIn(value: boolean): void;
  101073. private _update;
  101074. private _setAllVisibility;
  101075. }
  101076. }
  101077. declare module BABYLON {
  101078. /**
  101079. * Class containing a set of static utilities functions for managing Pivots
  101080. * @hidden
  101081. */
  101082. export class PivotTools {
  101083. private static _PivotCached;
  101084. private static _OldPivotPoint;
  101085. private static _PivotTranslation;
  101086. private static _PivotTmpVector;
  101087. /** @hidden */
  101088. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  101089. /** @hidden */
  101090. static _RestorePivotPoint(mesh: AbstractMesh): void;
  101091. }
  101092. }
  101093. declare module BABYLON {
  101094. /**
  101095. * Class containing static functions to help procedurally build meshes
  101096. */
  101097. export class PlaneBuilder {
  101098. /**
  101099. * Creates a plane mesh
  101100. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  101101. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  101102. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  101103. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  101104. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  101105. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  101106. * @param name defines the name of the mesh
  101107. * @param options defines the options used to create the mesh
  101108. * @param scene defines the hosting scene
  101109. * @returns the plane mesh
  101110. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  101111. */
  101112. static CreatePlane(name: string, options: {
  101113. size?: number;
  101114. width?: number;
  101115. height?: number;
  101116. sideOrientation?: number;
  101117. frontUVs?: Vector4;
  101118. backUVs?: Vector4;
  101119. updatable?: boolean;
  101120. sourcePlane?: Plane;
  101121. }, scene?: Nullable<Scene>): Mesh;
  101122. }
  101123. }
  101124. declare module BABYLON {
  101125. /**
  101126. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  101127. */
  101128. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  101129. private static _AnyMouseID;
  101130. /**
  101131. * Abstract mesh the behavior is set on
  101132. */
  101133. attachedNode: AbstractMesh;
  101134. private _dragPlane;
  101135. private _scene;
  101136. private _pointerObserver;
  101137. private _beforeRenderObserver;
  101138. private static _planeScene;
  101139. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  101140. /**
  101141. * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)
  101142. */
  101143. maxDragAngle: number;
  101144. /**
  101145. * @hidden
  101146. */
  101147. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  101148. /**
  101149. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101150. */
  101151. currentDraggingPointerID: number;
  101152. /**
  101153. * The last position where the pointer hit the drag plane in world space
  101154. */
  101155. lastDragPosition: Vector3;
  101156. /**
  101157. * If the behavior is currently in a dragging state
  101158. */
  101159. dragging: boolean;
  101160. /**
  101161. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  101162. */
  101163. dragDeltaRatio: number;
  101164. /**
  101165. * If the drag plane orientation should be updated during the dragging (Default: true)
  101166. */
  101167. updateDragPlane: boolean;
  101168. private _debugMode;
  101169. private _moving;
  101170. /**
  101171. * Fires each time the attached mesh is dragged with the pointer
  101172. * * delta between last drag position and current drag position in world space
  101173. * * dragDistance along the drag axis
  101174. * * dragPlaneNormal normal of the current drag plane used during the drag
  101175. * * dragPlanePoint in world space where the drag intersects the drag plane
  101176. */
  101177. onDragObservable: Observable<{
  101178. delta: Vector3;
  101179. dragPlanePoint: Vector3;
  101180. dragPlaneNormal: Vector3;
  101181. dragDistance: number;
  101182. pointerId: number;
  101183. }>;
  101184. /**
  101185. * Fires each time a drag begins (eg. mouse down on mesh)
  101186. */
  101187. onDragStartObservable: Observable<{
  101188. dragPlanePoint: Vector3;
  101189. pointerId: number;
  101190. }>;
  101191. /**
  101192. * Fires each time a drag ends (eg. mouse release after drag)
  101193. */
  101194. onDragEndObservable: Observable<{
  101195. dragPlanePoint: Vector3;
  101196. pointerId: number;
  101197. }>;
  101198. /**
  101199. * If the attached mesh should be moved when dragged
  101200. */
  101201. moveAttached: boolean;
  101202. /**
  101203. * If the drag behavior will react to drag events (Default: true)
  101204. */
  101205. enabled: boolean;
  101206. /**
  101207. * If pointer events should start and release the drag (Default: true)
  101208. */
  101209. startAndReleaseDragOnPointerEvents: boolean;
  101210. /**
  101211. * If camera controls should be detached during the drag
  101212. */
  101213. detachCameraControls: boolean;
  101214. /**
  101215. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  101216. */
  101217. useObjectOrienationForDragging: boolean;
  101218. private _options;
  101219. /**
  101220. * Creates a pointer drag behavior that can be attached to a mesh
  101221. * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)
  101222. */
  101223. constructor(options?: {
  101224. dragAxis?: Vector3;
  101225. dragPlaneNormal?: Vector3;
  101226. });
  101227. /**
  101228. * Predicate to determine if it is valid to move the object to a new position when it is moved
  101229. */
  101230. validateDrag: (targetPosition: Vector3) => boolean;
  101231. /**
  101232. * The name of the behavior
  101233. */
  101234. readonly name: string;
  101235. /**
  101236. * Initializes the behavior
  101237. */
  101238. init(): void;
  101239. private _tmpVector;
  101240. private _alternatePickedPoint;
  101241. private _worldDragAxis;
  101242. private _targetPosition;
  101243. private _attachedElement;
  101244. /**
  101245. * Attaches the drag behavior the passed in mesh
  101246. * @param ownerNode The mesh that will be dragged around once attached
  101247. */
  101248. attach(ownerNode: AbstractMesh): void;
  101249. /**
  101250. * Force relase the drag action by code.
  101251. */
  101252. releaseDrag(): void;
  101253. private _startDragRay;
  101254. private _lastPointerRay;
  101255. /**
  101256. * Simulates the start of a pointer drag event on the behavior
  101257. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  101258. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  101259. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  101260. */
  101261. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  101262. private _startDrag;
  101263. private _dragDelta;
  101264. private _moveDrag;
  101265. private _pickWithRayOnDragPlane;
  101266. private _pointA;
  101267. private _pointB;
  101268. private _pointC;
  101269. private _lineA;
  101270. private _lineB;
  101271. private _localAxis;
  101272. private _lookAt;
  101273. private _updateDragPlanePosition;
  101274. /**
  101275. * Detaches the behavior from the mesh
  101276. */
  101277. detach(): void;
  101278. }
  101279. }
  101280. declare module BABYLON {
  101281. /**
  101282. * A behavior that when attached to a mesh will allow the mesh to be scaled
  101283. */
  101284. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  101285. private _dragBehaviorA;
  101286. private _dragBehaviorB;
  101287. private _startDistance;
  101288. private _initialScale;
  101289. private _targetScale;
  101290. private _ownerNode;
  101291. private _sceneRenderObserver;
  101292. /**
  101293. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  101294. */
  101295. constructor();
  101296. /**
  101297. * The name of the behavior
  101298. */
  101299. readonly name: string;
  101300. /**
  101301. * Initializes the behavior
  101302. */
  101303. init(): void;
  101304. private _getCurrentDistance;
  101305. /**
  101306. * Attaches the scale behavior the passed in mesh
  101307. * @param ownerNode The mesh that will be scaled around once attached
  101308. */
  101309. attach(ownerNode: Mesh): void;
  101310. /**
  101311. * Detaches the behavior from the mesh
  101312. */
  101313. detach(): void;
  101314. }
  101315. }
  101316. declare module BABYLON {
  101317. /**
  101318. * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  101319. */
  101320. export class SixDofDragBehavior implements Behavior<Mesh> {
  101321. private static _virtualScene;
  101322. private _ownerNode;
  101323. private _sceneRenderObserver;
  101324. private _scene;
  101325. private _targetPosition;
  101326. private _virtualOriginMesh;
  101327. private _virtualDragMesh;
  101328. private _pointerObserver;
  101329. private _moving;
  101330. private _startingOrientation;
  101331. /**
  101332. * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)
  101333. */
  101334. private zDragFactor;
  101335. /**
  101336. * If the object should rotate to face the drag origin
  101337. */
  101338. rotateDraggedObject: boolean;
  101339. /**
  101340. * If the behavior is currently in a dragging state
  101341. */
  101342. dragging: boolean;
  101343. /**
  101344. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  101345. */
  101346. dragDeltaRatio: number;
  101347. /**
  101348. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101349. */
  101350. currentDraggingPointerID: number;
  101351. /**
  101352. * If camera controls should be detached during the drag
  101353. */
  101354. detachCameraControls: boolean;
  101355. /**
  101356. * Fires each time a drag starts
  101357. */
  101358. onDragStartObservable: Observable<{}>;
  101359. /**
  101360. * Fires each time a drag ends (eg. mouse release after drag)
  101361. */
  101362. onDragEndObservable: Observable<{}>;
  101363. /**
  101364. * Instantiates a behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  101365. */
  101366. constructor();
  101367. /**
  101368. * The name of the behavior
  101369. */
  101370. readonly name: string;
  101371. /**
  101372. * Initializes the behavior
  101373. */
  101374. init(): void;
  101375. /**
  101376. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  101377. */
  101378. private readonly _pointerCamera;
  101379. /**
  101380. * Attaches the scale behavior the passed in mesh
  101381. * @param ownerNode The mesh that will be scaled around once attached
  101382. */
  101383. attach(ownerNode: Mesh): void;
  101384. /**
  101385. * Detaches the behavior from the mesh
  101386. */
  101387. detach(): void;
  101388. }
  101389. }
  101390. declare module BABYLON {
  101391. /**
  101392. * Class used to apply inverse kinematics to bones
  101393. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  101394. */
  101395. export class BoneIKController {
  101396. private static _tmpVecs;
  101397. private static _tmpQuat;
  101398. private static _tmpMats;
  101399. /**
  101400. * Gets or sets the target mesh
  101401. */
  101402. targetMesh: AbstractMesh;
  101403. /** Gets or sets the mesh used as pole */
  101404. poleTargetMesh: AbstractMesh;
  101405. /**
  101406. * Gets or sets the bone used as pole
  101407. */
  101408. poleTargetBone: Nullable<Bone>;
  101409. /**
  101410. * Gets or sets the target position
  101411. */
  101412. targetPosition: Vector3;
  101413. /**
  101414. * Gets or sets the pole target position
  101415. */
  101416. poleTargetPosition: Vector3;
  101417. /**
  101418. * Gets or sets the pole target local offset
  101419. */
  101420. poleTargetLocalOffset: Vector3;
  101421. /**
  101422. * Gets or sets the pole angle
  101423. */
  101424. poleAngle: number;
  101425. /**
  101426. * Gets or sets the mesh associated with the controller
  101427. */
  101428. mesh: AbstractMesh;
  101429. /**
  101430. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  101431. */
  101432. slerpAmount: number;
  101433. private _bone1Quat;
  101434. private _bone1Mat;
  101435. private _bone2Ang;
  101436. private _bone1;
  101437. private _bone2;
  101438. private _bone1Length;
  101439. private _bone2Length;
  101440. private _maxAngle;
  101441. private _maxReach;
  101442. private _rightHandedSystem;
  101443. private _bendAxis;
  101444. private _slerping;
  101445. private _adjustRoll;
  101446. /**
  101447. * Gets or sets maximum allowed angle
  101448. */
  101449. maxAngle: number;
  101450. /**
  101451. * Creates a new BoneIKController
  101452. * @param mesh defines the mesh to control
  101453. * @param bone defines the bone to control
  101454. * @param options defines options to set up the controller
  101455. */
  101456. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  101457. targetMesh?: AbstractMesh;
  101458. poleTargetMesh?: AbstractMesh;
  101459. poleTargetBone?: Bone;
  101460. poleTargetLocalOffset?: Vector3;
  101461. poleAngle?: number;
  101462. bendAxis?: Vector3;
  101463. maxAngle?: number;
  101464. slerpAmount?: number;
  101465. });
  101466. private _setMaxAngle;
  101467. /**
  101468. * Force the controller to update the bones
  101469. */
  101470. update(): void;
  101471. }
  101472. }
  101473. declare module BABYLON {
  101474. /**
  101475. * Class used to make a bone look toward a point in space
  101476. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  101477. */
  101478. export class BoneLookController {
  101479. private static _tmpVecs;
  101480. private static _tmpQuat;
  101481. private static _tmpMats;
  101482. /**
  101483. * The target Vector3 that the bone will look at
  101484. */
  101485. target: Vector3;
  101486. /**
  101487. * The mesh that the bone is attached to
  101488. */
  101489. mesh: AbstractMesh;
  101490. /**
  101491. * The bone that will be looking to the target
  101492. */
  101493. bone: Bone;
  101494. /**
  101495. * The up axis of the coordinate system that is used when the bone is rotated
  101496. */
  101497. upAxis: Vector3;
  101498. /**
  101499. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  101500. */
  101501. upAxisSpace: Space;
  101502. /**
  101503. * Used to make an adjustment to the yaw of the bone
  101504. */
  101505. adjustYaw: number;
  101506. /**
  101507. * Used to make an adjustment to the pitch of the bone
  101508. */
  101509. adjustPitch: number;
  101510. /**
  101511. * Used to make an adjustment to the roll of the bone
  101512. */
  101513. adjustRoll: number;
  101514. /**
  101515. * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
  101516. */
  101517. slerpAmount: number;
  101518. private _minYaw;
  101519. private _maxYaw;
  101520. private _minPitch;
  101521. private _maxPitch;
  101522. private _minYawSin;
  101523. private _minYawCos;
  101524. private _maxYawSin;
  101525. private _maxYawCos;
  101526. private _midYawConstraint;
  101527. private _minPitchTan;
  101528. private _maxPitchTan;
  101529. private _boneQuat;
  101530. private _slerping;
  101531. private _transformYawPitch;
  101532. private _transformYawPitchInv;
  101533. private _firstFrameSkipped;
  101534. private _yawRange;
  101535. private _fowardAxis;
  101536. /**
  101537. * Gets or sets the minimum yaw angle that the bone can look to
  101538. */
  101539. minYaw: number;
  101540. /**
  101541. * Gets or sets the maximum yaw angle that the bone can look to
  101542. */
  101543. maxYaw: number;
  101544. /**
  101545. * Gets or sets the minimum pitch angle that the bone can look to
  101546. */
  101547. minPitch: number;
  101548. /**
  101549. * Gets or sets the maximum pitch angle that the bone can look to
  101550. */
  101551. maxPitch: number;
  101552. /**
  101553. * Create a BoneLookController
  101554. * @param mesh the mesh that the bone belongs to
  101555. * @param bone the bone that will be looking to the target
  101556. * @param target the target Vector3 to look at
  101557. * @param options optional settings:
  101558. * * maxYaw: the maximum angle the bone will yaw to
  101559. * * minYaw: the minimum angle the bone will yaw to
  101560. * * maxPitch: the maximum angle the bone will pitch to
  101561. * * minPitch: the minimum angle the bone will yaw to
  101562. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  101563. * * upAxis: the up axis of the coordinate system
  101564. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  101565. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  101566. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  101567. * * adjustYaw: used to make an adjustment to the yaw of the bone
  101568. * * adjustPitch: used to make an adjustment to the pitch of the bone
  101569. * * adjustRoll: used to make an adjustment to the roll of the bone
  101570. **/
  101571. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  101572. maxYaw?: number;
  101573. minYaw?: number;
  101574. maxPitch?: number;
  101575. minPitch?: number;
  101576. slerpAmount?: number;
  101577. upAxis?: Vector3;
  101578. upAxisSpace?: Space;
  101579. yawAxis?: Vector3;
  101580. pitchAxis?: Vector3;
  101581. adjustYaw?: number;
  101582. adjustPitch?: number;
  101583. adjustRoll?: number;
  101584. });
  101585. /**
  101586. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  101587. */
  101588. update(): void;
  101589. private _getAngleDiff;
  101590. private _getAngleBetween;
  101591. private _isAngleBetween;
  101592. }
  101593. }
  101594. declare module BABYLON {
  101595. /**
  101596. * Manage the gamepad inputs to control an arc rotate camera.
  101597. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101598. */
  101599. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  101600. /**
  101601. * Defines the camera the input is attached to.
  101602. */
  101603. camera: ArcRotateCamera;
  101604. /**
  101605. * Defines the gamepad the input is gathering event from.
  101606. */
  101607. gamepad: Nullable<Gamepad>;
  101608. /**
  101609. * Defines the gamepad rotation sensiblity.
  101610. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  101611. */
  101612. gamepadRotationSensibility: number;
  101613. /**
  101614. * Defines the gamepad move sensiblity.
  101615. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  101616. */
  101617. gamepadMoveSensibility: number;
  101618. private _onGamepadConnectedObserver;
  101619. private _onGamepadDisconnectedObserver;
  101620. /**
  101621. * Attach the input controls to a specific dom element to get the input from.
  101622. * @param element Defines the element the controls should be listened from
  101623. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101624. */
  101625. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101626. /**
  101627. * Detach the current controls from the specified dom element.
  101628. * @param element Defines the element to stop listening the inputs from
  101629. */
  101630. detachControl(element: Nullable<HTMLElement>): void;
  101631. /**
  101632. * Update the current camera state depending on the inputs that have been used this frame.
  101633. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101634. */
  101635. checkInputs(): void;
  101636. /**
  101637. * Gets the class name of the current intput.
  101638. * @returns the class name
  101639. */
  101640. getClassName(): string;
  101641. /**
  101642. * Get the friendly name associated with the input class.
  101643. * @returns the input friendly name
  101644. */
  101645. getSimpleName(): string;
  101646. }
  101647. }
  101648. declare module BABYLON {
  101649. interface ArcRotateCameraInputsManager {
  101650. /**
  101651. * Add orientation input support to the input manager.
  101652. * @returns the current input manager
  101653. */
  101654. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  101655. }
  101656. /**
  101657. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  101658. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101659. */
  101660. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  101661. /**
  101662. * Defines the camera the input is attached to.
  101663. */
  101664. camera: ArcRotateCamera;
  101665. /**
  101666. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  101667. */
  101668. alphaCorrection: number;
  101669. /**
  101670. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  101671. */
  101672. gammaCorrection: number;
  101673. private _alpha;
  101674. private _gamma;
  101675. private _dirty;
  101676. private _deviceOrientationHandler;
  101677. /**
  101678. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  101679. */
  101680. constructor();
  101681. /**
  101682. * Attach the input controls to a specific dom element to get the input from.
  101683. * @param element Defines the element the controls should be listened from
  101684. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  101685. */
  101686. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101687. /** @hidden */
  101688. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  101689. /**
  101690. * Update the current camera state depending on the inputs that have been used this frame.
  101691. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  101692. */
  101693. checkInputs(): void;
  101694. /**
  101695. * Detach the current controls from the specified dom element.
  101696. * @param element Defines the element to stop listening the inputs from
  101697. */
  101698. detachControl(element: Nullable<HTMLElement>): void;
  101699. /**
  101700. * Gets the class name of the current intput.
  101701. * @returns the class name
  101702. */
  101703. getClassName(): string;
  101704. /**
  101705. * Get the friendly name associated with the input class.
  101706. * @returns the input friendly name
  101707. */
  101708. getSimpleName(): string;
  101709. }
  101710. }
  101711. declare module BABYLON {
  101712. /**
  101713. * Listen to mouse events to control the camera.
  101714. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101715. */
  101716. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  101717. /**
  101718. * Defines the camera the input is attached to.
  101719. */
  101720. camera: FlyCamera;
  101721. /**
  101722. * Defines if touch is enabled. (Default is true.)
  101723. */
  101724. touchEnabled: boolean;
  101725. /**
  101726. * Defines the buttons associated with the input to handle camera rotation.
  101727. */
  101728. buttons: number[];
  101729. /**
  101730. * Assign buttons for Yaw control.
  101731. */
  101732. buttonsYaw: number[];
  101733. /**
  101734. * Assign buttons for Pitch control.
  101735. */
  101736. buttonsPitch: number[];
  101737. /**
  101738. * Assign buttons for Roll control.
  101739. */
  101740. buttonsRoll: number[];
  101741. /**
  101742. * Detect if any button is being pressed while mouse is moved.
  101743. * -1 = Mouse locked.
  101744. * 0 = Left button.
  101745. * 1 = Middle Button.
  101746. * 2 = Right Button.
  101747. */
  101748. activeButton: number;
  101749. /**
  101750. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  101751. * Higher values reduce its sensitivity.
  101752. */
  101753. angularSensibility: number;
  101754. private _mousemoveCallback;
  101755. private _observer;
  101756. private _rollObserver;
  101757. private previousPosition;
  101758. private noPreventDefault;
  101759. private element;
  101760. /**
  101761. * Listen to mouse events to control the camera.
  101762. * @param touchEnabled Define if touch is enabled. (Default is true.)
  101763. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101764. */
  101765. constructor(touchEnabled?: boolean);
  101766. /**
  101767. * Attach the mouse control to the HTML DOM element.
  101768. * @param element Defines the element that listens to the input events.
  101769. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  101770. */
  101771. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101772. /**
  101773. * Detach the current controls from the specified dom element.
  101774. * @param element Defines the element to stop listening the inputs from
  101775. */
  101776. detachControl(element: Nullable<HTMLElement>): void;
  101777. /**
  101778. * Gets the class name of the current input.
  101779. * @returns the class name.
  101780. */
  101781. getClassName(): string;
  101782. /**
  101783. * Get the friendly name associated with the input class.
  101784. * @returns the input's friendly name.
  101785. */
  101786. getSimpleName(): string;
  101787. private _pointerInput;
  101788. private _onMouseMove;
  101789. /**
  101790. * Rotate camera by mouse offset.
  101791. */
  101792. private rotateCamera;
  101793. }
  101794. }
  101795. declare module BABYLON {
  101796. /**
  101797. * Default Inputs manager for the FlyCamera.
  101798. * It groups all the default supported inputs for ease of use.
  101799. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  101800. */
  101801. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  101802. /**
  101803. * Instantiates a new FlyCameraInputsManager.
  101804. * @param camera Defines the camera the inputs belong to.
  101805. */
  101806. constructor(camera: FlyCamera);
  101807. /**
  101808. * Add keyboard input support to the input manager.
  101809. * @returns the new FlyCameraKeyboardMoveInput().
  101810. */
  101811. addKeyboard(): FlyCameraInputsManager;
  101812. /**
  101813. * Add mouse input support to the input manager.
  101814. * @param touchEnabled Enable touch screen support.
  101815. * @returns the new FlyCameraMouseInput().
  101816. */
  101817. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  101818. }
  101819. }
  101820. declare module BABYLON {
  101821. /**
  101822. * This is a flying camera, designed for 3D movement and rotation in all directions,
  101823. * such as in a 3D Space Shooter or a Flight Simulator.
  101824. */
  101825. export class FlyCamera extends TargetCamera {
  101826. /**
  101827. * Define the collision ellipsoid of the camera.
  101828. * This is helpful for simulating a camera body, like a player's body.
  101829. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  101830. */
  101831. ellipsoid: Vector3;
  101832. /**
  101833. * Define an offset for the position of the ellipsoid around the camera.
  101834. * This can be helpful if the camera is attached away from the player's body center,
  101835. * such as at its head.
  101836. */
  101837. ellipsoidOffset: Vector3;
  101838. /**
  101839. * Enable or disable collisions of the camera with the rest of the scene objects.
  101840. */
  101841. checkCollisions: boolean;
  101842. /**
  101843. * Enable or disable gravity on the camera.
  101844. */
  101845. applyGravity: boolean;
  101846. /**
  101847. * Define the current direction the camera is moving to.
  101848. */
  101849. cameraDirection: Vector3;
  101850. /**
  101851. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  101852. * This overrides and empties cameraRotation.
  101853. */
  101854. rotationQuaternion: Quaternion;
  101855. /**
  101856. * Track Roll to maintain the wanted Rolling when looking around.
  101857. */
  101858. _trackRoll: number;
  101859. /**
  101860. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  101861. */
  101862. rollCorrect: number;
  101863. /**
  101864. * Mimic a banked turn, Rolling the camera when Yawing.
  101865. * It's recommended to use rollCorrect = 10 for faster banking correction.
  101866. */
  101867. bankedTurn: boolean;
  101868. /**
  101869. * Limit in radians for how much Roll banking will add. (Default: 90°)
  101870. */
  101871. bankedTurnLimit: number;
  101872. /**
  101873. * Value of 0 disables the banked Roll.
  101874. * Value of 1 is equal to the Yaw angle in radians.
  101875. */
  101876. bankedTurnMultiplier: number;
  101877. /**
  101878. * The inputs manager loads all the input sources, such as keyboard and mouse.
  101879. */
  101880. inputs: FlyCameraInputsManager;
  101881. /**
  101882. * Gets the input sensibility for mouse input.
  101883. * Higher values reduce sensitivity.
  101884. */
  101885. /**
  101886. * Sets the input sensibility for a mouse input.
  101887. * Higher values reduce sensitivity.
  101888. */
  101889. angularSensibility: number;
  101890. /**
  101891. * Get the keys for camera movement forward.
  101892. */
  101893. /**
  101894. * Set the keys for camera movement forward.
  101895. */
  101896. keysForward: number[];
  101897. /**
  101898. * Get the keys for camera movement backward.
  101899. */
  101900. keysBackward: number[];
  101901. /**
  101902. * Get the keys for camera movement up.
  101903. */
  101904. /**
  101905. * Set the keys for camera movement up.
  101906. */
  101907. keysUp: number[];
  101908. /**
  101909. * Get the keys for camera movement down.
  101910. */
  101911. /**
  101912. * Set the keys for camera movement down.
  101913. */
  101914. keysDown: number[];
  101915. /**
  101916. * Get the keys for camera movement left.
  101917. */
  101918. /**
  101919. * Set the keys for camera movement left.
  101920. */
  101921. keysLeft: number[];
  101922. /**
  101923. * Set the keys for camera movement right.
  101924. */
  101925. /**
  101926. * Set the keys for camera movement right.
  101927. */
  101928. keysRight: number[];
  101929. /**
  101930. * Event raised when the camera collides with a mesh in the scene.
  101931. */
  101932. onCollide: (collidedMesh: AbstractMesh) => void;
  101933. private _collider;
  101934. private _needMoveForGravity;
  101935. private _oldPosition;
  101936. private _diffPosition;
  101937. private _newPosition;
  101938. /** @hidden */
  101939. _localDirection: Vector3;
  101940. /** @hidden */
  101941. _transformedDirection: Vector3;
  101942. /**
  101943. * Instantiates a FlyCamera.
  101944. * This is a flying camera, designed for 3D movement and rotation in all directions,
  101945. * such as in a 3D Space Shooter or a Flight Simulator.
  101946. * @param name Define the name of the camera in the scene.
  101947. * @param position Define the starting position of the camera in the scene.
  101948. * @param scene Define the scene the camera belongs to.
  101949. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  101950. */
  101951. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  101952. /**
  101953. * Attach a control to the HTML DOM element.
  101954. * @param element Defines the element that listens to the input events.
  101955. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  101956. */
  101957. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  101958. /**
  101959. * Detach a control from the HTML DOM element.
  101960. * The camera will stop reacting to that input.
  101961. * @param element Defines the element that listens to the input events.
  101962. */
  101963. detachControl(element: HTMLElement): void;
  101964. private _collisionMask;
  101965. /**
  101966. * Get the mask that the camera ignores in collision events.
  101967. */
  101968. /**
  101969. * Set the mask that the camera ignores in collision events.
  101970. */
  101971. collisionMask: number;
  101972. /** @hidden */
  101973. _collideWithWorld(displacement: Vector3): void;
  101974. /** @hidden */
  101975. private _onCollisionPositionChange;
  101976. /** @hidden */
  101977. _checkInputs(): void;
  101978. /** @hidden */
  101979. _decideIfNeedsToMove(): boolean;
  101980. /** @hidden */
  101981. _updatePosition(): void;
  101982. /**
  101983. * Restore the Roll to its target value at the rate specified.
  101984. * @param rate - Higher means slower restoring.
  101985. * @hidden
  101986. */
  101987. restoreRoll(rate: number): void;
  101988. /**
  101989. * Destroy the camera and release the current resources held by it.
  101990. */
  101991. dispose(): void;
  101992. /**
  101993. * Get the current object class name.
  101994. * @returns the class name.
  101995. */
  101996. getClassName(): string;
  101997. }
  101998. }
  101999. declare module BABYLON {
  102000. /**
  102001. * Listen to keyboard events to control the camera.
  102002. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102003. */
  102004. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  102005. /**
  102006. * Defines the camera the input is attached to.
  102007. */
  102008. camera: FlyCamera;
  102009. /**
  102010. * The list of keyboard keys used to control the forward move of the camera.
  102011. */
  102012. keysForward: number[];
  102013. /**
  102014. * The list of keyboard keys used to control the backward move of the camera.
  102015. */
  102016. keysBackward: number[];
  102017. /**
  102018. * The list of keyboard keys used to control the forward move of the camera.
  102019. */
  102020. keysUp: number[];
  102021. /**
  102022. * The list of keyboard keys used to control the backward move of the camera.
  102023. */
  102024. keysDown: number[];
  102025. /**
  102026. * The list of keyboard keys used to control the right strafe move of the camera.
  102027. */
  102028. keysRight: number[];
  102029. /**
  102030. * The list of keyboard keys used to control the left strafe move of the camera.
  102031. */
  102032. keysLeft: number[];
  102033. private _keys;
  102034. private _onCanvasBlurObserver;
  102035. private _onKeyboardObserver;
  102036. private _engine;
  102037. private _scene;
  102038. /**
  102039. * Attach the input controls to a specific dom element to get the input from.
  102040. * @param element Defines the element the controls should be listened from
  102041. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102042. */
  102043. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102044. /**
  102045. * Detach the current controls from the specified dom element.
  102046. * @param element Defines the element to stop listening the inputs from
  102047. */
  102048. detachControl(element: Nullable<HTMLElement>): void;
  102049. /**
  102050. * Gets the class name of the current intput.
  102051. * @returns the class name
  102052. */
  102053. getClassName(): string;
  102054. /** @hidden */
  102055. _onLostFocus(e: FocusEvent): void;
  102056. /**
  102057. * Get the friendly name associated with the input class.
  102058. * @returns the input friendly name
  102059. */
  102060. getSimpleName(): string;
  102061. /**
  102062. * Update the current camera state depending on the inputs that have been used this frame.
  102063. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102064. */
  102065. checkInputs(): void;
  102066. }
  102067. }
  102068. declare module BABYLON {
  102069. /**
  102070. * Manage the mouse wheel inputs to control a follow camera.
  102071. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102072. */
  102073. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  102074. /**
  102075. * Defines the camera the input is attached to.
  102076. */
  102077. camera: FollowCamera;
  102078. /**
  102079. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  102080. */
  102081. axisControlRadius: boolean;
  102082. /**
  102083. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  102084. */
  102085. axisControlHeight: boolean;
  102086. /**
  102087. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  102088. */
  102089. axisControlRotation: boolean;
  102090. /**
  102091. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  102092. * relation to mouseWheel events.
  102093. */
  102094. wheelPrecision: number;
  102095. /**
  102096. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  102097. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  102098. */
  102099. wheelDeltaPercentage: number;
  102100. private _wheel;
  102101. private _observer;
  102102. /**
  102103. * Attach the input controls to a specific dom element to get the input from.
  102104. * @param element Defines the element the controls should be listened from
  102105. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102106. */
  102107. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102108. /**
  102109. * Detach the current controls from the specified dom element.
  102110. * @param element Defines the element to stop listening the inputs from
  102111. */
  102112. detachControl(element: Nullable<HTMLElement>): void;
  102113. /**
  102114. * Gets the class name of the current intput.
  102115. * @returns the class name
  102116. */
  102117. getClassName(): string;
  102118. /**
  102119. * Get the friendly name associated with the input class.
  102120. * @returns the input friendly name
  102121. */
  102122. getSimpleName(): string;
  102123. }
  102124. }
  102125. declare module BABYLON {
  102126. /**
  102127. * Manage the pointers inputs to control an follow camera.
  102128. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102129. */
  102130. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  102131. /**
  102132. * Defines the camera the input is attached to.
  102133. */
  102134. camera: FollowCamera;
  102135. /**
  102136. * Gets the class name of the current input.
  102137. * @returns the class name
  102138. */
  102139. getClassName(): string;
  102140. /**
  102141. * Defines the pointer angular sensibility along the X axis or how fast is
  102142. * the camera rotating.
  102143. * A negative number will reverse the axis direction.
  102144. */
  102145. angularSensibilityX: number;
  102146. /**
  102147. * Defines the pointer angular sensibility along the Y axis or how fast is
  102148. * the camera rotating.
  102149. * A negative number will reverse the axis direction.
  102150. */
  102151. angularSensibilityY: number;
  102152. /**
  102153. * Defines the pointer pinch precision or how fast is the camera zooming.
  102154. * A negative number will reverse the axis direction.
  102155. */
  102156. pinchPrecision: number;
  102157. /**
  102158. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  102159. * from 0.
  102160. * It defines the percentage of current camera.radius to use as delta when
  102161. * pinch zoom is used.
  102162. */
  102163. pinchDeltaPercentage: number;
  102164. /**
  102165. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  102166. */
  102167. axisXControlRadius: boolean;
  102168. /**
  102169. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  102170. */
  102171. axisXControlHeight: boolean;
  102172. /**
  102173. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  102174. */
  102175. axisXControlRotation: boolean;
  102176. /**
  102177. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  102178. */
  102179. axisYControlRadius: boolean;
  102180. /**
  102181. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  102182. */
  102183. axisYControlHeight: boolean;
  102184. /**
  102185. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  102186. */
  102187. axisYControlRotation: boolean;
  102188. /**
  102189. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  102190. */
  102191. axisPinchControlRadius: boolean;
  102192. /**
  102193. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  102194. */
  102195. axisPinchControlHeight: boolean;
  102196. /**
  102197. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  102198. */
  102199. axisPinchControlRotation: boolean;
  102200. /**
  102201. * Log error messages if basic misconfiguration has occurred.
  102202. */
  102203. warningEnable: boolean;
  102204. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  102205. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  102206. private _warningCounter;
  102207. private _warning;
  102208. }
  102209. }
  102210. declare module BABYLON {
  102211. /**
  102212. * Default Inputs manager for the FollowCamera.
  102213. * It groups all the default supported inputs for ease of use.
  102214. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102215. */
  102216. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  102217. /**
  102218. * Instantiates a new FollowCameraInputsManager.
  102219. * @param camera Defines the camera the inputs belong to
  102220. */
  102221. constructor(camera: FollowCamera);
  102222. /**
  102223. * Add keyboard input support to the input manager.
  102224. * @returns the current input manager
  102225. */
  102226. addKeyboard(): FollowCameraInputsManager;
  102227. /**
  102228. * Add mouse wheel input support to the input manager.
  102229. * @returns the current input manager
  102230. */
  102231. addMouseWheel(): FollowCameraInputsManager;
  102232. /**
  102233. * Add pointers input support to the input manager.
  102234. * @returns the current input manager
  102235. */
  102236. addPointers(): FollowCameraInputsManager;
  102237. /**
  102238. * Add orientation input support to the input manager.
  102239. * @returns the current input manager
  102240. */
  102241. addVRDeviceOrientation(): FollowCameraInputsManager;
  102242. }
  102243. }
  102244. declare module BABYLON {
  102245. /**
  102246. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  102247. * an arc rotate version arcFollowCamera are available.
  102248. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102249. */
  102250. export class FollowCamera extends TargetCamera {
  102251. /**
  102252. * Distance the follow camera should follow an object at
  102253. */
  102254. radius: number;
  102255. /**
  102256. * Minimum allowed distance of the camera to the axis of rotation
  102257. * (The camera can not get closer).
  102258. * This can help limiting how the Camera is able to move in the scene.
  102259. */
  102260. lowerRadiusLimit: Nullable<number>;
  102261. /**
  102262. * Maximum allowed distance of the camera to the axis of rotation
  102263. * (The camera can not get further).
  102264. * This can help limiting how the Camera is able to move in the scene.
  102265. */
  102266. upperRadiusLimit: Nullable<number>;
  102267. /**
  102268. * Define a rotation offset between the camera and the object it follows
  102269. */
  102270. rotationOffset: number;
  102271. /**
  102272. * Minimum allowed angle to camera position relative to target object.
  102273. * This can help limiting how the Camera is able to move in the scene.
  102274. */
  102275. lowerRotationOffsetLimit: Nullable<number>;
  102276. /**
  102277. * Maximum allowed angle to camera position relative to target object.
  102278. * This can help limiting how the Camera is able to move in the scene.
  102279. */
  102280. upperRotationOffsetLimit: Nullable<number>;
  102281. /**
  102282. * Define a height offset between the camera and the object it follows.
  102283. * It can help following an object from the top (like a car chaing a plane)
  102284. */
  102285. heightOffset: number;
  102286. /**
  102287. * Minimum allowed height of camera position relative to target object.
  102288. * This can help limiting how the Camera is able to move in the scene.
  102289. */
  102290. lowerHeightOffsetLimit: Nullable<number>;
  102291. /**
  102292. * Maximum allowed height of camera position relative to target object.
  102293. * This can help limiting how the Camera is able to move in the scene.
  102294. */
  102295. upperHeightOffsetLimit: Nullable<number>;
  102296. /**
  102297. * Define how fast the camera can accelerate to follow it s target.
  102298. */
  102299. cameraAcceleration: number;
  102300. /**
  102301. * Define the speed limit of the camera following an object.
  102302. */
  102303. maxCameraSpeed: number;
  102304. /**
  102305. * Define the target of the camera.
  102306. */
  102307. lockedTarget: Nullable<AbstractMesh>;
  102308. /**
  102309. * Defines the input associated with the camera.
  102310. */
  102311. inputs: FollowCameraInputsManager;
  102312. /**
  102313. * Instantiates the follow camera.
  102314. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102315. * @param name Define the name of the camera in the scene
  102316. * @param position Define the position of the camera
  102317. * @param scene Define the scene the camera belong to
  102318. * @param lockedTarget Define the target of the camera
  102319. */
  102320. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  102321. private _follow;
  102322. /**
  102323. * Attached controls to the current camera.
  102324. * @param element Defines the element the controls should be listened from
  102325. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102326. */
  102327. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102328. /**
  102329. * Detach the current controls from the camera.
  102330. * The camera will stop reacting to inputs.
  102331. * @param element Defines the element to stop listening the inputs from
  102332. */
  102333. detachControl(element: HTMLElement): void;
  102334. /** @hidden */
  102335. _checkInputs(): void;
  102336. private _checkLimits;
  102337. /**
  102338. * Gets the camera class name.
  102339. * @returns the class name
  102340. */
  102341. getClassName(): string;
  102342. }
  102343. /**
  102344. * Arc Rotate version of the follow camera.
  102345. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  102346. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102347. */
  102348. export class ArcFollowCamera extends TargetCamera {
  102349. /** The longitudinal angle of the camera */
  102350. alpha: number;
  102351. /** The latitudinal angle of the camera */
  102352. beta: number;
  102353. /** The radius of the camera from its target */
  102354. radius: number;
  102355. /** Define the camera target (the messh it should follow) */
  102356. target: Nullable<AbstractMesh>;
  102357. private _cartesianCoordinates;
  102358. /**
  102359. * Instantiates a new ArcFollowCamera
  102360. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  102361. * @param name Define the name of the camera
  102362. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  102363. * @param beta Define the rotation angle of the camera around the elevation axis
  102364. * @param radius Define the radius of the camera from its target point
  102365. * @param target Define the target of the camera
  102366. * @param scene Define the scene the camera belongs to
  102367. */
  102368. constructor(name: string,
  102369. /** The longitudinal angle of the camera */
  102370. alpha: number,
  102371. /** The latitudinal angle of the camera */
  102372. beta: number,
  102373. /** The radius of the camera from its target */
  102374. radius: number,
  102375. /** Define the camera target (the messh it should follow) */
  102376. target: Nullable<AbstractMesh>, scene: Scene);
  102377. private _follow;
  102378. /** @hidden */
  102379. _checkInputs(): void;
  102380. /**
  102381. * Returns the class name of the object.
  102382. * It is mostly used internally for serialization purposes.
  102383. */
  102384. getClassName(): string;
  102385. }
  102386. }
  102387. declare module BABYLON {
  102388. /**
  102389. * Manage the keyboard inputs to control the movement of a follow camera.
  102390. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102391. */
  102392. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  102393. /**
  102394. * Defines the camera the input is attached to.
  102395. */
  102396. camera: FollowCamera;
  102397. /**
  102398. * Defines the list of key codes associated with the up action (increase heightOffset)
  102399. */
  102400. keysHeightOffsetIncr: number[];
  102401. /**
  102402. * Defines the list of key codes associated with the down action (decrease heightOffset)
  102403. */
  102404. keysHeightOffsetDecr: number[];
  102405. /**
  102406. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  102407. */
  102408. keysHeightOffsetModifierAlt: boolean;
  102409. /**
  102410. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  102411. */
  102412. keysHeightOffsetModifierCtrl: boolean;
  102413. /**
  102414. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  102415. */
  102416. keysHeightOffsetModifierShift: boolean;
  102417. /**
  102418. * Defines the list of key codes associated with the left action (increase rotationOffset)
  102419. */
  102420. keysRotationOffsetIncr: number[];
  102421. /**
  102422. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  102423. */
  102424. keysRotationOffsetDecr: number[];
  102425. /**
  102426. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  102427. */
  102428. keysRotationOffsetModifierAlt: boolean;
  102429. /**
  102430. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  102431. */
  102432. keysRotationOffsetModifierCtrl: boolean;
  102433. /**
  102434. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  102435. */
  102436. keysRotationOffsetModifierShift: boolean;
  102437. /**
  102438. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  102439. */
  102440. keysRadiusIncr: number[];
  102441. /**
  102442. * Defines the list of key codes associated with the zoom-out action (increase radius)
  102443. */
  102444. keysRadiusDecr: number[];
  102445. /**
  102446. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  102447. */
  102448. keysRadiusModifierAlt: boolean;
  102449. /**
  102450. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  102451. */
  102452. keysRadiusModifierCtrl: boolean;
  102453. /**
  102454. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  102455. */
  102456. keysRadiusModifierShift: boolean;
  102457. /**
  102458. * Defines the rate of change of heightOffset.
  102459. */
  102460. heightSensibility: number;
  102461. /**
  102462. * Defines the rate of change of rotationOffset.
  102463. */
  102464. rotationSensibility: number;
  102465. /**
  102466. * Defines the rate of change of radius.
  102467. */
  102468. radiusSensibility: number;
  102469. private _keys;
  102470. private _ctrlPressed;
  102471. private _altPressed;
  102472. private _shiftPressed;
  102473. private _onCanvasBlurObserver;
  102474. private _onKeyboardObserver;
  102475. private _engine;
  102476. private _scene;
  102477. /**
  102478. * Attach the input controls to a specific dom element to get the input from.
  102479. * @param element Defines the element the controls should be listened from
  102480. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102481. */
  102482. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102483. /**
  102484. * Detach the current controls from the specified dom element.
  102485. * @param element Defines the element to stop listening the inputs from
  102486. */
  102487. detachControl(element: Nullable<HTMLElement>): void;
  102488. /**
  102489. * Update the current camera state depending on the inputs that have been used this frame.
  102490. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102491. */
  102492. checkInputs(): void;
  102493. /**
  102494. * Gets the class name of the current input.
  102495. * @returns the class name
  102496. */
  102497. getClassName(): string;
  102498. /**
  102499. * Get the friendly name associated with the input class.
  102500. * @returns the input friendly name
  102501. */
  102502. getSimpleName(): string;
  102503. /**
  102504. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  102505. * allow modification of the heightOffset value.
  102506. */
  102507. private _modifierHeightOffset;
  102508. /**
  102509. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  102510. * allow modification of the rotationOffset value.
  102511. */
  102512. private _modifierRotationOffset;
  102513. /**
  102514. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  102515. * allow modification of the radius value.
  102516. */
  102517. private _modifierRadius;
  102518. }
  102519. }
  102520. declare module BABYLON {
  102521. interface FreeCameraInputsManager {
  102522. /**
  102523. * @hidden
  102524. */
  102525. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  102526. /**
  102527. * Add orientation input support to the input manager.
  102528. * @returns the current input manager
  102529. */
  102530. addDeviceOrientation(): FreeCameraInputsManager;
  102531. }
  102532. /**
  102533. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  102534. * Screen rotation is taken into account.
  102535. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102536. */
  102537. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  102538. private _camera;
  102539. private _screenOrientationAngle;
  102540. private _constantTranform;
  102541. private _screenQuaternion;
  102542. private _alpha;
  102543. private _beta;
  102544. private _gamma;
  102545. /**
  102546. * Can be used to detect if a device orientation sensor is availible on a device
  102547. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  102548. * @returns a promise that will resolve on orientation change
  102549. */
  102550. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  102551. /**
  102552. * @hidden
  102553. */
  102554. _onDeviceOrientationChangedObservable: Observable<void>;
  102555. /**
  102556. * Instantiates a new input
  102557. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102558. */
  102559. constructor();
  102560. /**
  102561. * Define the camera controlled by the input.
  102562. */
  102563. camera: FreeCamera;
  102564. /**
  102565. * Attach the input controls to a specific dom element to get the input from.
  102566. * @param element Defines the element the controls should be listened from
  102567. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102568. */
  102569. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102570. private _orientationChanged;
  102571. private _deviceOrientation;
  102572. /**
  102573. * Detach the current controls from the specified dom element.
  102574. * @param element Defines the element to stop listening the inputs from
  102575. */
  102576. detachControl(element: Nullable<HTMLElement>): void;
  102577. /**
  102578. * Update the current camera state depending on the inputs that have been used this frame.
  102579. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102580. */
  102581. checkInputs(): void;
  102582. /**
  102583. * Gets the class name of the current intput.
  102584. * @returns the class name
  102585. */
  102586. getClassName(): string;
  102587. /**
  102588. * Get the friendly name associated with the input class.
  102589. * @returns the input friendly name
  102590. */
  102591. getSimpleName(): string;
  102592. }
  102593. }
  102594. declare module BABYLON {
  102595. /**
  102596. * Manage the gamepad inputs to control a free camera.
  102597. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102598. */
  102599. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  102600. /**
  102601. * Define the camera the input is attached to.
  102602. */
  102603. camera: FreeCamera;
  102604. /**
  102605. * Define the Gamepad controlling the input
  102606. */
  102607. gamepad: Nullable<Gamepad>;
  102608. /**
  102609. * Defines the gamepad rotation sensiblity.
  102610. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  102611. */
  102612. gamepadAngularSensibility: number;
  102613. /**
  102614. * Defines the gamepad move sensiblity.
  102615. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  102616. */
  102617. gamepadMoveSensibility: number;
  102618. private _onGamepadConnectedObserver;
  102619. private _onGamepadDisconnectedObserver;
  102620. private _cameraTransform;
  102621. private _deltaTransform;
  102622. private _vector3;
  102623. private _vector2;
  102624. /**
  102625. * Attach the input controls to a specific dom element to get the input from.
  102626. * @param element Defines the element the controls should be listened from
  102627. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102628. */
  102629. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102630. /**
  102631. * Detach the current controls from the specified dom element.
  102632. * @param element Defines the element to stop listening the inputs from
  102633. */
  102634. detachControl(element: Nullable<HTMLElement>): void;
  102635. /**
  102636. * Update the current camera state depending on the inputs that have been used this frame.
  102637. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102638. */
  102639. checkInputs(): void;
  102640. /**
  102641. * Gets the class name of the current intput.
  102642. * @returns the class name
  102643. */
  102644. getClassName(): string;
  102645. /**
  102646. * Get the friendly name associated with the input class.
  102647. * @returns the input friendly name
  102648. */
  102649. getSimpleName(): string;
  102650. }
  102651. }
  102652. declare module BABYLON {
  102653. /**
  102654. * Defines the potential axis of a Joystick
  102655. */
  102656. export enum JoystickAxis {
  102657. /** X axis */
  102658. X = 0,
  102659. /** Y axis */
  102660. Y = 1,
  102661. /** Z axis */
  102662. Z = 2
  102663. }
  102664. /**
  102665. * Class used to define virtual joystick (used in touch mode)
  102666. */
  102667. export class VirtualJoystick {
  102668. /**
  102669. * Gets or sets a boolean indicating that left and right values must be inverted
  102670. */
  102671. reverseLeftRight: boolean;
  102672. /**
  102673. * Gets or sets a boolean indicating that up and down values must be inverted
  102674. */
  102675. reverseUpDown: boolean;
  102676. /**
  102677. * Gets the offset value for the position (ie. the change of the position value)
  102678. */
  102679. deltaPosition: Vector3;
  102680. /**
  102681. * Gets a boolean indicating if the virtual joystick was pressed
  102682. */
  102683. pressed: boolean;
  102684. /**
  102685. * Canvas the virtual joystick will render onto, default z-index of this is 5
  102686. */
  102687. static Canvas: Nullable<HTMLCanvasElement>;
  102688. private static _globalJoystickIndex;
  102689. private static vjCanvasContext;
  102690. private static vjCanvasWidth;
  102691. private static vjCanvasHeight;
  102692. private static halfWidth;
  102693. private _action;
  102694. private _axisTargetedByLeftAndRight;
  102695. private _axisTargetedByUpAndDown;
  102696. private _joystickSensibility;
  102697. private _inversedSensibility;
  102698. private _joystickPointerID;
  102699. private _joystickColor;
  102700. private _joystickPointerPos;
  102701. private _joystickPreviousPointerPos;
  102702. private _joystickPointerStartPos;
  102703. private _deltaJoystickVector;
  102704. private _leftJoystick;
  102705. private _touches;
  102706. private _onPointerDownHandlerRef;
  102707. private _onPointerMoveHandlerRef;
  102708. private _onPointerUpHandlerRef;
  102709. private _onResize;
  102710. /**
  102711. * Creates a new virtual joystick
  102712. * @param leftJoystick defines that the joystick is for left hand (false by default)
  102713. */
  102714. constructor(leftJoystick?: boolean);
  102715. /**
  102716. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  102717. * @param newJoystickSensibility defines the new sensibility
  102718. */
  102719. setJoystickSensibility(newJoystickSensibility: number): void;
  102720. private _onPointerDown;
  102721. private _onPointerMove;
  102722. private _onPointerUp;
  102723. /**
  102724. * Change the color of the virtual joystick
  102725. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  102726. */
  102727. setJoystickColor(newColor: string): void;
  102728. /**
  102729. * Defines a callback to call when the joystick is touched
  102730. * @param action defines the callback
  102731. */
  102732. setActionOnTouch(action: () => any): void;
  102733. /**
  102734. * Defines which axis you'd like to control for left & right
  102735. * @param axis defines the axis to use
  102736. */
  102737. setAxisForLeftRight(axis: JoystickAxis): void;
  102738. /**
  102739. * Defines which axis you'd like to control for up & down
  102740. * @param axis defines the axis to use
  102741. */
  102742. setAxisForUpDown(axis: JoystickAxis): void;
  102743. private _drawVirtualJoystick;
  102744. /**
  102745. * Release internal HTML canvas
  102746. */
  102747. releaseCanvas(): void;
  102748. }
  102749. }
  102750. declare module BABYLON {
  102751. interface FreeCameraInputsManager {
  102752. /**
  102753. * Add virtual joystick input support to the input manager.
  102754. * @returns the current input manager
  102755. */
  102756. addVirtualJoystick(): FreeCameraInputsManager;
  102757. }
  102758. /**
  102759. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  102760. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  102761. */
  102762. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  102763. /**
  102764. * Defines the camera the input is attached to.
  102765. */
  102766. camera: FreeCamera;
  102767. private _leftjoystick;
  102768. private _rightjoystick;
  102769. /**
  102770. * Gets the left stick of the virtual joystick.
  102771. * @returns The virtual Joystick
  102772. */
  102773. getLeftJoystick(): VirtualJoystick;
  102774. /**
  102775. * Gets the right stick of the virtual joystick.
  102776. * @returns The virtual Joystick
  102777. */
  102778. getRightJoystick(): VirtualJoystick;
  102779. /**
  102780. * Update the current camera state depending on the inputs that have been used this frame.
  102781. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  102782. */
  102783. checkInputs(): void;
  102784. /**
  102785. * Attach the input controls to a specific dom element to get the input from.
  102786. * @param element Defines the element the controls should be listened from
  102787. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  102788. */
  102789. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  102790. /**
  102791. * Detach the current controls from the specified dom element.
  102792. * @param element Defines the element to stop listening the inputs from
  102793. */
  102794. detachControl(element: Nullable<HTMLElement>): void;
  102795. /**
  102796. * Gets the class name of the current intput.
  102797. * @returns the class name
  102798. */
  102799. getClassName(): string;
  102800. /**
  102801. * Get the friendly name associated with the input class.
  102802. * @returns the input friendly name
  102803. */
  102804. getSimpleName(): string;
  102805. }
  102806. }
  102807. declare module BABYLON {
  102808. /**
  102809. * This represents a FPS type of camera controlled by touch.
  102810. * This is like a universal camera minus the Gamepad controls.
  102811. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102812. */
  102813. export class TouchCamera extends FreeCamera {
  102814. /**
  102815. * Defines the touch sensibility for rotation.
  102816. * The higher the faster.
  102817. */
  102818. touchAngularSensibility: number;
  102819. /**
  102820. * Defines the touch sensibility for move.
  102821. * The higher the faster.
  102822. */
  102823. touchMoveSensibility: number;
  102824. /**
  102825. * Instantiates a new touch camera.
  102826. * This represents a FPS type of camera controlled by touch.
  102827. * This is like a universal camera minus the Gamepad controls.
  102828. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  102829. * @param name Define the name of the camera in the scene
  102830. * @param position Define the start position of the camera in the scene
  102831. * @param scene Define the scene the camera belongs to
  102832. */
  102833. constructor(name: string, position: Vector3, scene: Scene);
  102834. /**
  102835. * Gets the current object class name.
  102836. * @return the class name
  102837. */
  102838. getClassName(): string;
  102839. /** @hidden */
  102840. _setupInputs(): void;
  102841. }
  102842. }
  102843. declare module BABYLON {
  102844. /**
  102845. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  102846. * being tilted forward or back and left or right.
  102847. */
  102848. export class DeviceOrientationCamera extends FreeCamera {
  102849. private _initialQuaternion;
  102850. private _quaternionCache;
  102851. private _tmpDragQuaternion;
  102852. private _disablePointerInputWhenUsingDeviceOrientation;
  102853. /**
  102854. * Creates a new device orientation camera
  102855. * @param name The name of the camera
  102856. * @param position The start position camera
  102857. * @param scene The scene the camera belongs to
  102858. */
  102859. constructor(name: string, position: Vector3, scene: Scene);
  102860. /**
  102861. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  102862. */
  102863. disablePointerInputWhenUsingDeviceOrientation: boolean;
  102864. private _dragFactor;
  102865. /**
  102866. * Enabled turning on the y axis when the orientation sensor is active
  102867. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  102868. */
  102869. enableHorizontalDragging(dragFactor?: number): void;
  102870. /**
  102871. * Gets the current instance class name ("DeviceOrientationCamera").
  102872. * This helps avoiding instanceof at run time.
  102873. * @returns the class name
  102874. */
  102875. getClassName(): string;
  102876. /**
  102877. * @hidden
  102878. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  102879. */
  102880. _checkInputs(): void;
  102881. /**
  102882. * Reset the camera to its default orientation on the specified axis only.
  102883. * @param axis The axis to reset
  102884. */
  102885. resetToCurrentRotation(axis?: Axis): void;
  102886. }
  102887. }
  102888. declare module BABYLON {
  102889. /**
  102890. * Defines supported buttons for XBox360 compatible gamepads
  102891. */
  102892. export enum Xbox360Button {
  102893. /** A */
  102894. A = 0,
  102895. /** B */
  102896. B = 1,
  102897. /** X */
  102898. X = 2,
  102899. /** Y */
  102900. Y = 3,
  102901. /** Start */
  102902. Start = 4,
  102903. /** Back */
  102904. Back = 5,
  102905. /** Left button */
  102906. LB = 6,
  102907. /** Right button */
  102908. RB = 7,
  102909. /** Left stick */
  102910. LeftStick = 8,
  102911. /** Right stick */
  102912. RightStick = 9
  102913. }
  102914. /** Defines values for XBox360 DPad */
  102915. export enum Xbox360Dpad {
  102916. /** Up */
  102917. Up = 0,
  102918. /** Down */
  102919. Down = 1,
  102920. /** Left */
  102921. Left = 2,
  102922. /** Right */
  102923. Right = 3
  102924. }
  102925. /**
  102926. * Defines a XBox360 gamepad
  102927. */
  102928. export class Xbox360Pad extends Gamepad {
  102929. private _leftTrigger;
  102930. private _rightTrigger;
  102931. private _onlefttriggerchanged;
  102932. private _onrighttriggerchanged;
  102933. private _onbuttondown;
  102934. private _onbuttonup;
  102935. private _ondpaddown;
  102936. private _ondpadup;
  102937. /** Observable raised when a button is pressed */
  102938. onButtonDownObservable: Observable<Xbox360Button>;
  102939. /** Observable raised when a button is released */
  102940. onButtonUpObservable: Observable<Xbox360Button>;
  102941. /** Observable raised when a pad is pressed */
  102942. onPadDownObservable: Observable<Xbox360Dpad>;
  102943. /** Observable raised when a pad is released */
  102944. onPadUpObservable: Observable<Xbox360Dpad>;
  102945. private _buttonA;
  102946. private _buttonB;
  102947. private _buttonX;
  102948. private _buttonY;
  102949. private _buttonBack;
  102950. private _buttonStart;
  102951. private _buttonLB;
  102952. private _buttonRB;
  102953. private _buttonLeftStick;
  102954. private _buttonRightStick;
  102955. private _dPadUp;
  102956. private _dPadDown;
  102957. private _dPadLeft;
  102958. private _dPadRight;
  102959. private _isXboxOnePad;
  102960. /**
  102961. * Creates a new XBox360 gamepad object
  102962. * @param id defines the id of this gamepad
  102963. * @param index defines its index
  102964. * @param gamepad defines the internal HTML gamepad object
  102965. * @param xboxOne defines if it is a XBox One gamepad
  102966. */
  102967. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  102968. /**
  102969. * Defines the callback to call when left trigger is pressed
  102970. * @param callback defines the callback to use
  102971. */
  102972. onlefttriggerchanged(callback: (value: number) => void): void;
  102973. /**
  102974. * Defines the callback to call when right trigger is pressed
  102975. * @param callback defines the callback to use
  102976. */
  102977. onrighttriggerchanged(callback: (value: number) => void): void;
  102978. /**
  102979. * Gets the left trigger value
  102980. */
  102981. /**
  102982. * Sets the left trigger value
  102983. */
  102984. leftTrigger: number;
  102985. /**
  102986. * Gets the right trigger value
  102987. */
  102988. /**
  102989. * Sets the right trigger value
  102990. */
  102991. rightTrigger: number;
  102992. /**
  102993. * Defines the callback to call when a button is pressed
  102994. * @param callback defines the callback to use
  102995. */
  102996. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  102997. /**
  102998. * Defines the callback to call when a button is released
  102999. * @param callback defines the callback to use
  103000. */
  103001. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  103002. /**
  103003. * Defines the callback to call when a pad is pressed
  103004. * @param callback defines the callback to use
  103005. */
  103006. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  103007. /**
  103008. * Defines the callback to call when a pad is released
  103009. * @param callback defines the callback to use
  103010. */
  103011. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  103012. private _setButtonValue;
  103013. private _setDPadValue;
  103014. /**
  103015. * Gets the value of the `A` button
  103016. */
  103017. /**
  103018. * Sets the value of the `A` button
  103019. */
  103020. buttonA: number;
  103021. /**
  103022. * Gets the value of the `B` button
  103023. */
  103024. /**
  103025. * Sets the value of the `B` button
  103026. */
  103027. buttonB: number;
  103028. /**
  103029. * Gets the value of the `X` button
  103030. */
  103031. /**
  103032. * Sets the value of the `X` button
  103033. */
  103034. buttonX: number;
  103035. /**
  103036. * Gets the value of the `Y` button
  103037. */
  103038. /**
  103039. * Sets the value of the `Y` button
  103040. */
  103041. buttonY: number;
  103042. /**
  103043. * Gets the value of the `Start` button
  103044. */
  103045. /**
  103046. * Sets the value of the `Start` button
  103047. */
  103048. buttonStart: number;
  103049. /**
  103050. * Gets the value of the `Back` button
  103051. */
  103052. /**
  103053. * Sets the value of the `Back` button
  103054. */
  103055. buttonBack: number;
  103056. /**
  103057. * Gets the value of the `Left` button
  103058. */
  103059. /**
  103060. * Sets the value of the `Left` button
  103061. */
  103062. buttonLB: number;
  103063. /**
  103064. * Gets the value of the `Right` button
  103065. */
  103066. /**
  103067. * Sets the value of the `Right` button
  103068. */
  103069. buttonRB: number;
  103070. /**
  103071. * Gets the value of the Left joystick
  103072. */
  103073. /**
  103074. * Sets the value of the Left joystick
  103075. */
  103076. buttonLeftStick: number;
  103077. /**
  103078. * Gets the value of the Right joystick
  103079. */
  103080. /**
  103081. * Sets the value of the Right joystick
  103082. */
  103083. buttonRightStick: number;
  103084. /**
  103085. * Gets the value of D-pad up
  103086. */
  103087. /**
  103088. * Sets the value of D-pad up
  103089. */
  103090. dPadUp: number;
  103091. /**
  103092. * Gets the value of D-pad down
  103093. */
  103094. /**
  103095. * Sets the value of D-pad down
  103096. */
  103097. dPadDown: number;
  103098. /**
  103099. * Gets the value of D-pad left
  103100. */
  103101. /**
  103102. * Sets the value of D-pad left
  103103. */
  103104. dPadLeft: number;
  103105. /**
  103106. * Gets the value of D-pad right
  103107. */
  103108. /**
  103109. * Sets the value of D-pad right
  103110. */
  103111. dPadRight: number;
  103112. /**
  103113. * Force the gamepad to synchronize with device values
  103114. */
  103115. update(): void;
  103116. /**
  103117. * Disposes the gamepad
  103118. */
  103119. dispose(): void;
  103120. }
  103121. }
  103122. declare module BABYLON {
  103123. /**
  103124. * Defines supported buttons for DualShock compatible gamepads
  103125. */
  103126. export enum DualShockButton {
  103127. /** Cross */
  103128. Cross = 0,
  103129. /** Circle */
  103130. Circle = 1,
  103131. /** Square */
  103132. Square = 2,
  103133. /** Triangle */
  103134. Triangle = 3,
  103135. /** Options */
  103136. Options = 4,
  103137. /** Share */
  103138. Share = 5,
  103139. /** L1 */
  103140. L1 = 6,
  103141. /** R1 */
  103142. R1 = 7,
  103143. /** Left stick */
  103144. LeftStick = 8,
  103145. /** Right stick */
  103146. RightStick = 9
  103147. }
  103148. /** Defines values for DualShock DPad */
  103149. export enum DualShockDpad {
  103150. /** Up */
  103151. Up = 0,
  103152. /** Down */
  103153. Down = 1,
  103154. /** Left */
  103155. Left = 2,
  103156. /** Right */
  103157. Right = 3
  103158. }
  103159. /**
  103160. * Defines a DualShock gamepad
  103161. */
  103162. export class DualShockPad extends Gamepad {
  103163. private _leftTrigger;
  103164. private _rightTrigger;
  103165. private _onlefttriggerchanged;
  103166. private _onrighttriggerchanged;
  103167. private _onbuttondown;
  103168. private _onbuttonup;
  103169. private _ondpaddown;
  103170. private _ondpadup;
  103171. /** Observable raised when a button is pressed */
  103172. onButtonDownObservable: Observable<DualShockButton>;
  103173. /** Observable raised when a button is released */
  103174. onButtonUpObservable: Observable<DualShockButton>;
  103175. /** Observable raised when a pad is pressed */
  103176. onPadDownObservable: Observable<DualShockDpad>;
  103177. /** Observable raised when a pad is released */
  103178. onPadUpObservable: Observable<DualShockDpad>;
  103179. private _buttonCross;
  103180. private _buttonCircle;
  103181. private _buttonSquare;
  103182. private _buttonTriangle;
  103183. private _buttonShare;
  103184. private _buttonOptions;
  103185. private _buttonL1;
  103186. private _buttonR1;
  103187. private _buttonLeftStick;
  103188. private _buttonRightStick;
  103189. private _dPadUp;
  103190. private _dPadDown;
  103191. private _dPadLeft;
  103192. private _dPadRight;
  103193. /**
  103194. * Creates a new DualShock gamepad object
  103195. * @param id defines the id of this gamepad
  103196. * @param index defines its index
  103197. * @param gamepad defines the internal HTML gamepad object
  103198. */
  103199. constructor(id: string, index: number, gamepad: any);
  103200. /**
  103201. * Defines the callback to call when left trigger is pressed
  103202. * @param callback defines the callback to use
  103203. */
  103204. onlefttriggerchanged(callback: (value: number) => void): void;
  103205. /**
  103206. * Defines the callback to call when right trigger is pressed
  103207. * @param callback defines the callback to use
  103208. */
  103209. onrighttriggerchanged(callback: (value: number) => void): void;
  103210. /**
  103211. * Gets the left trigger value
  103212. */
  103213. /**
  103214. * Sets the left trigger value
  103215. */
  103216. leftTrigger: number;
  103217. /**
  103218. * Gets the right trigger value
  103219. */
  103220. /**
  103221. * Sets the right trigger value
  103222. */
  103223. rightTrigger: number;
  103224. /**
  103225. * Defines the callback to call when a button is pressed
  103226. * @param callback defines the callback to use
  103227. */
  103228. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  103229. /**
  103230. * Defines the callback to call when a button is released
  103231. * @param callback defines the callback to use
  103232. */
  103233. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  103234. /**
  103235. * Defines the callback to call when a pad is pressed
  103236. * @param callback defines the callback to use
  103237. */
  103238. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  103239. /**
  103240. * Defines the callback to call when a pad is released
  103241. * @param callback defines the callback to use
  103242. */
  103243. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  103244. private _setButtonValue;
  103245. private _setDPadValue;
  103246. /**
  103247. * Gets the value of the `Cross` button
  103248. */
  103249. /**
  103250. * Sets the value of the `Cross` button
  103251. */
  103252. buttonCross: number;
  103253. /**
  103254. * Gets the value of the `Circle` button
  103255. */
  103256. /**
  103257. * Sets the value of the `Circle` button
  103258. */
  103259. buttonCircle: number;
  103260. /**
  103261. * Gets the value of the `Square` button
  103262. */
  103263. /**
  103264. * Sets the value of the `Square` button
  103265. */
  103266. buttonSquare: number;
  103267. /**
  103268. * Gets the value of the `Triangle` button
  103269. */
  103270. /**
  103271. * Sets the value of the `Triangle` button
  103272. */
  103273. buttonTriangle: number;
  103274. /**
  103275. * Gets the value of the `Options` button
  103276. */
  103277. /**
  103278. * Sets the value of the `Options` button
  103279. */
  103280. buttonOptions: number;
  103281. /**
  103282. * Gets the value of the `Share` button
  103283. */
  103284. /**
  103285. * Sets the value of the `Share` button
  103286. */
  103287. buttonShare: number;
  103288. /**
  103289. * Gets the value of the `L1` button
  103290. */
  103291. /**
  103292. * Sets the value of the `L1` button
  103293. */
  103294. buttonL1: number;
  103295. /**
  103296. * Gets the value of the `R1` button
  103297. */
  103298. /**
  103299. * Sets the value of the `R1` button
  103300. */
  103301. buttonR1: number;
  103302. /**
  103303. * Gets the value of the Left joystick
  103304. */
  103305. /**
  103306. * Sets the value of the Left joystick
  103307. */
  103308. buttonLeftStick: number;
  103309. /**
  103310. * Gets the value of the Right joystick
  103311. */
  103312. /**
  103313. * Sets the value of the Right joystick
  103314. */
  103315. buttonRightStick: number;
  103316. /**
  103317. * Gets the value of D-pad up
  103318. */
  103319. /**
  103320. * Sets the value of D-pad up
  103321. */
  103322. dPadUp: number;
  103323. /**
  103324. * Gets the value of D-pad down
  103325. */
  103326. /**
  103327. * Sets the value of D-pad down
  103328. */
  103329. dPadDown: number;
  103330. /**
  103331. * Gets the value of D-pad left
  103332. */
  103333. /**
  103334. * Sets the value of D-pad left
  103335. */
  103336. dPadLeft: number;
  103337. /**
  103338. * Gets the value of D-pad right
  103339. */
  103340. /**
  103341. * Sets the value of D-pad right
  103342. */
  103343. dPadRight: number;
  103344. /**
  103345. * Force the gamepad to synchronize with device values
  103346. */
  103347. update(): void;
  103348. /**
  103349. * Disposes the gamepad
  103350. */
  103351. dispose(): void;
  103352. }
  103353. }
  103354. declare module BABYLON {
  103355. /**
  103356. * Manager for handling gamepads
  103357. */
  103358. export class GamepadManager {
  103359. private _scene?;
  103360. private _babylonGamepads;
  103361. private _oneGamepadConnected;
  103362. /** @hidden */
  103363. _isMonitoring: boolean;
  103364. private _gamepadEventSupported;
  103365. private _gamepadSupport;
  103366. /**
  103367. * observable to be triggered when the gamepad controller has been connected
  103368. */
  103369. onGamepadConnectedObservable: Observable<Gamepad>;
  103370. /**
  103371. * observable to be triggered when the gamepad controller has been disconnected
  103372. */
  103373. onGamepadDisconnectedObservable: Observable<Gamepad>;
  103374. private _onGamepadConnectedEvent;
  103375. private _onGamepadDisconnectedEvent;
  103376. /**
  103377. * Initializes the gamepad manager
  103378. * @param _scene BabylonJS scene
  103379. */
  103380. constructor(_scene?: Scene | undefined);
  103381. /**
  103382. * The gamepads in the game pad manager
  103383. */
  103384. readonly gamepads: Gamepad[];
  103385. /**
  103386. * Get the gamepad controllers based on type
  103387. * @param type The type of gamepad controller
  103388. * @returns Nullable gamepad
  103389. */
  103390. getGamepadByType(type?: number): Nullable<Gamepad>;
  103391. /**
  103392. * Disposes the gamepad manager
  103393. */
  103394. dispose(): void;
  103395. private _addNewGamepad;
  103396. private _startMonitoringGamepads;
  103397. private _stopMonitoringGamepads;
  103398. /** @hidden */
  103399. _checkGamepadsStatus(): void;
  103400. private _updateGamepadObjects;
  103401. }
  103402. }
  103403. declare module BABYLON {
  103404. interface Scene {
  103405. /** @hidden */
  103406. _gamepadManager: Nullable<GamepadManager>;
  103407. /**
  103408. * Gets the gamepad manager associated with the scene
  103409. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  103410. */
  103411. gamepadManager: GamepadManager;
  103412. }
  103413. /**
  103414. * Interface representing a free camera inputs manager
  103415. */
  103416. interface FreeCameraInputsManager {
  103417. /**
  103418. * Adds gamepad input support to the FreeCameraInputsManager.
  103419. * @returns the FreeCameraInputsManager
  103420. */
  103421. addGamepad(): FreeCameraInputsManager;
  103422. }
  103423. /**
  103424. * Interface representing an arc rotate camera inputs manager
  103425. */
  103426. interface ArcRotateCameraInputsManager {
  103427. /**
  103428. * Adds gamepad input support to the ArcRotateCamera InputManager.
  103429. * @returns the camera inputs manager
  103430. */
  103431. addGamepad(): ArcRotateCameraInputsManager;
  103432. }
  103433. /**
  103434. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  103435. */
  103436. export class GamepadSystemSceneComponent implements ISceneComponent {
  103437. /**
  103438. * The component name helpfull to identify the component in the list of scene components.
  103439. */
  103440. readonly name: string;
  103441. /**
  103442. * The scene the component belongs to.
  103443. */
  103444. scene: Scene;
  103445. /**
  103446. * Creates a new instance of the component for the given scene
  103447. * @param scene Defines the scene to register the component in
  103448. */
  103449. constructor(scene: Scene);
  103450. /**
  103451. * Registers the component in a given scene
  103452. */
  103453. register(): void;
  103454. /**
  103455. * Rebuilds the elements related to this component in case of
  103456. * context lost for instance.
  103457. */
  103458. rebuild(): void;
  103459. /**
  103460. * Disposes the component and the associated ressources
  103461. */
  103462. dispose(): void;
  103463. private _beforeCameraUpdate;
  103464. }
  103465. }
  103466. declare module BABYLON {
  103467. /**
  103468. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  103469. * which still works and will still be found in many Playgrounds.
  103470. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103471. */
  103472. export class UniversalCamera extends TouchCamera {
  103473. /**
  103474. * Defines the gamepad rotation sensiblity.
  103475. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  103476. */
  103477. gamepadAngularSensibility: number;
  103478. /**
  103479. * Defines the gamepad move sensiblity.
  103480. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  103481. */
  103482. gamepadMoveSensibility: number;
  103483. /**
  103484. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  103485. * which still works and will still be found in many Playgrounds.
  103486. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103487. * @param name Define the name of the camera in the scene
  103488. * @param position Define the start position of the camera in the scene
  103489. * @param scene Define the scene the camera belongs to
  103490. */
  103491. constructor(name: string, position: Vector3, scene: Scene);
  103492. /**
  103493. * Gets the current object class name.
  103494. * @return the class name
  103495. */
  103496. getClassName(): string;
  103497. }
  103498. }
  103499. declare module BABYLON {
  103500. /**
  103501. * This represents a FPS type of camera. This is only here for back compat purpose.
  103502. * Please use the UniversalCamera instead as both are identical.
  103503. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103504. */
  103505. export class GamepadCamera extends UniversalCamera {
  103506. /**
  103507. * Instantiates a new Gamepad Camera
  103508. * This represents a FPS type of camera. This is only here for back compat purpose.
  103509. * Please use the UniversalCamera instead as both are identical.
  103510. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  103511. * @param name Define the name of the camera in the scene
  103512. * @param position Define the start position of the camera in the scene
  103513. * @param scene Define the scene the camera belongs to
  103514. */
  103515. constructor(name: string, position: Vector3, scene: Scene);
  103516. /**
  103517. * Gets the current object class name.
  103518. * @return the class name
  103519. */
  103520. getClassName(): string;
  103521. }
  103522. }
  103523. declare module BABYLON {
  103524. /** @hidden */
  103525. export var passPixelShader: {
  103526. name: string;
  103527. shader: string;
  103528. };
  103529. }
  103530. declare module BABYLON {
  103531. /** @hidden */
  103532. export var passCubePixelShader: {
  103533. name: string;
  103534. shader: string;
  103535. };
  103536. }
  103537. declare module BABYLON {
  103538. /**
  103539. * PassPostProcess which produces an output the same as it's input
  103540. */
  103541. export class PassPostProcess extends PostProcess {
  103542. /**
  103543. * Creates the PassPostProcess
  103544. * @param name The name of the effect.
  103545. * @param options The required width/height ratio to downsize to before computing the render pass.
  103546. * @param camera The camera to apply the render pass to.
  103547. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  103548. * @param engine The engine which the post process will be applied. (default: current engine)
  103549. * @param reusable If the post process can be reused on the same frame. (default: false)
  103550. * @param textureType The type of texture to be used when performing the post processing.
  103551. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  103552. */
  103553. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  103554. }
  103555. /**
  103556. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  103557. */
  103558. export class PassCubePostProcess extends PostProcess {
  103559. private _face;
  103560. /**
  103561. * Gets or sets the cube face to display.
  103562. * * 0 is +X
  103563. * * 1 is -X
  103564. * * 2 is +Y
  103565. * * 3 is -Y
  103566. * * 4 is +Z
  103567. * * 5 is -Z
  103568. */
  103569. face: number;
  103570. /**
  103571. * Creates the PassCubePostProcess
  103572. * @param name The name of the effect.
  103573. * @param options The required width/height ratio to downsize to before computing the render pass.
  103574. * @param camera The camera to apply the render pass to.
  103575. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  103576. * @param engine The engine which the post process will be applied. (default: current engine)
  103577. * @param reusable If the post process can be reused on the same frame. (default: false)
  103578. * @param textureType The type of texture to be used when performing the post processing.
  103579. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  103580. */
  103581. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  103582. }
  103583. }
  103584. declare module BABYLON {
  103585. /** @hidden */
  103586. export var anaglyphPixelShader: {
  103587. name: string;
  103588. shader: string;
  103589. };
  103590. }
  103591. declare module BABYLON {
  103592. /**
  103593. * Postprocess used to generate anaglyphic rendering
  103594. */
  103595. export class AnaglyphPostProcess extends PostProcess {
  103596. private _passedProcess;
  103597. /**
  103598. * Creates a new AnaglyphPostProcess
  103599. * @param name defines postprocess name
  103600. * @param options defines creation options or target ratio scale
  103601. * @param rigCameras defines cameras using this postprocess
  103602. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  103603. * @param engine defines hosting engine
  103604. * @param reusable defines if the postprocess will be reused multiple times per frame
  103605. */
  103606. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  103607. }
  103608. }
  103609. declare module BABYLON {
  103610. /**
  103611. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  103612. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103613. */
  103614. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  103615. /**
  103616. * Creates a new AnaglyphArcRotateCamera
  103617. * @param name defines camera name
  103618. * @param alpha defines alpha angle (in radians)
  103619. * @param beta defines beta angle (in radians)
  103620. * @param radius defines radius
  103621. * @param target defines camera target
  103622. * @param interaxialDistance defines distance between each color axis
  103623. * @param scene defines the hosting scene
  103624. */
  103625. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  103626. /**
  103627. * Gets camera class name
  103628. * @returns AnaglyphArcRotateCamera
  103629. */
  103630. getClassName(): string;
  103631. }
  103632. }
  103633. declare module BABYLON {
  103634. /**
  103635. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  103636. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103637. */
  103638. export class AnaglyphFreeCamera extends FreeCamera {
  103639. /**
  103640. * Creates a new AnaglyphFreeCamera
  103641. * @param name defines camera name
  103642. * @param position defines initial position
  103643. * @param interaxialDistance defines distance between each color axis
  103644. * @param scene defines the hosting scene
  103645. */
  103646. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  103647. /**
  103648. * Gets camera class name
  103649. * @returns AnaglyphFreeCamera
  103650. */
  103651. getClassName(): string;
  103652. }
  103653. }
  103654. declare module BABYLON {
  103655. /**
  103656. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  103657. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103658. */
  103659. export class AnaglyphGamepadCamera extends GamepadCamera {
  103660. /**
  103661. * Creates a new AnaglyphGamepadCamera
  103662. * @param name defines camera name
  103663. * @param position defines initial position
  103664. * @param interaxialDistance defines distance between each color axis
  103665. * @param scene defines the hosting scene
  103666. */
  103667. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  103668. /**
  103669. * Gets camera class name
  103670. * @returns AnaglyphGamepadCamera
  103671. */
  103672. getClassName(): string;
  103673. }
  103674. }
  103675. declare module BABYLON {
  103676. /**
  103677. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  103678. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  103679. */
  103680. export class AnaglyphUniversalCamera extends UniversalCamera {
  103681. /**
  103682. * Creates a new AnaglyphUniversalCamera
  103683. * @param name defines camera name
  103684. * @param position defines initial position
  103685. * @param interaxialDistance defines distance between each color axis
  103686. * @param scene defines the hosting scene
  103687. */
  103688. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  103689. /**
  103690. * Gets camera class name
  103691. * @returns AnaglyphUniversalCamera
  103692. */
  103693. getClassName(): string;
  103694. }
  103695. }
  103696. declare module BABYLON {
  103697. /** @hidden */
  103698. export var stereoscopicInterlacePixelShader: {
  103699. name: string;
  103700. shader: string;
  103701. };
  103702. }
  103703. declare module BABYLON {
  103704. /**
  103705. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  103706. */
  103707. export class StereoscopicInterlacePostProcess extends PostProcess {
  103708. private _stepSize;
  103709. private _passedProcess;
  103710. /**
  103711. * Initializes a StereoscopicInterlacePostProcess
  103712. * @param name The name of the effect.
  103713. * @param rigCameras The rig cameras to be appled to the post process
  103714. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  103715. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  103716. * @param engine The engine which the post process will be applied. (default: current engine)
  103717. * @param reusable If the post process can be reused on the same frame. (default: false)
  103718. */
  103719. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  103720. }
  103721. }
  103722. declare module BABYLON {
  103723. /**
  103724. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  103725. * @see http://doc.babylonjs.com/features/cameras
  103726. */
  103727. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  103728. /**
  103729. * Creates a new StereoscopicArcRotateCamera
  103730. * @param name defines camera name
  103731. * @param alpha defines alpha angle (in radians)
  103732. * @param beta defines beta angle (in radians)
  103733. * @param radius defines radius
  103734. * @param target defines camera target
  103735. * @param interaxialDistance defines distance between each color axis
  103736. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  103737. * @param scene defines the hosting scene
  103738. */
  103739. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  103740. /**
  103741. * Gets camera class name
  103742. * @returns StereoscopicArcRotateCamera
  103743. */
  103744. getClassName(): string;
  103745. }
  103746. }
  103747. declare module BABYLON {
  103748. /**
  103749. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  103750. * @see http://doc.babylonjs.com/features/cameras
  103751. */
  103752. export class StereoscopicFreeCamera extends FreeCamera {
  103753. /**
  103754. * Creates a new StereoscopicFreeCamera
  103755. * @param name defines camera name
  103756. * @param position defines initial position
  103757. * @param interaxialDistance defines distance between each color axis
  103758. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  103759. * @param scene defines the hosting scene
  103760. */
  103761. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  103762. /**
  103763. * Gets camera class name
  103764. * @returns StereoscopicFreeCamera
  103765. */
  103766. getClassName(): string;
  103767. }
  103768. }
  103769. declare module BABYLON {
  103770. /**
  103771. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  103772. * @see http://doc.babylonjs.com/features/cameras
  103773. */
  103774. export class StereoscopicGamepadCamera extends GamepadCamera {
  103775. /**
  103776. * Creates a new StereoscopicGamepadCamera
  103777. * @param name defines camera name
  103778. * @param position defines initial position
  103779. * @param interaxialDistance defines distance between each color axis
  103780. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  103781. * @param scene defines the hosting scene
  103782. */
  103783. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  103784. /**
  103785. * Gets camera class name
  103786. * @returns StereoscopicGamepadCamera
  103787. */
  103788. getClassName(): string;
  103789. }
  103790. }
  103791. declare module BABYLON {
  103792. /**
  103793. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  103794. * @see http://doc.babylonjs.com/features/cameras
  103795. */
  103796. export class StereoscopicUniversalCamera extends UniversalCamera {
  103797. /**
  103798. * Creates a new StereoscopicUniversalCamera
  103799. * @param name defines camera name
  103800. * @param position defines initial position
  103801. * @param interaxialDistance defines distance between each color axis
  103802. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  103803. * @param scene defines the hosting scene
  103804. */
  103805. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  103806. /**
  103807. * Gets camera class name
  103808. * @returns StereoscopicUniversalCamera
  103809. */
  103810. getClassName(): string;
  103811. }
  103812. }
  103813. declare module BABYLON {
  103814. /**
  103815. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  103816. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  103817. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  103818. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  103819. */
  103820. export class VirtualJoysticksCamera extends FreeCamera {
  103821. /**
  103822. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  103823. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  103824. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  103825. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  103826. * @param name Define the name of the camera in the scene
  103827. * @param position Define the start position of the camera in the scene
  103828. * @param scene Define the scene the camera belongs to
  103829. */
  103830. constructor(name: string, position: Vector3, scene: Scene);
  103831. /**
  103832. * Gets the current object class name.
  103833. * @return the class name
  103834. */
  103835. getClassName(): string;
  103836. }
  103837. }
  103838. declare module BABYLON {
  103839. /**
  103840. * This represents all the required metrics to create a VR camera.
  103841. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  103842. */
  103843. export class VRCameraMetrics {
  103844. /**
  103845. * Define the horizontal resolution off the screen.
  103846. */
  103847. hResolution: number;
  103848. /**
  103849. * Define the vertical resolution off the screen.
  103850. */
  103851. vResolution: number;
  103852. /**
  103853. * Define the horizontal screen size.
  103854. */
  103855. hScreenSize: number;
  103856. /**
  103857. * Define the vertical screen size.
  103858. */
  103859. vScreenSize: number;
  103860. /**
  103861. * Define the vertical screen center position.
  103862. */
  103863. vScreenCenter: number;
  103864. /**
  103865. * Define the distance of the eyes to the screen.
  103866. */
  103867. eyeToScreenDistance: number;
  103868. /**
  103869. * Define the distance between both lenses
  103870. */
  103871. lensSeparationDistance: number;
  103872. /**
  103873. * Define the distance between both viewer's eyes.
  103874. */
  103875. interpupillaryDistance: number;
  103876. /**
  103877. * Define the distortion factor of the VR postprocess.
  103878. * Please, touch with care.
  103879. */
  103880. distortionK: number[];
  103881. /**
  103882. * Define the chromatic aberration correction factors for the VR post process.
  103883. */
  103884. chromaAbCorrection: number[];
  103885. /**
  103886. * Define the scale factor of the post process.
  103887. * The smaller the better but the slower.
  103888. */
  103889. postProcessScaleFactor: number;
  103890. /**
  103891. * Define an offset for the lens center.
  103892. */
  103893. lensCenterOffset: number;
  103894. /**
  103895. * Define if the current vr camera should compensate the distortion of the lense or not.
  103896. */
  103897. compensateDistortion: boolean;
  103898. /**
  103899. * Defines if multiview should be enabled when rendering (Default: false)
  103900. */
  103901. multiviewEnabled: boolean;
  103902. /**
  103903. * Gets the rendering aspect ratio based on the provided resolutions.
  103904. */
  103905. readonly aspectRatio: number;
  103906. /**
  103907. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  103908. */
  103909. readonly aspectRatioFov: number;
  103910. /**
  103911. * @hidden
  103912. */
  103913. readonly leftHMatrix: Matrix;
  103914. /**
  103915. * @hidden
  103916. */
  103917. readonly rightHMatrix: Matrix;
  103918. /**
  103919. * @hidden
  103920. */
  103921. readonly leftPreViewMatrix: Matrix;
  103922. /**
  103923. * @hidden
  103924. */
  103925. readonly rightPreViewMatrix: Matrix;
  103926. /**
  103927. * Get the default VRMetrics based on the most generic setup.
  103928. * @returns the default vr metrics
  103929. */
  103930. static GetDefault(): VRCameraMetrics;
  103931. }
  103932. }
  103933. declare module BABYLON {
  103934. /** @hidden */
  103935. export var vrDistortionCorrectionPixelShader: {
  103936. name: string;
  103937. shader: string;
  103938. };
  103939. }
  103940. declare module BABYLON {
  103941. /**
  103942. * VRDistortionCorrectionPostProcess used for mobile VR
  103943. */
  103944. export class VRDistortionCorrectionPostProcess extends PostProcess {
  103945. private _isRightEye;
  103946. private _distortionFactors;
  103947. private _postProcessScaleFactor;
  103948. private _lensCenterOffset;
  103949. private _scaleIn;
  103950. private _scaleFactor;
  103951. private _lensCenter;
  103952. /**
  103953. * Initializes the VRDistortionCorrectionPostProcess
  103954. * @param name The name of the effect.
  103955. * @param camera The camera to apply the render pass to.
  103956. * @param isRightEye If this is for the right eye distortion
  103957. * @param vrMetrics All the required metrics for the VR camera
  103958. */
  103959. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  103960. }
  103961. }
  103962. declare module BABYLON {
  103963. /**
  103964. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  103965. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  103966. */
  103967. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  103968. /**
  103969. * Creates a new VRDeviceOrientationArcRotateCamera
  103970. * @param name defines camera name
  103971. * @param alpha defines the camera rotation along the logitudinal axis
  103972. * @param beta defines the camera rotation along the latitudinal axis
  103973. * @param radius defines the camera distance from its target
  103974. * @param target defines the camera target
  103975. * @param scene defines the scene the camera belongs to
  103976. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  103977. * @param vrCameraMetrics defines the vr metrics associated to the camera
  103978. */
  103979. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  103980. /**
  103981. * Gets camera class name
  103982. * @returns VRDeviceOrientationArcRotateCamera
  103983. */
  103984. getClassName(): string;
  103985. }
  103986. }
  103987. declare module BABYLON {
  103988. /**
  103989. * Camera used to simulate VR rendering (based on FreeCamera)
  103990. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  103991. */
  103992. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  103993. /**
  103994. * Creates a new VRDeviceOrientationFreeCamera
  103995. * @param name defines camera name
  103996. * @param position defines the start position of the camera
  103997. * @param scene defines the scene the camera belongs to
  103998. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  103999. * @param vrCameraMetrics defines the vr metrics associated to the camera
  104000. */
  104001. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  104002. /**
  104003. * Gets camera class name
  104004. * @returns VRDeviceOrientationFreeCamera
  104005. */
  104006. getClassName(): string;
  104007. }
  104008. }
  104009. declare module BABYLON {
  104010. /**
  104011. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  104012. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  104013. */
  104014. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  104015. /**
  104016. * Creates a new VRDeviceOrientationGamepadCamera
  104017. * @param name defines camera name
  104018. * @param position defines the start position of the camera
  104019. * @param scene defines the scene the camera belongs to
  104020. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  104021. * @param vrCameraMetrics defines the vr metrics associated to the camera
  104022. */
  104023. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  104024. /**
  104025. * Gets camera class name
  104026. * @returns VRDeviceOrientationGamepadCamera
  104027. */
  104028. getClassName(): string;
  104029. }
  104030. }
  104031. declare module BABYLON {
  104032. /**
  104033. * Base class of materials working in push mode in babylon JS
  104034. * @hidden
  104035. */
  104036. export class PushMaterial extends Material {
  104037. protected _activeEffect: Effect;
  104038. protected _normalMatrix: Matrix;
  104039. /**
  104040. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  104041. * This means that the material can keep using a previous shader while a new one is being compiled.
  104042. * This is mostly used when shader parallel compilation is supported (true by default)
  104043. */
  104044. allowShaderHotSwapping: boolean;
  104045. constructor(name: string, scene: Scene);
  104046. getEffect(): Effect;
  104047. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  104048. /**
  104049. * Binds the given world matrix to the active effect
  104050. *
  104051. * @param world the matrix to bind
  104052. */
  104053. bindOnlyWorldMatrix(world: Matrix): void;
  104054. /**
  104055. * Binds the given normal matrix to the active effect
  104056. *
  104057. * @param normalMatrix the matrix to bind
  104058. */
  104059. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  104060. bind(world: Matrix, mesh?: Mesh): void;
  104061. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  104062. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  104063. }
  104064. }
  104065. declare module BABYLON {
  104066. /**
  104067. * This groups all the flags used to control the materials channel.
  104068. */
  104069. export class MaterialFlags {
  104070. private static _DiffuseTextureEnabled;
  104071. /**
  104072. * Are diffuse textures enabled in the application.
  104073. */
  104074. static DiffuseTextureEnabled: boolean;
  104075. private static _AmbientTextureEnabled;
  104076. /**
  104077. * Are ambient textures enabled in the application.
  104078. */
  104079. static AmbientTextureEnabled: boolean;
  104080. private static _OpacityTextureEnabled;
  104081. /**
  104082. * Are opacity textures enabled in the application.
  104083. */
  104084. static OpacityTextureEnabled: boolean;
  104085. private static _ReflectionTextureEnabled;
  104086. /**
  104087. * Are reflection textures enabled in the application.
  104088. */
  104089. static ReflectionTextureEnabled: boolean;
  104090. private static _EmissiveTextureEnabled;
  104091. /**
  104092. * Are emissive textures enabled in the application.
  104093. */
  104094. static EmissiveTextureEnabled: boolean;
  104095. private static _SpecularTextureEnabled;
  104096. /**
  104097. * Are specular textures enabled in the application.
  104098. */
  104099. static SpecularTextureEnabled: boolean;
  104100. private static _BumpTextureEnabled;
  104101. /**
  104102. * Are bump textures enabled in the application.
  104103. */
  104104. static BumpTextureEnabled: boolean;
  104105. private static _LightmapTextureEnabled;
  104106. /**
  104107. * Are lightmap textures enabled in the application.
  104108. */
  104109. static LightmapTextureEnabled: boolean;
  104110. private static _RefractionTextureEnabled;
  104111. /**
  104112. * Are refraction textures enabled in the application.
  104113. */
  104114. static RefractionTextureEnabled: boolean;
  104115. private static _ColorGradingTextureEnabled;
  104116. /**
  104117. * Are color grading textures enabled in the application.
  104118. */
  104119. static ColorGradingTextureEnabled: boolean;
  104120. private static _FresnelEnabled;
  104121. /**
  104122. * Are fresnels enabled in the application.
  104123. */
  104124. static FresnelEnabled: boolean;
  104125. private static _ClearCoatTextureEnabled;
  104126. /**
  104127. * Are clear coat textures enabled in the application.
  104128. */
  104129. static ClearCoatTextureEnabled: boolean;
  104130. private static _ClearCoatBumpTextureEnabled;
  104131. /**
  104132. * Are clear coat bump textures enabled in the application.
  104133. */
  104134. static ClearCoatBumpTextureEnabled: boolean;
  104135. private static _ClearCoatTintTextureEnabled;
  104136. /**
  104137. * Are clear coat tint textures enabled in the application.
  104138. */
  104139. static ClearCoatTintTextureEnabled: boolean;
  104140. private static _SheenTextureEnabled;
  104141. /**
  104142. * Are sheen textures enabled in the application.
  104143. */
  104144. static SheenTextureEnabled: boolean;
  104145. private static _AnisotropicTextureEnabled;
  104146. /**
  104147. * Are anisotropic textures enabled in the application.
  104148. */
  104149. static AnisotropicTextureEnabled: boolean;
  104150. private static _ThicknessTextureEnabled;
  104151. /**
  104152. * Are thickness textures enabled in the application.
  104153. */
  104154. static ThicknessTextureEnabled: boolean;
  104155. }
  104156. }
  104157. declare module BABYLON {
  104158. /** @hidden */
  104159. export var defaultFragmentDeclaration: {
  104160. name: string;
  104161. shader: string;
  104162. };
  104163. }
  104164. declare module BABYLON {
  104165. /** @hidden */
  104166. export var defaultUboDeclaration: {
  104167. name: string;
  104168. shader: string;
  104169. };
  104170. }
  104171. declare module BABYLON {
  104172. /** @hidden */
  104173. export var lightFragmentDeclaration: {
  104174. name: string;
  104175. shader: string;
  104176. };
  104177. }
  104178. declare module BABYLON {
  104179. /** @hidden */
  104180. export var lightUboDeclaration: {
  104181. name: string;
  104182. shader: string;
  104183. };
  104184. }
  104185. declare module BABYLON {
  104186. /** @hidden */
  104187. export var lightsFragmentFunctions: {
  104188. name: string;
  104189. shader: string;
  104190. };
  104191. }
  104192. declare module BABYLON {
  104193. /** @hidden */
  104194. export var shadowsFragmentFunctions: {
  104195. name: string;
  104196. shader: string;
  104197. };
  104198. }
  104199. declare module BABYLON {
  104200. /** @hidden */
  104201. export var fresnelFunction: {
  104202. name: string;
  104203. shader: string;
  104204. };
  104205. }
  104206. declare module BABYLON {
  104207. /** @hidden */
  104208. export var reflectionFunction: {
  104209. name: string;
  104210. shader: string;
  104211. };
  104212. }
  104213. declare module BABYLON {
  104214. /** @hidden */
  104215. export var bumpFragmentFunctions: {
  104216. name: string;
  104217. shader: string;
  104218. };
  104219. }
  104220. declare module BABYLON {
  104221. /** @hidden */
  104222. export var logDepthDeclaration: {
  104223. name: string;
  104224. shader: string;
  104225. };
  104226. }
  104227. declare module BABYLON {
  104228. /** @hidden */
  104229. export var bumpFragment: {
  104230. name: string;
  104231. shader: string;
  104232. };
  104233. }
  104234. declare module BABYLON {
  104235. /** @hidden */
  104236. export var depthPrePass: {
  104237. name: string;
  104238. shader: string;
  104239. };
  104240. }
  104241. declare module BABYLON {
  104242. /** @hidden */
  104243. export var lightFragment: {
  104244. name: string;
  104245. shader: string;
  104246. };
  104247. }
  104248. declare module BABYLON {
  104249. /** @hidden */
  104250. export var logDepthFragment: {
  104251. name: string;
  104252. shader: string;
  104253. };
  104254. }
  104255. declare module BABYLON {
  104256. /** @hidden */
  104257. export var defaultPixelShader: {
  104258. name: string;
  104259. shader: string;
  104260. };
  104261. }
  104262. declare module BABYLON {
  104263. /** @hidden */
  104264. export var defaultVertexDeclaration: {
  104265. name: string;
  104266. shader: string;
  104267. };
  104268. }
  104269. declare module BABYLON {
  104270. /** @hidden */
  104271. export var bumpVertexDeclaration: {
  104272. name: string;
  104273. shader: string;
  104274. };
  104275. }
  104276. declare module BABYLON {
  104277. /** @hidden */
  104278. export var bumpVertex: {
  104279. name: string;
  104280. shader: string;
  104281. };
  104282. }
  104283. declare module BABYLON {
  104284. /** @hidden */
  104285. export var fogVertex: {
  104286. name: string;
  104287. shader: string;
  104288. };
  104289. }
  104290. declare module BABYLON {
  104291. /** @hidden */
  104292. export var shadowsVertex: {
  104293. name: string;
  104294. shader: string;
  104295. };
  104296. }
  104297. declare module BABYLON {
  104298. /** @hidden */
  104299. export var pointCloudVertex: {
  104300. name: string;
  104301. shader: string;
  104302. };
  104303. }
  104304. declare module BABYLON {
  104305. /** @hidden */
  104306. export var logDepthVertex: {
  104307. name: string;
  104308. shader: string;
  104309. };
  104310. }
  104311. declare module BABYLON {
  104312. /** @hidden */
  104313. export var defaultVertexShader: {
  104314. name: string;
  104315. shader: string;
  104316. };
  104317. }
  104318. declare module BABYLON {
  104319. /** @hidden */
  104320. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  104321. MAINUV1: boolean;
  104322. MAINUV2: boolean;
  104323. DIFFUSE: boolean;
  104324. DIFFUSEDIRECTUV: number;
  104325. AMBIENT: boolean;
  104326. AMBIENTDIRECTUV: number;
  104327. OPACITY: boolean;
  104328. OPACITYDIRECTUV: number;
  104329. OPACITYRGB: boolean;
  104330. REFLECTION: boolean;
  104331. EMISSIVE: boolean;
  104332. EMISSIVEDIRECTUV: number;
  104333. SPECULAR: boolean;
  104334. SPECULARDIRECTUV: number;
  104335. BUMP: boolean;
  104336. BUMPDIRECTUV: number;
  104337. PARALLAX: boolean;
  104338. PARALLAXOCCLUSION: boolean;
  104339. SPECULAROVERALPHA: boolean;
  104340. CLIPPLANE: boolean;
  104341. CLIPPLANE2: boolean;
  104342. CLIPPLANE3: boolean;
  104343. CLIPPLANE4: boolean;
  104344. ALPHATEST: boolean;
  104345. DEPTHPREPASS: boolean;
  104346. ALPHAFROMDIFFUSE: boolean;
  104347. POINTSIZE: boolean;
  104348. FOG: boolean;
  104349. SPECULARTERM: boolean;
  104350. DIFFUSEFRESNEL: boolean;
  104351. OPACITYFRESNEL: boolean;
  104352. REFLECTIONFRESNEL: boolean;
  104353. REFRACTIONFRESNEL: boolean;
  104354. EMISSIVEFRESNEL: boolean;
  104355. FRESNEL: boolean;
  104356. NORMAL: boolean;
  104357. UV1: boolean;
  104358. UV2: boolean;
  104359. VERTEXCOLOR: boolean;
  104360. VERTEXALPHA: boolean;
  104361. NUM_BONE_INFLUENCERS: number;
  104362. BonesPerMesh: number;
  104363. BONETEXTURE: boolean;
  104364. INSTANCES: boolean;
  104365. GLOSSINESS: boolean;
  104366. ROUGHNESS: boolean;
  104367. EMISSIVEASILLUMINATION: boolean;
  104368. LINKEMISSIVEWITHDIFFUSE: boolean;
  104369. REFLECTIONFRESNELFROMSPECULAR: boolean;
  104370. LIGHTMAP: boolean;
  104371. LIGHTMAPDIRECTUV: number;
  104372. OBJECTSPACE_NORMALMAP: boolean;
  104373. USELIGHTMAPASSHADOWMAP: boolean;
  104374. REFLECTIONMAP_3D: boolean;
  104375. REFLECTIONMAP_SPHERICAL: boolean;
  104376. REFLECTIONMAP_PLANAR: boolean;
  104377. REFLECTIONMAP_CUBIC: boolean;
  104378. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  104379. REFLECTIONMAP_PROJECTION: boolean;
  104380. REFLECTIONMAP_SKYBOX: boolean;
  104381. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  104382. REFLECTIONMAP_EXPLICIT: boolean;
  104383. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  104384. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  104385. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  104386. INVERTCUBICMAP: boolean;
  104387. LOGARITHMICDEPTH: boolean;
  104388. REFRACTION: boolean;
  104389. REFRACTIONMAP_3D: boolean;
  104390. REFLECTIONOVERALPHA: boolean;
  104391. TWOSIDEDLIGHTING: boolean;
  104392. SHADOWFLOAT: boolean;
  104393. MORPHTARGETS: boolean;
  104394. MORPHTARGETS_NORMAL: boolean;
  104395. MORPHTARGETS_TANGENT: boolean;
  104396. MORPHTARGETS_UV: boolean;
  104397. NUM_MORPH_INFLUENCERS: number;
  104398. NONUNIFORMSCALING: boolean;
  104399. PREMULTIPLYALPHA: boolean;
  104400. IMAGEPROCESSING: boolean;
  104401. VIGNETTE: boolean;
  104402. VIGNETTEBLENDMODEMULTIPLY: boolean;
  104403. VIGNETTEBLENDMODEOPAQUE: boolean;
  104404. TONEMAPPING: boolean;
  104405. TONEMAPPING_ACES: boolean;
  104406. CONTRAST: boolean;
  104407. COLORCURVES: boolean;
  104408. COLORGRADING: boolean;
  104409. COLORGRADING3D: boolean;
  104410. SAMPLER3DGREENDEPTH: boolean;
  104411. SAMPLER3DBGRMAP: boolean;
  104412. IMAGEPROCESSINGPOSTPROCESS: boolean;
  104413. MULTIVIEW: boolean;
  104414. /**
  104415. * If the reflection texture on this material is in linear color space
  104416. * @hidden
  104417. */
  104418. IS_REFLECTION_LINEAR: boolean;
  104419. /**
  104420. * If the refraction texture on this material is in linear color space
  104421. * @hidden
  104422. */
  104423. IS_REFRACTION_LINEAR: boolean;
  104424. EXPOSURE: boolean;
  104425. constructor();
  104426. setReflectionMode(modeToEnable: string): void;
  104427. }
  104428. /**
  104429. * This is the default material used in Babylon. It is the best trade off between quality
  104430. * and performances.
  104431. * @see http://doc.babylonjs.com/babylon101/materials
  104432. */
  104433. export class StandardMaterial extends PushMaterial {
  104434. private _diffuseTexture;
  104435. /**
  104436. * The basic texture of the material as viewed under a light.
  104437. */
  104438. diffuseTexture: Nullable<BaseTexture>;
  104439. private _ambientTexture;
  104440. /**
  104441. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  104442. */
  104443. ambientTexture: Nullable<BaseTexture>;
  104444. private _opacityTexture;
  104445. /**
  104446. * Define the transparency of the material from a texture.
  104447. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  104448. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  104449. */
  104450. opacityTexture: Nullable<BaseTexture>;
  104451. private _reflectionTexture;
  104452. /**
  104453. * Define the texture used to display the reflection.
  104454. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104455. */
  104456. reflectionTexture: Nullable<BaseTexture>;
  104457. private _emissiveTexture;
  104458. /**
  104459. * Define texture of the material as if self lit.
  104460. * This will be mixed in the final result even in the absence of light.
  104461. */
  104462. emissiveTexture: Nullable<BaseTexture>;
  104463. private _specularTexture;
  104464. /**
  104465. * Define how the color and intensity of the highlight given by the light in the material.
  104466. */
  104467. specularTexture: Nullable<BaseTexture>;
  104468. private _bumpTexture;
  104469. /**
  104470. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  104471. * These are made by creating a normal map from an image. The means to do this can be found on the web, a search for 'normal map generator' will bring up free and paid for methods of doing this.
  104472. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  104473. */
  104474. bumpTexture: Nullable<BaseTexture>;
  104475. private _lightmapTexture;
  104476. /**
  104477. * Complex lighting can be computationally expensive to compute at runtime.
  104478. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  104479. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  104480. */
  104481. lightmapTexture: Nullable<BaseTexture>;
  104482. private _refractionTexture;
  104483. /**
  104484. * Define the texture used to display the refraction.
  104485. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104486. */
  104487. refractionTexture: Nullable<BaseTexture>;
  104488. /**
  104489. * The color of the material lit by the environmental background lighting.
  104490. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  104491. */
  104492. ambientColor: Color3;
  104493. /**
  104494. * The basic color of the material as viewed under a light.
  104495. */
  104496. diffuseColor: Color3;
  104497. /**
  104498. * Define how the color and intensity of the highlight given by the light in the material.
  104499. */
  104500. specularColor: Color3;
  104501. /**
  104502. * Define the color of the material as if self lit.
  104503. * This will be mixed in the final result even in the absence of light.
  104504. */
  104505. emissiveColor: Color3;
  104506. /**
  104507. * Defines how sharp are the highlights in the material.
  104508. * The bigger the value the sharper giving a more glossy feeling to the result.
  104509. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  104510. */
  104511. specularPower: number;
  104512. private _useAlphaFromDiffuseTexture;
  104513. /**
  104514. * Does the transparency come from the diffuse texture alpha channel.
  104515. */
  104516. useAlphaFromDiffuseTexture: boolean;
  104517. private _useEmissiveAsIllumination;
  104518. /**
  104519. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  104520. */
  104521. useEmissiveAsIllumination: boolean;
  104522. private _linkEmissiveWithDiffuse;
  104523. /**
  104524. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  104525. * the emissive level when the final color is close to one.
  104526. */
  104527. linkEmissiveWithDiffuse: boolean;
  104528. private _useSpecularOverAlpha;
  104529. /**
  104530. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  104531. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  104532. */
  104533. useSpecularOverAlpha: boolean;
  104534. private _useReflectionOverAlpha;
  104535. /**
  104536. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  104537. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  104538. */
  104539. useReflectionOverAlpha: boolean;
  104540. private _disableLighting;
  104541. /**
  104542. * Does lights from the scene impacts this material.
  104543. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  104544. */
  104545. disableLighting: boolean;
  104546. private _useObjectSpaceNormalMap;
  104547. /**
  104548. * Allows using an object space normal map (instead of tangent space).
  104549. */
  104550. useObjectSpaceNormalMap: boolean;
  104551. private _useParallax;
  104552. /**
  104553. * Is parallax enabled or not.
  104554. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  104555. */
  104556. useParallax: boolean;
  104557. private _useParallaxOcclusion;
  104558. /**
  104559. * Is parallax occlusion enabled or not.
  104560. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  104561. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  104562. */
  104563. useParallaxOcclusion: boolean;
  104564. /**
  104565. * Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.
  104566. */
  104567. parallaxScaleBias: number;
  104568. private _roughness;
  104569. /**
  104570. * Helps to define how blurry the reflections should appears in the material.
  104571. */
  104572. roughness: number;
  104573. /**
  104574. * In case of refraction, define the value of the index of refraction.
  104575. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104576. */
  104577. indexOfRefraction: number;
  104578. /**
  104579. * Invert the refraction texture alongside the y axis.
  104580. * It can be useful with procedural textures or probe for instance.
  104581. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  104582. */
  104583. invertRefractionY: boolean;
  104584. /**
  104585. * Defines the alpha limits in alpha test mode.
  104586. */
  104587. alphaCutOff: number;
  104588. private _useLightmapAsShadowmap;
  104589. /**
  104590. * In case of light mapping, define whether the map contains light or shadow informations.
  104591. */
  104592. useLightmapAsShadowmap: boolean;
  104593. private _diffuseFresnelParameters;
  104594. /**
  104595. * Define the diffuse fresnel parameters of the material.
  104596. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104597. */
  104598. diffuseFresnelParameters: FresnelParameters;
  104599. private _opacityFresnelParameters;
  104600. /**
  104601. * Define the opacity fresnel parameters of the material.
  104602. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104603. */
  104604. opacityFresnelParameters: FresnelParameters;
  104605. private _reflectionFresnelParameters;
  104606. /**
  104607. * Define the reflection fresnel parameters of the material.
  104608. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104609. */
  104610. reflectionFresnelParameters: FresnelParameters;
  104611. private _refractionFresnelParameters;
  104612. /**
  104613. * Define the refraction fresnel parameters of the material.
  104614. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104615. */
  104616. refractionFresnelParameters: FresnelParameters;
  104617. private _emissiveFresnelParameters;
  104618. /**
  104619. * Define the emissive fresnel parameters of the material.
  104620. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104621. */
  104622. emissiveFresnelParameters: FresnelParameters;
  104623. private _useReflectionFresnelFromSpecular;
  104624. /**
  104625. * If true automatically deducts the fresnels values from the material specularity.
  104626. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  104627. */
  104628. useReflectionFresnelFromSpecular: boolean;
  104629. private _useGlossinessFromSpecularMapAlpha;
  104630. /**
  104631. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  104632. */
  104633. useGlossinessFromSpecularMapAlpha: boolean;
  104634. private _maxSimultaneousLights;
  104635. /**
  104636. * Defines the maximum number of lights that can be used in the material
  104637. */
  104638. maxSimultaneousLights: number;
  104639. private _invertNormalMapX;
  104640. /**
  104641. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  104642. */
  104643. invertNormalMapX: boolean;
  104644. private _invertNormalMapY;
  104645. /**
  104646. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  104647. */
  104648. invertNormalMapY: boolean;
  104649. private _twoSidedLighting;
  104650. /**
  104651. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  104652. */
  104653. twoSidedLighting: boolean;
  104654. /**
  104655. * Default configuration related to image processing available in the standard Material.
  104656. */
  104657. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  104658. /**
  104659. * Gets the image processing configuration used either in this material.
  104660. */
  104661. /**
  104662. * Sets the Default image processing configuration used either in the this material.
  104663. *
  104664. * If sets to null, the scene one is in use.
  104665. */
  104666. imageProcessingConfiguration: ImageProcessingConfiguration;
  104667. /**
  104668. * Keep track of the image processing observer to allow dispose and replace.
  104669. */
  104670. private _imageProcessingObserver;
  104671. /**
  104672. * Attaches a new image processing configuration to the Standard Material.
  104673. * @param configuration
  104674. */
  104675. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  104676. /**
  104677. * Gets wether the color curves effect is enabled.
  104678. */
  104679. /**
  104680. * Sets wether the color curves effect is enabled.
  104681. */
  104682. cameraColorCurvesEnabled: boolean;
  104683. /**
  104684. * Gets wether the color grading effect is enabled.
  104685. */
  104686. /**
  104687. * Gets wether the color grading effect is enabled.
  104688. */
  104689. cameraColorGradingEnabled: boolean;
  104690. /**
  104691. * Gets wether tonemapping is enabled or not.
  104692. */
  104693. /**
  104694. * Sets wether tonemapping is enabled or not
  104695. */
  104696. cameraToneMappingEnabled: boolean;
  104697. /**
  104698. * The camera exposure used on this material.
  104699. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  104700. * This corresponds to a photographic exposure.
  104701. */
  104702. /**
  104703. * The camera exposure used on this material.
  104704. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  104705. * This corresponds to a photographic exposure.
  104706. */
  104707. cameraExposure: number;
  104708. /**
  104709. * Gets The camera contrast used on this material.
  104710. */
  104711. /**
  104712. * Sets The camera contrast used on this material.
  104713. */
  104714. cameraContrast: number;
  104715. /**
  104716. * Gets the Color Grading 2D Lookup Texture.
  104717. */
  104718. /**
  104719. * Sets the Color Grading 2D Lookup Texture.
  104720. */
  104721. cameraColorGradingTexture: Nullable<BaseTexture>;
  104722. /**
  104723. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  104724. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  104725. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  104726. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  104727. */
  104728. /**
  104729. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  104730. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  104731. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  104732. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  104733. */
  104734. cameraColorCurves: Nullable<ColorCurves>;
  104735. /**
  104736. * Custom callback helping to override the default shader used in the material.
  104737. */
  104738. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  104739. protected _renderTargets: SmartArray<RenderTargetTexture>;
  104740. protected _worldViewProjectionMatrix: Matrix;
  104741. protected _globalAmbientColor: Color3;
  104742. protected _useLogarithmicDepth: boolean;
  104743. /**
  104744. * Instantiates a new standard material.
  104745. * This is the default material used in Babylon. It is the best trade off between quality
  104746. * and performances.
  104747. * @see http://doc.babylonjs.com/babylon101/materials
  104748. * @param name Define the name of the material in the scene
  104749. * @param scene Define the scene the material belong to
  104750. */
  104751. constructor(name: string, scene: Scene);
  104752. /**
  104753. * Gets a boolean indicating that current material needs to register RTT
  104754. */
  104755. readonly hasRenderTargetTextures: boolean;
  104756. /**
  104757. * Gets the current class name of the material e.g. "StandardMaterial"
  104758. * Mainly use in serialization.
  104759. * @returns the class name
  104760. */
  104761. getClassName(): string;
  104762. /**
  104763. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  104764. * You can try switching to logarithmic depth.
  104765. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  104766. */
  104767. useLogarithmicDepth: boolean;
  104768. /**
  104769. * Specifies if the material will require alpha blending
  104770. * @returns a boolean specifying if alpha blending is needed
  104771. */
  104772. needAlphaBlending(): boolean;
  104773. /**
  104774. * Specifies if this material should be rendered in alpha test mode
  104775. * @returns a boolean specifying if an alpha test is needed.
  104776. */
  104777. needAlphaTesting(): boolean;
  104778. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  104779. /**
  104780. * Get the texture used for alpha test purpose.
  104781. * @returns the diffuse texture in case of the standard material.
  104782. */
  104783. getAlphaTestTexture(): Nullable<BaseTexture>;
  104784. /**
  104785. * Get if the submesh is ready to be used and all its information available.
  104786. * Child classes can use it to update shaders
  104787. * @param mesh defines the mesh to check
  104788. * @param subMesh defines which submesh to check
  104789. * @param useInstances specifies that instances should be used
  104790. * @returns a boolean indicating that the submesh is ready or not
  104791. */
  104792. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  104793. /**
  104794. * Builds the material UBO layouts.
  104795. * Used internally during the effect preparation.
  104796. */
  104797. buildUniformLayout(): void;
  104798. /**
  104799. * Unbinds the material from the mesh
  104800. */
  104801. unbind(): void;
  104802. /**
  104803. * Binds the submesh to this material by preparing the effect and shader to draw
  104804. * @param world defines the world transformation matrix
  104805. * @param mesh defines the mesh containing the submesh
  104806. * @param subMesh defines the submesh to bind the material to
  104807. */
  104808. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  104809. /**
  104810. * Get the list of animatables in the material.
  104811. * @returns the list of animatables object used in the material
  104812. */
  104813. getAnimatables(): IAnimatable[];
  104814. /**
  104815. * Gets the active textures from the material
  104816. * @returns an array of textures
  104817. */
  104818. getActiveTextures(): BaseTexture[];
  104819. /**
  104820. * Specifies if the material uses a texture
  104821. * @param texture defines the texture to check against the material
  104822. * @returns a boolean specifying if the material uses the texture
  104823. */
  104824. hasTexture(texture: BaseTexture): boolean;
  104825. /**
  104826. * Disposes the material
  104827. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  104828. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  104829. */
  104830. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  104831. /**
  104832. * Makes a duplicate of the material, and gives it a new name
  104833. * @param name defines the new name for the duplicated material
  104834. * @returns the cloned material
  104835. */
  104836. clone(name: string): StandardMaterial;
  104837. /**
  104838. * Serializes this material in a JSON representation
  104839. * @returns the serialized material object
  104840. */
  104841. serialize(): any;
  104842. /**
  104843. * Creates a standard material from parsed material data
  104844. * @param source defines the JSON representation of the material
  104845. * @param scene defines the hosting scene
  104846. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  104847. * @returns a new standard material
  104848. */
  104849. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  104850. /**
  104851. * Are diffuse textures enabled in the application.
  104852. */
  104853. static DiffuseTextureEnabled: boolean;
  104854. /**
  104855. * Are ambient textures enabled in the application.
  104856. */
  104857. static AmbientTextureEnabled: boolean;
  104858. /**
  104859. * Are opacity textures enabled in the application.
  104860. */
  104861. static OpacityTextureEnabled: boolean;
  104862. /**
  104863. * Are reflection textures enabled in the application.
  104864. */
  104865. static ReflectionTextureEnabled: boolean;
  104866. /**
  104867. * Are emissive textures enabled in the application.
  104868. */
  104869. static EmissiveTextureEnabled: boolean;
  104870. /**
  104871. * Are specular textures enabled in the application.
  104872. */
  104873. static SpecularTextureEnabled: boolean;
  104874. /**
  104875. * Are bump textures enabled in the application.
  104876. */
  104877. static BumpTextureEnabled: boolean;
  104878. /**
  104879. * Are lightmap textures enabled in the application.
  104880. */
  104881. static LightmapTextureEnabled: boolean;
  104882. /**
  104883. * Are refraction textures enabled in the application.
  104884. */
  104885. static RefractionTextureEnabled: boolean;
  104886. /**
  104887. * Are color grading textures enabled in the application.
  104888. */
  104889. static ColorGradingTextureEnabled: boolean;
  104890. /**
  104891. * Are fresnels enabled in the application.
  104892. */
  104893. static FresnelEnabled: boolean;
  104894. }
  104895. }
  104896. declare module BABYLON {
  104897. /**
  104898. * A class extending Texture allowing drawing on a texture
  104899. * @see http://doc.babylonjs.com/how_to/dynamictexture
  104900. */
  104901. export class DynamicTexture extends Texture {
  104902. private _generateMipMaps;
  104903. private _canvas;
  104904. private _context;
  104905. private _engine;
  104906. /**
  104907. * Creates a DynamicTexture
  104908. * @param name defines the name of the texture
  104909. * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
  104910. * @param scene defines the scene where you want the texture
  104911. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  104912. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  104913. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  104914. */
  104915. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  104916. /**
  104917. * Get the current class name of the texture useful for serialization or dynamic coding.
  104918. * @returns "DynamicTexture"
  104919. */
  104920. getClassName(): string;
  104921. /**
  104922. * Gets the current state of canRescale
  104923. */
  104924. readonly canRescale: boolean;
  104925. private _recreate;
  104926. /**
  104927. * Scales the texture
  104928. * @param ratio the scale factor to apply to both width and height
  104929. */
  104930. scale(ratio: number): void;
  104931. /**
  104932. * Resizes the texture
  104933. * @param width the new width
  104934. * @param height the new height
  104935. */
  104936. scaleTo(width: number, height: number): void;
  104937. /**
  104938. * Gets the context of the canvas used by the texture
  104939. * @returns the canvas context of the dynamic texture
  104940. */
  104941. getContext(): CanvasRenderingContext2D;
  104942. /**
  104943. * Clears the texture
  104944. */
  104945. clear(): void;
  104946. /**
  104947. * Updates the texture
  104948. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  104949. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  104950. */
  104951. update(invertY?: boolean, premulAlpha?: boolean): void;
  104952. /**
  104953. * Draws text onto the texture
  104954. * @param text defines the text to be drawn
  104955. * @param x defines the placement of the text from the left
  104956. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  104957. * @param font defines the font to be used with font-style, font-size, font-name
  104958. * @param color defines the color used for the text
  104959. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  104960. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  104961. * @param update defines whether texture is immediately update (default is true)
  104962. */
  104963. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  104964. /**
  104965. * Clones the texture
  104966. * @returns the clone of the texture.
  104967. */
  104968. clone(): DynamicTexture;
  104969. /**
  104970. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  104971. * @returns a serialized dynamic texture object
  104972. */
  104973. serialize(): any;
  104974. /** @hidden */
  104975. _rebuild(): void;
  104976. }
  104977. }
  104978. declare module BABYLON {
  104979. /** @hidden */
  104980. export var imageProcessingPixelShader: {
  104981. name: string;
  104982. shader: string;
  104983. };
  104984. }
  104985. declare module BABYLON {
  104986. /**
  104987. * ImageProcessingPostProcess
  104988. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  104989. */
  104990. export class ImageProcessingPostProcess extends PostProcess {
  104991. /**
  104992. * Default configuration related to image processing available in the PBR Material.
  104993. */
  104994. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  104995. /**
  104996. * Gets the image processing configuration used either in this material.
  104997. */
  104998. /**
  104999. * Sets the Default image processing configuration used either in the this material.
  105000. *
  105001. * If sets to null, the scene one is in use.
  105002. */
  105003. imageProcessingConfiguration: ImageProcessingConfiguration;
  105004. /**
  105005. * Keep track of the image processing observer to allow dispose and replace.
  105006. */
  105007. private _imageProcessingObserver;
  105008. /**
  105009. * Attaches a new image processing configuration to the PBR Material.
  105010. * @param configuration
  105011. */
  105012. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  105013. /**
  105014. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  105015. */
  105016. /**
  105017. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  105018. */
  105019. colorCurves: Nullable<ColorCurves>;
  105020. /**
  105021. * Gets wether the color curves effect is enabled.
  105022. */
  105023. /**
  105024. * Sets wether the color curves effect is enabled.
  105025. */
  105026. colorCurvesEnabled: boolean;
  105027. /**
  105028. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  105029. */
  105030. /**
  105031. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  105032. */
  105033. colorGradingTexture: Nullable<BaseTexture>;
  105034. /**
  105035. * Gets wether the color grading effect is enabled.
  105036. */
  105037. /**
  105038. * Gets wether the color grading effect is enabled.
  105039. */
  105040. colorGradingEnabled: boolean;
  105041. /**
  105042. * Gets exposure used in the effect.
  105043. */
  105044. /**
  105045. * Sets exposure used in the effect.
  105046. */
  105047. exposure: number;
  105048. /**
  105049. * Gets wether tonemapping is enabled or not.
  105050. */
  105051. /**
  105052. * Sets wether tonemapping is enabled or not
  105053. */
  105054. toneMappingEnabled: boolean;
  105055. /**
  105056. * Gets the type of tone mapping effect.
  105057. */
  105058. /**
  105059. * Sets the type of tone mapping effect.
  105060. */
  105061. toneMappingType: number;
  105062. /**
  105063. * Gets contrast used in the effect.
  105064. */
  105065. /**
  105066. * Sets contrast used in the effect.
  105067. */
  105068. contrast: number;
  105069. /**
  105070. * Gets Vignette stretch size.
  105071. */
  105072. /**
  105073. * Sets Vignette stretch size.
  105074. */
  105075. vignetteStretch: number;
  105076. /**
  105077. * Gets Vignette centre X Offset.
  105078. */
  105079. /**
  105080. * Sets Vignette centre X Offset.
  105081. */
  105082. vignetteCentreX: number;
  105083. /**
  105084. * Gets Vignette centre Y Offset.
  105085. */
  105086. /**
  105087. * Sets Vignette centre Y Offset.
  105088. */
  105089. vignetteCentreY: number;
  105090. /**
  105091. * Gets Vignette weight or intensity of the vignette effect.
  105092. */
  105093. /**
  105094. * Sets Vignette weight or intensity of the vignette effect.
  105095. */
  105096. vignetteWeight: number;
  105097. /**
  105098. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  105099. * if vignetteEnabled is set to true.
  105100. */
  105101. /**
  105102. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  105103. * if vignetteEnabled is set to true.
  105104. */
  105105. vignetteColor: Color4;
  105106. /**
  105107. * Gets Camera field of view used by the Vignette effect.
  105108. */
  105109. /**
  105110. * Sets Camera field of view used by the Vignette effect.
  105111. */
  105112. vignetteCameraFov: number;
  105113. /**
  105114. * Gets the vignette blend mode allowing different kind of effect.
  105115. */
  105116. /**
  105117. * Sets the vignette blend mode allowing different kind of effect.
  105118. */
  105119. vignetteBlendMode: number;
  105120. /**
  105121. * Gets wether the vignette effect is enabled.
  105122. */
  105123. /**
  105124. * Sets wether the vignette effect is enabled.
  105125. */
  105126. vignetteEnabled: boolean;
  105127. private _fromLinearSpace;
  105128. /**
  105129. * Gets wether the input of the processing is in Gamma or Linear Space.
  105130. */
  105131. /**
  105132. * Sets wether the input of the processing is in Gamma or Linear Space.
  105133. */
  105134. fromLinearSpace: boolean;
  105135. /**
  105136. * Defines cache preventing GC.
  105137. */
  105138. private _defines;
  105139. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  105140. /**
  105141. * "ImageProcessingPostProcess"
  105142. * @returns "ImageProcessingPostProcess"
  105143. */
  105144. getClassName(): string;
  105145. protected _updateParameters(): void;
  105146. dispose(camera?: Camera): void;
  105147. }
  105148. }
  105149. declare module BABYLON {
  105150. /**
  105151. * Class containing static functions to help procedurally build meshes
  105152. */
  105153. export class GroundBuilder {
  105154. /**
  105155. * Creates a ground mesh
  105156. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  105157. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  105158. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  105159. * @param name defines the name of the mesh
  105160. * @param options defines the options used to create the mesh
  105161. * @param scene defines the hosting scene
  105162. * @returns the ground mesh
  105163. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  105164. */
  105165. static CreateGround(name: string, options: {
  105166. width?: number;
  105167. height?: number;
  105168. subdivisions?: number;
  105169. subdivisionsX?: number;
  105170. subdivisionsY?: number;
  105171. updatable?: boolean;
  105172. }, scene: any): Mesh;
  105173. /**
  105174. * Creates a tiled ground mesh
  105175. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  105176. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  105177. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  105178. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  105179. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  105180. * @param name defines the name of the mesh
  105181. * @param options defines the options used to create the mesh
  105182. * @param scene defines the hosting scene
  105183. * @returns the tiled ground mesh
  105184. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  105185. */
  105186. static CreateTiledGround(name: string, options: {
  105187. xmin: number;
  105188. zmin: number;
  105189. xmax: number;
  105190. zmax: number;
  105191. subdivisions?: {
  105192. w: number;
  105193. h: number;
  105194. };
  105195. precision?: {
  105196. w: number;
  105197. h: number;
  105198. };
  105199. updatable?: boolean;
  105200. }, scene?: Nullable<Scene>): Mesh;
  105201. /**
  105202. * Creates a ground mesh from a height map
  105203. * * The parameter `url` sets the URL of the height map image resource.
  105204. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  105205. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  105206. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  105207. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  105208. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  105209. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  105210. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  105211. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  105212. * @param name defines the name of the mesh
  105213. * @param url defines the url to the height map
  105214. * @param options defines the options used to create the mesh
  105215. * @param scene defines the hosting scene
  105216. * @returns the ground mesh
  105217. * @see https://doc.babylonjs.com/babylon101/height_map
  105218. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  105219. */
  105220. static CreateGroundFromHeightMap(name: string, url: string, options: {
  105221. width?: number;
  105222. height?: number;
  105223. subdivisions?: number;
  105224. minHeight?: number;
  105225. maxHeight?: number;
  105226. colorFilter?: Color3;
  105227. alphaFilter?: number;
  105228. updatable?: boolean;
  105229. onReady?: (mesh: GroundMesh) => void;
  105230. }, scene?: Nullable<Scene>): GroundMesh;
  105231. }
  105232. }
  105233. declare module BABYLON {
  105234. /**
  105235. * Class containing static functions to help procedurally build meshes
  105236. */
  105237. export class TorusBuilder {
  105238. /**
  105239. * Creates a torus mesh
  105240. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  105241. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  105242. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  105243. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  105244. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  105245. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  105246. * @param name defines the name of the mesh
  105247. * @param options defines the options used to create the mesh
  105248. * @param scene defines the hosting scene
  105249. * @returns the torus mesh
  105250. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  105251. */
  105252. static CreateTorus(name: string, options: {
  105253. diameter?: number;
  105254. thickness?: number;
  105255. tessellation?: number;
  105256. updatable?: boolean;
  105257. sideOrientation?: number;
  105258. frontUVs?: Vector4;
  105259. backUVs?: Vector4;
  105260. }, scene: any): Mesh;
  105261. }
  105262. }
  105263. declare module BABYLON {
  105264. /**
  105265. * Class containing static functions to help procedurally build meshes
  105266. */
  105267. export class CylinderBuilder {
  105268. /**
  105269. * Creates a cylinder or a cone mesh
  105270. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  105271. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  105272. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  105273. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  105274. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  105275. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  105276. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  105277. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  105278. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  105279. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  105280. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  105281. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  105282. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  105283. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  105284. * * If `enclose` is false, a ring surface is one element.
  105285. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  105286. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  105287. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  105288. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  105289. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  105290. * @param name defines the name of the mesh
  105291. * @param options defines the options used to create the mesh
  105292. * @param scene defines the hosting scene
  105293. * @returns the cylinder mesh
  105294. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  105295. */
  105296. static CreateCylinder(name: string, options: {
  105297. height?: number;
  105298. diameterTop?: number;
  105299. diameterBottom?: number;
  105300. diameter?: number;
  105301. tessellation?: number;
  105302. subdivisions?: number;
  105303. arc?: number;
  105304. faceColors?: Color4[];
  105305. faceUV?: Vector4[];
  105306. updatable?: boolean;
  105307. hasRings?: boolean;
  105308. enclose?: boolean;
  105309. cap?: number;
  105310. sideOrientation?: number;
  105311. frontUVs?: Vector4;
  105312. backUVs?: Vector4;
  105313. }, scene: any): Mesh;
  105314. }
  105315. }
  105316. declare module BABYLON {
  105317. /**
  105318. * Options to modify the vr teleportation behavior.
  105319. */
  105320. export interface VRTeleportationOptions {
  105321. /**
  105322. * The name of the mesh which should be used as the teleportation floor. (default: null)
  105323. */
  105324. floorMeshName?: string;
  105325. /**
  105326. * A list of meshes to be used as the teleportation floor. (default: empty)
  105327. */
  105328. floorMeshes?: Mesh[];
  105329. }
  105330. /**
  105331. * Options to modify the vr experience helper's behavior.
  105332. */
  105333. export interface VRExperienceHelperOptions extends WebVROptions {
  105334. /**
  105335. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  105336. */
  105337. createDeviceOrientationCamera?: boolean;
  105338. /**
  105339. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  105340. */
  105341. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  105342. /**
  105343. * Uses the main button on the controller to toggle the laser casted. (default: true)
  105344. */
  105345. laserToggle?: boolean;
  105346. /**
  105347. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  105348. */
  105349. floorMeshes?: Mesh[];
  105350. /**
  105351. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  105352. */
  105353. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  105354. }
  105355. /**
  105356. * Event containing information after VR has been entered
  105357. */
  105358. export class OnAfterEnteringVRObservableEvent {
  105359. /**
  105360. * If entering vr was successful
  105361. */
  105362. success: boolean;
  105363. }
  105364. /**
  105365. * Helps to quickly add VR support to an existing scene.
  105366. * See http://doc.babylonjs.com/how_to/webvr_helper
  105367. */
  105368. export class VRExperienceHelper {
  105369. /** Options to modify the vr experience helper's behavior. */
  105370. webVROptions: VRExperienceHelperOptions;
  105371. private _scene;
  105372. private _position;
  105373. private _btnVR;
  105374. private _btnVRDisplayed;
  105375. private _webVRsupported;
  105376. private _webVRready;
  105377. private _webVRrequesting;
  105378. private _webVRpresenting;
  105379. private _hasEnteredVR;
  105380. private _fullscreenVRpresenting;
  105381. private _canvas;
  105382. private _webVRCamera;
  105383. private _vrDeviceOrientationCamera;
  105384. private _deviceOrientationCamera;
  105385. private _existingCamera;
  105386. private _onKeyDown;
  105387. private _onVrDisplayPresentChange;
  105388. private _onVRDisplayChanged;
  105389. private _onVRRequestPresentStart;
  105390. private _onVRRequestPresentComplete;
  105391. /**
  105392. * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
  105393. */
  105394. enableGazeEvenWhenNoPointerLock: boolean;
  105395. /**
  105396. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  105397. */
  105398. exitVROnDoubleTap: boolean;
  105399. /**
  105400. * Observable raised right before entering VR.
  105401. */
  105402. onEnteringVRObservable: Observable<VRExperienceHelper>;
  105403. /**
  105404. * Observable raised when entering VR has completed.
  105405. */
  105406. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  105407. /**
  105408. * Observable raised when exiting VR.
  105409. */
  105410. onExitingVRObservable: Observable<VRExperienceHelper>;
  105411. /**
  105412. * Observable raised when controller mesh is loaded.
  105413. */
  105414. onControllerMeshLoadedObservable: Observable<WebVRController>;
  105415. /** Return this.onEnteringVRObservable
  105416. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  105417. */
  105418. readonly onEnteringVR: Observable<VRExperienceHelper>;
  105419. /** Return this.onExitingVRObservable
  105420. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  105421. */
  105422. readonly onExitingVR: Observable<VRExperienceHelper>;
  105423. /** Return this.onControllerMeshLoadedObservable
  105424. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  105425. */
  105426. readonly onControllerMeshLoaded: Observable<WebVRController>;
  105427. private _rayLength;
  105428. private _useCustomVRButton;
  105429. private _teleportationRequested;
  105430. private _teleportActive;
  105431. private _floorMeshName;
  105432. private _floorMeshesCollection;
  105433. private _rotationAllowed;
  105434. private _teleportBackwardsVector;
  105435. private _teleportationTarget;
  105436. private _isDefaultTeleportationTarget;
  105437. private _postProcessMove;
  105438. private _teleportationFillColor;
  105439. private _teleportationBorderColor;
  105440. private _rotationAngle;
  105441. private _haloCenter;
  105442. private _cameraGazer;
  105443. private _padSensibilityUp;
  105444. private _padSensibilityDown;
  105445. private _leftController;
  105446. private _rightController;
  105447. /**
  105448. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  105449. */
  105450. onNewMeshSelected: Observable<AbstractMesh>;
  105451. /**
  105452. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  105453. */
  105454. onNewMeshPicked: Observable<PickingInfo>;
  105455. private _circleEase;
  105456. /**
  105457. * Observable raised before camera teleportation
  105458. */
  105459. onBeforeCameraTeleport: Observable<Vector3>;
  105460. /**
  105461. * Observable raised after camera teleportation
  105462. */
  105463. onAfterCameraTeleport: Observable<Vector3>;
  105464. /**
  105465. * Observable raised when current selected mesh gets unselected
  105466. */
  105467. onSelectedMeshUnselected: Observable<AbstractMesh>;
  105468. private _raySelectionPredicate;
  105469. /**
  105470. * To be optionaly changed by user to define custom ray selection
  105471. */
  105472. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  105473. /**
  105474. * To be optionaly changed by user to define custom selection logic (after ray selection)
  105475. */
  105476. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  105477. /**
  105478. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  105479. */
  105480. teleportationEnabled: boolean;
  105481. private _defaultHeight;
  105482. private _teleportationInitialized;
  105483. private _interactionsEnabled;
  105484. private _interactionsRequested;
  105485. private _displayGaze;
  105486. private _displayLaserPointer;
  105487. /**
  105488. * The mesh used to display where the user is going to teleport.
  105489. */
  105490. /**
  105491. * Sets the mesh to be used to display where the user is going to teleport.
  105492. */
  105493. teleportationTarget: Mesh;
  105494. /**
  105495. * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
  105496. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  105497. * See http://doc.babylonjs.com/resources/baking_transformations
  105498. */
  105499. gazeTrackerMesh: Mesh;
  105500. /**
  105501. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  105502. */
  105503. updateGazeTrackerScale: boolean;
  105504. /**
  105505. * If the gaze trackers color should be updated when selecting meshes
  105506. */
  105507. updateGazeTrackerColor: boolean;
  105508. /**
  105509. * The gaze tracking mesh corresponding to the left controller
  105510. */
  105511. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  105512. /**
  105513. * The gaze tracking mesh corresponding to the right controller
  105514. */
  105515. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  105516. /**
  105517. * If the ray of the gaze should be displayed.
  105518. */
  105519. /**
  105520. * Sets if the ray of the gaze should be displayed.
  105521. */
  105522. displayGaze: boolean;
  105523. /**
  105524. * If the ray of the LaserPointer should be displayed.
  105525. */
  105526. /**
  105527. * Sets if the ray of the LaserPointer should be displayed.
  105528. */
  105529. displayLaserPointer: boolean;
  105530. /**
  105531. * The deviceOrientationCamera used as the camera when not in VR.
  105532. */
  105533. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  105534. /**
  105535. * Based on the current WebVR support, returns the current VR camera used.
  105536. */
  105537. readonly currentVRCamera: Nullable<Camera>;
  105538. /**
  105539. * The webVRCamera which is used when in VR.
  105540. */
  105541. readonly webVRCamera: WebVRFreeCamera;
  105542. /**
  105543. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  105544. */
  105545. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  105546. /**
  105547. * The html button that is used to trigger entering into VR.
  105548. */
  105549. readonly vrButton: Nullable<HTMLButtonElement>;
  105550. private readonly _teleportationRequestInitiated;
  105551. /**
  105552. * Defines wether or not Pointer lock should be requested when switching to
  105553. * full screen.
  105554. */
  105555. requestPointerLockOnFullScreen: boolean;
  105556. /**
  105557. * Instantiates a VRExperienceHelper.
  105558. * Helps to quickly add VR support to an existing scene.
  105559. * @param scene The scene the VRExperienceHelper belongs to.
  105560. * @param webVROptions Options to modify the vr experience helper's behavior.
  105561. */
  105562. constructor(scene: Scene,
  105563. /** Options to modify the vr experience helper's behavior. */
  105564. webVROptions?: VRExperienceHelperOptions);
  105565. private _onDefaultMeshLoaded;
  105566. private _onResize;
  105567. private _onFullscreenChange;
  105568. /**
  105569. * Gets a value indicating if we are currently in VR mode.
  105570. */
  105571. readonly isInVRMode: boolean;
  105572. private onVrDisplayPresentChange;
  105573. private onVRDisplayChanged;
  105574. private moveButtonToBottomRight;
  105575. private displayVRButton;
  105576. private updateButtonVisibility;
  105577. private _cachedAngularSensibility;
  105578. /**
  105579. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  105580. * Otherwise, will use the fullscreen API.
  105581. */
  105582. enterVR(): void;
  105583. /**
  105584. * Attempt to exit VR, or fullscreen.
  105585. */
  105586. exitVR(): void;
  105587. /**
  105588. * The position of the vr experience helper.
  105589. */
  105590. /**
  105591. * Sets the position of the vr experience helper.
  105592. */
  105593. position: Vector3;
  105594. /**
  105595. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  105596. */
  105597. enableInteractions(): void;
  105598. private readonly _noControllerIsActive;
  105599. private beforeRender;
  105600. private _isTeleportationFloor;
  105601. /**
  105602. * Adds a floor mesh to be used for teleportation.
  105603. * @param floorMesh the mesh to be used for teleportation.
  105604. */
  105605. addFloorMesh(floorMesh: Mesh): void;
  105606. /**
  105607. * Removes a floor mesh from being used for teleportation.
  105608. * @param floorMesh the mesh to be removed.
  105609. */
  105610. removeFloorMesh(floorMesh: Mesh): void;
  105611. /**
  105612. * Enables interactions and teleportation using the VR controllers and gaze.
  105613. * @param vrTeleportationOptions options to modify teleportation behavior.
  105614. */
  105615. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  105616. private _onNewGamepadConnected;
  105617. private _tryEnableInteractionOnController;
  105618. private _onNewGamepadDisconnected;
  105619. private _enableInteractionOnController;
  105620. private _checkTeleportWithRay;
  105621. private _checkRotate;
  105622. private _checkTeleportBackwards;
  105623. private _enableTeleportationOnController;
  105624. private _createTeleportationCircles;
  105625. private _displayTeleportationTarget;
  105626. private _hideTeleportationTarget;
  105627. private _rotateCamera;
  105628. private _moveTeleportationSelectorTo;
  105629. private _workingVector;
  105630. private _workingQuaternion;
  105631. private _workingMatrix;
  105632. /**
  105633. * Teleports the users feet to the desired location
  105634. * @param location The location where the user's feet should be placed
  105635. */
  105636. teleportCamera(location: Vector3): void;
  105637. private _convertNormalToDirectionOfRay;
  105638. private _castRayAndSelectObject;
  105639. private _notifySelectedMeshUnselected;
  105640. /**
  105641. * Sets the color of the laser ray from the vr controllers.
  105642. * @param color new color for the ray.
  105643. */
  105644. changeLaserColor(color: Color3): void;
  105645. /**
  105646. * Sets the color of the ray from the vr headsets gaze.
  105647. * @param color new color for the ray.
  105648. */
  105649. changeGazeColor(color: Color3): void;
  105650. /**
  105651. * Exits VR and disposes of the vr experience helper
  105652. */
  105653. dispose(): void;
  105654. /**
  105655. * Gets the name of the VRExperienceHelper class
  105656. * @returns "VRExperienceHelper"
  105657. */
  105658. getClassName(): string;
  105659. }
  105660. }
  105661. declare module BABYLON {
  105662. /**
  105663. * Manages an XRSession to work with Babylon's engine
  105664. * @see https://doc.babylonjs.com/how_to/webxr
  105665. */
  105666. export class WebXRSessionManager implements IDisposable {
  105667. private scene;
  105668. /**
  105669. * Fires every time a new xrFrame arrives which can be used to update the camera
  105670. */
  105671. onXRFrameObservable: Observable<any>;
  105672. /**
  105673. * Fires when the xr session is ended either by the device or manually done
  105674. */
  105675. onXRSessionEnded: Observable<any>;
  105676. /**
  105677. * Underlying xr session
  105678. */
  105679. session: XRSession;
  105680. /**
  105681. * Type of reference space used when creating the session
  105682. */
  105683. referenceSpace: XRReferenceSpace;
  105684. /** @hidden */
  105685. _sessionRenderTargetTexture: Nullable<RenderTargetTexture>;
  105686. /**
  105687. * Current XR frame
  105688. */
  105689. currentFrame: Nullable<XRFrame>;
  105690. private _xrNavigator;
  105691. private baseLayer;
  105692. /**
  105693. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  105694. * @param scene The scene which the session should be created for
  105695. */
  105696. constructor(scene: Scene);
  105697. /**
  105698. * Initializes the manager
  105699. * After initialization enterXR can be called to start an XR session
  105700. * @returns Promise which resolves after it is initialized
  105701. */
  105702. initializeAsync(): Promise<void>;
  105703. /**
  105704. * Initializes an xr session
  105705. * @param xrSessionMode mode to initialize
  105706. * @returns a promise which will resolve once the session has been initialized
  105707. */
  105708. initializeSessionAsync(xrSessionMode: XRSessionMode): any;
  105709. /**
  105710. * Sets the reference space on the xr session
  105711. * @param referenceSpace space to set
  105712. * @returns a promise that will resolve once the reference space has been set
  105713. */
  105714. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  105715. /**
  105716. * Updates the render state of the session
  105717. * @param state state to set
  105718. * @returns a promise that resolves once the render state has been updated
  105719. */
  105720. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  105721. /**
  105722. * Starts rendering to the xr layer
  105723. * @returns a promise that will resolve once rendering has started
  105724. */
  105725. startRenderingToXRAsync(): Promise<void>;
  105726. /**
  105727. * Stops the xrSession and restores the renderloop
  105728. * @returns Promise which resolves after it exits XR
  105729. */
  105730. exitXRAsync(): Promise<unknown>;
  105731. /**
  105732. * Checks if a session would be supported for the creation options specified
  105733. * @param sessionMode session mode to check if supported eg. immersive-vr
  105734. * @returns true if supported
  105735. */
  105736. supportsSessionAsync(sessionMode: XRSessionMode): any;
  105737. /**
  105738. * @hidden
  105739. * Converts the render layer of xrSession to a render target
  105740. * @param session session to create render target for
  105741. * @param scene scene the new render target should be created for
  105742. */
  105743. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  105744. /**
  105745. * Disposes of the session manager
  105746. */
  105747. dispose(): void;
  105748. }
  105749. }
  105750. declare module BABYLON {
  105751. /**
  105752. * WebXR Camera which holds the views for the xrSession
  105753. * @see https://doc.babylonjs.com/how_to/webxr
  105754. */
  105755. export class WebXRCamera extends FreeCamera {
  105756. private static _TmpMatrix;
  105757. /**
  105758. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  105759. * @param name the name of the camera
  105760. * @param scene the scene to add the camera to
  105761. */
  105762. constructor(name: string, scene: Scene);
  105763. private _updateNumberOfRigCameras;
  105764. /** @hidden */
  105765. _updateForDualEyeDebugging(pupilDistance?: number): void;
  105766. /**
  105767. * Updates the cameras position from the current pose information of the XR session
  105768. * @param xrSessionManager the session containing pose information
  105769. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  105770. */
  105771. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  105772. }
  105773. }
  105774. declare module BABYLON {
  105775. /**
  105776. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  105777. */
  105778. export class WebXRManagedOutputCanvas implements IDisposable {
  105779. private helper;
  105780. private _canvas;
  105781. /**
  105782. * xrpresent context of the canvas which can be used to display/mirror xr content
  105783. */
  105784. canvasContext: WebGLRenderingContext;
  105785. /**
  105786. * xr layer for the canvas
  105787. */
  105788. xrLayer: Nullable<XRWebGLLayer>;
  105789. /**
  105790. * Initializes the xr layer for the session
  105791. * @param xrSession xr session
  105792. * @returns a promise that will resolve once the XR Layer has been created
  105793. */
  105794. initializeXRLayerAsync(xrSession: any): any;
  105795. /**
  105796. * Initializes the canvas to be added/removed upon entering/exiting xr
  105797. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  105798. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  105799. */
  105800. constructor(helper: WebXRExperienceHelper, canvas?: HTMLCanvasElement);
  105801. /**
  105802. * Disposes of the object
  105803. */
  105804. dispose(): void;
  105805. private _setManagedOutputCanvas;
  105806. private _addCanvas;
  105807. private _removeCanvas;
  105808. }
  105809. }
  105810. declare module BABYLON {
  105811. /**
  105812. * States of the webXR experience
  105813. */
  105814. export enum WebXRState {
  105815. /**
  105816. * Transitioning to being in XR mode
  105817. */
  105818. ENTERING_XR = 0,
  105819. /**
  105820. * Transitioning to non XR mode
  105821. */
  105822. EXITING_XR = 1,
  105823. /**
  105824. * In XR mode and presenting
  105825. */
  105826. IN_XR = 2,
  105827. /**
  105828. * Not entered XR mode
  105829. */
  105830. NOT_IN_XR = 3
  105831. }
  105832. /**
  105833. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  105834. * @see https://doc.babylonjs.com/how_to/webxr
  105835. */
  105836. export class WebXRExperienceHelper implements IDisposable {
  105837. private scene;
  105838. /**
  105839. * Container which stores the xr camera and controllers as children. This can be used to move the camera/user as the camera's position is updated by the xr device
  105840. */
  105841. container: AbstractMesh;
  105842. /**
  105843. * Camera used to render xr content
  105844. */
  105845. camera: WebXRCamera;
  105846. /**
  105847. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  105848. */
  105849. state: WebXRState;
  105850. private _setState;
  105851. private static _TmpVector;
  105852. /**
  105853. * Fires when the state of the experience helper has changed
  105854. */
  105855. onStateChangedObservable: Observable<WebXRState>;
  105856. /** Session manager used to keep track of xr session */
  105857. sessionManager: WebXRSessionManager;
  105858. private _nonVRCamera;
  105859. private _originalSceneAutoClear;
  105860. private _supported;
  105861. /**
  105862. * Creates the experience helper
  105863. * @param scene the scene to attach the experience helper to
  105864. * @returns a promise for the experience helper
  105865. */
  105866. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  105867. /**
  105868. * Creates a WebXRExperienceHelper
  105869. * @param scene The scene the helper should be created in
  105870. */
  105871. private constructor();
  105872. /**
  105873. * Exits XR mode and returns the scene to its original state
  105874. * @returns promise that resolves after xr mode has exited
  105875. */
  105876. exitXRAsync(): Promise<unknown>;
  105877. /**
  105878. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  105879. * @param sessionCreationOptions options for the XR session
  105880. * @param referenceSpaceType frame of reference of the XR session
  105881. * @param outputCanvas the output canvas that will be used to enter XR mode
  105882. * @returns promise that resolves after xr mode has entered
  105883. */
  105884. enterXRAsync(sessionCreationOptions: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, outputCanvas: WebXRManagedOutputCanvas): any;
  105885. /**
  105886. * Updates the global position of the camera by moving the camera's container
  105887. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  105888. * @param position The desired global position of the camera
  105889. */
  105890. setPositionOfCameraUsingContainer(position: Vector3): void;
  105891. /**
  105892. * Rotates the xr camera by rotating the camera's container around the camera's position
  105893. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  105894. * @param rotation the desired quaternion rotation to apply to the camera
  105895. */
  105896. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  105897. /**
  105898. * Disposes of the experience helper
  105899. */
  105900. dispose(): void;
  105901. }
  105902. }
  105903. declare module BABYLON {
  105904. /**
  105905. * Button which can be used to enter a different mode of XR
  105906. */
  105907. export class WebXREnterExitUIButton {
  105908. /** button element */
  105909. element: HTMLElement;
  105910. /** XR initialization options for the button */
  105911. sessionMode: XRSessionMode;
  105912. /** Reference space type */
  105913. referenceSpaceType: XRReferenceSpaceType;
  105914. /**
  105915. * Creates a WebXREnterExitUIButton
  105916. * @param element button element
  105917. * @param sessionMode XR initialization session mode
  105918. * @param referenceSpaceType the type of reference space to be used
  105919. */
  105920. constructor(
  105921. /** button element */
  105922. element: HTMLElement,
  105923. /** XR initialization options for the button */
  105924. sessionMode: XRSessionMode,
  105925. /** Reference space type */
  105926. referenceSpaceType: XRReferenceSpaceType);
  105927. /**
  105928. * Overwritable function which can be used to update the button's visuals when the state changes
  105929. * @param activeButton the current active button in the UI
  105930. */
  105931. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  105932. }
  105933. /**
  105934. * Options to create the webXR UI
  105935. */
  105936. export class WebXREnterExitUIOptions {
  105937. /**
  105938. * Context to enter xr with
  105939. */
  105940. webXRManagedOutputCanvas?: Nullable<WebXRManagedOutputCanvas>;
  105941. /**
  105942. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  105943. */
  105944. customButtons?: Array<WebXREnterExitUIButton>;
  105945. }
  105946. /**
  105947. * UI to allow the user to enter/exit XR mode
  105948. */
  105949. export class WebXREnterExitUI implements IDisposable {
  105950. private scene;
  105951. private _overlay;
  105952. private _buttons;
  105953. private _activeButton;
  105954. /**
  105955. * Fired every time the active button is changed.
  105956. *
  105957. * When xr is entered via a button that launches xr that button will be the callback parameter
  105958. *
  105959. * When exiting xr the callback parameter will be null)
  105960. */
  105961. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  105962. /**
  105963. * Creates UI to allow the user to enter/exit XR mode
  105964. * @param scene the scene to add the ui to
  105965. * @param helper the xr experience helper to enter/exit xr with
  105966. * @param options options to configure the UI
  105967. * @returns the created ui
  105968. */
  105969. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  105970. private constructor();
  105971. private _updateButtons;
  105972. /**
  105973. * Disposes of the object
  105974. */
  105975. dispose(): void;
  105976. }
  105977. }
  105978. declare module BABYLON {
  105979. /**
  105980. * Represents an XR input
  105981. */
  105982. export class WebXRController {
  105983. private scene;
  105984. /** The underlying input source for the controller */
  105985. inputSource: XRInputSource;
  105986. private parentContainer;
  105987. /**
  105988. * Represents the part of the controller that is held. This may not exist if the controller is the head mounted display itself, if thats the case only the pointer from the head will be availible
  105989. */
  105990. grip?: AbstractMesh;
  105991. /**
  105992. * Pointer which can be used to select objects or attach a visible laser to
  105993. */
  105994. pointer: AbstractMesh;
  105995. /**
  105996. * Event that fires when the controller is removed/disposed
  105997. */
  105998. onDisposeObservable: Observable<{}>;
  105999. private _tmpMatrix;
  106000. private _tmpQuaternion;
  106001. private _tmpVector;
  106002. /**
  106003. * Creates the controller
  106004. * @see https://doc.babylonjs.com/how_to/webxr
  106005. * @param scene the scene which the controller should be associated to
  106006. * @param inputSource the underlying input source for the controller
  106007. * @param parentContainer parent that the controller meshes should be children of
  106008. */
  106009. constructor(scene: Scene,
  106010. /** The underlying input source for the controller */
  106011. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  106012. /**
  106013. * Updates the controller pose based on the given XRFrame
  106014. * @param xrFrame xr frame to update the pose with
  106015. * @param referenceSpace reference space to use
  106016. */
  106017. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  106018. /**
  106019. * Gets a world space ray coming from the controller
  106020. * @param result the resulting ray
  106021. */
  106022. getWorldPointerRayToRef(result: Ray): void;
  106023. /**
  106024. * Disposes of the object
  106025. */
  106026. dispose(): void;
  106027. }
  106028. }
  106029. declare module BABYLON {
  106030. /**
  106031. * XR input used to track XR inputs such as controllers/rays
  106032. */
  106033. export class WebXRInput implements IDisposable {
  106034. /**
  106035. * Base experience the input listens to
  106036. */
  106037. baseExperience: WebXRExperienceHelper;
  106038. /**
  106039. * XR controllers being tracked
  106040. */
  106041. controllers: Array<WebXRController>;
  106042. private _frameObserver;
  106043. private _stateObserver;
  106044. /**
  106045. * Event when a controller has been connected/added
  106046. */
  106047. onControllerAddedObservable: Observable<WebXRController>;
  106048. /**
  106049. * Event when a controller has been removed/disconnected
  106050. */
  106051. onControllerRemovedObservable: Observable<WebXRController>;
  106052. /**
  106053. * Initializes the WebXRInput
  106054. * @param baseExperience experience helper which the input should be created for
  106055. */
  106056. constructor(
  106057. /**
  106058. * Base experience the input listens to
  106059. */
  106060. baseExperience: WebXRExperienceHelper);
  106061. private _onInputSourcesChange;
  106062. private _addAndRemoveControllers;
  106063. /**
  106064. * Disposes of the object
  106065. */
  106066. dispose(): void;
  106067. }
  106068. }
  106069. declare module BABYLON {
  106070. /**
  106071. * Enables teleportation
  106072. */
  106073. export class WebXRControllerTeleportation {
  106074. private _teleportationFillColor;
  106075. private _teleportationBorderColor;
  106076. private _tmpRay;
  106077. private _tmpVector;
  106078. /**
  106079. * Creates a WebXRControllerTeleportation
  106080. * @param input input manager to add teleportation to
  106081. * @param floorMeshes floormeshes which can be teleported to
  106082. */
  106083. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  106084. }
  106085. }
  106086. declare module BABYLON {
  106087. /**
  106088. * Handles pointer input automatically for the pointer of XR controllers
  106089. */
  106090. export class WebXRControllerPointerSelection {
  106091. private static _idCounter;
  106092. private _tmpRay;
  106093. /**
  106094. * Creates a WebXRControllerPointerSelection
  106095. * @param input input manager to setup pointer selection
  106096. */
  106097. constructor(input: WebXRInput);
  106098. private _convertNormalToDirectionOfRay;
  106099. private _updatePointerDistance;
  106100. }
  106101. }
  106102. declare module BABYLON {
  106103. /**
  106104. * Class used to represent data loading progression
  106105. */
  106106. export class SceneLoaderProgressEvent {
  106107. /** defines if data length to load can be evaluated */
  106108. readonly lengthComputable: boolean;
  106109. /** defines the loaded data length */
  106110. readonly loaded: number;
  106111. /** defines the data length to load */
  106112. readonly total: number;
  106113. /**
  106114. * Create a new progress event
  106115. * @param lengthComputable defines if data length to load can be evaluated
  106116. * @param loaded defines the loaded data length
  106117. * @param total defines the data length to load
  106118. */
  106119. constructor(
  106120. /** defines if data length to load can be evaluated */
  106121. lengthComputable: boolean,
  106122. /** defines the loaded data length */
  106123. loaded: number,
  106124. /** defines the data length to load */
  106125. total: number);
  106126. /**
  106127. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  106128. * @param event defines the source event
  106129. * @returns a new SceneLoaderProgressEvent
  106130. */
  106131. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  106132. }
  106133. /**
  106134. * Interface used by SceneLoader plugins to define supported file extensions
  106135. */
  106136. export interface ISceneLoaderPluginExtensions {
  106137. /**
  106138. * Defines the list of supported extensions
  106139. */
  106140. [extension: string]: {
  106141. isBinary: boolean;
  106142. };
  106143. }
  106144. /**
  106145. * Interface used by SceneLoader plugin factory
  106146. */
  106147. export interface ISceneLoaderPluginFactory {
  106148. /**
  106149. * Defines the name of the factory
  106150. */
  106151. name: string;
  106152. /**
  106153. * Function called to create a new plugin
  106154. * @return the new plugin
  106155. */
  106156. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  106157. /**
  106158. * Boolean indicating if the plugin can direct load specific data
  106159. */
  106160. canDirectLoad?: (data: string) => boolean;
  106161. }
  106162. /**
  106163. * Interface used to define a SceneLoader plugin
  106164. */
  106165. export interface ISceneLoaderPlugin {
  106166. /**
  106167. * The friendly name of this plugin.
  106168. */
  106169. name: string;
  106170. /**
  106171. * The file extensions supported by this plugin.
  106172. */
  106173. extensions: string | ISceneLoaderPluginExtensions;
  106174. /**
  106175. * Import meshes into a scene.
  106176. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106177. * @param scene The scene to import into
  106178. * @param data The data to import
  106179. * @param rootUrl The root url for scene and resources
  106180. * @param meshes The meshes array to import into
  106181. * @param particleSystems The particle systems array to import into
  106182. * @param skeletons The skeletons array to import into
  106183. * @param onError The callback when import fails
  106184. * @returns True if successful or false otherwise
  106185. */
  106186. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  106187. /**
  106188. * Load into a scene.
  106189. * @param scene The scene to load into
  106190. * @param data The data to import
  106191. * @param rootUrl The root url for scene and resources
  106192. * @param onError The callback when import fails
  106193. * @returns true if successful or false otherwise
  106194. */
  106195. load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  106196. /**
  106197. * The callback that returns true if the data can be directly loaded.
  106198. */
  106199. canDirectLoad?: (data: string) => boolean;
  106200. /**
  106201. * The callback that allows custom handling of the root url based on the response url.
  106202. */
  106203. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  106204. /**
  106205. * Load into an asset container.
  106206. * @param scene The scene to load into
  106207. * @param data The data to import
  106208. * @param rootUrl The root url for scene and resources
  106209. * @param onError The callback when import fails
  106210. * @returns The loaded asset container
  106211. */
  106212. loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  106213. }
  106214. /**
  106215. * Interface used to define an async SceneLoader plugin
  106216. */
  106217. export interface ISceneLoaderPluginAsync {
  106218. /**
  106219. * The friendly name of this plugin.
  106220. */
  106221. name: string;
  106222. /**
  106223. * The file extensions supported by this plugin.
  106224. */
  106225. extensions: string | ISceneLoaderPluginExtensions;
  106226. /**
  106227. * Import meshes into a scene.
  106228. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106229. * @param scene The scene to import into
  106230. * @param data The data to import
  106231. * @param rootUrl The root url for scene and resources
  106232. * @param onProgress The callback when the load progresses
  106233. * @param fileName Defines the name of the file to load
  106234. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  106235. */
  106236. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  106237. meshes: AbstractMesh[];
  106238. particleSystems: IParticleSystem[];
  106239. skeletons: Skeleton[];
  106240. animationGroups: AnimationGroup[];
  106241. }>;
  106242. /**
  106243. * Load into a scene.
  106244. * @param scene The scene to load into
  106245. * @param data The data to import
  106246. * @param rootUrl The root url for scene and resources
  106247. * @param onProgress The callback when the load progresses
  106248. * @param fileName Defines the name of the file to load
  106249. * @returns Nothing
  106250. */
  106251. loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  106252. /**
  106253. * The callback that returns true if the data can be directly loaded.
  106254. */
  106255. canDirectLoad?: (data: string) => boolean;
  106256. /**
  106257. * The callback that allows custom handling of the root url based on the response url.
  106258. */
  106259. rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
  106260. /**
  106261. * Load into an asset container.
  106262. * @param scene The scene to load into
  106263. * @param data The data to import
  106264. * @param rootUrl The root url for scene and resources
  106265. * @param onProgress The callback when the load progresses
  106266. * @param fileName Defines the name of the file to load
  106267. * @returns The loaded asset container
  106268. */
  106269. loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  106270. }
  106271. /**
  106272. * Class used to load scene from various file formats using registered plugins
  106273. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  106274. */
  106275. export class SceneLoader {
  106276. /**
  106277. * No logging while loading
  106278. */
  106279. static readonly NO_LOGGING: number;
  106280. /**
  106281. * Minimal logging while loading
  106282. */
  106283. static readonly MINIMAL_LOGGING: number;
  106284. /**
  106285. * Summary logging while loading
  106286. */
  106287. static readonly SUMMARY_LOGGING: number;
  106288. /**
  106289. * Detailled logging while loading
  106290. */
  106291. static readonly DETAILED_LOGGING: number;
  106292. /**
  106293. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  106294. */
  106295. static ForceFullSceneLoadingForIncremental: boolean;
  106296. /**
  106297. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  106298. */
  106299. static ShowLoadingScreen: boolean;
  106300. /**
  106301. * Defines the current logging level (while loading the scene)
  106302. * @ignorenaming
  106303. */
  106304. static loggingLevel: number;
  106305. /**
  106306. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  106307. */
  106308. static CleanBoneMatrixWeights: boolean;
  106309. /**
  106310. * Event raised when a plugin is used to load a scene
  106311. */
  106312. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  106313. private static _registeredPlugins;
  106314. private static _getDefaultPlugin;
  106315. private static _getPluginForExtension;
  106316. private static _getPluginForDirectLoad;
  106317. private static _getPluginForFilename;
  106318. private static _getDirectLoad;
  106319. private static _loadData;
  106320. private static _getFileInfo;
  106321. /**
  106322. * Gets a plugin that can load the given extension
  106323. * @param extension defines the extension to load
  106324. * @returns a plugin or null if none works
  106325. */
  106326. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  106327. /**
  106328. * Gets a boolean indicating that the given extension can be loaded
  106329. * @param extension defines the extension to load
  106330. * @returns true if the extension is supported
  106331. */
  106332. static IsPluginForExtensionAvailable(extension: string): boolean;
  106333. /**
  106334. * Adds a new plugin to the list of registered plugins
  106335. * @param plugin defines the plugin to add
  106336. */
  106337. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  106338. /**
  106339. * Import meshes into a scene
  106340. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106341. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  106342. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  106343. * @param scene the instance of BABYLON.Scene to append to
  106344. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  106345. * @param onProgress a callback with a progress event for each file being loaded
  106346. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106347. * @param pluginExtension the extension used to determine the plugin
  106348. * @returns The loaded plugin
  106349. */
  106350. static ImportMesh(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  106351. /**
  106352. * Import meshes into a scene
  106353. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  106354. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  106355. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  106356. * @param scene the instance of BABYLON.Scene to append to
  106357. * @param onProgress a callback with a progress event for each file being loaded
  106358. * @param pluginExtension the extension used to determine the plugin
  106359. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  106360. */
  106361. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  106362. meshes: AbstractMesh[];
  106363. particleSystems: IParticleSystem[];
  106364. skeletons: Skeleton[];
  106365. animationGroups: AnimationGroup[];
  106366. }>;
  106367. /**
  106368. * Load a scene
  106369. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  106370. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  106371. * @param engine is the instance of BABYLON.Engine to use to create the scene
  106372. * @param onSuccess a callback with the scene when import succeeds
  106373. * @param onProgress a callback with a progress event for each file being loaded
  106374. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106375. * @param pluginExtension the extension used to determine the plugin
  106376. * @returns The loaded plugin
  106377. */
  106378. static Load(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  106379. /**
  106380. * Load a scene
  106381. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  106382. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  106383. * @param engine is the instance of BABYLON.Engine to use to create the scene
  106384. * @param onProgress a callback with a progress event for each file being loaded
  106385. * @param pluginExtension the extension used to determine the plugin
  106386. * @returns The loaded scene
  106387. */
  106388. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  106389. /**
  106390. * Append a scene
  106391. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  106392. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  106393. * @param scene is the instance of BABYLON.Scene to append to
  106394. * @param onSuccess a callback with the scene when import succeeds
  106395. * @param onProgress a callback with a progress event for each file being loaded
  106396. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106397. * @param pluginExtension the extension used to determine the plugin
  106398. * @returns The loaded plugin
  106399. */
  106400. static Append(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  106401. /**
  106402. * Append a scene
  106403. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  106404. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  106405. * @param scene is the instance of BABYLON.Scene to append to
  106406. * @param onProgress a callback with a progress event for each file being loaded
  106407. * @param pluginExtension the extension used to determine the plugin
  106408. * @returns The given scene
  106409. */
  106410. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  106411. /**
  106412. * Load a scene into an asset container
  106413. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  106414. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  106415. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  106416. * @param onSuccess a callback with the scene when import succeeds
  106417. * @param onProgress a callback with a progress event for each file being loaded
  106418. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  106419. * @param pluginExtension the extension used to determine the plugin
  106420. * @returns The loaded plugin
  106421. */
  106422. static LoadAssetContainer(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onSuccess?: Nullable<(assets: AssetContainer) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  106423. /**
  106424. * Load a scene into an asset container
  106425. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  106426. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  106427. * @param scene is the instance of Scene to append to
  106428. * @param onProgress a callback with a progress event for each file being loaded
  106429. * @param pluginExtension the extension used to determine the plugin
  106430. * @returns The loaded asset container
  106431. */
  106432. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  106433. }
  106434. }
  106435. declare module BABYLON {
  106436. /**
  106437. * Generic Controller
  106438. */
  106439. export class GenericController extends WebVRController {
  106440. /**
  106441. * Base Url for the controller model.
  106442. */
  106443. static readonly MODEL_BASE_URL: string;
  106444. /**
  106445. * File name for the controller model.
  106446. */
  106447. static readonly MODEL_FILENAME: string;
  106448. /**
  106449. * Creates a new GenericController from a gamepad
  106450. * @param vrGamepad the gamepad that the controller should be created from
  106451. */
  106452. constructor(vrGamepad: any);
  106453. /**
  106454. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106455. * @param scene scene in which to add meshes
  106456. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106457. */
  106458. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  106459. /**
  106460. * Called once for each button that changed state since the last frame
  106461. * @param buttonIdx Which button index changed
  106462. * @param state New state of the button
  106463. * @param changes Which properties on the state changed since last frame
  106464. */
  106465. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106466. }
  106467. }
  106468. declare module BABYLON {
  106469. /**
  106470. * Defines the WindowsMotionController object that the state of the windows motion controller
  106471. */
  106472. export class WindowsMotionController extends WebVRController {
  106473. /**
  106474. * The base url used to load the left and right controller models
  106475. */
  106476. static MODEL_BASE_URL: string;
  106477. /**
  106478. * The name of the left controller model file
  106479. */
  106480. static MODEL_LEFT_FILENAME: string;
  106481. /**
  106482. * The name of the right controller model file
  106483. */
  106484. static MODEL_RIGHT_FILENAME: string;
  106485. /**
  106486. * The controller name prefix for this controller type
  106487. */
  106488. static readonly GAMEPAD_ID_PREFIX: string;
  106489. /**
  106490. * The controller id pattern for this controller type
  106491. */
  106492. private static readonly GAMEPAD_ID_PATTERN;
  106493. private _loadedMeshInfo;
  106494. private readonly _mapping;
  106495. /**
  106496. * Fired when the trackpad on this controller is clicked
  106497. */
  106498. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  106499. /**
  106500. * Fired when the trackpad on this controller is modified
  106501. */
  106502. onTrackpadValuesChangedObservable: Observable<StickValues>;
  106503. /**
  106504. * The current x and y values of this controller's trackpad
  106505. */
  106506. trackpad: StickValues;
  106507. /**
  106508. * Creates a new WindowsMotionController from a gamepad
  106509. * @param vrGamepad the gamepad that the controller should be created from
  106510. */
  106511. constructor(vrGamepad: any);
  106512. /**
  106513. * Fired when the trigger on this controller is modified
  106514. */
  106515. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106516. /**
  106517. * Fired when the menu button on this controller is modified
  106518. */
  106519. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106520. /**
  106521. * Fired when the grip button on this controller is modified
  106522. */
  106523. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106524. /**
  106525. * Fired when the thumbstick button on this controller is modified
  106526. */
  106527. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106528. /**
  106529. * Fired when the touchpad button on this controller is modified
  106530. */
  106531. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106532. /**
  106533. * Fired when the touchpad values on this controller are modified
  106534. */
  106535. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  106536. private _updateTrackpad;
  106537. /**
  106538. * Called once per frame by the engine.
  106539. */
  106540. update(): void;
  106541. /**
  106542. * Called once for each button that changed state since the last frame
  106543. * @param buttonIdx Which button index changed
  106544. * @param state New state of the button
  106545. * @param changes Which properties on the state changed since last frame
  106546. */
  106547. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106548. /**
  106549. * Moves the buttons on the controller mesh based on their current state
  106550. * @param buttonName the name of the button to move
  106551. * @param buttonValue the value of the button which determines the buttons new position
  106552. */
  106553. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  106554. /**
  106555. * Moves the axis on the controller mesh based on its current state
  106556. * @param axis the index of the axis
  106557. * @param axisValue the value of the axis which determines the meshes new position
  106558. * @hidden
  106559. */
  106560. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  106561. /**
  106562. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106563. * @param scene scene in which to add meshes
  106564. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106565. */
  106566. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  106567. /**
  106568. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  106569. * can be transformed by button presses and axes values, based on this._mapping.
  106570. *
  106571. * @param scene scene in which the meshes exist
  106572. * @param meshes list of meshes that make up the controller model to process
  106573. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  106574. */
  106575. private processModel;
  106576. private createMeshInfo;
  106577. /**
  106578. * Gets the ray of the controller in the direction the controller is pointing
  106579. * @param length the length the resulting ray should be
  106580. * @returns a ray in the direction the controller is pointing
  106581. */
  106582. getForwardRay(length?: number): Ray;
  106583. /**
  106584. * Disposes of the controller
  106585. */
  106586. dispose(): void;
  106587. }
  106588. }
  106589. declare module BABYLON {
  106590. /**
  106591. * Oculus Touch Controller
  106592. */
  106593. export class OculusTouchController extends WebVRController {
  106594. /**
  106595. * Base Url for the controller model.
  106596. */
  106597. static MODEL_BASE_URL: string;
  106598. /**
  106599. * File name for the left controller model.
  106600. */
  106601. static MODEL_LEFT_FILENAME: string;
  106602. /**
  106603. * File name for the right controller model.
  106604. */
  106605. static MODEL_RIGHT_FILENAME: string;
  106606. /**
  106607. * Base Url for the Quest controller model.
  106608. */
  106609. static QUEST_MODEL_BASE_URL: string;
  106610. /**
  106611. * @hidden
  106612. * If the controllers are running on a device that needs the updated Quest controller models
  106613. */
  106614. static _IsQuest: boolean;
  106615. /**
  106616. * Fired when the secondary trigger on this controller is modified
  106617. */
  106618. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  106619. /**
  106620. * Fired when the thumb rest on this controller is modified
  106621. */
  106622. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  106623. /**
  106624. * Creates a new OculusTouchController from a gamepad
  106625. * @param vrGamepad the gamepad that the controller should be created from
  106626. */
  106627. constructor(vrGamepad: any);
  106628. /**
  106629. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106630. * @param scene scene in which to add meshes
  106631. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106632. */
  106633. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  106634. /**
  106635. * Fired when the A button on this controller is modified
  106636. */
  106637. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106638. /**
  106639. * Fired when the B button on this controller is modified
  106640. */
  106641. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106642. /**
  106643. * Fired when the X button on this controller is modified
  106644. */
  106645. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106646. /**
  106647. * Fired when the Y button on this controller is modified
  106648. */
  106649. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106650. /**
  106651. * Called once for each button that changed state since the last frame
  106652. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  106653. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  106654. * 2) secondary trigger (same)
  106655. * 3) A (right) X (left), touch, pressed = value
  106656. * 4) B / Y
  106657. * 5) thumb rest
  106658. * @param buttonIdx Which button index changed
  106659. * @param state New state of the button
  106660. * @param changes Which properties on the state changed since last frame
  106661. */
  106662. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106663. }
  106664. }
  106665. declare module BABYLON {
  106666. /**
  106667. * Vive Controller
  106668. */
  106669. export class ViveController extends WebVRController {
  106670. /**
  106671. * Base Url for the controller model.
  106672. */
  106673. static MODEL_BASE_URL: string;
  106674. /**
  106675. * File name for the controller model.
  106676. */
  106677. static MODEL_FILENAME: string;
  106678. /**
  106679. * Creates a new ViveController from a gamepad
  106680. * @param vrGamepad the gamepad that the controller should be created from
  106681. */
  106682. constructor(vrGamepad: any);
  106683. /**
  106684. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  106685. * @param scene scene in which to add meshes
  106686. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  106687. */
  106688. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  106689. /**
  106690. * Fired when the left button on this controller is modified
  106691. */
  106692. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106693. /**
  106694. * Fired when the right button on this controller is modified
  106695. */
  106696. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106697. /**
  106698. * Fired when the menu button on this controller is modified
  106699. */
  106700. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  106701. /**
  106702. * Called once for each button that changed state since the last frame
  106703. * Vive mapping:
  106704. * 0: touchpad
  106705. * 1: trigger
  106706. * 2: left AND right buttons
  106707. * 3: menu button
  106708. * @param buttonIdx Which button index changed
  106709. * @param state New state of the button
  106710. * @param changes Which properties on the state changed since last frame
  106711. */
  106712. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  106713. }
  106714. }
  106715. declare module BABYLON {
  106716. /**
  106717. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  106718. */
  106719. export class WebXRControllerModelLoader {
  106720. /**
  106721. * Creates the WebXRControllerModelLoader
  106722. * @param input xr input that creates the controllers
  106723. */
  106724. constructor(input: WebXRInput);
  106725. }
  106726. }
  106727. declare module BABYLON {
  106728. /**
  106729. * Contains an array of blocks representing the octree
  106730. */
  106731. export interface IOctreeContainer<T> {
  106732. /**
  106733. * Blocks within the octree
  106734. */
  106735. blocks: Array<OctreeBlock<T>>;
  106736. }
  106737. /**
  106738. * Class used to store a cell in an octree
  106739. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106740. */
  106741. export class OctreeBlock<T> {
  106742. /**
  106743. * Gets the content of the current block
  106744. */
  106745. entries: T[];
  106746. /**
  106747. * Gets the list of block children
  106748. */
  106749. blocks: Array<OctreeBlock<T>>;
  106750. private _depth;
  106751. private _maxDepth;
  106752. private _capacity;
  106753. private _minPoint;
  106754. private _maxPoint;
  106755. private _boundingVectors;
  106756. private _creationFunc;
  106757. /**
  106758. * Creates a new block
  106759. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  106760. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  106761. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  106762. * @param depth defines the current depth of this block in the octree
  106763. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  106764. * @param creationFunc defines a callback to call when an element is added to the block
  106765. */
  106766. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  106767. /**
  106768. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  106769. */
  106770. readonly capacity: number;
  106771. /**
  106772. * Gets the minimum vector (in world space) of the block's bounding box
  106773. */
  106774. readonly minPoint: Vector3;
  106775. /**
  106776. * Gets the maximum vector (in world space) of the block's bounding box
  106777. */
  106778. readonly maxPoint: Vector3;
  106779. /**
  106780. * Add a new element to this block
  106781. * @param entry defines the element to add
  106782. */
  106783. addEntry(entry: T): void;
  106784. /**
  106785. * Remove an element from this block
  106786. * @param entry defines the element to remove
  106787. */
  106788. removeEntry(entry: T): void;
  106789. /**
  106790. * Add an array of elements to this block
  106791. * @param entries defines the array of elements to add
  106792. */
  106793. addEntries(entries: T[]): void;
  106794. /**
  106795. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  106796. * @param frustumPlanes defines the frustum planes to test
  106797. * @param selection defines the array to store current content if selection is positive
  106798. * @param allowDuplicate defines if the selection array can contains duplicated entries
  106799. */
  106800. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  106801. /**
  106802. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  106803. * @param sphereCenter defines the bounding sphere center
  106804. * @param sphereRadius defines the bounding sphere radius
  106805. * @param selection defines the array to store current content if selection is positive
  106806. * @param allowDuplicate defines if the selection array can contains duplicated entries
  106807. */
  106808. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  106809. /**
  106810. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  106811. * @param ray defines the ray to test with
  106812. * @param selection defines the array to store current content if selection is positive
  106813. */
  106814. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  106815. /**
  106816. * Subdivide the content into child blocks (this block will then be empty)
  106817. */
  106818. createInnerBlocks(): void;
  106819. /**
  106820. * @hidden
  106821. */
  106822. 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;
  106823. }
  106824. }
  106825. declare module BABYLON {
  106826. /**
  106827. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  106828. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106829. */
  106830. export class Octree<T> {
  106831. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  106832. maxDepth: number;
  106833. /**
  106834. * Blocks within the octree containing objects
  106835. */
  106836. blocks: Array<OctreeBlock<T>>;
  106837. /**
  106838. * Content stored in the octree
  106839. */
  106840. dynamicContent: T[];
  106841. private _maxBlockCapacity;
  106842. private _selectionContent;
  106843. private _creationFunc;
  106844. /**
  106845. * Creates a octree
  106846. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106847. * @param creationFunc function to be used to instatiate the octree
  106848. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  106849. * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
  106850. */
  106851. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  106852. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  106853. maxDepth?: number);
  106854. /**
  106855. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  106856. * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  106857. * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  106858. * @param entries meshes to be added to the octree blocks
  106859. */
  106860. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  106861. /**
  106862. * Adds a mesh to the octree
  106863. * @param entry Mesh to add to the octree
  106864. */
  106865. addMesh(entry: T): void;
  106866. /**
  106867. * Remove an element from the octree
  106868. * @param entry defines the element to remove
  106869. */
  106870. removeMesh(entry: T): void;
  106871. /**
  106872. * Selects an array of meshes within the frustum
  106873. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  106874. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  106875. * @returns array of meshes within the frustum
  106876. */
  106877. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  106878. /**
  106879. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  106880. * @param sphereCenter defines the bounding sphere center
  106881. * @param sphereRadius defines the bounding sphere radius
  106882. * @param allowDuplicate defines if the selection array can contains duplicated entries
  106883. * @returns an array of objects that intersect the sphere
  106884. */
  106885. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  106886. /**
  106887. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  106888. * @param ray defines the ray to test with
  106889. * @returns array of intersected objects
  106890. */
  106891. intersectsRay(ray: Ray): SmartArray<T>;
  106892. /**
  106893. * Adds a mesh into the octree block if it intersects the block
  106894. */
  106895. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  106896. /**
  106897. * Adds a submesh into the octree block if it intersects the block
  106898. */
  106899. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  106900. }
  106901. }
  106902. declare module BABYLON {
  106903. interface Scene {
  106904. /**
  106905. * @hidden
  106906. * Backing Filed
  106907. */
  106908. _selectionOctree: Octree<AbstractMesh>;
  106909. /**
  106910. * Gets the octree used to boost mesh selection (picking)
  106911. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106912. */
  106913. selectionOctree: Octree<AbstractMesh>;
  106914. /**
  106915. * Creates or updates the octree used to boost selection (picking)
  106916. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106917. * @param maxCapacity defines the maximum capacity per leaf
  106918. * @param maxDepth defines the maximum depth of the octree
  106919. * @returns an octree of AbstractMesh
  106920. */
  106921. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  106922. }
  106923. interface AbstractMesh {
  106924. /**
  106925. * @hidden
  106926. * Backing Field
  106927. */
  106928. _submeshesOctree: Octree<SubMesh>;
  106929. /**
  106930. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  106931. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  106932. * @param maxCapacity defines the maximum size of each block (64 by default)
  106933. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  106934. * @returns the new octree
  106935. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  106936. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  106937. */
  106938. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  106939. }
  106940. /**
  106941. * Defines the octree scene component responsible to manage any octrees
  106942. * in a given scene.
  106943. */
  106944. export class OctreeSceneComponent {
  106945. /**
  106946. * The component name help to identify the component in the list of scene components.
  106947. */
  106948. readonly name: string;
  106949. /**
  106950. * The scene the component belongs to.
  106951. */
  106952. scene: Scene;
  106953. /**
  106954. * Indicates if the meshes have been checked to make sure they are isEnabled()
  106955. */
  106956. readonly checksIsEnabled: boolean;
  106957. /**
  106958. * Creates a new instance of the component for the given scene
  106959. * @param scene Defines the scene to register the component in
  106960. */
  106961. constructor(scene: Scene);
  106962. /**
  106963. * Registers the component in a given scene
  106964. */
  106965. register(): void;
  106966. /**
  106967. * Return the list of active meshes
  106968. * @returns the list of active meshes
  106969. */
  106970. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  106971. /**
  106972. * Return the list of active sub meshes
  106973. * @param mesh The mesh to get the candidates sub meshes from
  106974. * @returns the list of active sub meshes
  106975. */
  106976. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  106977. private _tempRay;
  106978. /**
  106979. * Return the list of sub meshes intersecting with a given local ray
  106980. * @param mesh defines the mesh to find the submesh for
  106981. * @param localRay defines the ray in local space
  106982. * @returns the list of intersecting sub meshes
  106983. */
  106984. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  106985. /**
  106986. * Return the list of sub meshes colliding with a collider
  106987. * @param mesh defines the mesh to find the submesh for
  106988. * @param collider defines the collider to evaluate the collision against
  106989. * @returns the list of colliding sub meshes
  106990. */
  106991. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  106992. /**
  106993. * Rebuilds the elements related to this component in case of
  106994. * context lost for instance.
  106995. */
  106996. rebuild(): void;
  106997. /**
  106998. * Disposes the component and the associated ressources.
  106999. */
  107000. dispose(): void;
  107001. }
  107002. }
  107003. declare module BABYLON {
  107004. /**
  107005. * Renders a layer on top of an existing scene
  107006. */
  107007. export class UtilityLayerRenderer implements IDisposable {
  107008. /** the original scene that will be rendered on top of */
  107009. originalScene: Scene;
  107010. private _pointerCaptures;
  107011. private _lastPointerEvents;
  107012. private static _DefaultUtilityLayer;
  107013. private static _DefaultKeepDepthUtilityLayer;
  107014. private _sharedGizmoLight;
  107015. private _renderCamera;
  107016. /**
  107017. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  107018. * @returns the camera that is used when rendering the utility layer
  107019. */
  107020. getRenderCamera(): Nullable<Camera>;
  107021. /**
  107022. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  107023. * @param cam the camera that should be used when rendering the utility layer
  107024. */
  107025. setRenderCamera(cam: Nullable<Camera>): void;
  107026. /**
  107027. * @hidden
  107028. * Light which used by gizmos to get light shading
  107029. */
  107030. _getSharedGizmoLight(): HemisphericLight;
  107031. /**
  107032. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  107033. */
  107034. pickUtilitySceneFirst: boolean;
  107035. /**
  107036. * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
  107037. */
  107038. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  107039. /**
  107040. * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
  107041. */
  107042. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  107043. /**
  107044. * The scene that is rendered on top of the original scene
  107045. */
  107046. utilityLayerScene: Scene;
  107047. /**
  107048. * If the utility layer should automatically be rendered on top of existing scene
  107049. */
  107050. shouldRender: boolean;
  107051. /**
  107052. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  107053. */
  107054. onlyCheckPointerDownEvents: boolean;
  107055. /**
  107056. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  107057. */
  107058. processAllEvents: boolean;
  107059. /**
  107060. * Observable raised when the pointer move from the utility layer scene to the main scene
  107061. */
  107062. onPointerOutObservable: Observable<number>;
  107063. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  107064. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  107065. private _afterRenderObserver;
  107066. private _sceneDisposeObserver;
  107067. private _originalPointerObserver;
  107068. /**
  107069. * Instantiates a UtilityLayerRenderer
  107070. * @param originalScene the original scene that will be rendered on top of
  107071. * @param handleEvents boolean indicating if the utility layer should handle events
  107072. */
  107073. constructor(
  107074. /** the original scene that will be rendered on top of */
  107075. originalScene: Scene, handleEvents?: boolean);
  107076. private _notifyObservers;
  107077. /**
  107078. * Renders the utility layers scene on top of the original scene
  107079. */
  107080. render(): void;
  107081. /**
  107082. * Disposes of the renderer
  107083. */
  107084. dispose(): void;
  107085. private _updateCamera;
  107086. }
  107087. }
  107088. declare module BABYLON {
  107089. /**
  107090. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  107091. */
  107092. export class Gizmo implements IDisposable {
  107093. /** The utility layer the gizmo will be added to */
  107094. gizmoLayer: UtilityLayerRenderer;
  107095. /**
  107096. * The root mesh of the gizmo
  107097. */
  107098. _rootMesh: Mesh;
  107099. private _attachedMesh;
  107100. /**
  107101. * Ratio for the scale of the gizmo (Default: 1)
  107102. */
  107103. scaleRatio: number;
  107104. /**
  107105. * If a custom mesh has been set (Default: false)
  107106. */
  107107. protected _customMeshSet: boolean;
  107108. /**
  107109. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  107110. * * When set, interactions will be enabled
  107111. */
  107112. attachedMesh: Nullable<AbstractMesh>;
  107113. /**
  107114. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  107115. * @param mesh The mesh to replace the default mesh of the gizmo
  107116. */
  107117. setCustomMesh(mesh: Mesh): void;
  107118. /**
  107119. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  107120. */
  107121. updateGizmoRotationToMatchAttachedMesh: boolean;
  107122. /**
  107123. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  107124. */
  107125. updateGizmoPositionToMatchAttachedMesh: boolean;
  107126. /**
  107127. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  107128. */
  107129. updateScale: boolean;
  107130. protected _interactionsEnabled: boolean;
  107131. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107132. private _beforeRenderObserver;
  107133. private _tempVector;
  107134. /**
  107135. * Creates a gizmo
  107136. * @param gizmoLayer The utility layer the gizmo will be added to
  107137. */
  107138. constructor(
  107139. /** The utility layer the gizmo will be added to */
  107140. gizmoLayer?: UtilityLayerRenderer);
  107141. /**
  107142. * Updates the gizmo to match the attached mesh's position/rotation
  107143. */
  107144. protected _update(): void;
  107145. /**
  107146. * Disposes of the gizmo
  107147. */
  107148. dispose(): void;
  107149. }
  107150. }
  107151. declare module BABYLON {
  107152. /**
  107153. * Single plane drag gizmo
  107154. */
  107155. export class PlaneDragGizmo extends Gizmo {
  107156. /**
  107157. * Drag behavior responsible for the gizmos dragging interactions
  107158. */
  107159. dragBehavior: PointerDragBehavior;
  107160. private _pointerObserver;
  107161. /**
  107162. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107163. */
  107164. snapDistance: number;
  107165. /**
  107166. * Event that fires each time the gizmo snaps to a new location.
  107167. * * snapDistance is the the change in distance
  107168. */
  107169. onSnapObservable: Observable<{
  107170. snapDistance: number;
  107171. }>;
  107172. private _plane;
  107173. private _coloredMaterial;
  107174. private _hoverMaterial;
  107175. private _isEnabled;
  107176. private _parent;
  107177. /** @hidden */
  107178. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  107179. /** @hidden */
  107180. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  107181. /**
  107182. * Creates a PlaneDragGizmo
  107183. * @param gizmoLayer The utility layer the gizmo will be added to
  107184. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  107185. * @param color The color of the gizmo
  107186. */
  107187. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  107188. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107189. /**
  107190. * If the gizmo is enabled
  107191. */
  107192. isEnabled: boolean;
  107193. /**
  107194. * Disposes of the gizmo
  107195. */
  107196. dispose(): void;
  107197. }
  107198. }
  107199. declare module BABYLON {
  107200. /**
  107201. * Gizmo that enables dragging a mesh along 3 axis
  107202. */
  107203. export class PositionGizmo extends Gizmo {
  107204. /**
  107205. * Internal gizmo used for interactions on the x axis
  107206. */
  107207. xGizmo: AxisDragGizmo;
  107208. /**
  107209. * Internal gizmo used for interactions on the y axis
  107210. */
  107211. yGizmo: AxisDragGizmo;
  107212. /**
  107213. * Internal gizmo used for interactions on the z axis
  107214. */
  107215. zGizmo: AxisDragGizmo;
  107216. /**
  107217. * Internal gizmo used for interactions on the yz plane
  107218. */
  107219. xPlaneGizmo: PlaneDragGizmo;
  107220. /**
  107221. * Internal gizmo used for interactions on the xz plane
  107222. */
  107223. yPlaneGizmo: PlaneDragGizmo;
  107224. /**
  107225. * Internal gizmo used for interactions on the xy plane
  107226. */
  107227. zPlaneGizmo: PlaneDragGizmo;
  107228. /**
  107229. * private variables
  107230. */
  107231. private _meshAttached;
  107232. private _updateGizmoRotationToMatchAttachedMesh;
  107233. private _snapDistance;
  107234. private _scaleRatio;
  107235. /** Fires an event when any of it's sub gizmos are dragged */
  107236. onDragStartObservable: Observable<unknown>;
  107237. /** Fires an event when any of it's sub gizmos are released from dragging */
  107238. onDragEndObservable: Observable<unknown>;
  107239. /**
  107240. * If set to true, planar drag is enabled
  107241. */
  107242. private _planarGizmoEnabled;
  107243. attachedMesh: Nullable<AbstractMesh>;
  107244. /**
  107245. * Creates a PositionGizmo
  107246. * @param gizmoLayer The utility layer the gizmo will be added to
  107247. */
  107248. constructor(gizmoLayer?: UtilityLayerRenderer);
  107249. /**
  107250. * If the planar drag gizmo is enabled
  107251. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  107252. */
  107253. planarGizmoEnabled: boolean;
  107254. updateGizmoRotationToMatchAttachedMesh: boolean;
  107255. /**
  107256. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107257. */
  107258. snapDistance: number;
  107259. /**
  107260. * Ratio for the scale of the gizmo (Default: 1)
  107261. */
  107262. scaleRatio: number;
  107263. /**
  107264. * Disposes of the gizmo
  107265. */
  107266. dispose(): void;
  107267. /**
  107268. * CustomMeshes are not supported by this gizmo
  107269. * @param mesh The mesh to replace the default mesh of the gizmo
  107270. */
  107271. setCustomMesh(mesh: Mesh): void;
  107272. }
  107273. }
  107274. declare module BABYLON {
  107275. /**
  107276. * Single axis drag gizmo
  107277. */
  107278. export class AxisDragGizmo extends Gizmo {
  107279. /**
  107280. * Drag behavior responsible for the gizmos dragging interactions
  107281. */
  107282. dragBehavior: PointerDragBehavior;
  107283. private _pointerObserver;
  107284. /**
  107285. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  107286. */
  107287. snapDistance: number;
  107288. /**
  107289. * Event that fires each time the gizmo snaps to a new location.
  107290. * * snapDistance is the the change in distance
  107291. */
  107292. onSnapObservable: Observable<{
  107293. snapDistance: number;
  107294. }>;
  107295. private _isEnabled;
  107296. private _parent;
  107297. private _arrow;
  107298. private _coloredMaterial;
  107299. private _hoverMaterial;
  107300. /** @hidden */
  107301. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  107302. /** @hidden */
  107303. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  107304. /**
  107305. * Creates an AxisDragGizmo
  107306. * @param gizmoLayer The utility layer the gizmo will be added to
  107307. * @param dragAxis The axis which the gizmo will be able to drag on
  107308. * @param color The color of the gizmo
  107309. */
  107310. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  107311. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  107312. /**
  107313. * If the gizmo is enabled
  107314. */
  107315. isEnabled: boolean;
  107316. /**
  107317. * Disposes of the gizmo
  107318. */
  107319. dispose(): void;
  107320. }
  107321. }
  107322. declare module BABYLON.Debug {
  107323. /**
  107324. * The Axes viewer will show 3 axes in a specific point in space
  107325. */
  107326. export class AxesViewer {
  107327. private _xAxis;
  107328. private _yAxis;
  107329. private _zAxis;
  107330. private _scaleLinesFactor;
  107331. private _instanced;
  107332. /**
  107333. * Gets the hosting scene
  107334. */
  107335. scene: Scene;
  107336. /**
  107337. * Gets or sets a number used to scale line length
  107338. */
  107339. scaleLines: number;
  107340. /** Gets the node hierarchy used to render x-axis */
  107341. readonly xAxis: TransformNode;
  107342. /** Gets the node hierarchy used to render y-axis */
  107343. readonly yAxis: TransformNode;
  107344. /** Gets the node hierarchy used to render z-axis */
  107345. readonly zAxis: TransformNode;
  107346. /**
  107347. * Creates a new AxesViewer
  107348. * @param scene defines the hosting scene
  107349. * @param scaleLines defines a number used to scale line length (1 by default)
  107350. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  107351. * @param xAxis defines the node hierarchy used to render the x-axis
  107352. * @param yAxis defines the node hierarchy used to render the y-axis
  107353. * @param zAxis defines the node hierarchy used to render the z-axis
  107354. */
  107355. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  107356. /**
  107357. * Force the viewer to update
  107358. * @param position defines the position of the viewer
  107359. * @param xaxis defines the x axis of the viewer
  107360. * @param yaxis defines the y axis of the viewer
  107361. * @param zaxis defines the z axis of the viewer
  107362. */
  107363. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  107364. /**
  107365. * Creates an instance of this axes viewer.
  107366. * @returns a new axes viewer with instanced meshes
  107367. */
  107368. createInstance(): AxesViewer;
  107369. /** Releases resources */
  107370. dispose(): void;
  107371. private static _SetRenderingGroupId;
  107372. }
  107373. }
  107374. declare module BABYLON.Debug {
  107375. /**
  107376. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  107377. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  107378. */
  107379. export class BoneAxesViewer extends AxesViewer {
  107380. /**
  107381. * Gets or sets the target mesh where to display the axes viewer
  107382. */
  107383. mesh: Nullable<Mesh>;
  107384. /**
  107385. * Gets or sets the target bone where to display the axes viewer
  107386. */
  107387. bone: Nullable<Bone>;
  107388. /** Gets current position */
  107389. pos: Vector3;
  107390. /** Gets direction of X axis */
  107391. xaxis: Vector3;
  107392. /** Gets direction of Y axis */
  107393. yaxis: Vector3;
  107394. /** Gets direction of Z axis */
  107395. zaxis: Vector3;
  107396. /**
  107397. * Creates a new BoneAxesViewer
  107398. * @param scene defines the hosting scene
  107399. * @param bone defines the target bone
  107400. * @param mesh defines the target mesh
  107401. * @param scaleLines defines a scaling factor for line length (1 by default)
  107402. */
  107403. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  107404. /**
  107405. * Force the viewer to update
  107406. */
  107407. update(): void;
  107408. /** Releases resources */
  107409. dispose(): void;
  107410. }
  107411. }
  107412. declare module BABYLON {
  107413. /**
  107414. * Interface used to define scene explorer extensibility option
  107415. */
  107416. export interface IExplorerExtensibilityOption {
  107417. /**
  107418. * Define the option label
  107419. */
  107420. label: string;
  107421. /**
  107422. * Defines the action to execute on click
  107423. */
  107424. action: (entity: any) => void;
  107425. }
  107426. /**
  107427. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  107428. */
  107429. export interface IExplorerExtensibilityGroup {
  107430. /**
  107431. * Defines a predicate to test if a given type mut be extended
  107432. */
  107433. predicate: (entity: any) => boolean;
  107434. /**
  107435. * Gets the list of options added to a type
  107436. */
  107437. entries: IExplorerExtensibilityOption[];
  107438. }
  107439. /**
  107440. * Interface used to define the options to use to create the Inspector
  107441. */
  107442. export interface IInspectorOptions {
  107443. /**
  107444. * Display in overlay mode (default: false)
  107445. */
  107446. overlay?: boolean;
  107447. /**
  107448. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  107449. */
  107450. globalRoot?: HTMLElement;
  107451. /**
  107452. * Display the Scene explorer
  107453. */
  107454. showExplorer?: boolean;
  107455. /**
  107456. * Display the property inspector
  107457. */
  107458. showInspector?: boolean;
  107459. /**
  107460. * Display in embed mode (both panes on the right)
  107461. */
  107462. embedMode?: boolean;
  107463. /**
  107464. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  107465. */
  107466. handleResize?: boolean;
  107467. /**
  107468. * Allow the panes to popup (default: true)
  107469. */
  107470. enablePopup?: boolean;
  107471. /**
  107472. * Allow the panes to be closed by users (default: true)
  107473. */
  107474. enableClose?: boolean;
  107475. /**
  107476. * Optional list of extensibility entries
  107477. */
  107478. explorerExtensibility?: IExplorerExtensibilityGroup[];
  107479. /**
  107480. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  107481. */
  107482. inspectorURL?: string;
  107483. }
  107484. interface Scene {
  107485. /**
  107486. * @hidden
  107487. * Backing field
  107488. */
  107489. _debugLayer: DebugLayer;
  107490. /**
  107491. * Gets the debug layer (aka Inspector) associated with the scene
  107492. * @see http://doc.babylonjs.com/features/playground_debuglayer
  107493. */
  107494. debugLayer: DebugLayer;
  107495. }
  107496. /**
  107497. * The debug layer (aka Inspector) is the go to tool in order to better understand
  107498. * what is happening in your scene
  107499. * @see http://doc.babylonjs.com/features/playground_debuglayer
  107500. */
  107501. export class DebugLayer {
  107502. /**
  107503. * Define the url to get the inspector script from.
  107504. * By default it uses the babylonjs CDN.
  107505. * @ignoreNaming
  107506. */
  107507. static InspectorURL: string;
  107508. private _scene;
  107509. private BJSINSPECTOR;
  107510. private _onPropertyChangedObservable?;
  107511. /**
  107512. * Observable triggered when a property is changed through the inspector.
  107513. */
  107514. readonly onPropertyChangedObservable: any;
  107515. /**
  107516. * Instantiates a new debug layer.
  107517. * The debug layer (aka Inspector) is the go to tool in order to better understand
  107518. * what is happening in your scene
  107519. * @see http://doc.babylonjs.com/features/playground_debuglayer
  107520. * @param scene Defines the scene to inspect
  107521. */
  107522. constructor(scene: Scene);
  107523. /** Creates the inspector window. */
  107524. private _createInspector;
  107525. /**
  107526. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  107527. * @param entity defines the entity to select
  107528. * @param lineContainerTitle defines the specific block to highlight
  107529. */
  107530. select(entity: any, lineContainerTitle?: string): void;
  107531. /** Get the inspector from bundle or global */
  107532. private _getGlobalInspector;
  107533. /**
  107534. * Get if the inspector is visible or not.
  107535. * @returns true if visible otherwise, false
  107536. */
  107537. isVisible(): boolean;
  107538. /**
  107539. * Hide the inspector and close its window.
  107540. */
  107541. hide(): void;
  107542. /**
  107543. * Launch the debugLayer.
  107544. * @param config Define the configuration of the inspector
  107545. * @return a promise fulfilled when the debug layer is visible
  107546. */
  107547. show(config?: IInspectorOptions): Promise<DebugLayer>;
  107548. }
  107549. }
  107550. declare module BABYLON {
  107551. /**
  107552. * Class containing static functions to help procedurally build meshes
  107553. */
  107554. export class BoxBuilder {
  107555. /**
  107556. * Creates a box mesh
  107557. * * The parameter `size` sets the size (float) of each box side (default 1)
  107558. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  107559. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  107560. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  107561. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  107562. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  107563. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107564. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  107565. * @param name defines the name of the mesh
  107566. * @param options defines the options used to create the mesh
  107567. * @param scene defines the hosting scene
  107568. * @returns the box mesh
  107569. */
  107570. static CreateBox(name: string, options: {
  107571. size?: number;
  107572. width?: number;
  107573. height?: number;
  107574. depth?: number;
  107575. faceUV?: Vector4[];
  107576. faceColors?: Color4[];
  107577. sideOrientation?: number;
  107578. frontUVs?: Vector4;
  107579. backUVs?: Vector4;
  107580. wrap?: boolean;
  107581. topBaseAt?: number;
  107582. bottomBaseAt?: number;
  107583. updatable?: boolean;
  107584. }, scene?: Nullable<Scene>): Mesh;
  107585. }
  107586. }
  107587. declare module BABYLON {
  107588. /**
  107589. * Class containing static functions to help procedurally build meshes
  107590. */
  107591. export class SphereBuilder {
  107592. /**
  107593. * Creates a sphere mesh
  107594. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  107595. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  107596. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  107597. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  107598. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  107599. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  107600. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  107601. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107602. * @param name defines the name of the mesh
  107603. * @param options defines the options used to create the mesh
  107604. * @param scene defines the hosting scene
  107605. * @returns the sphere mesh
  107606. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  107607. */
  107608. static CreateSphere(name: string, options: {
  107609. segments?: number;
  107610. diameter?: number;
  107611. diameterX?: number;
  107612. diameterY?: number;
  107613. diameterZ?: number;
  107614. arc?: number;
  107615. slice?: number;
  107616. sideOrientation?: number;
  107617. frontUVs?: Vector4;
  107618. backUVs?: Vector4;
  107619. updatable?: boolean;
  107620. }, scene: any): Mesh;
  107621. }
  107622. }
  107623. declare module BABYLON.Debug {
  107624. /**
  107625. * Used to show the physics impostor around the specific mesh
  107626. */
  107627. export class PhysicsViewer {
  107628. /** @hidden */
  107629. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  107630. /** @hidden */
  107631. protected _meshes: Array<Nullable<AbstractMesh>>;
  107632. /** @hidden */
  107633. protected _scene: Nullable<Scene>;
  107634. /** @hidden */
  107635. protected _numMeshes: number;
  107636. /** @hidden */
  107637. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  107638. private _renderFunction;
  107639. private _utilityLayer;
  107640. private _debugBoxMesh;
  107641. private _debugSphereMesh;
  107642. private _debugCylinderMesh;
  107643. private _debugMaterial;
  107644. private _debugMeshMeshes;
  107645. /**
  107646. * Creates a new PhysicsViewer
  107647. * @param scene defines the hosting scene
  107648. */
  107649. constructor(scene: Scene);
  107650. /** @hidden */
  107651. protected _updateDebugMeshes(): void;
  107652. /**
  107653. * Renders a specified physic impostor
  107654. * @param impostor defines the impostor to render
  107655. * @param targetMesh defines the mesh represented by the impostor
  107656. * @returns the new debug mesh used to render the impostor
  107657. */
  107658. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  107659. /**
  107660. * Hides a specified physic impostor
  107661. * @param impostor defines the impostor to hide
  107662. */
  107663. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  107664. private _getDebugMaterial;
  107665. private _getDebugBoxMesh;
  107666. private _getDebugSphereMesh;
  107667. private _getDebugCylinderMesh;
  107668. private _getDebugMeshMesh;
  107669. private _getDebugMesh;
  107670. /** Releases all resources */
  107671. dispose(): void;
  107672. }
  107673. }
  107674. declare module BABYLON {
  107675. /**
  107676. * Class containing static functions to help procedurally build meshes
  107677. */
  107678. export class LinesBuilder {
  107679. /**
  107680. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  107681. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  107682. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  107683. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  107684. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  107685. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  107686. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  107687. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  107688. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  107689. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107690. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  107691. * @param name defines the name of the new line system
  107692. * @param options defines the options used to create the line system
  107693. * @param scene defines the hosting scene
  107694. * @returns a new line system mesh
  107695. */
  107696. static CreateLineSystem(name: string, options: {
  107697. lines: Vector3[][];
  107698. updatable?: boolean;
  107699. instance?: Nullable<LinesMesh>;
  107700. colors?: Nullable<Color4[][]>;
  107701. useVertexAlpha?: boolean;
  107702. }, scene: Nullable<Scene>): LinesMesh;
  107703. /**
  107704. * Creates a line mesh
  107705. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  107706. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  107707. * * The parameter `points` is an array successive Vector3
  107708. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  107709. * * The optional parameter `colors` is an array of successive Color4, one per line point
  107710. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  107711. * * When updating an instance, remember that only point positions can change, not the number of points
  107712. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107713. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  107714. * @param name defines the name of the new line system
  107715. * @param options defines the options used to create the line system
  107716. * @param scene defines the hosting scene
  107717. * @returns a new line mesh
  107718. */
  107719. static CreateLines(name: string, options: {
  107720. points: Vector3[];
  107721. updatable?: boolean;
  107722. instance?: Nullable<LinesMesh>;
  107723. colors?: Color4[];
  107724. useVertexAlpha?: boolean;
  107725. }, scene?: Nullable<Scene>): LinesMesh;
  107726. /**
  107727. * Creates a dashed line mesh
  107728. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  107729. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  107730. * * The parameter `points` is an array successive Vector3
  107731. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  107732. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  107733. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  107734. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  107735. * * When updating an instance, remember that only point positions can change, not the number of points
  107736. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  107737. * @param name defines the name of the mesh
  107738. * @param options defines the options used to create the mesh
  107739. * @param scene defines the hosting scene
  107740. * @returns the dashed line mesh
  107741. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  107742. */
  107743. static CreateDashedLines(name: string, options: {
  107744. points: Vector3[];
  107745. dashSize?: number;
  107746. gapSize?: number;
  107747. dashNb?: number;
  107748. updatable?: boolean;
  107749. instance?: LinesMesh;
  107750. }, scene?: Nullable<Scene>): LinesMesh;
  107751. }
  107752. }
  107753. declare module BABYLON {
  107754. /**
  107755. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  107756. * in order to better appreciate the issue one might have.
  107757. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  107758. */
  107759. export class RayHelper {
  107760. /**
  107761. * Defines the ray we are currently tryin to visualize.
  107762. */
  107763. ray: Nullable<Ray>;
  107764. private _renderPoints;
  107765. private _renderLine;
  107766. private _renderFunction;
  107767. private _scene;
  107768. private _updateToMeshFunction;
  107769. private _attachedToMesh;
  107770. private _meshSpaceDirection;
  107771. private _meshSpaceOrigin;
  107772. /**
  107773. * Helper function to create a colored helper in a scene in one line.
  107774. * @param ray Defines the ray we are currently tryin to visualize
  107775. * @param scene Defines the scene the ray is used in
  107776. * @param color Defines the color we want to see the ray in
  107777. * @returns The newly created ray helper.
  107778. */
  107779. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  107780. /**
  107781. * Instantiate a new ray helper.
  107782. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  107783. * in order to better appreciate the issue one might have.
  107784. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  107785. * @param ray Defines the ray we are currently tryin to visualize
  107786. */
  107787. constructor(ray: Ray);
  107788. /**
  107789. * Shows the ray we are willing to debug.
  107790. * @param scene Defines the scene the ray needs to be rendered in
  107791. * @param color Defines the color the ray needs to be rendered in
  107792. */
  107793. show(scene: Scene, color?: Color3): void;
  107794. /**
  107795. * Hides the ray we are debugging.
  107796. */
  107797. hide(): void;
  107798. private _render;
  107799. /**
  107800. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  107801. * @param mesh Defines the mesh we want the helper attached to
  107802. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  107803. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  107804. * @param length Defines the length of the ray
  107805. */
  107806. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  107807. /**
  107808. * Detach the ray helper from the mesh it has previously been attached to.
  107809. */
  107810. detachFromMesh(): void;
  107811. private _updateToMesh;
  107812. /**
  107813. * Dispose the helper and release its associated resources.
  107814. */
  107815. dispose(): void;
  107816. }
  107817. }
  107818. declare module BABYLON.Debug {
  107819. /**
  107820. * Class used to render a debug view of a given skeleton
  107821. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  107822. */
  107823. export class SkeletonViewer {
  107824. /** defines the skeleton to render */
  107825. skeleton: Skeleton;
  107826. /** defines the mesh attached to the skeleton */
  107827. mesh: AbstractMesh;
  107828. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  107829. autoUpdateBonesMatrices: boolean;
  107830. /** defines the rendering group id to use with the viewer */
  107831. renderingGroupId: number;
  107832. /** Gets or sets the color used to render the skeleton */
  107833. color: Color3;
  107834. private _scene;
  107835. private _debugLines;
  107836. private _debugMesh;
  107837. private _isEnabled;
  107838. private _renderFunction;
  107839. private _utilityLayer;
  107840. /**
  107841. * Returns the mesh used to render the bones
  107842. */
  107843. readonly debugMesh: Nullable<LinesMesh>;
  107844. /**
  107845. * Creates a new SkeletonViewer
  107846. * @param skeleton defines the skeleton to render
  107847. * @param mesh defines the mesh attached to the skeleton
  107848. * @param scene defines the hosting scene
  107849. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  107850. * @param renderingGroupId defines the rendering group id to use with the viewer
  107851. */
  107852. constructor(
  107853. /** defines the skeleton to render */
  107854. skeleton: Skeleton,
  107855. /** defines the mesh attached to the skeleton */
  107856. mesh: AbstractMesh, scene: Scene,
  107857. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  107858. autoUpdateBonesMatrices?: boolean,
  107859. /** defines the rendering group id to use with the viewer */
  107860. renderingGroupId?: number);
  107861. /** Gets or sets a boolean indicating if the viewer is enabled */
  107862. isEnabled: boolean;
  107863. private _getBonePosition;
  107864. private _getLinesForBonesWithLength;
  107865. private _getLinesForBonesNoLength;
  107866. /** Update the viewer to sync with current skeleton state */
  107867. update(): void;
  107868. /** Release associated resources */
  107869. dispose(): void;
  107870. }
  107871. }
  107872. declare module BABYLON {
  107873. /**
  107874. * Options to create the null engine
  107875. */
  107876. export class NullEngineOptions {
  107877. /**
  107878. * Render width (Default: 512)
  107879. */
  107880. renderWidth: number;
  107881. /**
  107882. * Render height (Default: 256)
  107883. */
  107884. renderHeight: number;
  107885. /**
  107886. * Texture size (Default: 512)
  107887. */
  107888. textureSize: number;
  107889. /**
  107890. * If delta time between frames should be constant
  107891. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  107892. */
  107893. deterministicLockstep: boolean;
  107894. /**
  107895. * Maximum about of steps between frames (Default: 4)
  107896. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  107897. */
  107898. lockstepMaxSteps: number;
  107899. }
  107900. /**
  107901. * The null engine class provides support for headless version of babylon.js.
  107902. * This can be used in server side scenario or for testing purposes
  107903. */
  107904. export class NullEngine extends Engine {
  107905. private _options;
  107906. /**
  107907. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  107908. */
  107909. isDeterministicLockStep(): boolean;
  107910. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  107911. getLockstepMaxSteps(): number;
  107912. /**
  107913. * Sets hardware scaling, used to save performance if needed
  107914. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  107915. */
  107916. getHardwareScalingLevel(): number;
  107917. constructor(options?: NullEngineOptions);
  107918. createVertexBuffer(vertices: FloatArray): DataBuffer;
  107919. createIndexBuffer(indices: IndicesArray): DataBuffer;
  107920. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  107921. getRenderWidth(useScreen?: boolean): number;
  107922. getRenderHeight(useScreen?: boolean): number;
  107923. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  107924. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  107925. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  107926. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  107927. bindSamplers(effect: Effect): void;
  107928. enableEffect(effect: Effect): void;
  107929. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  107930. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  107931. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  107932. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  107933. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  107934. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  107935. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  107936. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  107937. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  107938. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  107939. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  107940. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  107941. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  107942. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  107943. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  107944. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  107945. setFloat(uniform: WebGLUniformLocation, value: number): void;
  107946. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  107947. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  107948. setBool(uniform: WebGLUniformLocation, bool: number): void;
  107949. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  107950. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  107951. bindBuffers(vertexBuffers: {
  107952. [key: string]: VertexBuffer;
  107953. }, indexBuffer: DataBuffer, effect: Effect): void;
  107954. wipeCaches(bruteForce?: boolean): void;
  107955. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  107956. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  107957. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  107958. /** @hidden */
  107959. _createTexture(): WebGLTexture;
  107960. /** @hidden */
  107961. _releaseTexture(texture: InternalTexture): void;
  107962. createTexture(urlArg: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<ArrayBuffer | HTMLImageElement>, fallBack?: InternalTexture, format?: number): InternalTexture;
  107963. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  107964. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  107965. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  107966. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  107967. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  107968. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  107969. areAllEffectsReady(): boolean;
  107970. /**
  107971. * @hidden
  107972. * Get the current error code of the webGL context
  107973. * @returns the error code
  107974. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  107975. */
  107976. getError(): number;
  107977. /** @hidden */
  107978. _getUnpackAlignement(): number;
  107979. /** @hidden */
  107980. _unpackFlipY(value: boolean): void;
  107981. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  107982. /**
  107983. * Updates a dynamic vertex buffer.
  107984. * @param vertexBuffer the vertex buffer to update
  107985. * @param data the data used to update the vertex buffer
  107986. * @param byteOffset the byte offset of the data (optional)
  107987. * @param byteLength the byte length of the data (optional)
  107988. */
  107989. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  107990. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  107991. /** @hidden */
  107992. _bindTexture(channel: number, texture: InternalTexture): void;
  107993. /** @hidden */
  107994. _releaseBuffer(buffer: DataBuffer): boolean;
  107995. releaseEffects(): void;
  107996. displayLoadingUI(): void;
  107997. hideLoadingUI(): void;
  107998. /** @hidden */
  107999. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  108000. /** @hidden */
  108001. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  108002. /** @hidden */
  108003. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  108004. /** @hidden */
  108005. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  108006. }
  108007. }
  108008. declare module BABYLON {
  108009. /** @hidden */
  108010. export class _OcclusionDataStorage {
  108011. /** @hidden */
  108012. occlusionInternalRetryCounter: number;
  108013. /** @hidden */
  108014. isOcclusionQueryInProgress: boolean;
  108015. /** @hidden */
  108016. isOccluded: boolean;
  108017. /** @hidden */
  108018. occlusionRetryCount: number;
  108019. /** @hidden */
  108020. occlusionType: number;
  108021. /** @hidden */
  108022. occlusionQueryAlgorithmType: number;
  108023. }
  108024. interface Engine {
  108025. /**
  108026. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  108027. * @return the new query
  108028. */
  108029. createQuery(): WebGLQuery;
  108030. /**
  108031. * Delete and release a webGL query
  108032. * @param query defines the query to delete
  108033. * @return the current engine
  108034. */
  108035. deleteQuery(query: WebGLQuery): Engine;
  108036. /**
  108037. * Check if a given query has resolved and got its value
  108038. * @param query defines the query to check
  108039. * @returns true if the query got its value
  108040. */
  108041. isQueryResultAvailable(query: WebGLQuery): boolean;
  108042. /**
  108043. * Gets the value of a given query
  108044. * @param query defines the query to check
  108045. * @returns the value of the query
  108046. */
  108047. getQueryResult(query: WebGLQuery): number;
  108048. /**
  108049. * Initiates an occlusion query
  108050. * @param algorithmType defines the algorithm to use
  108051. * @param query defines the query to use
  108052. * @returns the current engine
  108053. * @see http://doc.babylonjs.com/features/occlusionquery
  108054. */
  108055. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  108056. /**
  108057. * Ends an occlusion query
  108058. * @see http://doc.babylonjs.com/features/occlusionquery
  108059. * @param algorithmType defines the algorithm to use
  108060. * @returns the current engine
  108061. */
  108062. endOcclusionQuery(algorithmType: number): Engine;
  108063. /**
  108064. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  108065. * Please note that only one query can be issued at a time
  108066. * @returns a time token used to track the time span
  108067. */
  108068. startTimeQuery(): Nullable<_TimeToken>;
  108069. /**
  108070. * Ends a time query
  108071. * @param token defines the token used to measure the time span
  108072. * @returns the time spent (in ns)
  108073. */
  108074. endTimeQuery(token: _TimeToken): int;
  108075. /** @hidden */
  108076. _currentNonTimestampToken: Nullable<_TimeToken>;
  108077. /** @hidden */
  108078. _createTimeQuery(): WebGLQuery;
  108079. /** @hidden */
  108080. _deleteTimeQuery(query: WebGLQuery): void;
  108081. /** @hidden */
  108082. _getGlAlgorithmType(algorithmType: number): number;
  108083. /** @hidden */
  108084. _getTimeQueryResult(query: WebGLQuery): any;
  108085. /** @hidden */
  108086. _getTimeQueryAvailability(query: WebGLQuery): any;
  108087. }
  108088. interface AbstractMesh {
  108089. /**
  108090. * Backing filed
  108091. * @hidden
  108092. */
  108093. __occlusionDataStorage: _OcclusionDataStorage;
  108094. /**
  108095. * Access property
  108096. * @hidden
  108097. */
  108098. _occlusionDataStorage: _OcclusionDataStorage;
  108099. /**
  108100. * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decideds to show or hide the object.
  108101. * The default value is -1 which means don't break the query and wait till the result
  108102. * @see http://doc.babylonjs.com/features/occlusionquery
  108103. */
  108104. occlusionRetryCount: number;
  108105. /**
  108106. * This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:
  108107. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  108108. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  108109. * * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.
  108110. * @see http://doc.babylonjs.com/features/occlusionquery
  108111. */
  108112. occlusionType: number;
  108113. /**
  108114. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  108115. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  108116. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.
  108117. * @see http://doc.babylonjs.com/features/occlusionquery
  108118. */
  108119. occlusionQueryAlgorithmType: number;
  108120. /**
  108121. * Gets or sets whether the mesh is occluded or not, it is used also to set the intial state of the mesh to be occluded or not
  108122. * @see http://doc.babylonjs.com/features/occlusionquery
  108123. */
  108124. isOccluded: boolean;
  108125. /**
  108126. * Flag to check the progress status of the query
  108127. * @see http://doc.babylonjs.com/features/occlusionquery
  108128. */
  108129. isOcclusionQueryInProgress: boolean;
  108130. }
  108131. }
  108132. declare module BABYLON {
  108133. /** @hidden */
  108134. export var _forceTransformFeedbackToBundle: boolean;
  108135. interface Engine {
  108136. /**
  108137. * Creates a webGL transform feedback object
  108138. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  108139. * @returns the webGL transform feedback object
  108140. */
  108141. createTransformFeedback(): WebGLTransformFeedback;
  108142. /**
  108143. * Delete a webGL transform feedback object
  108144. * @param value defines the webGL transform feedback object to delete
  108145. */
  108146. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  108147. /**
  108148. * Bind a webGL transform feedback object to the webgl context
  108149. * @param value defines the webGL transform feedback object to bind
  108150. */
  108151. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  108152. /**
  108153. * Begins a transform feedback operation
  108154. * @param usePoints defines if points or triangles must be used
  108155. */
  108156. beginTransformFeedback(usePoints: boolean): void;
  108157. /**
  108158. * Ends a transform feedback operation
  108159. */
  108160. endTransformFeedback(): void;
  108161. /**
  108162. * Specify the varyings to use with transform feedback
  108163. * @param program defines the associated webGL program
  108164. * @param value defines the list of strings representing the varying names
  108165. */
  108166. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  108167. /**
  108168. * Bind a webGL buffer for a transform feedback operation
  108169. * @param value defines the webGL buffer to bind
  108170. */
  108171. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  108172. }
  108173. }
  108174. declare module BABYLON {
  108175. /**
  108176. * Creation options of the multi render target texture.
  108177. */
  108178. export interface IMultiRenderTargetOptions {
  108179. /**
  108180. * Define if the texture needs to create mip maps after render.
  108181. */
  108182. generateMipMaps?: boolean;
  108183. /**
  108184. * Define the types of all the draw buffers we want to create
  108185. */
  108186. types?: number[];
  108187. /**
  108188. * Define the sampling modes of all the draw buffers we want to create
  108189. */
  108190. samplingModes?: number[];
  108191. /**
  108192. * Define if a depth buffer is required
  108193. */
  108194. generateDepthBuffer?: boolean;
  108195. /**
  108196. * Define if a stencil buffer is required
  108197. */
  108198. generateStencilBuffer?: boolean;
  108199. /**
  108200. * Define if a depth texture is required instead of a depth buffer
  108201. */
  108202. generateDepthTexture?: boolean;
  108203. /**
  108204. * Define the number of desired draw buffers
  108205. */
  108206. textureCount?: number;
  108207. /**
  108208. * Define if aspect ratio should be adapted to the texture or stay the scene one
  108209. */
  108210. doNotChangeAspectRatio?: boolean;
  108211. /**
  108212. * Define the default type of the buffers we are creating
  108213. */
  108214. defaultType?: number;
  108215. }
  108216. /**
  108217. * A multi render target, like a render target provides the ability to render to a texture.
  108218. * Unlike the render target, it can render to several draw buffers in one draw.
  108219. * This is specially interesting in deferred rendering or for any effects requiring more than
  108220. * just one color from a single pass.
  108221. */
  108222. export class MultiRenderTarget extends RenderTargetTexture {
  108223. private _internalTextures;
  108224. private _textures;
  108225. private _multiRenderTargetOptions;
  108226. /**
  108227. * Get if draw buffers are currently supported by the used hardware and browser.
  108228. */
  108229. readonly isSupported: boolean;
  108230. /**
  108231. * Get the list of textures generated by the multi render target.
  108232. */
  108233. readonly textures: Texture[];
  108234. /**
  108235. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  108236. */
  108237. readonly depthTexture: Texture;
  108238. /**
  108239. * Set the wrapping mode on U of all the textures we are rendering to.
  108240. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  108241. */
  108242. wrapU: number;
  108243. /**
  108244. * Set the wrapping mode on V of all the textures we are rendering to.
  108245. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  108246. */
  108247. wrapV: number;
  108248. /**
  108249. * Instantiate a new multi render target texture.
  108250. * A multi render target, like a render target provides the ability to render to a texture.
  108251. * Unlike the render target, it can render to several draw buffers in one draw.
  108252. * This is specially interesting in deferred rendering or for any effects requiring more than
  108253. * just one color from a single pass.
  108254. * @param name Define the name of the texture
  108255. * @param size Define the size of the buffers to render to
  108256. * @param count Define the number of target we are rendering into
  108257. * @param scene Define the scene the texture belongs to
  108258. * @param options Define the options used to create the multi render target
  108259. */
  108260. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  108261. /** @hidden */
  108262. _rebuild(): void;
  108263. private _createInternalTextures;
  108264. private _createTextures;
  108265. /**
  108266. * Define the number of samples used if MSAA is enabled.
  108267. */
  108268. samples: number;
  108269. /**
  108270. * Resize all the textures in the multi render target.
  108271. * Be carrefull as it will recreate all the data in the new texture.
  108272. * @param size Define the new size
  108273. */
  108274. resize(size: any): void;
  108275. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  108276. /**
  108277. * Dispose the render targets and their associated resources
  108278. */
  108279. dispose(): void;
  108280. /**
  108281. * Release all the underlying texture used as draw buffers.
  108282. */
  108283. releaseInternalTextures(): void;
  108284. }
  108285. }
  108286. declare module BABYLON {
  108287. interface Engine {
  108288. /**
  108289. * Unbind a list of render target textures from the webGL context
  108290. * This is used only when drawBuffer extension or webGL2 are active
  108291. * @param textures defines the render target textures to unbind
  108292. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  108293. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  108294. */
  108295. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  108296. /**
  108297. * Create a multi render target texture
  108298. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  108299. * @param size defines the size of the texture
  108300. * @param options defines the creation options
  108301. * @returns the cube texture as an InternalTexture
  108302. */
  108303. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  108304. /**
  108305. * Update the sample count for a given multiple render target texture
  108306. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  108307. * @param textures defines the textures to update
  108308. * @param samples defines the sample count to set
  108309. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  108310. */
  108311. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  108312. }
  108313. }
  108314. declare module BABYLON {
  108315. /**
  108316. * Gather the list of clipboard event types as constants.
  108317. */
  108318. export class ClipboardEventTypes {
  108319. /**
  108320. * The clipboard event is fired when a copy command is active (pressed).
  108321. */
  108322. static readonly COPY: number;
  108323. /**
  108324. * The clipboard event is fired when a cut command is active (pressed).
  108325. */
  108326. static readonly CUT: number;
  108327. /**
  108328. * The clipboard event is fired when a paste command is active (pressed).
  108329. */
  108330. static readonly PASTE: number;
  108331. }
  108332. /**
  108333. * This class is used to store clipboard related info for the onClipboardObservable event.
  108334. */
  108335. export class ClipboardInfo {
  108336. /**
  108337. * Defines the type of event (BABYLON.ClipboardEventTypes)
  108338. */
  108339. type: number;
  108340. /**
  108341. * Defines the related dom event
  108342. */
  108343. event: ClipboardEvent;
  108344. /**
  108345. *Creates an instance of ClipboardInfo.
  108346. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  108347. * @param event Defines the related dom event
  108348. */
  108349. constructor(
  108350. /**
  108351. * Defines the type of event (BABYLON.ClipboardEventTypes)
  108352. */
  108353. type: number,
  108354. /**
  108355. * Defines the related dom event
  108356. */
  108357. event: ClipboardEvent);
  108358. /**
  108359. * Get the clipboard event's type from the keycode.
  108360. * @param keyCode Defines the keyCode for the current keyboard event.
  108361. * @return {number}
  108362. */
  108363. static GetTypeFromCharacter(keyCode: number): number;
  108364. }
  108365. }
  108366. declare module BABYLON {
  108367. /**
  108368. * Google Daydream controller
  108369. */
  108370. export class DaydreamController extends WebVRController {
  108371. /**
  108372. * Base Url for the controller model.
  108373. */
  108374. static MODEL_BASE_URL: string;
  108375. /**
  108376. * File name for the controller model.
  108377. */
  108378. static MODEL_FILENAME: string;
  108379. /**
  108380. * Gamepad Id prefix used to identify Daydream Controller.
  108381. */
  108382. static readonly GAMEPAD_ID_PREFIX: string;
  108383. /**
  108384. * Creates a new DaydreamController from a gamepad
  108385. * @param vrGamepad the gamepad that the controller should be created from
  108386. */
  108387. constructor(vrGamepad: any);
  108388. /**
  108389. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  108390. * @param scene scene in which to add meshes
  108391. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  108392. */
  108393. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  108394. /**
  108395. * Called once for each button that changed state since the last frame
  108396. * @param buttonIdx Which button index changed
  108397. * @param state New state of the button
  108398. * @param changes Which properties on the state changed since last frame
  108399. */
  108400. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  108401. }
  108402. }
  108403. declare module BABYLON {
  108404. /**
  108405. * Gear VR Controller
  108406. */
  108407. export class GearVRController extends WebVRController {
  108408. /**
  108409. * Base Url for the controller model.
  108410. */
  108411. static MODEL_BASE_URL: string;
  108412. /**
  108413. * File name for the controller model.
  108414. */
  108415. static MODEL_FILENAME: string;
  108416. /**
  108417. * Gamepad Id prefix used to identify this controller.
  108418. */
  108419. static readonly GAMEPAD_ID_PREFIX: string;
  108420. private readonly _buttonIndexToObservableNameMap;
  108421. /**
  108422. * Creates a new GearVRController from a gamepad
  108423. * @param vrGamepad the gamepad that the controller should be created from
  108424. */
  108425. constructor(vrGamepad: any);
  108426. /**
  108427. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  108428. * @param scene scene in which to add meshes
  108429. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  108430. */
  108431. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  108432. /**
  108433. * Called once for each button that changed state since the last frame
  108434. * @param buttonIdx Which button index changed
  108435. * @param state New state of the button
  108436. * @param changes Which properties on the state changed since last frame
  108437. */
  108438. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  108439. }
  108440. }
  108441. declare module BABYLON {
  108442. /**
  108443. * Class containing static functions to help procedurally build meshes
  108444. */
  108445. export class PolyhedronBuilder {
  108446. /**
  108447. * Creates a polyhedron mesh
  108448. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  108449. * * The parameter `size` (positive float, default 1) sets the polygon size
  108450. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  108451. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  108452. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  108453. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  108454. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  108455. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  108456. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  108457. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  108458. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  108459. * @param name defines the name of the mesh
  108460. * @param options defines the options used to create the mesh
  108461. * @param scene defines the hosting scene
  108462. * @returns the polyhedron mesh
  108463. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  108464. */
  108465. static CreatePolyhedron(name: string, options: {
  108466. type?: number;
  108467. size?: number;
  108468. sizeX?: number;
  108469. sizeY?: number;
  108470. sizeZ?: number;
  108471. custom?: any;
  108472. faceUV?: Vector4[];
  108473. faceColors?: Color4[];
  108474. flat?: boolean;
  108475. updatable?: boolean;
  108476. sideOrientation?: number;
  108477. frontUVs?: Vector4;
  108478. backUVs?: Vector4;
  108479. }, scene?: Nullable<Scene>): Mesh;
  108480. }
  108481. }
  108482. declare module BABYLON {
  108483. /**
  108484. * Gizmo that enables scaling a mesh along 3 axis
  108485. */
  108486. export class ScaleGizmo extends Gizmo {
  108487. /**
  108488. * Internal gizmo used for interactions on the x axis
  108489. */
  108490. xGizmo: AxisScaleGizmo;
  108491. /**
  108492. * Internal gizmo used for interactions on the y axis
  108493. */
  108494. yGizmo: AxisScaleGizmo;
  108495. /**
  108496. * Internal gizmo used for interactions on the z axis
  108497. */
  108498. zGizmo: AxisScaleGizmo;
  108499. /**
  108500. * Internal gizmo used to scale all axis equally
  108501. */
  108502. uniformScaleGizmo: AxisScaleGizmo;
  108503. private _meshAttached;
  108504. private _updateGizmoRotationToMatchAttachedMesh;
  108505. private _snapDistance;
  108506. private _scaleRatio;
  108507. private _uniformScalingMesh;
  108508. private _octahedron;
  108509. /** Fires an event when any of it's sub gizmos are dragged */
  108510. onDragStartObservable: Observable<unknown>;
  108511. /** Fires an event when any of it's sub gizmos are released from dragging */
  108512. onDragEndObservable: Observable<unknown>;
  108513. attachedMesh: Nullable<AbstractMesh>;
  108514. /**
  108515. * Creates a ScaleGizmo
  108516. * @param gizmoLayer The utility layer the gizmo will be added to
  108517. */
  108518. constructor(gizmoLayer?: UtilityLayerRenderer);
  108519. updateGizmoRotationToMatchAttachedMesh: boolean;
  108520. /**
  108521. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108522. */
  108523. snapDistance: number;
  108524. /**
  108525. * Ratio for the scale of the gizmo (Default: 1)
  108526. */
  108527. scaleRatio: number;
  108528. /**
  108529. * Disposes of the gizmo
  108530. */
  108531. dispose(): void;
  108532. }
  108533. }
  108534. declare module BABYLON {
  108535. /**
  108536. * Single axis scale gizmo
  108537. */
  108538. export class AxisScaleGizmo extends Gizmo {
  108539. /**
  108540. * Drag behavior responsible for the gizmos dragging interactions
  108541. */
  108542. dragBehavior: PointerDragBehavior;
  108543. private _pointerObserver;
  108544. /**
  108545. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108546. */
  108547. snapDistance: number;
  108548. /**
  108549. * Event that fires each time the gizmo snaps to a new location.
  108550. * * snapDistance is the the change in distance
  108551. */
  108552. onSnapObservable: Observable<{
  108553. snapDistance: number;
  108554. }>;
  108555. /**
  108556. * If the scaling operation should be done on all axis (default: false)
  108557. */
  108558. uniformScaling: boolean;
  108559. private _isEnabled;
  108560. private _parent;
  108561. private _arrow;
  108562. private _coloredMaterial;
  108563. private _hoverMaterial;
  108564. /**
  108565. * Creates an AxisScaleGizmo
  108566. * @param gizmoLayer The utility layer the gizmo will be added to
  108567. * @param dragAxis The axis which the gizmo will be able to scale on
  108568. * @param color The color of the gizmo
  108569. */
  108570. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  108571. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108572. /**
  108573. * If the gizmo is enabled
  108574. */
  108575. isEnabled: boolean;
  108576. /**
  108577. * Disposes of the gizmo
  108578. */
  108579. dispose(): void;
  108580. /**
  108581. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  108582. * @param mesh The mesh to replace the default mesh of the gizmo
  108583. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  108584. */
  108585. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  108586. }
  108587. }
  108588. declare module BABYLON {
  108589. /**
  108590. * Bounding box gizmo
  108591. */
  108592. export class BoundingBoxGizmo extends Gizmo {
  108593. private _lineBoundingBox;
  108594. private _rotateSpheresParent;
  108595. private _scaleBoxesParent;
  108596. private _boundingDimensions;
  108597. private _renderObserver;
  108598. private _pointerObserver;
  108599. private _scaleDragSpeed;
  108600. private _tmpQuaternion;
  108601. private _tmpVector;
  108602. private _tmpRotationMatrix;
  108603. /**
  108604. * If child meshes should be ignored when calculating the boudning box. This should be set to true to avoid perf hits with heavily nested meshes (Default: false)
  108605. */
  108606. ignoreChildren: boolean;
  108607. /**
  108608. * Returns true if a descendant should be included when computing the bounding box. When null, all descendants are included. If ignoreChildren is set this will be ignored. (Default: null)
  108609. */
  108610. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  108611. /**
  108612. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  108613. */
  108614. rotationSphereSize: number;
  108615. /**
  108616. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  108617. */
  108618. scaleBoxSize: number;
  108619. /**
  108620. * If set, the rotation spheres and scale boxes will increase in size based on the distance away from the camera to have a consistent screen size (Default: false)
  108621. */
  108622. fixedDragMeshScreenSize: boolean;
  108623. /**
  108624. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  108625. */
  108626. fixedDragMeshScreenSizeDistanceFactor: number;
  108627. /**
  108628. * Fired when a rotation sphere or scale box is dragged
  108629. */
  108630. onDragStartObservable: Observable<{}>;
  108631. /**
  108632. * Fired when a scale box is dragged
  108633. */
  108634. onScaleBoxDragObservable: Observable<{}>;
  108635. /**
  108636. * Fired when a scale box drag is ended
  108637. */
  108638. onScaleBoxDragEndObservable: Observable<{}>;
  108639. /**
  108640. * Fired when a rotation sphere is dragged
  108641. */
  108642. onRotationSphereDragObservable: Observable<{}>;
  108643. /**
  108644. * Fired when a rotation sphere drag is ended
  108645. */
  108646. onRotationSphereDragEndObservable: Observable<{}>;
  108647. /**
  108648. * Relative bounding box pivot used when scaling the attached mesh. When null object with scale from the opposite corner. 0.5,0.5,0.5 for center and 0.5,0,0.5 for bottom (Default: null)
  108649. */
  108650. scalePivot: Nullable<Vector3>;
  108651. /**
  108652. * Mesh used as a pivot to rotate the attached mesh
  108653. */
  108654. private _anchorMesh;
  108655. private _existingMeshScale;
  108656. private _dragMesh;
  108657. private pointerDragBehavior;
  108658. private coloredMaterial;
  108659. private hoverColoredMaterial;
  108660. /**
  108661. * Sets the color of the bounding box gizmo
  108662. * @param color the color to set
  108663. */
  108664. setColor(color: Color3): void;
  108665. /**
  108666. * Creates an BoundingBoxGizmo
  108667. * @param gizmoLayer The utility layer the gizmo will be added to
  108668. * @param color The color of the gizmo
  108669. */
  108670. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  108671. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108672. private _selectNode;
  108673. /**
  108674. * Updates the bounding box information for the Gizmo
  108675. */
  108676. updateBoundingBox(): void;
  108677. private _updateRotationSpheres;
  108678. private _updateScaleBoxes;
  108679. /**
  108680. * Enables rotation on the specified axis and disables rotation on the others
  108681. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  108682. */
  108683. setEnabledRotationAxis(axis: string): void;
  108684. /**
  108685. * Enables/disables scaling
  108686. * @param enable if scaling should be enabled
  108687. */
  108688. setEnabledScaling(enable: boolean): void;
  108689. private _updateDummy;
  108690. /**
  108691. * Enables a pointer drag behavior on the bounding box of the gizmo
  108692. */
  108693. enableDragBehavior(): void;
  108694. /**
  108695. * Disposes of the gizmo
  108696. */
  108697. dispose(): void;
  108698. /**
  108699. * Makes a mesh not pickable and wraps the mesh inside of a bounding box mesh that is pickable. (This is useful to avoid picking within complex geometry)
  108700. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  108701. * @returns the bounding box mesh with the passed in mesh as a child
  108702. */
  108703. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  108704. /**
  108705. * CustomMeshes are not supported by this gizmo
  108706. * @param mesh The mesh to replace the default mesh of the gizmo
  108707. */
  108708. setCustomMesh(mesh: Mesh): void;
  108709. }
  108710. }
  108711. declare module BABYLON {
  108712. /**
  108713. * Single plane rotation gizmo
  108714. */
  108715. export class PlaneRotationGizmo extends Gizmo {
  108716. /**
  108717. * Drag behavior responsible for the gizmos dragging interactions
  108718. */
  108719. dragBehavior: PointerDragBehavior;
  108720. private _pointerObserver;
  108721. /**
  108722. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  108723. */
  108724. snapDistance: number;
  108725. /**
  108726. * Event that fires each time the gizmo snaps to a new location.
  108727. * * snapDistance is the the change in distance
  108728. */
  108729. onSnapObservable: Observable<{
  108730. snapDistance: number;
  108731. }>;
  108732. private _isEnabled;
  108733. private _parent;
  108734. /**
  108735. * Creates a PlaneRotationGizmo
  108736. * @param gizmoLayer The utility layer the gizmo will be added to
  108737. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  108738. * @param color The color of the gizmo
  108739. * @param tessellation Amount of tessellation to be used when creating rotation circles
  108740. * @param useEulerRotation Use and update Euler angle instead of quaternion
  108741. */
  108742. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  108743. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  108744. /**
  108745. * If the gizmo is enabled
  108746. */
  108747. isEnabled: boolean;
  108748. /**
  108749. * Disposes of the gizmo
  108750. */
  108751. dispose(): void;
  108752. }
  108753. }
  108754. declare module BABYLON {
  108755. /**
  108756. * Gizmo that enables rotating a mesh along 3 axis
  108757. */
  108758. export class RotationGizmo extends Gizmo {
  108759. /**
  108760. * Internal gizmo used for interactions on the x axis
  108761. */
  108762. xGizmo: PlaneRotationGizmo;
  108763. /**
  108764. * Internal gizmo used for interactions on the y axis
  108765. */
  108766. yGizmo: PlaneRotationGizmo;
  108767. /**
  108768. * Internal gizmo used for interactions on the z axis
  108769. */
  108770. zGizmo: PlaneRotationGizmo;
  108771. /** Fires an event when any of it's sub gizmos are dragged */
  108772. onDragStartObservable: Observable<unknown>;
  108773. /** Fires an event when any of it's sub gizmos are released from dragging */
  108774. onDragEndObservable: Observable<unknown>;
  108775. private _meshAttached;
  108776. attachedMesh: Nullable<AbstractMesh>;
  108777. /**
  108778. * Creates a RotationGizmo
  108779. * @param gizmoLayer The utility layer the gizmo will be added to
  108780. * @param tessellation Amount of tessellation to be used when creating rotation circles
  108781. * @param useEulerRotation Use and update Euler angle instead of quaternion
  108782. */
  108783. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  108784. updateGizmoRotationToMatchAttachedMesh: boolean;
  108785. /**
  108786. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  108787. */
  108788. snapDistance: number;
  108789. /**
  108790. * Ratio for the scale of the gizmo (Default: 1)
  108791. */
  108792. scaleRatio: number;
  108793. /**
  108794. * Disposes of the gizmo
  108795. */
  108796. dispose(): void;
  108797. /**
  108798. * CustomMeshes are not supported by this gizmo
  108799. * @param mesh The mesh to replace the default mesh of the gizmo
  108800. */
  108801. setCustomMesh(mesh: Mesh): void;
  108802. }
  108803. }
  108804. declare module BABYLON {
  108805. /**
  108806. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  108807. */
  108808. export class GizmoManager implements IDisposable {
  108809. private scene;
  108810. /**
  108811. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  108812. */
  108813. gizmos: {
  108814. positionGizmo: Nullable<PositionGizmo>;
  108815. rotationGizmo: Nullable<RotationGizmo>;
  108816. scaleGizmo: Nullable<ScaleGizmo>;
  108817. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  108818. };
  108819. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  108820. clearGizmoOnEmptyPointerEvent: boolean;
  108821. /** Fires an event when the manager is attached to a mesh */
  108822. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  108823. private _gizmosEnabled;
  108824. private _pointerObserver;
  108825. private _attachedMesh;
  108826. private _boundingBoxColor;
  108827. private _defaultUtilityLayer;
  108828. private _defaultKeepDepthUtilityLayer;
  108829. /**
  108830. * When bounding box gizmo is enabled, this can be used to track drag/end events
  108831. */
  108832. boundingBoxDragBehavior: SixDofDragBehavior;
  108833. /**
  108834. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  108835. */
  108836. attachableMeshes: Nullable<Array<AbstractMesh>>;
  108837. /**
  108838. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  108839. */
  108840. usePointerToAttachGizmos: boolean;
  108841. /**
  108842. * Utility layer that the bounding box gizmo belongs to
  108843. */
  108844. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  108845. /**
  108846. * Utility layer that all gizmos besides bounding box belong to
  108847. */
  108848. readonly utilityLayer: UtilityLayerRenderer;
  108849. /**
  108850. * Instatiates a gizmo manager
  108851. * @param scene the scene to overlay the gizmos on top of
  108852. */
  108853. constructor(scene: Scene);
  108854. /**
  108855. * Attaches a set of gizmos to the specified mesh
  108856. * @param mesh The mesh the gizmo's should be attached to
  108857. */
  108858. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  108859. /**
  108860. * If the position gizmo is enabled
  108861. */
  108862. positionGizmoEnabled: boolean;
  108863. /**
  108864. * If the rotation gizmo is enabled
  108865. */
  108866. rotationGizmoEnabled: boolean;
  108867. /**
  108868. * If the scale gizmo is enabled
  108869. */
  108870. scaleGizmoEnabled: boolean;
  108871. /**
  108872. * If the boundingBox gizmo is enabled
  108873. */
  108874. boundingBoxGizmoEnabled: boolean;
  108875. /**
  108876. * Disposes of the gizmo manager
  108877. */
  108878. dispose(): void;
  108879. }
  108880. }
  108881. declare module BABYLON {
  108882. /**
  108883. * A directional light is defined by a direction (what a surprise!).
  108884. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  108885. * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
  108886. * Documentation: https://doc.babylonjs.com/babylon101/lights
  108887. */
  108888. export class DirectionalLight extends ShadowLight {
  108889. private _shadowFrustumSize;
  108890. /**
  108891. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  108892. */
  108893. /**
  108894. * Specifies a fix frustum size for the shadow generation.
  108895. */
  108896. shadowFrustumSize: number;
  108897. private _shadowOrthoScale;
  108898. /**
  108899. * Gets the shadow projection scale against the optimal computed one.
  108900. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  108901. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  108902. */
  108903. /**
  108904. * Sets the shadow projection scale against the optimal computed one.
  108905. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  108906. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  108907. */
  108908. shadowOrthoScale: number;
  108909. /**
  108910. * Automatically compute the projection matrix to best fit (including all the casters)
  108911. * on each frame.
  108912. */
  108913. autoUpdateExtends: boolean;
  108914. private _orthoLeft;
  108915. private _orthoRight;
  108916. private _orthoTop;
  108917. private _orthoBottom;
  108918. /**
  108919. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  108920. * The directional light is emitted from everywhere in the given direction.
  108921. * It can cast shadows.
  108922. * Documentation : https://doc.babylonjs.com/babylon101/lights
  108923. * @param name The friendly name of the light
  108924. * @param direction The direction of the light
  108925. * @param scene The scene the light belongs to
  108926. */
  108927. constructor(name: string, direction: Vector3, scene: Scene);
  108928. /**
  108929. * Returns the string "DirectionalLight".
  108930. * @return The class name
  108931. */
  108932. getClassName(): string;
  108933. /**
  108934. * Returns the integer 1.
  108935. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  108936. */
  108937. getTypeID(): number;
  108938. /**
  108939. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  108940. * Returns the DirectionalLight Shadow projection matrix.
  108941. */
  108942. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  108943. /**
  108944. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  108945. * Returns the DirectionalLight Shadow projection matrix.
  108946. */
  108947. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  108948. /**
  108949. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  108950. * Returns the DirectionalLight Shadow projection matrix.
  108951. */
  108952. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  108953. protected _buildUniformLayout(): void;
  108954. /**
  108955. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  108956. * @param effect The effect to update
  108957. * @param lightIndex The index of the light in the effect to update
  108958. * @returns The directional light
  108959. */
  108960. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  108961. /**
  108962. * Gets the minZ used for shadow according to both the scene and the light.
  108963. *
  108964. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  108965. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  108966. * @param activeCamera The camera we are returning the min for
  108967. * @returns the depth min z
  108968. */
  108969. getDepthMinZ(activeCamera: Camera): number;
  108970. /**
  108971. * Gets the maxZ used for shadow according to both the scene and the light.
  108972. *
  108973. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  108974. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  108975. * @param activeCamera The camera we are returning the max for
  108976. * @returns the depth max z
  108977. */
  108978. getDepthMaxZ(activeCamera: Camera): number;
  108979. /**
  108980. * Prepares the list of defines specific to the light type.
  108981. * @param defines the list of defines
  108982. * @param lightIndex defines the index of the light for the effect
  108983. */
  108984. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  108985. }
  108986. }
  108987. declare module BABYLON {
  108988. /**
  108989. * Class containing static functions to help procedurally build meshes
  108990. */
  108991. export class HemisphereBuilder {
  108992. /**
  108993. * Creates a hemisphere mesh
  108994. * @param name defines the name of the mesh
  108995. * @param options defines the options used to create the mesh
  108996. * @param scene defines the hosting scene
  108997. * @returns the hemisphere mesh
  108998. */
  108999. static CreateHemisphere(name: string, options: {
  109000. segments?: number;
  109001. diameter?: number;
  109002. sideOrientation?: number;
  109003. }, scene: any): Mesh;
  109004. }
  109005. }
  109006. declare module BABYLON {
  109007. /**
  109008. * A spot light is defined by a position, a direction, an angle, and an exponent.
  109009. * These values define a cone of light starting from the position, emitting toward the direction.
  109010. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  109011. * and the exponent defines the speed of the decay of the light with distance (reach).
  109012. * Documentation: https://doc.babylonjs.com/babylon101/lights
  109013. */
  109014. export class SpotLight extends ShadowLight {
  109015. private _angle;
  109016. private _innerAngle;
  109017. private _cosHalfAngle;
  109018. private _lightAngleScale;
  109019. private _lightAngleOffset;
  109020. /**
  109021. * Gets the cone angle of the spot light in Radians.
  109022. */
  109023. /**
  109024. * Sets the cone angle of the spot light in Radians.
  109025. */
  109026. angle: number;
  109027. /**
  109028. * Only used in gltf falloff mode, this defines the angle where
  109029. * the directional falloff will start before cutting at angle which could be seen
  109030. * as outer angle.
  109031. */
  109032. /**
  109033. * Only used in gltf falloff mode, this defines the angle where
  109034. * the directional falloff will start before cutting at angle which could be seen
  109035. * as outer angle.
  109036. */
  109037. innerAngle: number;
  109038. private _shadowAngleScale;
  109039. /**
  109040. * Allows scaling the angle of the light for shadow generation only.
  109041. */
  109042. /**
  109043. * Allows scaling the angle of the light for shadow generation only.
  109044. */
  109045. shadowAngleScale: number;
  109046. /**
  109047. * The light decay speed with the distance from the emission spot.
  109048. */
  109049. exponent: number;
  109050. private _projectionTextureMatrix;
  109051. /**
  109052. * Allows reading the projecton texture
  109053. */
  109054. readonly projectionTextureMatrix: Matrix;
  109055. protected _projectionTextureLightNear: number;
  109056. /**
  109057. * Gets the near clip of the Spotlight for texture projection.
  109058. */
  109059. /**
  109060. * Sets the near clip of the Spotlight for texture projection.
  109061. */
  109062. projectionTextureLightNear: number;
  109063. protected _projectionTextureLightFar: number;
  109064. /**
  109065. * Gets the far clip of the Spotlight for texture projection.
  109066. */
  109067. /**
  109068. * Sets the far clip of the Spotlight for texture projection.
  109069. */
  109070. projectionTextureLightFar: number;
  109071. protected _projectionTextureUpDirection: Vector3;
  109072. /**
  109073. * Gets the Up vector of the Spotlight for texture projection.
  109074. */
  109075. /**
  109076. * Sets the Up vector of the Spotlight for texture projection.
  109077. */
  109078. projectionTextureUpDirection: Vector3;
  109079. private _projectionTexture;
  109080. /**
  109081. * Gets the projection texture of the light.
  109082. */
  109083. /**
  109084. * Sets the projection texture of the light.
  109085. */
  109086. projectionTexture: Nullable<BaseTexture>;
  109087. private _projectionTextureViewLightDirty;
  109088. private _projectionTextureProjectionLightDirty;
  109089. private _projectionTextureDirty;
  109090. private _projectionTextureViewTargetVector;
  109091. private _projectionTextureViewLightMatrix;
  109092. private _projectionTextureProjectionLightMatrix;
  109093. private _projectionTextureScalingMatrix;
  109094. /**
  109095. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  109096. * It can cast shadows.
  109097. * Documentation : https://doc.babylonjs.com/babylon101/lights
  109098. * @param name The light friendly name
  109099. * @param position The position of the spot light in the scene
  109100. * @param direction The direction of the light in the scene
  109101. * @param angle The cone angle of the light in Radians
  109102. * @param exponent The light decay speed with the distance from the emission spot
  109103. * @param scene The scene the lights belongs to
  109104. */
  109105. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  109106. /**
  109107. * Returns the string "SpotLight".
  109108. * @returns the class name
  109109. */
  109110. getClassName(): string;
  109111. /**
  109112. * Returns the integer 2.
  109113. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  109114. */
  109115. getTypeID(): number;
  109116. /**
  109117. * Overrides the direction setter to recompute the projection texture view light Matrix.
  109118. */
  109119. protected _setDirection(value: Vector3): void;
  109120. /**
  109121. * Overrides the position setter to recompute the projection texture view light Matrix.
  109122. */
  109123. protected _setPosition(value: Vector3): void;
  109124. /**
  109125. * Sets the passed matrix "matrix" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.
  109126. * Returns the SpotLight.
  109127. */
  109128. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  109129. protected _computeProjectionTextureViewLightMatrix(): void;
  109130. protected _computeProjectionTextureProjectionLightMatrix(): void;
  109131. /**
  109132. * Main function for light texture projection matrix computing.
  109133. */
  109134. protected _computeProjectionTextureMatrix(): void;
  109135. protected _buildUniformLayout(): void;
  109136. private _computeAngleValues;
  109137. /**
  109138. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  109139. * @param effect The effect to update
  109140. * @param lightIndex The index of the light in the effect to update
  109141. * @returns The spot light
  109142. */
  109143. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  109144. /**
  109145. * Disposes the light and the associated resources.
  109146. */
  109147. dispose(): void;
  109148. /**
  109149. * Prepares the list of defines specific to the light type.
  109150. * @param defines the list of defines
  109151. * @param lightIndex defines the index of the light for the effect
  109152. */
  109153. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  109154. }
  109155. }
  109156. declare module BABYLON {
  109157. /**
  109158. * Gizmo that enables viewing a light
  109159. */
  109160. export class LightGizmo extends Gizmo {
  109161. private _lightMesh;
  109162. private _material;
  109163. private cachedPosition;
  109164. private cachedForward;
  109165. /**
  109166. * Creates a LightGizmo
  109167. * @param gizmoLayer The utility layer the gizmo will be added to
  109168. */
  109169. constructor(gizmoLayer?: UtilityLayerRenderer);
  109170. private _light;
  109171. /**
  109172. * The light that the gizmo is attached to
  109173. */
  109174. light: Nullable<Light>;
  109175. /**
  109176. * Gets the material used to render the light gizmo
  109177. */
  109178. readonly material: StandardMaterial;
  109179. /**
  109180. * @hidden
  109181. * Updates the gizmo to match the attached mesh's position/rotation
  109182. */
  109183. protected _update(): void;
  109184. private static _Scale;
  109185. /**
  109186. * Creates the lines for a light mesh
  109187. */
  109188. private static _createLightLines;
  109189. /**
  109190. * Disposes of the light gizmo
  109191. */
  109192. dispose(): void;
  109193. private static _CreateHemisphericLightMesh;
  109194. private static _CreatePointLightMesh;
  109195. private static _CreateSpotLightMesh;
  109196. private static _CreateDirectionalLightMesh;
  109197. }
  109198. }
  109199. declare module BABYLON {
  109200. /** @hidden */
  109201. export var backgroundFragmentDeclaration: {
  109202. name: string;
  109203. shader: string;
  109204. };
  109205. }
  109206. declare module BABYLON {
  109207. /** @hidden */
  109208. export var backgroundUboDeclaration: {
  109209. name: string;
  109210. shader: string;
  109211. };
  109212. }
  109213. declare module BABYLON {
  109214. /** @hidden */
  109215. export var backgroundPixelShader: {
  109216. name: string;
  109217. shader: string;
  109218. };
  109219. }
  109220. declare module BABYLON {
  109221. /** @hidden */
  109222. export var backgroundVertexDeclaration: {
  109223. name: string;
  109224. shader: string;
  109225. };
  109226. }
  109227. declare module BABYLON {
  109228. /** @hidden */
  109229. export var backgroundVertexShader: {
  109230. name: string;
  109231. shader: string;
  109232. };
  109233. }
  109234. declare module BABYLON {
  109235. /**
  109236. * Background material used to create an efficient environement around your scene.
  109237. */
  109238. export class BackgroundMaterial extends PushMaterial {
  109239. /**
  109240. * Standard reflectance value at parallel view angle.
  109241. */
  109242. static StandardReflectance0: number;
  109243. /**
  109244. * Standard reflectance value at grazing angle.
  109245. */
  109246. static StandardReflectance90: number;
  109247. protected _primaryColor: Color3;
  109248. /**
  109249. * Key light Color (multiply against the environement texture)
  109250. */
  109251. primaryColor: Color3;
  109252. protected __perceptualColor: Nullable<Color3>;
  109253. /**
  109254. * Experimental Internal Use Only.
  109255. *
  109256. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  109257. * This acts as a helper to set the primary color to a more "human friendly" value.
  109258. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  109259. * output color as close as possible from the chosen value.
  109260. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  109261. * part of lighting setup.)
  109262. */
  109263. _perceptualColor: Nullable<Color3>;
  109264. protected _primaryColorShadowLevel: float;
  109265. /**
  109266. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  109267. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  109268. */
  109269. primaryColorShadowLevel: float;
  109270. protected _primaryColorHighlightLevel: float;
  109271. /**
  109272. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  109273. * The primary color is used at the level chosen to define what the white area would look.
  109274. */
  109275. primaryColorHighlightLevel: float;
  109276. protected _reflectionTexture: Nullable<BaseTexture>;
  109277. /**
  109278. * Reflection Texture used in the material.
  109279. * Should be author in a specific way for the best result (refer to the documentation).
  109280. */
  109281. reflectionTexture: Nullable<BaseTexture>;
  109282. protected _reflectionBlur: float;
  109283. /**
  109284. * Reflection Texture level of blur.
  109285. *
  109286. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  109287. * texture twice.
  109288. */
  109289. reflectionBlur: float;
  109290. protected _diffuseTexture: Nullable<BaseTexture>;
  109291. /**
  109292. * Diffuse Texture used in the material.
  109293. * Should be author in a specific way for the best result (refer to the documentation).
  109294. */
  109295. diffuseTexture: Nullable<BaseTexture>;
  109296. protected _shadowLights: Nullable<IShadowLight[]>;
  109297. /**
  109298. * Specify the list of lights casting shadow on the material.
  109299. * All scene shadow lights will be included if null.
  109300. */
  109301. shadowLights: Nullable<IShadowLight[]>;
  109302. protected _shadowLevel: float;
  109303. /**
  109304. * Helps adjusting the shadow to a softer level if required.
  109305. * 0 means black shadows and 1 means no shadows.
  109306. */
  109307. shadowLevel: float;
  109308. protected _sceneCenter: Vector3;
  109309. /**
  109310. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  109311. * It is usually zero but might be interesting to modify according to your setup.
  109312. */
  109313. sceneCenter: Vector3;
  109314. protected _opacityFresnel: boolean;
  109315. /**
  109316. * This helps specifying that the material is falling off to the sky box at grazing angle.
  109317. * This helps ensuring a nice transition when the camera goes under the ground.
  109318. */
  109319. opacityFresnel: boolean;
  109320. protected _reflectionFresnel: boolean;
  109321. /**
  109322. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  109323. * This helps adding a mirror texture on the ground.
  109324. */
  109325. reflectionFresnel: boolean;
  109326. protected _reflectionFalloffDistance: number;
  109327. /**
  109328. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  109329. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  109330. */
  109331. reflectionFalloffDistance: number;
  109332. protected _reflectionAmount: number;
  109333. /**
  109334. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  109335. */
  109336. reflectionAmount: number;
  109337. protected _reflectionReflectance0: number;
  109338. /**
  109339. * This specifies the weight of the reflection at grazing angle.
  109340. */
  109341. reflectionReflectance0: number;
  109342. protected _reflectionReflectance90: number;
  109343. /**
  109344. * This specifies the weight of the reflection at a perpendicular point of view.
  109345. */
  109346. reflectionReflectance90: number;
  109347. /**
  109348. * Sets the reflection reflectance fresnel values according to the default standard
  109349. * empirically know to work well :-)
  109350. */
  109351. reflectionStandardFresnelWeight: number;
  109352. protected _useRGBColor: boolean;
  109353. /**
  109354. * Helps to directly use the maps channels instead of their level.
  109355. */
  109356. useRGBColor: boolean;
  109357. protected _enableNoise: boolean;
  109358. /**
  109359. * This helps reducing the banding effect that could occur on the background.
  109360. */
  109361. enableNoise: boolean;
  109362. /**
  109363. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  109364. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  109365. * Recommended to be keep at 1.0 except for special cases.
  109366. */
  109367. fovMultiplier: number;
  109368. private _fovMultiplier;
  109369. /**
  109370. * Enable the FOV adjustment feature controlled by fovMultiplier.
  109371. */
  109372. useEquirectangularFOV: boolean;
  109373. private _maxSimultaneousLights;
  109374. /**
  109375. * Number of Simultaneous lights allowed on the material.
  109376. */
  109377. maxSimultaneousLights: int;
  109378. /**
  109379. * Default configuration related to image processing available in the Background Material.
  109380. */
  109381. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  109382. /**
  109383. * Keep track of the image processing observer to allow dispose and replace.
  109384. */
  109385. private _imageProcessingObserver;
  109386. /**
  109387. * Attaches a new image processing configuration to the PBR Material.
  109388. * @param configuration (if null the scene configuration will be use)
  109389. */
  109390. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  109391. /**
  109392. * Gets the image processing configuration used either in this material.
  109393. */
  109394. /**
  109395. * Sets the Default image processing configuration used either in the this material.
  109396. *
  109397. * If sets to null, the scene one is in use.
  109398. */
  109399. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  109400. /**
  109401. * Gets wether the color curves effect is enabled.
  109402. */
  109403. /**
  109404. * Sets wether the color curves effect is enabled.
  109405. */
  109406. cameraColorCurvesEnabled: boolean;
  109407. /**
  109408. * Gets wether the color grading effect is enabled.
  109409. */
  109410. /**
  109411. * Gets wether the color grading effect is enabled.
  109412. */
  109413. cameraColorGradingEnabled: boolean;
  109414. /**
  109415. * Gets wether tonemapping is enabled or not.
  109416. */
  109417. /**
  109418. * Sets wether tonemapping is enabled or not
  109419. */
  109420. cameraToneMappingEnabled: boolean;
  109421. /**
  109422. * The camera exposure used on this material.
  109423. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109424. * This corresponds to a photographic exposure.
  109425. */
  109426. /**
  109427. * The camera exposure used on this material.
  109428. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  109429. * This corresponds to a photographic exposure.
  109430. */
  109431. cameraExposure: float;
  109432. /**
  109433. * Gets The camera contrast used on this material.
  109434. */
  109435. /**
  109436. * Sets The camera contrast used on this material.
  109437. */
  109438. cameraContrast: float;
  109439. /**
  109440. * Gets the Color Grading 2D Lookup Texture.
  109441. */
  109442. /**
  109443. * Sets the Color Grading 2D Lookup Texture.
  109444. */
  109445. cameraColorGradingTexture: Nullable<BaseTexture>;
  109446. /**
  109447. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109448. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109449. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  109450. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109451. */
  109452. /**
  109453. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  109454. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  109455. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  109456. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  109457. */
  109458. cameraColorCurves: Nullable<ColorCurves>;
  109459. /**
  109460. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  109461. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  109462. */
  109463. switchToBGR: boolean;
  109464. private _renderTargets;
  109465. private _reflectionControls;
  109466. private _white;
  109467. private _primaryShadowColor;
  109468. private _primaryHighlightColor;
  109469. /**
  109470. * Instantiates a Background Material in the given scene
  109471. * @param name The friendly name of the material
  109472. * @param scene The scene to add the material to
  109473. */
  109474. constructor(name: string, scene: Scene);
  109475. /**
  109476. * Gets a boolean indicating that current material needs to register RTT
  109477. */
  109478. readonly hasRenderTargetTextures: boolean;
  109479. /**
  109480. * The entire material has been created in order to prevent overdraw.
  109481. * @returns false
  109482. */
  109483. needAlphaTesting(): boolean;
  109484. /**
  109485. * The entire material has been created in order to prevent overdraw.
  109486. * @returns true if blending is enable
  109487. */
  109488. needAlphaBlending(): boolean;
  109489. /**
  109490. * Checks wether the material is ready to be rendered for a given mesh.
  109491. * @param mesh The mesh to render
  109492. * @param subMesh The submesh to check against
  109493. * @param useInstances Specify wether or not the material is used with instances
  109494. * @returns true if all the dependencies are ready (Textures, Effects...)
  109495. */
  109496. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  109497. /**
  109498. * Compute the primary color according to the chosen perceptual color.
  109499. */
  109500. private _computePrimaryColorFromPerceptualColor;
  109501. /**
  109502. * Compute the highlights and shadow colors according to their chosen levels.
  109503. */
  109504. private _computePrimaryColors;
  109505. /**
  109506. * Build the uniform buffer used in the material.
  109507. */
  109508. buildUniformLayout(): void;
  109509. /**
  109510. * Unbind the material.
  109511. */
  109512. unbind(): void;
  109513. /**
  109514. * Bind only the world matrix to the material.
  109515. * @param world The world matrix to bind.
  109516. */
  109517. bindOnlyWorldMatrix(world: Matrix): void;
  109518. /**
  109519. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  109520. * @param world The world matrix to bind.
  109521. * @param subMesh The submesh to bind for.
  109522. */
  109523. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  109524. /**
  109525. * Dispose the material.
  109526. * @param forceDisposeEffect Force disposal of the associated effect.
  109527. * @param forceDisposeTextures Force disposal of the associated textures.
  109528. */
  109529. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  109530. /**
  109531. * Clones the material.
  109532. * @param name The cloned name.
  109533. * @returns The cloned material.
  109534. */
  109535. clone(name: string): BackgroundMaterial;
  109536. /**
  109537. * Serializes the current material to its JSON representation.
  109538. * @returns The JSON representation.
  109539. */
  109540. serialize(): any;
  109541. /**
  109542. * Gets the class name of the material
  109543. * @returns "BackgroundMaterial"
  109544. */
  109545. getClassName(): string;
  109546. /**
  109547. * Parse a JSON input to create back a background material.
  109548. * @param source The JSON data to parse
  109549. * @param scene The scene to create the parsed material in
  109550. * @param rootUrl The root url of the assets the material depends upon
  109551. * @returns the instantiated BackgroundMaterial.
  109552. */
  109553. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  109554. }
  109555. }
  109556. declare module BABYLON {
  109557. /**
  109558. * Represents the different options available during the creation of
  109559. * a Environment helper.
  109560. *
  109561. * This can control the default ground, skybox and image processing setup of your scene.
  109562. */
  109563. export interface IEnvironmentHelperOptions {
  109564. /**
  109565. * Specifies wether or not to create a ground.
  109566. * True by default.
  109567. */
  109568. createGround: boolean;
  109569. /**
  109570. * Specifies the ground size.
  109571. * 15 by default.
  109572. */
  109573. groundSize: number;
  109574. /**
  109575. * The texture used on the ground for the main color.
  109576. * Comes from the BabylonJS CDN by default.
  109577. *
  109578. * Remarks: Can be either a texture or a url.
  109579. */
  109580. groundTexture: string | BaseTexture;
  109581. /**
  109582. * The color mixed in the ground texture by default.
  109583. * BabylonJS clearColor by default.
  109584. */
  109585. groundColor: Color3;
  109586. /**
  109587. * Specifies the ground opacity.
  109588. * 1 by default.
  109589. */
  109590. groundOpacity: number;
  109591. /**
  109592. * Enables the ground to receive shadows.
  109593. * True by default.
  109594. */
  109595. enableGroundShadow: boolean;
  109596. /**
  109597. * Helps preventing the shadow to be fully black on the ground.
  109598. * 0.5 by default.
  109599. */
  109600. groundShadowLevel: number;
  109601. /**
  109602. * Creates a mirror texture attach to the ground.
  109603. * false by default.
  109604. */
  109605. enableGroundMirror: boolean;
  109606. /**
  109607. * Specifies the ground mirror size ratio.
  109608. * 0.3 by default as the default kernel is 64.
  109609. */
  109610. groundMirrorSizeRatio: number;
  109611. /**
  109612. * Specifies the ground mirror blur kernel size.
  109613. * 64 by default.
  109614. */
  109615. groundMirrorBlurKernel: number;
  109616. /**
  109617. * Specifies the ground mirror visibility amount.
  109618. * 1 by default
  109619. */
  109620. groundMirrorAmount: number;
  109621. /**
  109622. * Specifies the ground mirror reflectance weight.
  109623. * This uses the standard weight of the background material to setup the fresnel effect
  109624. * of the mirror.
  109625. * 1 by default.
  109626. */
  109627. groundMirrorFresnelWeight: number;
  109628. /**
  109629. * Specifies the ground mirror Falloff distance.
  109630. * This can helps reducing the size of the reflection.
  109631. * 0 by Default.
  109632. */
  109633. groundMirrorFallOffDistance: number;
  109634. /**
  109635. * Specifies the ground mirror texture type.
  109636. * Unsigned Int by Default.
  109637. */
  109638. groundMirrorTextureType: number;
  109639. /**
  109640. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  109641. * the shown objects.
  109642. */
  109643. groundYBias: number;
  109644. /**
  109645. * Specifies wether or not to create a skybox.
  109646. * True by default.
  109647. */
  109648. createSkybox: boolean;
  109649. /**
  109650. * Specifies the skybox size.
  109651. * 20 by default.
  109652. */
  109653. skyboxSize: number;
  109654. /**
  109655. * The texture used on the skybox for the main color.
  109656. * Comes from the BabylonJS CDN by default.
  109657. *
  109658. * Remarks: Can be either a texture or a url.
  109659. */
  109660. skyboxTexture: string | BaseTexture;
  109661. /**
  109662. * The color mixed in the skybox texture by default.
  109663. * BabylonJS clearColor by default.
  109664. */
  109665. skyboxColor: Color3;
  109666. /**
  109667. * The background rotation around the Y axis of the scene.
  109668. * This helps aligning the key lights of your scene with the background.
  109669. * 0 by default.
  109670. */
  109671. backgroundYRotation: number;
  109672. /**
  109673. * Compute automatically the size of the elements to best fit with the scene.
  109674. */
  109675. sizeAuto: boolean;
  109676. /**
  109677. * Default position of the rootMesh if autoSize is not true.
  109678. */
  109679. rootPosition: Vector3;
  109680. /**
  109681. * Sets up the image processing in the scene.
  109682. * true by default.
  109683. */
  109684. setupImageProcessing: boolean;
  109685. /**
  109686. * The texture used as your environment texture in the scene.
  109687. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  109688. *
  109689. * Remarks: Can be either a texture or a url.
  109690. */
  109691. environmentTexture: string | BaseTexture;
  109692. /**
  109693. * The value of the exposure to apply to the scene.
  109694. * 0.6 by default if setupImageProcessing is true.
  109695. */
  109696. cameraExposure: number;
  109697. /**
  109698. * The value of the contrast to apply to the scene.
  109699. * 1.6 by default if setupImageProcessing is true.
  109700. */
  109701. cameraContrast: number;
  109702. /**
  109703. * Specifies wether or not tonemapping should be enabled in the scene.
  109704. * true by default if setupImageProcessing is true.
  109705. */
  109706. toneMappingEnabled: boolean;
  109707. }
  109708. /**
  109709. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  109710. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  109711. * It also helps with the default setup of your imageProcessing configuration.
  109712. */
  109713. export class EnvironmentHelper {
  109714. /**
  109715. * Default ground texture URL.
  109716. */
  109717. private static _groundTextureCDNUrl;
  109718. /**
  109719. * Default skybox texture URL.
  109720. */
  109721. private static _skyboxTextureCDNUrl;
  109722. /**
  109723. * Default environment texture URL.
  109724. */
  109725. private static _environmentTextureCDNUrl;
  109726. /**
  109727. * Creates the default options for the helper.
  109728. */
  109729. private static _getDefaultOptions;
  109730. private _rootMesh;
  109731. /**
  109732. * Gets the root mesh created by the helper.
  109733. */
  109734. readonly rootMesh: Mesh;
  109735. private _skybox;
  109736. /**
  109737. * Gets the skybox created by the helper.
  109738. */
  109739. readonly skybox: Nullable<Mesh>;
  109740. private _skyboxTexture;
  109741. /**
  109742. * Gets the skybox texture created by the helper.
  109743. */
  109744. readonly skyboxTexture: Nullable<BaseTexture>;
  109745. private _skyboxMaterial;
  109746. /**
  109747. * Gets the skybox material created by the helper.
  109748. */
  109749. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  109750. private _ground;
  109751. /**
  109752. * Gets the ground mesh created by the helper.
  109753. */
  109754. readonly ground: Nullable<Mesh>;
  109755. private _groundTexture;
  109756. /**
  109757. * Gets the ground texture created by the helper.
  109758. */
  109759. readonly groundTexture: Nullable<BaseTexture>;
  109760. private _groundMirror;
  109761. /**
  109762. * Gets the ground mirror created by the helper.
  109763. */
  109764. readonly groundMirror: Nullable<MirrorTexture>;
  109765. /**
  109766. * Gets the ground mirror render list to helps pushing the meshes
  109767. * you wish in the ground reflection.
  109768. */
  109769. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  109770. private _groundMaterial;
  109771. /**
  109772. * Gets the ground material created by the helper.
  109773. */
  109774. readonly groundMaterial: Nullable<BackgroundMaterial>;
  109775. /**
  109776. * Stores the creation options.
  109777. */
  109778. private readonly _scene;
  109779. private _options;
  109780. /**
  109781. * This observable will be notified with any error during the creation of the environment,
  109782. * mainly texture creation errors.
  109783. */
  109784. onErrorObservable: Observable<{
  109785. message?: string;
  109786. exception?: any;
  109787. }>;
  109788. /**
  109789. * constructor
  109790. * @param options Defines the options we want to customize the helper
  109791. * @param scene The scene to add the material to
  109792. */
  109793. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  109794. /**
  109795. * Updates the background according to the new options
  109796. * @param options
  109797. */
  109798. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  109799. /**
  109800. * Sets the primary color of all the available elements.
  109801. * @param color the main color to affect to the ground and the background
  109802. */
  109803. setMainColor(color: Color3): void;
  109804. /**
  109805. * Setup the image processing according to the specified options.
  109806. */
  109807. private _setupImageProcessing;
  109808. /**
  109809. * Setup the environment texture according to the specified options.
  109810. */
  109811. private _setupEnvironmentTexture;
  109812. /**
  109813. * Setup the background according to the specified options.
  109814. */
  109815. private _setupBackground;
  109816. /**
  109817. * Get the scene sizes according to the setup.
  109818. */
  109819. private _getSceneSize;
  109820. /**
  109821. * Setup the ground according to the specified options.
  109822. */
  109823. private _setupGround;
  109824. /**
  109825. * Setup the ground material according to the specified options.
  109826. */
  109827. private _setupGroundMaterial;
  109828. /**
  109829. * Setup the ground diffuse texture according to the specified options.
  109830. */
  109831. private _setupGroundDiffuseTexture;
  109832. /**
  109833. * Setup the ground mirror texture according to the specified options.
  109834. */
  109835. private _setupGroundMirrorTexture;
  109836. /**
  109837. * Setup the ground to receive the mirror texture.
  109838. */
  109839. private _setupMirrorInGroundMaterial;
  109840. /**
  109841. * Setup the skybox according to the specified options.
  109842. */
  109843. private _setupSkybox;
  109844. /**
  109845. * Setup the skybox material according to the specified options.
  109846. */
  109847. private _setupSkyboxMaterial;
  109848. /**
  109849. * Setup the skybox reflection texture according to the specified options.
  109850. */
  109851. private _setupSkyboxReflectionTexture;
  109852. private _errorHandler;
  109853. /**
  109854. * Dispose all the elements created by the Helper.
  109855. */
  109856. dispose(): void;
  109857. }
  109858. }
  109859. declare module BABYLON {
  109860. /**
  109861. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  109862. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  109863. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  109864. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  109865. */
  109866. export class PhotoDome extends TransformNode {
  109867. /**
  109868. * Define the image as a Monoscopic panoramic 360 image.
  109869. */
  109870. static readonly MODE_MONOSCOPIC: number;
  109871. /**
  109872. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  109873. */
  109874. static readonly MODE_TOPBOTTOM: number;
  109875. /**
  109876. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  109877. */
  109878. static readonly MODE_SIDEBYSIDE: number;
  109879. private _useDirectMapping;
  109880. /**
  109881. * The texture being displayed on the sphere
  109882. */
  109883. protected _photoTexture: Texture;
  109884. /**
  109885. * Gets or sets the texture being displayed on the sphere
  109886. */
  109887. photoTexture: Texture;
  109888. /**
  109889. * Observable raised when an error occured while loading the 360 image
  109890. */
  109891. onLoadErrorObservable: Observable<string>;
  109892. /**
  109893. * The skybox material
  109894. */
  109895. protected _material: BackgroundMaterial;
  109896. /**
  109897. * The surface used for the skybox
  109898. */
  109899. protected _mesh: Mesh;
  109900. /**
  109901. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  109902. * Also see the options.resolution property.
  109903. */
  109904. fovMultiplier: number;
  109905. private _imageMode;
  109906. /**
  109907. * Gets or set the current video mode for the video. It can be:
  109908. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  109909. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  109910. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  109911. */
  109912. imageMode: number;
  109913. /**
  109914. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  109915. * @param name Element's name, child elements will append suffixes for their own names.
  109916. * @param urlsOfPhoto defines the url of the photo to display
  109917. * @param options defines an object containing optional or exposed sub element properties
  109918. * @param onError defines a callback called when an error occured while loading the texture
  109919. */
  109920. constructor(name: string, urlOfPhoto: string, options: {
  109921. resolution?: number;
  109922. size?: number;
  109923. useDirectMapping?: boolean;
  109924. faceForward?: boolean;
  109925. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  109926. private _onBeforeCameraRenderObserver;
  109927. private _changeImageMode;
  109928. /**
  109929. * Releases resources associated with this node.
  109930. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  109931. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  109932. */
  109933. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  109934. }
  109935. }
  109936. declare module BABYLON {
  109937. /** @hidden */
  109938. export var rgbdDecodePixelShader: {
  109939. name: string;
  109940. shader: string;
  109941. };
  109942. }
  109943. declare module BABYLON {
  109944. /**
  109945. * Class used to host texture specific utilities
  109946. */
  109947. export class BRDFTextureTools {
  109948. /**
  109949. * Expand the BRDF Texture from RGBD to Half Float if necessary.
  109950. * @param texture the texture to expand.
  109951. */
  109952. private static _ExpandDefaultBRDFTexture;
  109953. /**
  109954. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  109955. * @param scene defines the hosting scene
  109956. * @returns the environment BRDF texture
  109957. */
  109958. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  109959. private static _environmentBRDFBase64Texture;
  109960. }
  109961. }
  109962. declare module BABYLON {
  109963. /**
  109964. * @hidden
  109965. */
  109966. export interface IMaterialClearCoatDefines {
  109967. CLEARCOAT: boolean;
  109968. CLEARCOAT_DEFAULTIOR: boolean;
  109969. CLEARCOAT_TEXTURE: boolean;
  109970. CLEARCOAT_TEXTUREDIRECTUV: number;
  109971. CLEARCOAT_BUMP: boolean;
  109972. CLEARCOAT_BUMPDIRECTUV: number;
  109973. CLEARCOAT_TINT: boolean;
  109974. CLEARCOAT_TINT_TEXTURE: boolean;
  109975. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  109976. /** @hidden */
  109977. _areTexturesDirty: boolean;
  109978. }
  109979. /**
  109980. * Define the code related to the clear coat parameters of the pbr material.
  109981. */
  109982. export class PBRClearCoatConfiguration {
  109983. /**
  109984. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  109985. * The default fits with a polyurethane material.
  109986. */
  109987. private static readonly _DefaultIndexOfRefraction;
  109988. private _isEnabled;
  109989. /**
  109990. * Defines if the clear coat is enabled in the material.
  109991. */
  109992. isEnabled: boolean;
  109993. /**
  109994. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  109995. */
  109996. intensity: number;
  109997. /**
  109998. * Defines the clear coat layer roughness.
  109999. */
  110000. roughness: number;
  110001. private _indexOfRefraction;
  110002. /**
  110003. * Defines the index of refraction of the clear coat.
  110004. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  110005. * The default fits with a polyurethane material.
  110006. * Changing the default value is more performance intensive.
  110007. */
  110008. indexOfRefraction: number;
  110009. private _texture;
  110010. /**
  110011. * Stores the clear coat values in a texture.
  110012. */
  110013. texture: Nullable<BaseTexture>;
  110014. private _bumpTexture;
  110015. /**
  110016. * Define the clear coat specific bump texture.
  110017. */
  110018. bumpTexture: Nullable<BaseTexture>;
  110019. private _isTintEnabled;
  110020. /**
  110021. * Defines if the clear coat tint is enabled in the material.
  110022. */
  110023. isTintEnabled: boolean;
  110024. /**
  110025. * Defines the clear coat tint of the material.
  110026. * This is only use if tint is enabled
  110027. */
  110028. tintColor: Color3;
  110029. /**
  110030. * Defines the distance at which the tint color should be found in the
  110031. * clear coat media.
  110032. * This is only use if tint is enabled
  110033. */
  110034. tintColorAtDistance: number;
  110035. /**
  110036. * Defines the clear coat layer thickness.
  110037. * This is only use if tint is enabled
  110038. */
  110039. tintThickness: number;
  110040. private _tintTexture;
  110041. /**
  110042. * Stores the clear tint values in a texture.
  110043. * rgb is tint
  110044. * a is a thickness factor
  110045. */
  110046. tintTexture: Nullable<BaseTexture>;
  110047. /** @hidden */
  110048. private _internalMarkAllSubMeshesAsTexturesDirty;
  110049. /** @hidden */
  110050. _markAllSubMeshesAsTexturesDirty(): void;
  110051. /**
  110052. * Instantiate a new istance of clear coat configuration.
  110053. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110054. */
  110055. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110056. /**
  110057. * Gets wehter the submesh is ready to be used or not.
  110058. * @param defines the list of "defines" to update.
  110059. * @param scene defines the scene the material belongs to.
  110060. * @param engine defines the engine the material belongs to.
  110061. * @param disableBumpMap defines wether the material disables bump or not.
  110062. * @returns - boolean indicating that the submesh is ready or not.
  110063. */
  110064. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  110065. /**
  110066. * Checks to see if a texture is used in the material.
  110067. * @param defines the list of "defines" to update.
  110068. * @param scene defines the scene to the material belongs to.
  110069. */
  110070. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  110071. /**
  110072. * Binds the material data.
  110073. * @param uniformBuffer defines the Uniform buffer to fill in.
  110074. * @param scene defines the scene the material belongs to.
  110075. * @param engine defines the engine the material belongs to.
  110076. * @param disableBumpMap defines wether the material disables bump or not.
  110077. * @param isFrozen defines wether the material is frozen or not.
  110078. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  110079. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  110080. */
  110081. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  110082. /**
  110083. * Checks to see if a texture is used in the material.
  110084. * @param texture - Base texture to use.
  110085. * @returns - Boolean specifying if a texture is used in the material.
  110086. */
  110087. hasTexture(texture: BaseTexture): boolean;
  110088. /**
  110089. * Returns an array of the actively used textures.
  110090. * @param activeTextures Array of BaseTextures
  110091. */
  110092. getActiveTextures(activeTextures: BaseTexture[]): void;
  110093. /**
  110094. * Returns the animatable textures.
  110095. * @param animatables Array of animatable textures.
  110096. */
  110097. getAnimatables(animatables: IAnimatable[]): void;
  110098. /**
  110099. * Disposes the resources of the material.
  110100. * @param forceDisposeTextures - Forces the disposal of all textures.
  110101. */
  110102. dispose(forceDisposeTextures?: boolean): void;
  110103. /**
  110104. * Get the current class name of the texture useful for serialization or dynamic coding.
  110105. * @returns "PBRClearCoatConfiguration"
  110106. */
  110107. getClassName(): string;
  110108. /**
  110109. * Add fallbacks to the effect fallbacks list.
  110110. * @param defines defines the Base texture to use.
  110111. * @param fallbacks defines the current fallback list.
  110112. * @param currentRank defines the current fallback rank.
  110113. * @returns the new fallback rank.
  110114. */
  110115. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110116. /**
  110117. * Add the required uniforms to the current list.
  110118. * @param uniforms defines the current uniform list.
  110119. */
  110120. static AddUniforms(uniforms: string[]): void;
  110121. /**
  110122. * Add the required samplers to the current list.
  110123. * @param samplers defines the current sampler list.
  110124. */
  110125. static AddSamplers(samplers: string[]): void;
  110126. /**
  110127. * Add the required uniforms to the current buffer.
  110128. * @param uniformBuffer defines the current uniform buffer.
  110129. */
  110130. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110131. /**
  110132. * Makes a duplicate of the current configuration into another one.
  110133. * @param clearCoatConfiguration define the config where to copy the info
  110134. */
  110135. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  110136. /**
  110137. * Serializes this clear coat configuration.
  110138. * @returns - An object with the serialized config.
  110139. */
  110140. serialize(): any;
  110141. /**
  110142. * Parses a anisotropy Configuration from a serialized object.
  110143. * @param source - Serialized object.
  110144. * @param scene Defines the scene we are parsing for
  110145. * @param rootUrl Defines the rootUrl to load from
  110146. */
  110147. parse(source: any, scene: Scene, rootUrl: string): void;
  110148. }
  110149. }
  110150. declare module BABYLON {
  110151. /**
  110152. * @hidden
  110153. */
  110154. export interface IMaterialAnisotropicDefines {
  110155. ANISOTROPIC: boolean;
  110156. ANISOTROPIC_TEXTURE: boolean;
  110157. ANISOTROPIC_TEXTUREDIRECTUV: number;
  110158. MAINUV1: boolean;
  110159. _areTexturesDirty: boolean;
  110160. _needUVs: boolean;
  110161. }
  110162. /**
  110163. * Define the code related to the anisotropic parameters of the pbr material.
  110164. */
  110165. export class PBRAnisotropicConfiguration {
  110166. private _isEnabled;
  110167. /**
  110168. * Defines if the anisotropy is enabled in the material.
  110169. */
  110170. isEnabled: boolean;
  110171. /**
  110172. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  110173. */
  110174. intensity: number;
  110175. /**
  110176. * Defines if the effect is along the tangents, bitangents or in between.
  110177. * By default, the effect is "strectching" the highlights along the tangents.
  110178. */
  110179. direction: Vector2;
  110180. private _texture;
  110181. /**
  110182. * Stores the anisotropy values in a texture.
  110183. * rg is direction (like normal from -1 to 1)
  110184. * b is a intensity
  110185. */
  110186. texture: Nullable<BaseTexture>;
  110187. /** @hidden */
  110188. private _internalMarkAllSubMeshesAsTexturesDirty;
  110189. /** @hidden */
  110190. _markAllSubMeshesAsTexturesDirty(): void;
  110191. /**
  110192. * Instantiate a new istance of anisotropy configuration.
  110193. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110194. */
  110195. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110196. /**
  110197. * Specifies that the submesh is ready to be used.
  110198. * @param defines the list of "defines" to update.
  110199. * @param scene defines the scene the material belongs to.
  110200. * @returns - boolean indicating that the submesh is ready or not.
  110201. */
  110202. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  110203. /**
  110204. * Checks to see if a texture is used in the material.
  110205. * @param defines the list of "defines" to update.
  110206. * @param mesh the mesh we are preparing the defines for.
  110207. * @param scene defines the scene the material belongs to.
  110208. */
  110209. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  110210. /**
  110211. * Binds the material data.
  110212. * @param uniformBuffer defines the Uniform buffer to fill in.
  110213. * @param scene defines the scene the material belongs to.
  110214. * @param isFrozen defines wether the material is frozen or not.
  110215. */
  110216. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  110217. /**
  110218. * Checks to see if a texture is used in the material.
  110219. * @param texture - Base texture to use.
  110220. * @returns - Boolean specifying if a texture is used in the material.
  110221. */
  110222. hasTexture(texture: BaseTexture): boolean;
  110223. /**
  110224. * Returns an array of the actively used textures.
  110225. * @param activeTextures Array of BaseTextures
  110226. */
  110227. getActiveTextures(activeTextures: BaseTexture[]): void;
  110228. /**
  110229. * Returns the animatable textures.
  110230. * @param animatables Array of animatable textures.
  110231. */
  110232. getAnimatables(animatables: IAnimatable[]): void;
  110233. /**
  110234. * Disposes the resources of the material.
  110235. * @param forceDisposeTextures - Forces the disposal of all textures.
  110236. */
  110237. dispose(forceDisposeTextures?: boolean): void;
  110238. /**
  110239. * Get the current class name of the texture useful for serialization or dynamic coding.
  110240. * @returns "PBRAnisotropicConfiguration"
  110241. */
  110242. getClassName(): string;
  110243. /**
  110244. * Add fallbacks to the effect fallbacks list.
  110245. * @param defines defines the Base texture to use.
  110246. * @param fallbacks defines the current fallback list.
  110247. * @param currentRank defines the current fallback rank.
  110248. * @returns the new fallback rank.
  110249. */
  110250. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110251. /**
  110252. * Add the required uniforms to the current list.
  110253. * @param uniforms defines the current uniform list.
  110254. */
  110255. static AddUniforms(uniforms: string[]): void;
  110256. /**
  110257. * Add the required uniforms to the current buffer.
  110258. * @param uniformBuffer defines the current uniform buffer.
  110259. */
  110260. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110261. /**
  110262. * Add the required samplers to the current list.
  110263. * @param samplers defines the current sampler list.
  110264. */
  110265. static AddSamplers(samplers: string[]): void;
  110266. /**
  110267. * Makes a duplicate of the current configuration into another one.
  110268. * @param anisotropicConfiguration define the config where to copy the info
  110269. */
  110270. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  110271. /**
  110272. * Serializes this anisotropy configuration.
  110273. * @returns - An object with the serialized config.
  110274. */
  110275. serialize(): any;
  110276. /**
  110277. * Parses a anisotropy Configuration from a serialized object.
  110278. * @param source - Serialized object.
  110279. * @param scene Defines the scene we are parsing for
  110280. * @param rootUrl Defines the rootUrl to load from
  110281. */
  110282. parse(source: any, scene: Scene, rootUrl: string): void;
  110283. }
  110284. }
  110285. declare module BABYLON {
  110286. /**
  110287. * @hidden
  110288. */
  110289. export interface IMaterialBRDFDefines {
  110290. BRDF_V_HEIGHT_CORRELATED: boolean;
  110291. MS_BRDF_ENERGY_CONSERVATION: boolean;
  110292. SPHERICAL_HARMONICS: boolean;
  110293. /** @hidden */
  110294. _areMiscDirty: boolean;
  110295. }
  110296. /**
  110297. * Define the code related to the BRDF parameters of the pbr material.
  110298. */
  110299. export class PBRBRDFConfiguration {
  110300. /**
  110301. * Default value used for the energy conservation.
  110302. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  110303. */
  110304. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  110305. /**
  110306. * Default value used for the Smith Visibility Height Correlated mode.
  110307. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  110308. */
  110309. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  110310. /**
  110311. * Default value used for the IBL diffuse part.
  110312. * This can help switching back to the polynomials mode globally which is a tiny bit
  110313. * less GPU intensive at the drawback of a lower quality.
  110314. */
  110315. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  110316. private _useEnergyConservation;
  110317. /**
  110318. * Defines if the material uses energy conservation.
  110319. */
  110320. useEnergyConservation: boolean;
  110321. private _useSmithVisibilityHeightCorrelated;
  110322. /**
  110323. * LEGACY Mode set to false
  110324. * Defines if the material uses height smith correlated visibility term.
  110325. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  110326. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  110327. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  110328. * Not relying on height correlated will also disable energy conservation.
  110329. */
  110330. useSmithVisibilityHeightCorrelated: boolean;
  110331. private _useSphericalHarmonics;
  110332. /**
  110333. * LEGACY Mode set to false
  110334. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  110335. * diffuse part of the IBL.
  110336. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  110337. * to the ground truth.
  110338. */
  110339. useSphericalHarmonics: boolean;
  110340. /** @hidden */
  110341. private _internalMarkAllSubMeshesAsMiscDirty;
  110342. /** @hidden */
  110343. _markAllSubMeshesAsMiscDirty(): void;
  110344. /**
  110345. * Instantiate a new istance of clear coat configuration.
  110346. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  110347. */
  110348. constructor(markAllSubMeshesAsMiscDirty: () => void);
  110349. /**
  110350. * Checks to see if a texture is used in the material.
  110351. * @param defines the list of "defines" to update.
  110352. */
  110353. prepareDefines(defines: IMaterialBRDFDefines): void;
  110354. /**
  110355. * Get the current class name of the texture useful for serialization or dynamic coding.
  110356. * @returns "PBRClearCoatConfiguration"
  110357. */
  110358. getClassName(): string;
  110359. /**
  110360. * Makes a duplicate of the current configuration into another one.
  110361. * @param brdfConfiguration define the config where to copy the info
  110362. */
  110363. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  110364. /**
  110365. * Serializes this BRDF configuration.
  110366. * @returns - An object with the serialized config.
  110367. */
  110368. serialize(): any;
  110369. /**
  110370. * Parses a anisotropy Configuration from a serialized object.
  110371. * @param source - Serialized object.
  110372. * @param scene Defines the scene we are parsing for
  110373. * @param rootUrl Defines the rootUrl to load from
  110374. */
  110375. parse(source: any, scene: Scene, rootUrl: string): void;
  110376. }
  110377. }
  110378. declare module BABYLON {
  110379. /**
  110380. * @hidden
  110381. */
  110382. export interface IMaterialSheenDefines {
  110383. SHEEN: boolean;
  110384. SHEEN_TEXTURE: boolean;
  110385. SHEEN_TEXTUREDIRECTUV: number;
  110386. SHEEN_LINKWITHALBEDO: boolean;
  110387. /** @hidden */
  110388. _areTexturesDirty: boolean;
  110389. }
  110390. /**
  110391. * Define the code related to the Sheen parameters of the pbr material.
  110392. */
  110393. export class PBRSheenConfiguration {
  110394. private _isEnabled;
  110395. /**
  110396. * Defines if the material uses sheen.
  110397. */
  110398. isEnabled: boolean;
  110399. private _linkSheenWithAlbedo;
  110400. /**
  110401. * Defines if the sheen is linked to the sheen color.
  110402. */
  110403. linkSheenWithAlbedo: boolean;
  110404. /**
  110405. * Defines the sheen intensity.
  110406. */
  110407. intensity: number;
  110408. /**
  110409. * Defines the sheen color.
  110410. */
  110411. color: Color3;
  110412. private _texture;
  110413. /**
  110414. * Stores the sheen tint values in a texture.
  110415. * rgb is tint
  110416. * a is a intensity
  110417. */
  110418. texture: Nullable<BaseTexture>;
  110419. /** @hidden */
  110420. private _internalMarkAllSubMeshesAsTexturesDirty;
  110421. /** @hidden */
  110422. _markAllSubMeshesAsTexturesDirty(): void;
  110423. /**
  110424. * Instantiate a new istance of clear coat configuration.
  110425. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110426. */
  110427. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110428. /**
  110429. * Specifies that the submesh is ready to be used.
  110430. * @param defines the list of "defines" to update.
  110431. * @param scene defines the scene the material belongs to.
  110432. * @returns - boolean indicating that the submesh is ready or not.
  110433. */
  110434. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  110435. /**
  110436. * Checks to see if a texture is used in the material.
  110437. * @param defines the list of "defines" to update.
  110438. * @param scene defines the scene the material belongs to.
  110439. */
  110440. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  110441. /**
  110442. * Binds the material data.
  110443. * @param uniformBuffer defines the Uniform buffer to fill in.
  110444. * @param scene defines the scene the material belongs to.
  110445. * @param isFrozen defines wether the material is frozen or not.
  110446. */
  110447. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  110448. /**
  110449. * Checks to see if a texture is used in the material.
  110450. * @param texture - Base texture to use.
  110451. * @returns - Boolean specifying if a texture is used in the material.
  110452. */
  110453. hasTexture(texture: BaseTexture): boolean;
  110454. /**
  110455. * Returns an array of the actively used textures.
  110456. * @param activeTextures Array of BaseTextures
  110457. */
  110458. getActiveTextures(activeTextures: BaseTexture[]): void;
  110459. /**
  110460. * Returns the animatable textures.
  110461. * @param animatables Array of animatable textures.
  110462. */
  110463. getAnimatables(animatables: IAnimatable[]): void;
  110464. /**
  110465. * Disposes the resources of the material.
  110466. * @param forceDisposeTextures - Forces the disposal of all textures.
  110467. */
  110468. dispose(forceDisposeTextures?: boolean): void;
  110469. /**
  110470. * Get the current class name of the texture useful for serialization or dynamic coding.
  110471. * @returns "PBRSheenConfiguration"
  110472. */
  110473. getClassName(): string;
  110474. /**
  110475. * Add fallbacks to the effect fallbacks list.
  110476. * @param defines defines the Base texture to use.
  110477. * @param fallbacks defines the current fallback list.
  110478. * @param currentRank defines the current fallback rank.
  110479. * @returns the new fallback rank.
  110480. */
  110481. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110482. /**
  110483. * Add the required uniforms to the current list.
  110484. * @param uniforms defines the current uniform list.
  110485. */
  110486. static AddUniforms(uniforms: string[]): void;
  110487. /**
  110488. * Add the required uniforms to the current buffer.
  110489. * @param uniformBuffer defines the current uniform buffer.
  110490. */
  110491. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110492. /**
  110493. * Add the required samplers to the current list.
  110494. * @param samplers defines the current sampler list.
  110495. */
  110496. static AddSamplers(samplers: string[]): void;
  110497. /**
  110498. * Makes a duplicate of the current configuration into another one.
  110499. * @param sheenConfiguration define the config where to copy the info
  110500. */
  110501. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  110502. /**
  110503. * Serializes this BRDF configuration.
  110504. * @returns - An object with the serialized config.
  110505. */
  110506. serialize(): any;
  110507. /**
  110508. * Parses a anisotropy Configuration from a serialized object.
  110509. * @param source - Serialized object.
  110510. * @param scene Defines the scene we are parsing for
  110511. * @param rootUrl Defines the rootUrl to load from
  110512. */
  110513. parse(source: any, scene: Scene, rootUrl: string): void;
  110514. }
  110515. }
  110516. declare module BABYLON {
  110517. /**
  110518. * @hidden
  110519. */
  110520. export interface IMaterialSubSurfaceDefines {
  110521. SUBSURFACE: boolean;
  110522. SS_REFRACTION: boolean;
  110523. SS_TRANSLUCENCY: boolean;
  110524. SS_SCATERRING: boolean;
  110525. SS_THICKNESSANDMASK_TEXTURE: boolean;
  110526. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  110527. SS_REFRACTIONMAP_3D: boolean;
  110528. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  110529. SS_LODINREFRACTIONALPHA: boolean;
  110530. SS_GAMMAREFRACTION: boolean;
  110531. SS_RGBDREFRACTION: boolean;
  110532. SS_LINEARSPECULARREFRACTION: boolean;
  110533. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  110534. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  110535. /** @hidden */
  110536. _areTexturesDirty: boolean;
  110537. }
  110538. /**
  110539. * Define the code related to the sub surface parameters of the pbr material.
  110540. */
  110541. export class PBRSubSurfaceConfiguration {
  110542. private _isRefractionEnabled;
  110543. /**
  110544. * Defines if the refraction is enabled in the material.
  110545. */
  110546. isRefractionEnabled: boolean;
  110547. private _isTranslucencyEnabled;
  110548. /**
  110549. * Defines if the translucency is enabled in the material.
  110550. */
  110551. isTranslucencyEnabled: boolean;
  110552. private _isScatteringEnabled;
  110553. /**
  110554. * Defines the refraction intensity of the material.
  110555. * The refraction when enabled replaces the Diffuse part of the material.
  110556. * The intensity helps transitionning between diffuse and refraction.
  110557. */
  110558. refractionIntensity: number;
  110559. /**
  110560. * Defines the translucency intensity of the material.
  110561. * When translucency has been enabled, this defines how much of the "translucency"
  110562. * is addded to the diffuse part of the material.
  110563. */
  110564. translucencyIntensity: number;
  110565. /**
  110566. * Defines the scattering intensity of the material.
  110567. * When scattering has been enabled, this defines how much of the "scattered light"
  110568. * is addded to the diffuse part of the material.
  110569. */
  110570. scatteringIntensity: number;
  110571. private _thicknessTexture;
  110572. /**
  110573. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  110574. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  110575. * 0 would mean minimumThickness
  110576. * 1 would mean maximumThickness
  110577. * The other channels might be use as a mask to vary the different effects intensity.
  110578. */
  110579. thicknessTexture: Nullable<BaseTexture>;
  110580. private _refractionTexture;
  110581. /**
  110582. * Defines the texture to use for refraction.
  110583. */
  110584. refractionTexture: Nullable<BaseTexture>;
  110585. private _indexOfRefraction;
  110586. /**
  110587. * Defines the index of refraction used in the material.
  110588. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  110589. */
  110590. indexOfRefraction: number;
  110591. private _invertRefractionY;
  110592. /**
  110593. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  110594. */
  110595. invertRefractionY: boolean;
  110596. private _linkRefractionWithTransparency;
  110597. /**
  110598. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  110599. * Materials half opaque for instance using refraction could benefit from this control.
  110600. */
  110601. linkRefractionWithTransparency: boolean;
  110602. /**
  110603. * Defines the minimum thickness stored in the thickness map.
  110604. * If no thickness map is defined, this value will be used to simulate thickness.
  110605. */
  110606. minimumThickness: number;
  110607. /**
  110608. * Defines the maximum thickness stored in the thickness map.
  110609. */
  110610. maximumThickness: number;
  110611. /**
  110612. * Defines the volume tint of the material.
  110613. * This is used for both translucency and scattering.
  110614. */
  110615. tintColor: Color3;
  110616. /**
  110617. * Defines the distance at which the tint color should be found in the media.
  110618. * This is used for refraction only.
  110619. */
  110620. tintColorAtDistance: number;
  110621. /**
  110622. * Defines how far each channel transmit through the media.
  110623. * It is defined as a color to simplify it selection.
  110624. */
  110625. diffusionDistance: Color3;
  110626. private _useMaskFromThicknessTexture;
  110627. /**
  110628. * Stores the intensity of the different subsurface effects in the thickness texture.
  110629. * * the green channel is the translucency intensity.
  110630. * * the blue channel is the scattering intensity.
  110631. * * the alpha channel is the refraction intensity.
  110632. */
  110633. useMaskFromThicknessTexture: boolean;
  110634. /** @hidden */
  110635. private _internalMarkAllSubMeshesAsTexturesDirty;
  110636. /** @hidden */
  110637. _markAllSubMeshesAsTexturesDirty(): void;
  110638. /**
  110639. * Instantiate a new istance of sub surface configuration.
  110640. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  110641. */
  110642. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  110643. /**
  110644. * Gets wehter the submesh is ready to be used or not.
  110645. * @param defines the list of "defines" to update.
  110646. * @param scene defines the scene the material belongs to.
  110647. * @returns - boolean indicating that the submesh is ready or not.
  110648. */
  110649. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  110650. /**
  110651. * Checks to see if a texture is used in the material.
  110652. * @param defines the list of "defines" to update.
  110653. * @param scene defines the scene to the material belongs to.
  110654. */
  110655. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  110656. /**
  110657. * Binds the material data.
  110658. * @param uniformBuffer defines the Uniform buffer to fill in.
  110659. * @param scene defines the scene the material belongs to.
  110660. * @param engine defines the engine the material belongs to.
  110661. * @param isFrozen defines wether the material is frozen or not.
  110662. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  110663. */
  110664. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  110665. /**
  110666. * Unbinds the material from the mesh.
  110667. * @param activeEffect defines the effect that should be unbound from.
  110668. * @returns true if unbound, otherwise false
  110669. */
  110670. unbind(activeEffect: Effect): boolean;
  110671. /**
  110672. * Returns the texture used for refraction or null if none is used.
  110673. * @param scene defines the scene the material belongs to.
  110674. * @returns - Refraction texture if present. If no refraction texture and refraction
  110675. * is linked with transparency, returns environment texture. Otherwise, returns null.
  110676. */
  110677. private _getRefractionTexture;
  110678. /**
  110679. * Returns true if alpha blending should be disabled.
  110680. */
  110681. readonly disableAlphaBlending: boolean;
  110682. /**
  110683. * Fills the list of render target textures.
  110684. * @param renderTargets the list of render targets to update
  110685. */
  110686. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  110687. /**
  110688. * Checks to see if a texture is used in the material.
  110689. * @param texture - Base texture to use.
  110690. * @returns - Boolean specifying if a texture is used in the material.
  110691. */
  110692. hasTexture(texture: BaseTexture): boolean;
  110693. /**
  110694. * Gets a boolean indicating that current material needs to register RTT
  110695. * @returns true if this uses a render target otherwise false.
  110696. */
  110697. hasRenderTargetTextures(): boolean;
  110698. /**
  110699. * Returns an array of the actively used textures.
  110700. * @param activeTextures Array of BaseTextures
  110701. */
  110702. getActiveTextures(activeTextures: BaseTexture[]): void;
  110703. /**
  110704. * Returns the animatable textures.
  110705. * @param animatables Array of animatable textures.
  110706. */
  110707. getAnimatables(animatables: IAnimatable[]): void;
  110708. /**
  110709. * Disposes the resources of the material.
  110710. * @param forceDisposeTextures - Forces the disposal of all textures.
  110711. */
  110712. dispose(forceDisposeTextures?: boolean): void;
  110713. /**
  110714. * Get the current class name of the texture useful for serialization or dynamic coding.
  110715. * @returns "PBRSubSurfaceConfiguration"
  110716. */
  110717. getClassName(): string;
  110718. /**
  110719. * Add fallbacks to the effect fallbacks list.
  110720. * @param defines defines the Base texture to use.
  110721. * @param fallbacks defines the current fallback list.
  110722. * @param currentRank defines the current fallback rank.
  110723. * @returns the new fallback rank.
  110724. */
  110725. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  110726. /**
  110727. * Add the required uniforms to the current list.
  110728. * @param uniforms defines the current uniform list.
  110729. */
  110730. static AddUniforms(uniforms: string[]): void;
  110731. /**
  110732. * Add the required samplers to the current list.
  110733. * @param samplers defines the current sampler list.
  110734. */
  110735. static AddSamplers(samplers: string[]): void;
  110736. /**
  110737. * Add the required uniforms to the current buffer.
  110738. * @param uniformBuffer defines the current uniform buffer.
  110739. */
  110740. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  110741. /**
  110742. * Makes a duplicate of the current configuration into another one.
  110743. * @param configuration define the config where to copy the info
  110744. */
  110745. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  110746. /**
  110747. * Serializes this Sub Surface configuration.
  110748. * @returns - An object with the serialized config.
  110749. */
  110750. serialize(): any;
  110751. /**
  110752. * Parses a anisotropy Configuration from a serialized object.
  110753. * @param source - Serialized object.
  110754. * @param scene Defines the scene we are parsing for
  110755. * @param rootUrl Defines the rootUrl to load from
  110756. */
  110757. parse(source: any, scene: Scene, rootUrl: string): void;
  110758. }
  110759. }
  110760. declare module BABYLON {
  110761. /** @hidden */
  110762. export var pbrFragmentDeclaration: {
  110763. name: string;
  110764. shader: string;
  110765. };
  110766. }
  110767. declare module BABYLON {
  110768. /** @hidden */
  110769. export var pbrUboDeclaration: {
  110770. name: string;
  110771. shader: string;
  110772. };
  110773. }
  110774. declare module BABYLON {
  110775. /** @hidden */
  110776. export var pbrFragmentExtraDeclaration: {
  110777. name: string;
  110778. shader: string;
  110779. };
  110780. }
  110781. declare module BABYLON {
  110782. /** @hidden */
  110783. export var pbrFragmentSamplersDeclaration: {
  110784. name: string;
  110785. shader: string;
  110786. };
  110787. }
  110788. declare module BABYLON {
  110789. /** @hidden */
  110790. export var pbrHelperFunctions: {
  110791. name: string;
  110792. shader: string;
  110793. };
  110794. }
  110795. declare module BABYLON {
  110796. /** @hidden */
  110797. export var harmonicsFunctions: {
  110798. name: string;
  110799. shader: string;
  110800. };
  110801. }
  110802. declare module BABYLON {
  110803. /** @hidden */
  110804. export var pbrDirectLightingSetupFunctions: {
  110805. name: string;
  110806. shader: string;
  110807. };
  110808. }
  110809. declare module BABYLON {
  110810. /** @hidden */
  110811. export var pbrDirectLightingFalloffFunctions: {
  110812. name: string;
  110813. shader: string;
  110814. };
  110815. }
  110816. declare module BABYLON {
  110817. /** @hidden */
  110818. export var pbrBRDFFunctions: {
  110819. name: string;
  110820. shader: string;
  110821. };
  110822. }
  110823. declare module BABYLON {
  110824. /** @hidden */
  110825. export var pbrDirectLightingFunctions: {
  110826. name: string;
  110827. shader: string;
  110828. };
  110829. }
  110830. declare module BABYLON {
  110831. /** @hidden */
  110832. export var pbrIBLFunctions: {
  110833. name: string;
  110834. shader: string;
  110835. };
  110836. }
  110837. declare module BABYLON {
  110838. /** @hidden */
  110839. export var pbrDebug: {
  110840. name: string;
  110841. shader: string;
  110842. };
  110843. }
  110844. declare module BABYLON {
  110845. /** @hidden */
  110846. export var pbrPixelShader: {
  110847. name: string;
  110848. shader: string;
  110849. };
  110850. }
  110851. declare module BABYLON {
  110852. /** @hidden */
  110853. export var pbrVertexDeclaration: {
  110854. name: string;
  110855. shader: string;
  110856. };
  110857. }
  110858. declare module BABYLON {
  110859. /** @hidden */
  110860. export var pbrVertexShader: {
  110861. name: string;
  110862. shader: string;
  110863. };
  110864. }
  110865. declare module BABYLON {
  110866. /**
  110867. * Manages the defines for the PBR Material.
  110868. * @hidden
  110869. */
  110870. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  110871. PBR: boolean;
  110872. MAINUV1: boolean;
  110873. MAINUV2: boolean;
  110874. UV1: boolean;
  110875. UV2: boolean;
  110876. ALBEDO: boolean;
  110877. ALBEDODIRECTUV: number;
  110878. VERTEXCOLOR: boolean;
  110879. AMBIENT: boolean;
  110880. AMBIENTDIRECTUV: number;
  110881. AMBIENTINGRAYSCALE: boolean;
  110882. OPACITY: boolean;
  110883. VERTEXALPHA: boolean;
  110884. OPACITYDIRECTUV: number;
  110885. OPACITYRGB: boolean;
  110886. ALPHATEST: boolean;
  110887. DEPTHPREPASS: boolean;
  110888. ALPHABLEND: boolean;
  110889. ALPHAFROMALBEDO: boolean;
  110890. ALPHATESTVALUE: string;
  110891. SPECULAROVERALPHA: boolean;
  110892. RADIANCEOVERALPHA: boolean;
  110893. ALPHAFRESNEL: boolean;
  110894. LINEARALPHAFRESNEL: boolean;
  110895. PREMULTIPLYALPHA: boolean;
  110896. EMISSIVE: boolean;
  110897. EMISSIVEDIRECTUV: number;
  110898. REFLECTIVITY: boolean;
  110899. REFLECTIVITYDIRECTUV: number;
  110900. SPECULARTERM: boolean;
  110901. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  110902. MICROSURFACEAUTOMATIC: boolean;
  110903. LODBASEDMICROSFURACE: boolean;
  110904. MICROSURFACEMAP: boolean;
  110905. MICROSURFACEMAPDIRECTUV: number;
  110906. METALLICWORKFLOW: boolean;
  110907. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  110908. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  110909. METALLNESSSTOREINMETALMAPBLUE: boolean;
  110910. AOSTOREINMETALMAPRED: boolean;
  110911. ENVIRONMENTBRDF: boolean;
  110912. ENVIRONMENTBRDF_RGBD: boolean;
  110913. NORMAL: boolean;
  110914. TANGENT: boolean;
  110915. BUMP: boolean;
  110916. BUMPDIRECTUV: number;
  110917. OBJECTSPACE_NORMALMAP: boolean;
  110918. PARALLAX: boolean;
  110919. PARALLAXOCCLUSION: boolean;
  110920. NORMALXYSCALE: boolean;
  110921. LIGHTMAP: boolean;
  110922. LIGHTMAPDIRECTUV: number;
  110923. USELIGHTMAPASSHADOWMAP: boolean;
  110924. GAMMALIGHTMAP: boolean;
  110925. REFLECTION: boolean;
  110926. REFLECTIONMAP_3D: boolean;
  110927. REFLECTIONMAP_SPHERICAL: boolean;
  110928. REFLECTIONMAP_PLANAR: boolean;
  110929. REFLECTIONMAP_CUBIC: boolean;
  110930. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  110931. REFLECTIONMAP_PROJECTION: boolean;
  110932. REFLECTIONMAP_SKYBOX: boolean;
  110933. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  110934. REFLECTIONMAP_EXPLICIT: boolean;
  110935. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  110936. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  110937. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  110938. INVERTCUBICMAP: boolean;
  110939. USESPHERICALFROMREFLECTIONMAP: boolean;
  110940. USEIRRADIANCEMAP: boolean;
  110941. SPHERICAL_HARMONICS: boolean;
  110942. USESPHERICALINVERTEX: boolean;
  110943. REFLECTIONMAP_OPPOSITEZ: boolean;
  110944. LODINREFLECTIONALPHA: boolean;
  110945. GAMMAREFLECTION: boolean;
  110946. RGBDREFLECTION: boolean;
  110947. LINEARSPECULARREFLECTION: boolean;
  110948. RADIANCEOCCLUSION: boolean;
  110949. HORIZONOCCLUSION: boolean;
  110950. INSTANCES: boolean;
  110951. NUM_BONE_INFLUENCERS: number;
  110952. BonesPerMesh: number;
  110953. BONETEXTURE: boolean;
  110954. NONUNIFORMSCALING: boolean;
  110955. MORPHTARGETS: boolean;
  110956. MORPHTARGETS_NORMAL: boolean;
  110957. MORPHTARGETS_TANGENT: boolean;
  110958. MORPHTARGETS_UV: boolean;
  110959. NUM_MORPH_INFLUENCERS: number;
  110960. IMAGEPROCESSING: boolean;
  110961. VIGNETTE: boolean;
  110962. VIGNETTEBLENDMODEMULTIPLY: boolean;
  110963. VIGNETTEBLENDMODEOPAQUE: boolean;
  110964. TONEMAPPING: boolean;
  110965. TONEMAPPING_ACES: boolean;
  110966. CONTRAST: boolean;
  110967. COLORCURVES: boolean;
  110968. COLORGRADING: boolean;
  110969. COLORGRADING3D: boolean;
  110970. SAMPLER3DGREENDEPTH: boolean;
  110971. SAMPLER3DBGRMAP: boolean;
  110972. IMAGEPROCESSINGPOSTPROCESS: boolean;
  110973. EXPOSURE: boolean;
  110974. MULTIVIEW: boolean;
  110975. USEPHYSICALLIGHTFALLOFF: boolean;
  110976. USEGLTFLIGHTFALLOFF: boolean;
  110977. TWOSIDEDLIGHTING: boolean;
  110978. SHADOWFLOAT: boolean;
  110979. CLIPPLANE: boolean;
  110980. CLIPPLANE2: boolean;
  110981. CLIPPLANE3: boolean;
  110982. CLIPPLANE4: boolean;
  110983. POINTSIZE: boolean;
  110984. FOG: boolean;
  110985. LOGARITHMICDEPTH: boolean;
  110986. FORCENORMALFORWARD: boolean;
  110987. SPECULARAA: boolean;
  110988. CLEARCOAT: boolean;
  110989. CLEARCOAT_DEFAULTIOR: boolean;
  110990. CLEARCOAT_TEXTURE: boolean;
  110991. CLEARCOAT_TEXTUREDIRECTUV: number;
  110992. CLEARCOAT_BUMP: boolean;
  110993. CLEARCOAT_BUMPDIRECTUV: number;
  110994. CLEARCOAT_TINT: boolean;
  110995. CLEARCOAT_TINT_TEXTURE: boolean;
  110996. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  110997. ANISOTROPIC: boolean;
  110998. ANISOTROPIC_TEXTURE: boolean;
  110999. ANISOTROPIC_TEXTUREDIRECTUV: number;
  111000. BRDF_V_HEIGHT_CORRELATED: boolean;
  111001. MS_BRDF_ENERGY_CONSERVATION: boolean;
  111002. SHEEN: boolean;
  111003. SHEEN_TEXTURE: boolean;
  111004. SHEEN_TEXTUREDIRECTUV: number;
  111005. SHEEN_LINKWITHALBEDO: boolean;
  111006. SUBSURFACE: boolean;
  111007. SS_REFRACTION: boolean;
  111008. SS_TRANSLUCENCY: boolean;
  111009. SS_SCATERRING: boolean;
  111010. SS_THICKNESSANDMASK_TEXTURE: boolean;
  111011. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  111012. SS_REFRACTIONMAP_3D: boolean;
  111013. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  111014. SS_LODINREFRACTIONALPHA: boolean;
  111015. SS_GAMMAREFRACTION: boolean;
  111016. SS_RGBDREFRACTION: boolean;
  111017. SS_LINEARSPECULARREFRACTION: boolean;
  111018. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  111019. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  111020. UNLIT: boolean;
  111021. DEBUGMODE: number;
  111022. /**
  111023. * Initializes the PBR Material defines.
  111024. */
  111025. constructor();
  111026. /**
  111027. * Resets the PBR Material defines.
  111028. */
  111029. reset(): void;
  111030. }
  111031. /**
  111032. * The Physically based material base class of BJS.
  111033. *
  111034. * This offers the main features of a standard PBR material.
  111035. * For more information, please refer to the documentation :
  111036. * https://doc.babylonjs.com/how_to/physically_based_rendering
  111037. */
  111038. export abstract class PBRBaseMaterial extends PushMaterial {
  111039. /**
  111040. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  111041. */
  111042. static readonly PBRMATERIAL_OPAQUE: number;
  111043. /**
  111044. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  111045. */
  111046. static readonly PBRMATERIAL_ALPHATEST: number;
  111047. /**
  111048. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111049. */
  111050. static readonly PBRMATERIAL_ALPHABLEND: number;
  111051. /**
  111052. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111053. * They are also discarded below the alpha cutoff threshold to improve performances.
  111054. */
  111055. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  111056. /**
  111057. * Defines the default value of how much AO map is occluding the analytical lights
  111058. * (point spot...).
  111059. */
  111060. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  111061. /**
  111062. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  111063. */
  111064. static readonly LIGHTFALLOFF_PHYSICAL: number;
  111065. /**
  111066. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  111067. * to enhance interoperability with other engines.
  111068. */
  111069. static readonly LIGHTFALLOFF_GLTF: number;
  111070. /**
  111071. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  111072. * to enhance interoperability with other materials.
  111073. */
  111074. static readonly LIGHTFALLOFF_STANDARD: number;
  111075. /**
  111076. * Intensity of the direct lights e.g. the four lights available in your scene.
  111077. * This impacts both the direct diffuse and specular highlights.
  111078. */
  111079. protected _directIntensity: number;
  111080. /**
  111081. * Intensity of the emissive part of the material.
  111082. * This helps controlling the emissive effect without modifying the emissive color.
  111083. */
  111084. protected _emissiveIntensity: number;
  111085. /**
  111086. * Intensity of the environment e.g. how much the environment will light the object
  111087. * either through harmonics for rough material or through the refelction for shiny ones.
  111088. */
  111089. protected _environmentIntensity: number;
  111090. /**
  111091. * This is a special control allowing the reduction of the specular highlights coming from the
  111092. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  111093. */
  111094. protected _specularIntensity: number;
  111095. /**
  111096. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  111097. */
  111098. private _lightingInfos;
  111099. /**
  111100. * Debug Control allowing disabling the bump map on this material.
  111101. */
  111102. protected _disableBumpMap: boolean;
  111103. /**
  111104. * AKA Diffuse Texture in standard nomenclature.
  111105. */
  111106. protected _albedoTexture: Nullable<BaseTexture>;
  111107. /**
  111108. * AKA Occlusion Texture in other nomenclature.
  111109. */
  111110. protected _ambientTexture: Nullable<BaseTexture>;
  111111. /**
  111112. * AKA Occlusion Texture Intensity in other nomenclature.
  111113. */
  111114. protected _ambientTextureStrength: number;
  111115. /**
  111116. * Defines how much the AO map is occluding the analytical lights (point spot...).
  111117. * 1 means it completely occludes it
  111118. * 0 mean it has no impact
  111119. */
  111120. protected _ambientTextureImpactOnAnalyticalLights: number;
  111121. /**
  111122. * Stores the alpha values in a texture.
  111123. */
  111124. protected _opacityTexture: Nullable<BaseTexture>;
  111125. /**
  111126. * Stores the reflection values in a texture.
  111127. */
  111128. protected _reflectionTexture: Nullable<BaseTexture>;
  111129. /**
  111130. * Stores the emissive values in a texture.
  111131. */
  111132. protected _emissiveTexture: Nullable<BaseTexture>;
  111133. /**
  111134. * AKA Specular texture in other nomenclature.
  111135. */
  111136. protected _reflectivityTexture: Nullable<BaseTexture>;
  111137. /**
  111138. * Used to switch from specular/glossiness to metallic/roughness workflow.
  111139. */
  111140. protected _metallicTexture: Nullable<BaseTexture>;
  111141. /**
  111142. * Specifies the metallic scalar of the metallic/roughness workflow.
  111143. * Can also be used to scale the metalness values of the metallic texture.
  111144. */
  111145. protected _metallic: Nullable<number>;
  111146. /**
  111147. * Specifies the roughness scalar of the metallic/roughness workflow.
  111148. * Can also be used to scale the roughness values of the metallic texture.
  111149. */
  111150. protected _roughness: Nullable<number>;
  111151. /**
  111152. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  111153. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  111154. */
  111155. protected _microSurfaceTexture: Nullable<BaseTexture>;
  111156. /**
  111157. * Stores surface normal data used to displace a mesh in a texture.
  111158. */
  111159. protected _bumpTexture: Nullable<BaseTexture>;
  111160. /**
  111161. * Stores the pre-calculated light information of a mesh in a texture.
  111162. */
  111163. protected _lightmapTexture: Nullable<BaseTexture>;
  111164. /**
  111165. * The color of a material in ambient lighting.
  111166. */
  111167. protected _ambientColor: Color3;
  111168. /**
  111169. * AKA Diffuse Color in other nomenclature.
  111170. */
  111171. protected _albedoColor: Color3;
  111172. /**
  111173. * AKA Specular Color in other nomenclature.
  111174. */
  111175. protected _reflectivityColor: Color3;
  111176. /**
  111177. * The color applied when light is reflected from a material.
  111178. */
  111179. protected _reflectionColor: Color3;
  111180. /**
  111181. * The color applied when light is emitted from a material.
  111182. */
  111183. protected _emissiveColor: Color3;
  111184. /**
  111185. * AKA Glossiness in other nomenclature.
  111186. */
  111187. protected _microSurface: number;
  111188. /**
  111189. * Specifies that the material will use the light map as a show map.
  111190. */
  111191. protected _useLightmapAsShadowmap: boolean;
  111192. /**
  111193. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  111194. * makes the reflect vector face the model (under horizon).
  111195. */
  111196. protected _useHorizonOcclusion: boolean;
  111197. /**
  111198. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  111199. * too much the area relying on ambient texture to define their ambient occlusion.
  111200. */
  111201. protected _useRadianceOcclusion: boolean;
  111202. /**
  111203. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  111204. */
  111205. protected _useAlphaFromAlbedoTexture: boolean;
  111206. /**
  111207. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  111208. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  111209. */
  111210. protected _useSpecularOverAlpha: boolean;
  111211. /**
  111212. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  111213. */
  111214. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  111215. /**
  111216. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  111217. */
  111218. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  111219. /**
  111220. * Specifies if the metallic texture contains the roughness information in its green channel.
  111221. */
  111222. protected _useRoughnessFromMetallicTextureGreen: boolean;
  111223. /**
  111224. * Specifies if the metallic texture contains the metallness information in its blue channel.
  111225. */
  111226. protected _useMetallnessFromMetallicTextureBlue: boolean;
  111227. /**
  111228. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  111229. */
  111230. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  111231. /**
  111232. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  111233. */
  111234. protected _useAmbientInGrayScale: boolean;
  111235. /**
  111236. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  111237. * The material will try to infer what glossiness each pixel should be.
  111238. */
  111239. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  111240. /**
  111241. * Defines the falloff type used in this material.
  111242. * It by default is Physical.
  111243. */
  111244. protected _lightFalloff: number;
  111245. /**
  111246. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  111247. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  111248. */
  111249. protected _useRadianceOverAlpha: boolean;
  111250. /**
  111251. * Allows using an object space normal map (instead of tangent space).
  111252. */
  111253. protected _useObjectSpaceNormalMap: boolean;
  111254. /**
  111255. * Allows using the bump map in parallax mode.
  111256. */
  111257. protected _useParallax: boolean;
  111258. /**
  111259. * Allows using the bump map in parallax occlusion mode.
  111260. */
  111261. protected _useParallaxOcclusion: boolean;
  111262. /**
  111263. * Controls the scale bias of the parallax mode.
  111264. */
  111265. protected _parallaxScaleBias: number;
  111266. /**
  111267. * If sets to true, disables all the lights affecting the material.
  111268. */
  111269. protected _disableLighting: boolean;
  111270. /**
  111271. * Number of Simultaneous lights allowed on the material.
  111272. */
  111273. protected _maxSimultaneousLights: number;
  111274. /**
  111275. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  111276. */
  111277. protected _invertNormalMapX: boolean;
  111278. /**
  111279. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  111280. */
  111281. protected _invertNormalMapY: boolean;
  111282. /**
  111283. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  111284. */
  111285. protected _twoSidedLighting: boolean;
  111286. /**
  111287. * Defines the alpha limits in alpha test mode.
  111288. */
  111289. protected _alphaCutOff: number;
  111290. /**
  111291. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  111292. */
  111293. protected _forceAlphaTest: boolean;
  111294. /**
  111295. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  111296. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  111297. */
  111298. protected _useAlphaFresnel: boolean;
  111299. /**
  111300. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  111301. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  111302. */
  111303. protected _useLinearAlphaFresnel: boolean;
  111304. /**
  111305. * The transparency mode of the material.
  111306. */
  111307. protected _transparencyMode: Nullable<number>;
  111308. /**
  111309. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  111310. * from cos thetav and roughness:
  111311. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  111312. */
  111313. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  111314. /**
  111315. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  111316. */
  111317. protected _forceIrradianceInFragment: boolean;
  111318. /**
  111319. * Force normal to face away from face.
  111320. */
  111321. protected _forceNormalForward: boolean;
  111322. /**
  111323. * Enables specular anti aliasing in the PBR shader.
  111324. * It will both interacts on the Geometry for analytical and IBL lighting.
  111325. * It also prefilter the roughness map based on the bump values.
  111326. */
  111327. protected _enableSpecularAntiAliasing: boolean;
  111328. /**
  111329. * Default configuration related to image processing available in the PBR Material.
  111330. */
  111331. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  111332. /**
  111333. * Keep track of the image processing observer to allow dispose and replace.
  111334. */
  111335. private _imageProcessingObserver;
  111336. /**
  111337. * Attaches a new image processing configuration to the PBR Material.
  111338. * @param configuration
  111339. */
  111340. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  111341. /**
  111342. * Stores the available render targets.
  111343. */
  111344. private _renderTargets;
  111345. /**
  111346. * Sets the global ambient color for the material used in lighting calculations.
  111347. */
  111348. private _globalAmbientColor;
  111349. /**
  111350. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  111351. */
  111352. private _useLogarithmicDepth;
  111353. /**
  111354. * If set to true, no lighting calculations will be applied.
  111355. */
  111356. private _unlit;
  111357. private _debugMode;
  111358. /**
  111359. * @hidden
  111360. * This is reserved for the inspector.
  111361. * Defines the material debug mode.
  111362. * It helps seeing only some components of the material while troubleshooting.
  111363. */
  111364. debugMode: number;
  111365. /**
  111366. * @hidden
  111367. * This is reserved for the inspector.
  111368. * Specify from where on screen the debug mode should start.
  111369. * The value goes from -1 (full screen) to 1 (not visible)
  111370. * It helps with side by side comparison against the final render
  111371. * This defaults to -1
  111372. */
  111373. private debugLimit;
  111374. /**
  111375. * @hidden
  111376. * This is reserved for the inspector.
  111377. * As the default viewing range might not be enough (if the ambient is really small for instance)
  111378. * You can use the factor to better multiply the final value.
  111379. */
  111380. private debugFactor;
  111381. /**
  111382. * Defines the clear coat layer parameters for the material.
  111383. */
  111384. readonly clearCoat: PBRClearCoatConfiguration;
  111385. /**
  111386. * Defines the anisotropic parameters for the material.
  111387. */
  111388. readonly anisotropy: PBRAnisotropicConfiguration;
  111389. /**
  111390. * Defines the BRDF parameters for the material.
  111391. */
  111392. readonly brdf: PBRBRDFConfiguration;
  111393. /**
  111394. * Defines the Sheen parameters for the material.
  111395. */
  111396. readonly sheen: PBRSheenConfiguration;
  111397. /**
  111398. * Defines the SubSurface parameters for the material.
  111399. */
  111400. readonly subSurface: PBRSubSurfaceConfiguration;
  111401. /**
  111402. * Custom callback helping to override the default shader used in the material.
  111403. */
  111404. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  111405. /**
  111406. * Instantiates a new PBRMaterial instance.
  111407. *
  111408. * @param name The material name
  111409. * @param scene The scene the material will be use in.
  111410. */
  111411. constructor(name: string, scene: Scene);
  111412. /**
  111413. * Gets a boolean indicating that current material needs to register RTT
  111414. */
  111415. readonly hasRenderTargetTextures: boolean;
  111416. /**
  111417. * Gets the name of the material class.
  111418. */
  111419. getClassName(): string;
  111420. /**
  111421. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  111422. */
  111423. /**
  111424. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  111425. */
  111426. useLogarithmicDepth: boolean;
  111427. /**
  111428. * Gets the current transparency mode.
  111429. */
  111430. /**
  111431. * Sets the transparency mode of the material.
  111432. *
  111433. * | Value | Type | Description |
  111434. * | ----- | ----------------------------------- | ----------- |
  111435. * | 0 | OPAQUE | |
  111436. * | 1 | ALPHATEST | |
  111437. * | 2 | ALPHABLEND | |
  111438. * | 3 | ALPHATESTANDBLEND | |
  111439. *
  111440. */
  111441. transparencyMode: Nullable<number>;
  111442. /**
  111443. * Returns true if alpha blending should be disabled.
  111444. */
  111445. private readonly _disableAlphaBlending;
  111446. /**
  111447. * Specifies whether or not this material should be rendered in alpha blend mode.
  111448. */
  111449. needAlphaBlending(): boolean;
  111450. /**
  111451. * Specifies if the mesh will require alpha blending.
  111452. * @param mesh - BJS mesh.
  111453. */
  111454. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  111455. /**
  111456. * Specifies whether or not this material should be rendered in alpha test mode.
  111457. */
  111458. needAlphaTesting(): boolean;
  111459. /**
  111460. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  111461. */
  111462. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  111463. /**
  111464. * Gets the texture used for the alpha test.
  111465. */
  111466. getAlphaTestTexture(): Nullable<BaseTexture>;
  111467. /**
  111468. * Specifies that the submesh is ready to be used.
  111469. * @param mesh - BJS mesh.
  111470. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  111471. * @param useInstances - Specifies that instances should be used.
  111472. * @returns - boolean indicating that the submesh is ready or not.
  111473. */
  111474. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  111475. /**
  111476. * Specifies if the material uses metallic roughness workflow.
  111477. * @returns boolean specifiying if the material uses metallic roughness workflow.
  111478. */
  111479. isMetallicWorkflow(): boolean;
  111480. private _prepareEffect;
  111481. private _prepareDefines;
  111482. /**
  111483. * Force shader compilation
  111484. */
  111485. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
  111486. clipPlane: boolean;
  111487. }>): void;
  111488. /**
  111489. * Initializes the uniform buffer layout for the shader.
  111490. */
  111491. buildUniformLayout(): void;
  111492. /**
  111493. * Unbinds the material from the mesh
  111494. */
  111495. unbind(): void;
  111496. /**
  111497. * Binds the submesh data.
  111498. * @param world - The world matrix.
  111499. * @param mesh - The BJS mesh.
  111500. * @param subMesh - A submesh of the BJS mesh.
  111501. */
  111502. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  111503. /**
  111504. * Returns the animatable textures.
  111505. * @returns - Array of animatable textures.
  111506. */
  111507. getAnimatables(): IAnimatable[];
  111508. /**
  111509. * Returns the texture used for reflections.
  111510. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  111511. */
  111512. private _getReflectionTexture;
  111513. /**
  111514. * Returns an array of the actively used textures.
  111515. * @returns - Array of BaseTextures
  111516. */
  111517. getActiveTextures(): BaseTexture[];
  111518. /**
  111519. * Checks to see if a texture is used in the material.
  111520. * @param texture - Base texture to use.
  111521. * @returns - Boolean specifying if a texture is used in the material.
  111522. */
  111523. hasTexture(texture: BaseTexture): boolean;
  111524. /**
  111525. * Disposes the resources of the material.
  111526. * @param forceDisposeEffect - Forces the disposal of effects.
  111527. * @param forceDisposeTextures - Forces the disposal of all textures.
  111528. */
  111529. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  111530. }
  111531. }
  111532. declare module BABYLON {
  111533. /**
  111534. * The Physically based material of BJS.
  111535. *
  111536. * This offers the main features of a standard PBR material.
  111537. * For more information, please refer to the documentation :
  111538. * https://doc.babylonjs.com/how_to/physically_based_rendering
  111539. */
  111540. export class PBRMaterial extends PBRBaseMaterial {
  111541. /**
  111542. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  111543. */
  111544. static readonly PBRMATERIAL_OPAQUE: number;
  111545. /**
  111546. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  111547. */
  111548. static readonly PBRMATERIAL_ALPHATEST: number;
  111549. /**
  111550. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111551. */
  111552. static readonly PBRMATERIAL_ALPHABLEND: number;
  111553. /**
  111554. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  111555. * They are also discarded below the alpha cutoff threshold to improve performances.
  111556. */
  111557. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  111558. /**
  111559. * Defines the default value of how much AO map is occluding the analytical lights
  111560. * (point spot...).
  111561. */
  111562. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  111563. /**
  111564. * Intensity of the direct lights e.g. the four lights available in your scene.
  111565. * This impacts both the direct diffuse and specular highlights.
  111566. */
  111567. directIntensity: number;
  111568. /**
  111569. * Intensity of the emissive part of the material.
  111570. * This helps controlling the emissive effect without modifying the emissive color.
  111571. */
  111572. emissiveIntensity: number;
  111573. /**
  111574. * Intensity of the environment e.g. how much the environment will light the object
  111575. * either through harmonics for rough material or through the refelction for shiny ones.
  111576. */
  111577. environmentIntensity: number;
  111578. /**
  111579. * This is a special control allowing the reduction of the specular highlights coming from the
  111580. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  111581. */
  111582. specularIntensity: number;
  111583. /**
  111584. * Debug Control allowing disabling the bump map on this material.
  111585. */
  111586. disableBumpMap: boolean;
  111587. /**
  111588. * AKA Diffuse Texture in standard nomenclature.
  111589. */
  111590. albedoTexture: BaseTexture;
  111591. /**
  111592. * AKA Occlusion Texture in other nomenclature.
  111593. */
  111594. ambientTexture: BaseTexture;
  111595. /**
  111596. * AKA Occlusion Texture Intensity in other nomenclature.
  111597. */
  111598. ambientTextureStrength: number;
  111599. /**
  111600. * Defines how much the AO map is occluding the analytical lights (point spot...).
  111601. * 1 means it completely occludes it
  111602. * 0 mean it has no impact
  111603. */
  111604. ambientTextureImpactOnAnalyticalLights: number;
  111605. /**
  111606. * Stores the alpha values in a texture.
  111607. */
  111608. opacityTexture: BaseTexture;
  111609. /**
  111610. * Stores the reflection values in a texture.
  111611. */
  111612. reflectionTexture: Nullable<BaseTexture>;
  111613. /**
  111614. * Stores the emissive values in a texture.
  111615. */
  111616. emissiveTexture: BaseTexture;
  111617. /**
  111618. * AKA Specular texture in other nomenclature.
  111619. */
  111620. reflectivityTexture: BaseTexture;
  111621. /**
  111622. * Used to switch from specular/glossiness to metallic/roughness workflow.
  111623. */
  111624. metallicTexture: BaseTexture;
  111625. /**
  111626. * Specifies the metallic scalar of the metallic/roughness workflow.
  111627. * Can also be used to scale the metalness values of the metallic texture.
  111628. */
  111629. metallic: Nullable<number>;
  111630. /**
  111631. * Specifies the roughness scalar of the metallic/roughness workflow.
  111632. * Can also be used to scale the roughness values of the metallic texture.
  111633. */
  111634. roughness: Nullable<number>;
  111635. /**
  111636. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  111637. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  111638. */
  111639. microSurfaceTexture: BaseTexture;
  111640. /**
  111641. * Stores surface normal data used to displace a mesh in a texture.
  111642. */
  111643. bumpTexture: BaseTexture;
  111644. /**
  111645. * Stores the pre-calculated light information of a mesh in a texture.
  111646. */
  111647. lightmapTexture: BaseTexture;
  111648. /**
  111649. * Stores the refracted light information in a texture.
  111650. */
  111651. refractionTexture: Nullable<BaseTexture>;
  111652. /**
  111653. * The color of a material in ambient lighting.
  111654. */
  111655. ambientColor: Color3;
  111656. /**
  111657. * AKA Diffuse Color in other nomenclature.
  111658. */
  111659. albedoColor: Color3;
  111660. /**
  111661. * AKA Specular Color in other nomenclature.
  111662. */
  111663. reflectivityColor: Color3;
  111664. /**
  111665. * The color reflected from the material.
  111666. */
  111667. reflectionColor: Color3;
  111668. /**
  111669. * The color emitted from the material.
  111670. */
  111671. emissiveColor: Color3;
  111672. /**
  111673. * AKA Glossiness in other nomenclature.
  111674. */
  111675. microSurface: number;
  111676. /**
  111677. * source material index of refraction (IOR)' / 'destination material IOR.
  111678. */
  111679. indexOfRefraction: number;
  111680. /**
  111681. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  111682. */
  111683. invertRefractionY: boolean;
  111684. /**
  111685. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  111686. * Materials half opaque for instance using refraction could benefit from this control.
  111687. */
  111688. linkRefractionWithTransparency: boolean;
  111689. /**
  111690. * If true, the light map contains occlusion information instead of lighting info.
  111691. */
  111692. useLightmapAsShadowmap: boolean;
  111693. /**
  111694. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  111695. */
  111696. useAlphaFromAlbedoTexture: boolean;
  111697. /**
  111698. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  111699. */
  111700. forceAlphaTest: boolean;
  111701. /**
  111702. * Defines the alpha limits in alpha test mode.
  111703. */
  111704. alphaCutOff: number;
  111705. /**
  111706. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  111707. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  111708. */
  111709. useSpecularOverAlpha: boolean;
  111710. /**
  111711. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  111712. */
  111713. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  111714. /**
  111715. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  111716. */
  111717. useRoughnessFromMetallicTextureAlpha: boolean;
  111718. /**
  111719. * Specifies if the metallic texture contains the roughness information in its green channel.
  111720. */
  111721. useRoughnessFromMetallicTextureGreen: boolean;
  111722. /**
  111723. * Specifies if the metallic texture contains the metallness information in its blue channel.
  111724. */
  111725. useMetallnessFromMetallicTextureBlue: boolean;
  111726. /**
  111727. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  111728. */
  111729. useAmbientOcclusionFromMetallicTextureRed: boolean;
  111730. /**
  111731. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  111732. */
  111733. useAmbientInGrayScale: boolean;
  111734. /**
  111735. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  111736. * The material will try to infer what glossiness each pixel should be.
  111737. */
  111738. useAutoMicroSurfaceFromReflectivityMap: boolean;
  111739. /**
  111740. * BJS is using an harcoded light falloff based on a manually sets up range.
  111741. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  111742. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  111743. */
  111744. /**
  111745. * BJS is using an harcoded light falloff based on a manually sets up range.
  111746. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  111747. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  111748. */
  111749. usePhysicalLightFalloff: boolean;
  111750. /**
  111751. * In order to support the falloff compatibility with gltf, a special mode has been added
  111752. * to reproduce the gltf light falloff.
  111753. */
  111754. /**
  111755. * In order to support the falloff compatibility with gltf, a special mode has been added
  111756. * to reproduce the gltf light falloff.
  111757. */
  111758. useGLTFLightFalloff: boolean;
  111759. /**
  111760. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  111761. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  111762. */
  111763. useRadianceOverAlpha: boolean;
  111764. /**
  111765. * Allows using an object space normal map (instead of tangent space).
  111766. */
  111767. useObjectSpaceNormalMap: boolean;
  111768. /**
  111769. * Allows using the bump map in parallax mode.
  111770. */
  111771. useParallax: boolean;
  111772. /**
  111773. * Allows using the bump map in parallax occlusion mode.
  111774. */
  111775. useParallaxOcclusion: boolean;
  111776. /**
  111777. * Controls the scale bias of the parallax mode.
  111778. */
  111779. parallaxScaleBias: number;
  111780. /**
  111781. * If sets to true, disables all the lights affecting the material.
  111782. */
  111783. disableLighting: boolean;
  111784. /**
  111785. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  111786. */
  111787. forceIrradianceInFragment: boolean;
  111788. /**
  111789. * Number of Simultaneous lights allowed on the material.
  111790. */
  111791. maxSimultaneousLights: number;
  111792. /**
  111793. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  111794. */
  111795. invertNormalMapX: boolean;
  111796. /**
  111797. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  111798. */
  111799. invertNormalMapY: boolean;
  111800. /**
  111801. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  111802. */
  111803. twoSidedLighting: boolean;
  111804. /**
  111805. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  111806. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  111807. */
  111808. useAlphaFresnel: boolean;
  111809. /**
  111810. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  111811. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  111812. */
  111813. useLinearAlphaFresnel: boolean;
  111814. /**
  111815. * Let user defines the brdf lookup texture used for IBL.
  111816. * A default 8bit version is embedded but you could point at :
  111817. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  111818. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  111819. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  111820. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  111821. */
  111822. environmentBRDFTexture: Nullable<BaseTexture>;
  111823. /**
  111824. * Force normal to face away from face.
  111825. */
  111826. forceNormalForward: boolean;
  111827. /**
  111828. * Enables specular anti aliasing in the PBR shader.
  111829. * It will both interacts on the Geometry for analytical and IBL lighting.
  111830. * It also prefilter the roughness map based on the bump values.
  111831. */
  111832. enableSpecularAntiAliasing: boolean;
  111833. /**
  111834. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  111835. * makes the reflect vector face the model (under horizon).
  111836. */
  111837. useHorizonOcclusion: boolean;
  111838. /**
  111839. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  111840. * too much the area relying on ambient texture to define their ambient occlusion.
  111841. */
  111842. useRadianceOcclusion: boolean;
  111843. /**
  111844. * If set to true, no lighting calculations will be applied.
  111845. */
  111846. unlit: boolean;
  111847. /**
  111848. * Gets the image processing configuration used either in this material.
  111849. */
  111850. /**
  111851. * Sets the Default image processing configuration used either in the this material.
  111852. *
  111853. * If sets to null, the scene one is in use.
  111854. */
  111855. imageProcessingConfiguration: ImageProcessingConfiguration;
  111856. /**
  111857. * Gets wether the color curves effect is enabled.
  111858. */
  111859. /**
  111860. * Sets wether the color curves effect is enabled.
  111861. */
  111862. cameraColorCurvesEnabled: boolean;
  111863. /**
  111864. * Gets wether the color grading effect is enabled.
  111865. */
  111866. /**
  111867. * Gets wether the color grading effect is enabled.
  111868. */
  111869. cameraColorGradingEnabled: boolean;
  111870. /**
  111871. * Gets wether tonemapping is enabled or not.
  111872. */
  111873. /**
  111874. * Sets wether tonemapping is enabled or not
  111875. */
  111876. cameraToneMappingEnabled: boolean;
  111877. /**
  111878. * The camera exposure used on this material.
  111879. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  111880. * This corresponds to a photographic exposure.
  111881. */
  111882. /**
  111883. * The camera exposure used on this material.
  111884. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  111885. * This corresponds to a photographic exposure.
  111886. */
  111887. cameraExposure: number;
  111888. /**
  111889. * Gets The camera contrast used on this material.
  111890. */
  111891. /**
  111892. * Sets The camera contrast used on this material.
  111893. */
  111894. cameraContrast: number;
  111895. /**
  111896. * Gets the Color Grading 2D Lookup Texture.
  111897. */
  111898. /**
  111899. * Sets the Color Grading 2D Lookup Texture.
  111900. */
  111901. cameraColorGradingTexture: Nullable<BaseTexture>;
  111902. /**
  111903. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  111904. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  111905. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  111906. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  111907. */
  111908. /**
  111909. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  111910. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  111911. * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
  111912. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  111913. */
  111914. cameraColorCurves: Nullable<ColorCurves>;
  111915. /**
  111916. * Instantiates a new PBRMaterial instance.
  111917. *
  111918. * @param name The material name
  111919. * @param scene The scene the material will be use in.
  111920. */
  111921. constructor(name: string, scene: Scene);
  111922. /**
  111923. * Returns the name of this material class.
  111924. */
  111925. getClassName(): string;
  111926. /**
  111927. * Makes a duplicate of the current material.
  111928. * @param name - name to use for the new material.
  111929. */
  111930. clone(name: string): PBRMaterial;
  111931. /**
  111932. * Serializes this PBR Material.
  111933. * @returns - An object with the serialized material.
  111934. */
  111935. serialize(): any;
  111936. /**
  111937. * Parses a PBR Material from a serialized object.
  111938. * @param source - Serialized object.
  111939. * @param scene - BJS scene instance.
  111940. * @param rootUrl - url for the scene object
  111941. * @returns - PBRMaterial
  111942. */
  111943. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  111944. }
  111945. }
  111946. declare module BABYLON {
  111947. /**
  111948. * Direct draw surface info
  111949. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  111950. */
  111951. export interface DDSInfo {
  111952. /**
  111953. * Width of the texture
  111954. */
  111955. width: number;
  111956. /**
  111957. * Width of the texture
  111958. */
  111959. height: number;
  111960. /**
  111961. * Number of Mipmaps for the texture
  111962. * @see https://en.wikipedia.org/wiki/Mipmap
  111963. */
  111964. mipmapCount: number;
  111965. /**
  111966. * If the textures format is a known fourCC format
  111967. * @see https://www.fourcc.org/
  111968. */
  111969. isFourCC: boolean;
  111970. /**
  111971. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  111972. */
  111973. isRGB: boolean;
  111974. /**
  111975. * If the texture is a lumincance format
  111976. */
  111977. isLuminance: boolean;
  111978. /**
  111979. * If this is a cube texture
  111980. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  111981. */
  111982. isCube: boolean;
  111983. /**
  111984. * If the texture is a compressed format eg. FOURCC_DXT1
  111985. */
  111986. isCompressed: boolean;
  111987. /**
  111988. * The dxgiFormat of the texture
  111989. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  111990. */
  111991. dxgiFormat: number;
  111992. /**
  111993. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  111994. */
  111995. textureType: number;
  111996. /**
  111997. * Sphericle polynomial created for the dds texture
  111998. */
  111999. sphericalPolynomial?: SphericalPolynomial;
  112000. }
  112001. /**
  112002. * Class used to provide DDS decompression tools
  112003. */
  112004. export class DDSTools {
  112005. /**
  112006. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  112007. */
  112008. static StoreLODInAlphaChannel: boolean;
  112009. /**
  112010. * Gets DDS information from an array buffer
  112011. * @param arrayBuffer defines the array buffer to read data from
  112012. * @returns the DDS information
  112013. */
  112014. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  112015. private static _FloatView;
  112016. private static _Int32View;
  112017. private static _ToHalfFloat;
  112018. private static _FromHalfFloat;
  112019. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  112020. private static _GetHalfFloatRGBAArrayBuffer;
  112021. private static _GetFloatRGBAArrayBuffer;
  112022. private static _GetFloatAsUIntRGBAArrayBuffer;
  112023. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  112024. private static _GetRGBAArrayBuffer;
  112025. private static _ExtractLongWordOrder;
  112026. private static _GetRGBArrayBuffer;
  112027. private static _GetLuminanceArrayBuffer;
  112028. /**
  112029. * Uploads DDS Levels to a Babylon Texture
  112030. * @hidden
  112031. */
  112032. static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  112033. }
  112034. interface Engine {
  112035. /**
  112036. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  112037. * @param rootUrl defines the url where the file to load is located
  112038. * @param scene defines the current scene
  112039. * @param lodScale defines scale to apply to the mip map selection
  112040. * @param lodOffset defines offset to apply to the mip map selection
  112041. * @param onLoad defines an optional callback raised when the texture is loaded
  112042. * @param onError defines an optional callback raised if there is an issue to load the texture
  112043. * @param format defines the format of the data
  112044. * @param forcedExtension defines the extension to use to pick the right loader
  112045. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  112046. * @returns the cube texture as an InternalTexture
  112047. */
  112048. createPrefilteredCubeTexture(rootUrl: string, scene: Nullable<Scene>, lodScale: number, lodOffset: number, onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean): InternalTexture;
  112049. }
  112050. }
  112051. declare module BABYLON {
  112052. /**
  112053. * Implementation of the DDS Texture Loader.
  112054. * @hidden
  112055. */
  112056. export class _DDSTextureLoader implements IInternalTextureLoader {
  112057. /**
  112058. * Defines wether the loader supports cascade loading the different faces.
  112059. */
  112060. readonly supportCascades: boolean;
  112061. /**
  112062. * This returns if the loader support the current file information.
  112063. * @param extension defines the file extension of the file being loaded
  112064. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112065. * @param fallback defines the fallback internal texture if any
  112066. * @param isBase64 defines whether the texture is encoded as a base64
  112067. * @param isBuffer defines whether the texture data are stored as a buffer
  112068. * @returns true if the loader can load the specified file
  112069. */
  112070. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  112071. /**
  112072. * Transform the url before loading if required.
  112073. * @param rootUrl the url of the texture
  112074. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112075. * @returns the transformed texture
  112076. */
  112077. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  112078. /**
  112079. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  112080. * @param rootUrl the url of the texture
  112081. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112082. * @returns the fallback texture
  112083. */
  112084. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  112085. /**
  112086. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  112087. * @param data contains the texture data
  112088. * @param texture defines the BabylonJS internal texture
  112089. * @param createPolynomials will be true if polynomials have been requested
  112090. * @param onLoad defines the callback to trigger once the texture is ready
  112091. * @param onError defines the callback to trigger in case of error
  112092. */
  112093. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  112094. /**
  112095. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  112096. * @param data contains the texture data
  112097. * @param texture defines the BabylonJS internal texture
  112098. * @param callback defines the method to call once ready to upload
  112099. */
  112100. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  112101. }
  112102. }
  112103. declare module BABYLON {
  112104. /** @hidden */
  112105. export var rgbdEncodePixelShader: {
  112106. name: string;
  112107. shader: string;
  112108. };
  112109. }
  112110. declare module BABYLON {
  112111. /**
  112112. * Raw texture data and descriptor sufficient for WebGL texture upload
  112113. */
  112114. export interface EnvironmentTextureInfo {
  112115. /**
  112116. * Version of the environment map
  112117. */
  112118. version: number;
  112119. /**
  112120. * Width of image
  112121. */
  112122. width: number;
  112123. /**
  112124. * Irradiance information stored in the file.
  112125. */
  112126. irradiance: any;
  112127. /**
  112128. * Specular information stored in the file.
  112129. */
  112130. specular: any;
  112131. }
  112132. /**
  112133. * Sets of helpers addressing the serialization and deserialization of environment texture
  112134. * stored in a BabylonJS env file.
  112135. * Those files are usually stored as .env files.
  112136. */
  112137. export class EnvironmentTextureTools {
  112138. /**
  112139. * Magic number identifying the env file.
  112140. */
  112141. private static _MagicBytes;
  112142. /**
  112143. * Gets the environment info from an env file.
  112144. * @param data The array buffer containing the .env bytes.
  112145. * @returns the environment file info (the json header) if successfully parsed.
  112146. */
  112147. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  112148. /**
  112149. * Creates an environment texture from a loaded cube texture.
  112150. * @param texture defines the cube texture to convert in env file
  112151. * @return a promise containing the environment data if succesfull.
  112152. */
  112153. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  112154. /**
  112155. * Creates a JSON representation of the spherical data.
  112156. * @param texture defines the texture containing the polynomials
  112157. * @return the JSON representation of the spherical info
  112158. */
  112159. private static _CreateEnvTextureIrradiance;
  112160. /**
  112161. * Uploads the texture info contained in the env file to the GPU.
  112162. * @param texture defines the internal texture to upload to
  112163. * @param arrayBuffer defines the buffer cotaining the data to load
  112164. * @param info defines the texture info retrieved through the GetEnvInfo method
  112165. * @returns a promise
  112166. */
  112167. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  112168. /**
  112169. * Uploads the levels of image data to the GPU.
  112170. * @param texture defines the internal texture to upload to
  112171. * @param imageData defines the array buffer views of image data [mipmap][face]
  112172. * @returns a promise
  112173. */
  112174. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  112175. /**
  112176. * Uploads spherical polynomials information to the texture.
  112177. * @param texture defines the texture we are trying to upload the information to
  112178. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  112179. */
  112180. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  112181. /** @hidden */
  112182. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  112183. }
  112184. }
  112185. declare module BABYLON {
  112186. /**
  112187. * Implementation of the ENV Texture Loader.
  112188. * @hidden
  112189. */
  112190. export class _ENVTextureLoader implements IInternalTextureLoader {
  112191. /**
  112192. * Defines wether the loader supports cascade loading the different faces.
  112193. */
  112194. readonly supportCascades: boolean;
  112195. /**
  112196. * This returns if the loader support the current file information.
  112197. * @param extension defines the file extension of the file being loaded
  112198. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112199. * @param fallback defines the fallback internal texture if any
  112200. * @param isBase64 defines whether the texture is encoded as a base64
  112201. * @param isBuffer defines whether the texture data are stored as a buffer
  112202. * @returns true if the loader can load the specified file
  112203. */
  112204. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  112205. /**
  112206. * Transform the url before loading if required.
  112207. * @param rootUrl the url of the texture
  112208. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112209. * @returns the transformed texture
  112210. */
  112211. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  112212. /**
  112213. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  112214. * @param rootUrl the url of the texture
  112215. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112216. * @returns the fallback texture
  112217. */
  112218. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  112219. /**
  112220. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  112221. * @param data contains the texture data
  112222. * @param texture defines the BabylonJS internal texture
  112223. * @param createPolynomials will be true if polynomials have been requested
  112224. * @param onLoad defines the callback to trigger once the texture is ready
  112225. * @param onError defines the callback to trigger in case of error
  112226. */
  112227. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  112228. /**
  112229. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  112230. * @param data contains the texture data
  112231. * @param texture defines the BabylonJS internal texture
  112232. * @param callback defines the method to call once ready to upload
  112233. */
  112234. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  112235. }
  112236. }
  112237. declare module BABYLON {
  112238. /**
  112239. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  112240. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  112241. */
  112242. export class KhronosTextureContainer {
  112243. /** contents of the KTX container file */
  112244. arrayBuffer: any;
  112245. private static HEADER_LEN;
  112246. private static COMPRESSED_2D;
  112247. private static COMPRESSED_3D;
  112248. private static TEX_2D;
  112249. private static TEX_3D;
  112250. /**
  112251. * Gets the openGL type
  112252. */
  112253. glType: number;
  112254. /**
  112255. * Gets the openGL type size
  112256. */
  112257. glTypeSize: number;
  112258. /**
  112259. * Gets the openGL format
  112260. */
  112261. glFormat: number;
  112262. /**
  112263. * Gets the openGL internal format
  112264. */
  112265. glInternalFormat: number;
  112266. /**
  112267. * Gets the base internal format
  112268. */
  112269. glBaseInternalFormat: number;
  112270. /**
  112271. * Gets image width in pixel
  112272. */
  112273. pixelWidth: number;
  112274. /**
  112275. * Gets image height in pixel
  112276. */
  112277. pixelHeight: number;
  112278. /**
  112279. * Gets image depth in pixels
  112280. */
  112281. pixelDepth: number;
  112282. /**
  112283. * Gets the number of array elements
  112284. */
  112285. numberOfArrayElements: number;
  112286. /**
  112287. * Gets the number of faces
  112288. */
  112289. numberOfFaces: number;
  112290. /**
  112291. * Gets the number of mipmap levels
  112292. */
  112293. numberOfMipmapLevels: number;
  112294. /**
  112295. * Gets the bytes of key value data
  112296. */
  112297. bytesOfKeyValueData: number;
  112298. /**
  112299. * Gets the load type
  112300. */
  112301. loadType: number;
  112302. /**
  112303. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  112304. */
  112305. isInvalid: boolean;
  112306. /**
  112307. * Creates a new KhronosTextureContainer
  112308. * @param arrayBuffer contents of the KTX container file
  112309. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  112310. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  112311. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  112312. */
  112313. constructor(
  112314. /** contents of the KTX container file */
  112315. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  112316. /**
  112317. * Uploads KTX content to a Babylon Texture.
  112318. * It is assumed that the texture has already been created & is currently bound
  112319. * @hidden
  112320. */
  112321. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  112322. private _upload2DCompressedLevels;
  112323. }
  112324. }
  112325. declare module BABYLON {
  112326. /**
  112327. * Implementation of the KTX Texture Loader.
  112328. * @hidden
  112329. */
  112330. export class _KTXTextureLoader implements IInternalTextureLoader {
  112331. /**
  112332. * Defines wether the loader supports cascade loading the different faces.
  112333. */
  112334. readonly supportCascades: boolean;
  112335. /**
  112336. * This returns if the loader support the current file information.
  112337. * @param extension defines the file extension of the file being loaded
  112338. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112339. * @param fallback defines the fallback internal texture if any
  112340. * @param isBase64 defines whether the texture is encoded as a base64
  112341. * @param isBuffer defines whether the texture data are stored as a buffer
  112342. * @returns true if the loader can load the specified file
  112343. */
  112344. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  112345. /**
  112346. * Transform the url before loading if required.
  112347. * @param rootUrl the url of the texture
  112348. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112349. * @returns the transformed texture
  112350. */
  112351. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  112352. /**
  112353. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  112354. * @param rootUrl the url of the texture
  112355. * @param textureFormatInUse defines the current compressed format in use iun the engine
  112356. * @returns the fallback texture
  112357. */
  112358. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  112359. /**
  112360. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  112361. * @param data contains the texture data
  112362. * @param texture defines the BabylonJS internal texture
  112363. * @param createPolynomials will be true if polynomials have been requested
  112364. * @param onLoad defines the callback to trigger once the texture is ready
  112365. * @param onError defines the callback to trigger in case of error
  112366. */
  112367. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  112368. /**
  112369. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  112370. * @param data contains the texture data
  112371. * @param texture defines the BabylonJS internal texture
  112372. * @param callback defines the method to call once ready to upload
  112373. */
  112374. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  112375. }
  112376. }
  112377. declare module BABYLON {
  112378. /**
  112379. * Options for the default xr helper
  112380. */
  112381. export class WebXRDefaultExperienceOptions {
  112382. /**
  112383. * Floor meshes that should be used for teleporting
  112384. */
  112385. floorMeshes: Array<AbstractMesh>;
  112386. }
  112387. /**
  112388. * Default experience which provides a similar setup to the previous webVRExperience
  112389. */
  112390. export class WebXRDefaultExperience {
  112391. /**
  112392. * Base experience
  112393. */
  112394. baseExperience: WebXRExperienceHelper;
  112395. /**
  112396. * Input experience extension
  112397. */
  112398. input: WebXRInput;
  112399. /**
  112400. * Loads the controller models
  112401. */
  112402. controllerModelLoader: WebXRControllerModelLoader;
  112403. /**
  112404. * Enables laser pointer and selection
  112405. */
  112406. pointerSelection: WebXRControllerPointerSelection;
  112407. /**
  112408. * Enables teleportation
  112409. */
  112410. teleportation: WebXRControllerTeleportation;
  112411. /**
  112412. * Enables ui for enetering/exiting xr
  112413. */
  112414. enterExitUI: WebXREnterExitUI;
  112415. /**
  112416. * Default output canvas xr should render to
  112417. */
  112418. outputCanvas: WebXRManagedOutputCanvas;
  112419. /**
  112420. * Creates the default xr experience
  112421. * @param scene scene
  112422. * @param options options for basic configuration
  112423. * @returns resulting WebXRDefaultExperience
  112424. */
  112425. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  112426. private constructor();
  112427. /**
  112428. * DIsposes of the experience helper
  112429. */
  112430. dispose(): void;
  112431. }
  112432. }
  112433. declare module BABYLON {
  112434. /** @hidden */
  112435. export var _forceSceneHelpersToBundle: boolean;
  112436. interface Scene {
  112437. /**
  112438. * Creates a default light for the scene.
  112439. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  112440. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  112441. */
  112442. createDefaultLight(replace?: boolean): void;
  112443. /**
  112444. * Creates a default camera for the scene.
  112445. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  112446. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  112447. * @param replace has default false, when true replaces the active camera in the scene
  112448. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  112449. */
  112450. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  112451. /**
  112452. * Creates a default camera and a default light.
  112453. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  112454. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  112455. * @param replace has the default false, when true replaces the active camera/light in the scene
  112456. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  112457. */
  112458. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  112459. /**
  112460. * Creates a new sky box
  112461. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  112462. * @param environmentTexture defines the texture to use as environment texture
  112463. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  112464. * @param scale defines the overall scale of the skybox
  112465. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  112466. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  112467. * @returns a new mesh holding the sky box
  112468. */
  112469. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  112470. /**
  112471. * Creates a new environment
  112472. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  112473. * @param options defines the options you can use to configure the environment
  112474. * @returns the new EnvironmentHelper
  112475. */
  112476. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  112477. /**
  112478. * Creates a new VREXperienceHelper
  112479. * @see http://doc.babylonjs.com/how_to/webvr_helper
  112480. * @param webVROptions defines the options used to create the new VREXperienceHelper
  112481. * @returns a new VREXperienceHelper
  112482. */
  112483. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  112484. /**
  112485. * Creates a new WebXRDefaultExperience
  112486. * @see http://doc.babylonjs.com/how_to/webxr
  112487. * @param options experience options
  112488. * @returns a promise for a new WebXRDefaultExperience
  112489. */
  112490. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  112491. }
  112492. }
  112493. declare module BABYLON {
  112494. /**
  112495. * Contains position and normal vectors for a vertex
  112496. */
  112497. export class PositionNormalVertex {
  112498. /** the position of the vertex (defaut: 0,0,0) */
  112499. position: Vector3;
  112500. /** the normal of the vertex (defaut: 0,1,0) */
  112501. normal: Vector3;
  112502. /**
  112503. * Creates a PositionNormalVertex
  112504. * @param position the position of the vertex (defaut: 0,0,0)
  112505. * @param normal the normal of the vertex (defaut: 0,1,0)
  112506. */
  112507. constructor(
  112508. /** the position of the vertex (defaut: 0,0,0) */
  112509. position?: Vector3,
  112510. /** the normal of the vertex (defaut: 0,1,0) */
  112511. normal?: Vector3);
  112512. /**
  112513. * Clones the PositionNormalVertex
  112514. * @returns the cloned PositionNormalVertex
  112515. */
  112516. clone(): PositionNormalVertex;
  112517. }
  112518. /**
  112519. * Contains position, normal and uv vectors for a vertex
  112520. */
  112521. export class PositionNormalTextureVertex {
  112522. /** the position of the vertex (defaut: 0,0,0) */
  112523. position: Vector3;
  112524. /** the normal of the vertex (defaut: 0,1,0) */
  112525. normal: Vector3;
  112526. /** the uv of the vertex (default: 0,0) */
  112527. uv: Vector2;
  112528. /**
  112529. * Creates a PositionNormalTextureVertex
  112530. * @param position the position of the vertex (defaut: 0,0,0)
  112531. * @param normal the normal of the vertex (defaut: 0,1,0)
  112532. * @param uv the uv of the vertex (default: 0,0)
  112533. */
  112534. constructor(
  112535. /** the position of the vertex (defaut: 0,0,0) */
  112536. position?: Vector3,
  112537. /** the normal of the vertex (defaut: 0,1,0) */
  112538. normal?: Vector3,
  112539. /** the uv of the vertex (default: 0,0) */
  112540. uv?: Vector2);
  112541. /**
  112542. * Clones the PositionNormalTextureVertex
  112543. * @returns the cloned PositionNormalTextureVertex
  112544. */
  112545. clone(): PositionNormalTextureVertex;
  112546. }
  112547. }
  112548. declare module BABYLON {
  112549. /**
  112550. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  112551. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  112552. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  112553. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  112554. */
  112555. export class VideoDome extends TransformNode {
  112556. /**
  112557. * Define the video source as a Monoscopic panoramic 360 video.
  112558. */
  112559. static readonly MODE_MONOSCOPIC: number;
  112560. /**
  112561. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  112562. */
  112563. static readonly MODE_TOPBOTTOM: number;
  112564. /**
  112565. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  112566. */
  112567. static readonly MODE_SIDEBYSIDE: number;
  112568. private _halfDome;
  112569. private _useDirectMapping;
  112570. /**
  112571. * The video texture being displayed on the sphere
  112572. */
  112573. protected _videoTexture: VideoTexture;
  112574. /**
  112575. * Gets the video texture being displayed on the sphere
  112576. */
  112577. readonly videoTexture: VideoTexture;
  112578. /**
  112579. * The skybox material
  112580. */
  112581. protected _material: BackgroundMaterial;
  112582. /**
  112583. * The surface used for the skybox
  112584. */
  112585. protected _mesh: Mesh;
  112586. /**
  112587. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  112588. */
  112589. private _halfDomeMask;
  112590. /**
  112591. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  112592. * Also see the options.resolution property.
  112593. */
  112594. fovMultiplier: number;
  112595. private _videoMode;
  112596. /**
  112597. * Gets or set the current video mode for the video. It can be:
  112598. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  112599. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  112600. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  112601. */
  112602. videoMode: number;
  112603. /**
  112604. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  112605. *
  112606. */
  112607. /**
  112608. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  112609. */
  112610. halfDome: boolean;
  112611. /**
  112612. * Oberserver used in Stereoscopic VR Mode.
  112613. */
  112614. private _onBeforeCameraRenderObserver;
  112615. /**
  112616. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  112617. * @param name Element's name, child elements will append suffixes for their own names.
  112618. * @param urlsOrVideo defines the url(s) or the video element to use
  112619. * @param options An object containing optional or exposed sub element properties
  112620. */
  112621. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  112622. resolution?: number;
  112623. clickToPlay?: boolean;
  112624. autoPlay?: boolean;
  112625. loop?: boolean;
  112626. size?: number;
  112627. poster?: string;
  112628. faceForward?: boolean;
  112629. useDirectMapping?: boolean;
  112630. halfDomeMode?: boolean;
  112631. }, scene: Scene);
  112632. private _changeVideoMode;
  112633. /**
  112634. * Releases resources associated with this node.
  112635. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  112636. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  112637. */
  112638. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  112639. }
  112640. }
  112641. declare module BABYLON {
  112642. /**
  112643. * This class can be used to get instrumentation data from a Babylon engine
  112644. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  112645. */
  112646. export class EngineInstrumentation implements IDisposable {
  112647. /**
  112648. * Define the instrumented engine.
  112649. */
  112650. engine: Engine;
  112651. private _captureGPUFrameTime;
  112652. private _gpuFrameTimeToken;
  112653. private _gpuFrameTime;
  112654. private _captureShaderCompilationTime;
  112655. private _shaderCompilationTime;
  112656. private _onBeginFrameObserver;
  112657. private _onEndFrameObserver;
  112658. private _onBeforeShaderCompilationObserver;
  112659. private _onAfterShaderCompilationObserver;
  112660. /**
  112661. * Gets the perf counter used for GPU frame time
  112662. */
  112663. readonly gpuFrameTimeCounter: PerfCounter;
  112664. /**
  112665. * Gets the GPU frame time capture status
  112666. */
  112667. /**
  112668. * Enable or disable the GPU frame time capture
  112669. */
  112670. captureGPUFrameTime: boolean;
  112671. /**
  112672. * Gets the perf counter used for shader compilation time
  112673. */
  112674. readonly shaderCompilationTimeCounter: PerfCounter;
  112675. /**
  112676. * Gets the shader compilation time capture status
  112677. */
  112678. /**
  112679. * Enable or disable the shader compilation time capture
  112680. */
  112681. captureShaderCompilationTime: boolean;
  112682. /**
  112683. * Instantiates a new engine instrumentation.
  112684. * This class can be used to get instrumentation data from a Babylon engine
  112685. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  112686. * @param engine Defines the engine to instrument
  112687. */
  112688. constructor(
  112689. /**
  112690. * Define the instrumented engine.
  112691. */
  112692. engine: Engine);
  112693. /**
  112694. * Dispose and release associated resources.
  112695. */
  112696. dispose(): void;
  112697. }
  112698. }
  112699. declare module BABYLON {
  112700. /**
  112701. * This class can be used to get instrumentation data from a Babylon engine
  112702. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  112703. */
  112704. export class SceneInstrumentation implements IDisposable {
  112705. /**
  112706. * Defines the scene to instrument
  112707. */
  112708. scene: Scene;
  112709. private _captureActiveMeshesEvaluationTime;
  112710. private _activeMeshesEvaluationTime;
  112711. private _captureRenderTargetsRenderTime;
  112712. private _renderTargetsRenderTime;
  112713. private _captureFrameTime;
  112714. private _frameTime;
  112715. private _captureRenderTime;
  112716. private _renderTime;
  112717. private _captureInterFrameTime;
  112718. private _interFrameTime;
  112719. private _captureParticlesRenderTime;
  112720. private _particlesRenderTime;
  112721. private _captureSpritesRenderTime;
  112722. private _spritesRenderTime;
  112723. private _capturePhysicsTime;
  112724. private _physicsTime;
  112725. private _captureAnimationsTime;
  112726. private _animationsTime;
  112727. private _captureCameraRenderTime;
  112728. private _cameraRenderTime;
  112729. private _onBeforeActiveMeshesEvaluationObserver;
  112730. private _onAfterActiveMeshesEvaluationObserver;
  112731. private _onBeforeRenderTargetsRenderObserver;
  112732. private _onAfterRenderTargetsRenderObserver;
  112733. private _onAfterRenderObserver;
  112734. private _onBeforeDrawPhaseObserver;
  112735. private _onAfterDrawPhaseObserver;
  112736. private _onBeforeAnimationsObserver;
  112737. private _onBeforeParticlesRenderingObserver;
  112738. private _onAfterParticlesRenderingObserver;
  112739. private _onBeforeSpritesRenderingObserver;
  112740. private _onAfterSpritesRenderingObserver;
  112741. private _onBeforePhysicsObserver;
  112742. private _onAfterPhysicsObserver;
  112743. private _onAfterAnimationsObserver;
  112744. private _onBeforeCameraRenderObserver;
  112745. private _onAfterCameraRenderObserver;
  112746. /**
  112747. * Gets the perf counter used for active meshes evaluation time
  112748. */
  112749. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  112750. /**
  112751. * Gets the active meshes evaluation time capture status
  112752. */
  112753. /**
  112754. * Enable or disable the active meshes evaluation time capture
  112755. */
  112756. captureActiveMeshesEvaluationTime: boolean;
  112757. /**
  112758. * Gets the perf counter used for render targets render time
  112759. */
  112760. readonly renderTargetsRenderTimeCounter: PerfCounter;
  112761. /**
  112762. * Gets the render targets render time capture status
  112763. */
  112764. /**
  112765. * Enable or disable the render targets render time capture
  112766. */
  112767. captureRenderTargetsRenderTime: boolean;
  112768. /**
  112769. * Gets the perf counter used for particles render time
  112770. */
  112771. readonly particlesRenderTimeCounter: PerfCounter;
  112772. /**
  112773. * Gets the particles render time capture status
  112774. */
  112775. /**
  112776. * Enable or disable the particles render time capture
  112777. */
  112778. captureParticlesRenderTime: boolean;
  112779. /**
  112780. * Gets the perf counter used for sprites render time
  112781. */
  112782. readonly spritesRenderTimeCounter: PerfCounter;
  112783. /**
  112784. * Gets the sprites render time capture status
  112785. */
  112786. /**
  112787. * Enable or disable the sprites render time capture
  112788. */
  112789. captureSpritesRenderTime: boolean;
  112790. /**
  112791. * Gets the perf counter used for physics time
  112792. */
  112793. readonly physicsTimeCounter: PerfCounter;
  112794. /**
  112795. * Gets the physics time capture status
  112796. */
  112797. /**
  112798. * Enable or disable the physics time capture
  112799. */
  112800. capturePhysicsTime: boolean;
  112801. /**
  112802. * Gets the perf counter used for animations time
  112803. */
  112804. readonly animationsTimeCounter: PerfCounter;
  112805. /**
  112806. * Gets the animations time capture status
  112807. */
  112808. /**
  112809. * Enable or disable the animations time capture
  112810. */
  112811. captureAnimationsTime: boolean;
  112812. /**
  112813. * Gets the perf counter used for frame time capture
  112814. */
  112815. readonly frameTimeCounter: PerfCounter;
  112816. /**
  112817. * Gets the frame time capture status
  112818. */
  112819. /**
  112820. * Enable or disable the frame time capture
  112821. */
  112822. captureFrameTime: boolean;
  112823. /**
  112824. * Gets the perf counter used for inter-frames time capture
  112825. */
  112826. readonly interFrameTimeCounter: PerfCounter;
  112827. /**
  112828. * Gets the inter-frames time capture status
  112829. */
  112830. /**
  112831. * Enable or disable the inter-frames time capture
  112832. */
  112833. captureInterFrameTime: boolean;
  112834. /**
  112835. * Gets the perf counter used for render time capture
  112836. */
  112837. readonly renderTimeCounter: PerfCounter;
  112838. /**
  112839. * Gets the render time capture status
  112840. */
  112841. /**
  112842. * Enable or disable the render time capture
  112843. */
  112844. captureRenderTime: boolean;
  112845. /**
  112846. * Gets the perf counter used for camera render time capture
  112847. */
  112848. readonly cameraRenderTimeCounter: PerfCounter;
  112849. /**
  112850. * Gets the camera render time capture status
  112851. */
  112852. /**
  112853. * Enable or disable the camera render time capture
  112854. */
  112855. captureCameraRenderTime: boolean;
  112856. /**
  112857. * Gets the perf counter used for draw calls
  112858. */
  112859. readonly drawCallsCounter: PerfCounter;
  112860. /**
  112861. * Instantiates a new scene instrumentation.
  112862. * This class can be used to get instrumentation data from a Babylon engine
  112863. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  112864. * @param scene Defines the scene to instrument
  112865. */
  112866. constructor(
  112867. /**
  112868. * Defines the scene to instrument
  112869. */
  112870. scene: Scene);
  112871. /**
  112872. * Dispose and release associated resources.
  112873. */
  112874. dispose(): void;
  112875. }
  112876. }
  112877. declare module BABYLON {
  112878. /** @hidden */
  112879. export var glowMapGenerationPixelShader: {
  112880. name: string;
  112881. shader: string;
  112882. };
  112883. }
  112884. declare module BABYLON {
  112885. /** @hidden */
  112886. export var glowMapGenerationVertexShader: {
  112887. name: string;
  112888. shader: string;
  112889. };
  112890. }
  112891. declare module BABYLON {
  112892. /**
  112893. * Effect layer options. This helps customizing the behaviour
  112894. * of the effect layer.
  112895. */
  112896. export interface IEffectLayerOptions {
  112897. /**
  112898. * Multiplication factor apply to the canvas size to compute the render target size
  112899. * used to generated the objects (the smaller the faster).
  112900. */
  112901. mainTextureRatio: number;
  112902. /**
  112903. * Enforces a fixed size texture to ensure effect stability across devices.
  112904. */
  112905. mainTextureFixedSize?: number;
  112906. /**
  112907. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  112908. */
  112909. alphaBlendingMode: number;
  112910. /**
  112911. * The camera attached to the layer.
  112912. */
  112913. camera: Nullable<Camera>;
  112914. /**
  112915. * The rendering group to draw the layer in.
  112916. */
  112917. renderingGroupId: number;
  112918. }
  112919. /**
  112920. * The effect layer Helps adding post process effect blended with the main pass.
  112921. *
  112922. * This can be for instance use to generate glow or higlight effects on the scene.
  112923. *
  112924. * The effect layer class can not be used directly and is intented to inherited from to be
  112925. * customized per effects.
  112926. */
  112927. export abstract class EffectLayer {
  112928. private _vertexBuffers;
  112929. private _indexBuffer;
  112930. private _cachedDefines;
  112931. private _effectLayerMapGenerationEffect;
  112932. private _effectLayerOptions;
  112933. private _mergeEffect;
  112934. protected _scene: Scene;
  112935. protected _engine: Engine;
  112936. protected _maxSize: number;
  112937. protected _mainTextureDesiredSize: ISize;
  112938. protected _mainTexture: RenderTargetTexture;
  112939. protected _shouldRender: boolean;
  112940. protected _postProcesses: PostProcess[];
  112941. protected _textures: BaseTexture[];
  112942. protected _emissiveTextureAndColor: {
  112943. texture: Nullable<BaseTexture>;
  112944. color: Color4;
  112945. };
  112946. /**
  112947. * The name of the layer
  112948. */
  112949. name: string;
  112950. /**
  112951. * The clear color of the texture used to generate the glow map.
  112952. */
  112953. neutralColor: Color4;
  112954. /**
  112955. * Specifies wether the highlight layer is enabled or not.
  112956. */
  112957. isEnabled: boolean;
  112958. /**
  112959. * Gets the camera attached to the layer.
  112960. */
  112961. readonly camera: Nullable<Camera>;
  112962. /**
  112963. * Gets the rendering group id the layer should render in.
  112964. */
  112965. renderingGroupId: number;
  112966. /**
  112967. * An event triggered when the effect layer has been disposed.
  112968. */
  112969. onDisposeObservable: Observable<EffectLayer>;
  112970. /**
  112971. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  112972. */
  112973. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  112974. /**
  112975. * An event triggered when the generated texture is being merged in the scene.
  112976. */
  112977. onBeforeComposeObservable: Observable<EffectLayer>;
  112978. /**
  112979. * An event triggered when the generated texture has been merged in the scene.
  112980. */
  112981. onAfterComposeObservable: Observable<EffectLayer>;
  112982. /**
  112983. * An event triggered when the efffect layer changes its size.
  112984. */
  112985. onSizeChangedObservable: Observable<EffectLayer>;
  112986. /** @hidden */
  112987. static _SceneComponentInitialization: (scene: Scene) => void;
  112988. /**
  112989. * Instantiates a new effect Layer and references it in the scene.
  112990. * @param name The name of the layer
  112991. * @param scene The scene to use the layer in
  112992. */
  112993. constructor(
  112994. /** The Friendly of the effect in the scene */
  112995. name: string, scene: Scene);
  112996. /**
  112997. * Get the effect name of the layer.
  112998. * @return The effect name
  112999. */
  113000. abstract getEffectName(): string;
  113001. /**
  113002. * Checks for the readiness of the element composing the layer.
  113003. * @param subMesh the mesh to check for
  113004. * @param useInstances specify wether or not to use instances to render the mesh
  113005. * @return true if ready otherwise, false
  113006. */
  113007. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  113008. /**
  113009. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113010. * @returns true if the effect requires stencil during the main canvas render pass.
  113011. */
  113012. abstract needStencil(): boolean;
  113013. /**
  113014. * Create the merge effect. This is the shader use to blit the information back
  113015. * to the main canvas at the end of the scene rendering.
  113016. * @returns The effect containing the shader used to merge the effect on the main canvas
  113017. */
  113018. protected abstract _createMergeEffect(): Effect;
  113019. /**
  113020. * Creates the render target textures and post processes used in the effect layer.
  113021. */
  113022. protected abstract _createTextureAndPostProcesses(): void;
  113023. /**
  113024. * Implementation specific of rendering the generating effect on the main canvas.
  113025. * @param effect The effect used to render through
  113026. */
  113027. protected abstract _internalRender(effect: Effect): void;
  113028. /**
  113029. * Sets the required values for both the emissive texture and and the main color.
  113030. */
  113031. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  113032. /**
  113033. * Free any resources and references associated to a mesh.
  113034. * Internal use
  113035. * @param mesh The mesh to free.
  113036. */
  113037. abstract _disposeMesh(mesh: Mesh): void;
  113038. /**
  113039. * Serializes this layer (Glow or Highlight for example)
  113040. * @returns a serialized layer object
  113041. */
  113042. abstract serialize?(): any;
  113043. /**
  113044. * Initializes the effect layer with the required options.
  113045. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  113046. */
  113047. protected _init(options: Partial<IEffectLayerOptions>): void;
  113048. /**
  113049. * Generates the index buffer of the full screen quad blending to the main canvas.
  113050. */
  113051. private _generateIndexBuffer;
  113052. /**
  113053. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  113054. */
  113055. private _generateVertexBuffer;
  113056. /**
  113057. * Sets the main texture desired size which is the closest power of two
  113058. * of the engine canvas size.
  113059. */
  113060. private _setMainTextureSize;
  113061. /**
  113062. * Creates the main texture for the effect layer.
  113063. */
  113064. protected _createMainTexture(): void;
  113065. /**
  113066. * Adds specific effects defines.
  113067. * @param defines The defines to add specifics to.
  113068. */
  113069. protected _addCustomEffectDefines(defines: string[]): void;
  113070. /**
  113071. * Checks for the readiness of the element composing the layer.
  113072. * @param subMesh the mesh to check for
  113073. * @param useInstances specify wether or not to use instances to render the mesh
  113074. * @param emissiveTexture the associated emissive texture used to generate the glow
  113075. * @return true if ready otherwise, false
  113076. */
  113077. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  113078. /**
  113079. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  113080. */
  113081. render(): void;
  113082. /**
  113083. * Determine if a given mesh will be used in the current effect.
  113084. * @param mesh mesh to test
  113085. * @returns true if the mesh will be used
  113086. */
  113087. hasMesh(mesh: AbstractMesh): boolean;
  113088. /**
  113089. * Returns true if the layer contains information to display, otherwise false.
  113090. * @returns true if the glow layer should be rendered
  113091. */
  113092. shouldRender(): boolean;
  113093. /**
  113094. * Returns true if the mesh should render, otherwise false.
  113095. * @param mesh The mesh to render
  113096. * @returns true if it should render otherwise false
  113097. */
  113098. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  113099. /**
  113100. * Returns true if the mesh can be rendered, otherwise false.
  113101. * @param mesh The mesh to render
  113102. * @param material The material used on the mesh
  113103. * @returns true if it can be rendered otherwise false
  113104. */
  113105. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  113106. /**
  113107. * Returns true if the mesh should render, otherwise false.
  113108. * @param mesh The mesh to render
  113109. * @returns true if it should render otherwise false
  113110. */
  113111. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  113112. /**
  113113. * Renders the submesh passed in parameter to the generation map.
  113114. */
  113115. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  113116. /**
  113117. * Rebuild the required buffers.
  113118. * @hidden Internal use only.
  113119. */
  113120. _rebuild(): void;
  113121. /**
  113122. * Dispose only the render target textures and post process.
  113123. */
  113124. private _disposeTextureAndPostProcesses;
  113125. /**
  113126. * Dispose the highlight layer and free resources.
  113127. */
  113128. dispose(): void;
  113129. /**
  113130. * Gets the class name of the effect layer
  113131. * @returns the string with the class name of the effect layer
  113132. */
  113133. getClassName(): string;
  113134. /**
  113135. * Creates an effect layer from parsed effect layer data
  113136. * @param parsedEffectLayer defines effect layer data
  113137. * @param scene defines the current scene
  113138. * @param rootUrl defines the root URL containing the effect layer information
  113139. * @returns a parsed effect Layer
  113140. */
  113141. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  113142. }
  113143. }
  113144. declare module BABYLON {
  113145. interface AbstractScene {
  113146. /**
  113147. * The list of effect layers (highlights/glow) added to the scene
  113148. * @see http://doc.babylonjs.com/how_to/highlight_layer
  113149. * @see http://doc.babylonjs.com/how_to/glow_layer
  113150. */
  113151. effectLayers: Array<EffectLayer>;
  113152. /**
  113153. * Removes the given effect layer from this scene.
  113154. * @param toRemove defines the effect layer to remove
  113155. * @returns the index of the removed effect layer
  113156. */
  113157. removeEffectLayer(toRemove: EffectLayer): number;
  113158. /**
  113159. * Adds the given effect layer to this scene
  113160. * @param newEffectLayer defines the effect layer to add
  113161. */
  113162. addEffectLayer(newEffectLayer: EffectLayer): void;
  113163. }
  113164. /**
  113165. * Defines the layer scene component responsible to manage any effect layers
  113166. * in a given scene.
  113167. */
  113168. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  113169. /**
  113170. * The component name helpfull to identify the component in the list of scene components.
  113171. */
  113172. readonly name: string;
  113173. /**
  113174. * The scene the component belongs to.
  113175. */
  113176. scene: Scene;
  113177. private _engine;
  113178. private _renderEffects;
  113179. private _needStencil;
  113180. private _previousStencilState;
  113181. /**
  113182. * Creates a new instance of the component for the given scene
  113183. * @param scene Defines the scene to register the component in
  113184. */
  113185. constructor(scene: Scene);
  113186. /**
  113187. * Registers the component in a given scene
  113188. */
  113189. register(): void;
  113190. /**
  113191. * Rebuilds the elements related to this component in case of
  113192. * context lost for instance.
  113193. */
  113194. rebuild(): void;
  113195. /**
  113196. * Serializes the component data to the specified json object
  113197. * @param serializationObject The object to serialize to
  113198. */
  113199. serialize(serializationObject: any): void;
  113200. /**
  113201. * Adds all the elements from the container to the scene
  113202. * @param container the container holding the elements
  113203. */
  113204. addFromContainer(container: AbstractScene): void;
  113205. /**
  113206. * Removes all the elements in the container from the scene
  113207. * @param container contains the elements to remove
  113208. * @param dispose if the removed element should be disposed (default: false)
  113209. */
  113210. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  113211. /**
  113212. * Disposes the component and the associated ressources.
  113213. */
  113214. dispose(): void;
  113215. private _isReadyForMesh;
  113216. private _renderMainTexture;
  113217. private _setStencil;
  113218. private _setStencilBack;
  113219. private _draw;
  113220. private _drawCamera;
  113221. private _drawRenderingGroup;
  113222. }
  113223. }
  113224. declare module BABYLON {
  113225. /** @hidden */
  113226. export var glowMapMergePixelShader: {
  113227. name: string;
  113228. shader: string;
  113229. };
  113230. }
  113231. declare module BABYLON {
  113232. /** @hidden */
  113233. export var glowMapMergeVertexShader: {
  113234. name: string;
  113235. shader: string;
  113236. };
  113237. }
  113238. declare module BABYLON {
  113239. interface AbstractScene {
  113240. /**
  113241. * Return a the first highlight layer of the scene with a given name.
  113242. * @param name The name of the highlight layer to look for.
  113243. * @return The highlight layer if found otherwise null.
  113244. */
  113245. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  113246. }
  113247. /**
  113248. * Glow layer options. This helps customizing the behaviour
  113249. * of the glow layer.
  113250. */
  113251. export interface IGlowLayerOptions {
  113252. /**
  113253. * Multiplication factor apply to the canvas size to compute the render target size
  113254. * used to generated the glowing objects (the smaller the faster).
  113255. */
  113256. mainTextureRatio: number;
  113257. /**
  113258. * Enforces a fixed size texture to ensure resize independant blur.
  113259. */
  113260. mainTextureFixedSize?: number;
  113261. /**
  113262. * How big is the kernel of the blur texture.
  113263. */
  113264. blurKernelSize: number;
  113265. /**
  113266. * The camera attached to the layer.
  113267. */
  113268. camera: Nullable<Camera>;
  113269. /**
  113270. * Enable MSAA by chosing the number of samples.
  113271. */
  113272. mainTextureSamples?: number;
  113273. /**
  113274. * The rendering group to draw the layer in.
  113275. */
  113276. renderingGroupId: number;
  113277. }
  113278. /**
  113279. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  113280. *
  113281. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113282. * glowy meshes to your scene.
  113283. *
  113284. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  113285. */
  113286. export class GlowLayer extends EffectLayer {
  113287. /**
  113288. * Effect Name of the layer.
  113289. */
  113290. static readonly EffectName: string;
  113291. /**
  113292. * The default blur kernel size used for the glow.
  113293. */
  113294. static DefaultBlurKernelSize: number;
  113295. /**
  113296. * The default texture size ratio used for the glow.
  113297. */
  113298. static DefaultTextureRatio: number;
  113299. /**
  113300. * Sets the kernel size of the blur.
  113301. */
  113302. /**
  113303. * Gets the kernel size of the blur.
  113304. */
  113305. blurKernelSize: number;
  113306. /**
  113307. * Sets the glow intensity.
  113308. */
  113309. /**
  113310. * Gets the glow intensity.
  113311. */
  113312. intensity: number;
  113313. private _options;
  113314. private _intensity;
  113315. private _horizontalBlurPostprocess1;
  113316. private _verticalBlurPostprocess1;
  113317. private _horizontalBlurPostprocess2;
  113318. private _verticalBlurPostprocess2;
  113319. private _blurTexture1;
  113320. private _blurTexture2;
  113321. private _postProcesses1;
  113322. private _postProcesses2;
  113323. private _includedOnlyMeshes;
  113324. private _excludedMeshes;
  113325. /**
  113326. * Callback used to let the user override the color selection on a per mesh basis
  113327. */
  113328. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  113329. /**
  113330. * Callback used to let the user override the texture selection on a per mesh basis
  113331. */
  113332. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  113333. /**
  113334. * Instantiates a new glow Layer and references it to the scene.
  113335. * @param name The name of the layer
  113336. * @param scene The scene to use the layer in
  113337. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  113338. */
  113339. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  113340. /**
  113341. * Get the effect name of the layer.
  113342. * @return The effect name
  113343. */
  113344. getEffectName(): string;
  113345. /**
  113346. * Create the merge effect. This is the shader use to blit the information back
  113347. * to the main canvas at the end of the scene rendering.
  113348. */
  113349. protected _createMergeEffect(): Effect;
  113350. /**
  113351. * Creates the render target textures and post processes used in the glow layer.
  113352. */
  113353. protected _createTextureAndPostProcesses(): void;
  113354. /**
  113355. * Checks for the readiness of the element composing the layer.
  113356. * @param subMesh the mesh to check for
  113357. * @param useInstances specify wether or not to use instances to render the mesh
  113358. * @param emissiveTexture the associated emissive texture used to generate the glow
  113359. * @return true if ready otherwise, false
  113360. */
  113361. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  113362. /**
  113363. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113364. */
  113365. needStencil(): boolean;
  113366. /**
  113367. * Returns true if the mesh can be rendered, otherwise false.
  113368. * @param mesh The mesh to render
  113369. * @param material The material used on the mesh
  113370. * @returns true if it can be rendered otherwise false
  113371. */
  113372. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  113373. /**
  113374. * Implementation specific of rendering the generating effect on the main canvas.
  113375. * @param effect The effect used to render through
  113376. */
  113377. protected _internalRender(effect: Effect): void;
  113378. /**
  113379. * Sets the required values for both the emissive texture and and the main color.
  113380. */
  113381. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  113382. /**
  113383. * Returns true if the mesh should render, otherwise false.
  113384. * @param mesh The mesh to render
  113385. * @returns true if it should render otherwise false
  113386. */
  113387. protected _shouldRenderMesh(mesh: Mesh): boolean;
  113388. /**
  113389. * Adds specific effects defines.
  113390. * @param defines The defines to add specifics to.
  113391. */
  113392. protected _addCustomEffectDefines(defines: string[]): void;
  113393. /**
  113394. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  113395. * @param mesh The mesh to exclude from the glow layer
  113396. */
  113397. addExcludedMesh(mesh: Mesh): void;
  113398. /**
  113399. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  113400. * @param mesh The mesh to remove
  113401. */
  113402. removeExcludedMesh(mesh: Mesh): void;
  113403. /**
  113404. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  113405. * @param mesh The mesh to include in the glow layer
  113406. */
  113407. addIncludedOnlyMesh(mesh: Mesh): void;
  113408. /**
  113409. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  113410. * @param mesh The mesh to remove
  113411. */
  113412. removeIncludedOnlyMesh(mesh: Mesh): void;
  113413. /**
  113414. * Determine if a given mesh will be used in the glow layer
  113415. * @param mesh The mesh to test
  113416. * @returns true if the mesh will be highlighted by the current glow layer
  113417. */
  113418. hasMesh(mesh: AbstractMesh): boolean;
  113419. /**
  113420. * Free any resources and references associated to a mesh.
  113421. * Internal use
  113422. * @param mesh The mesh to free.
  113423. * @hidden
  113424. */
  113425. _disposeMesh(mesh: Mesh): void;
  113426. /**
  113427. * Gets the class name of the effect layer
  113428. * @returns the string with the class name of the effect layer
  113429. */
  113430. getClassName(): string;
  113431. /**
  113432. * Serializes this glow layer
  113433. * @returns a serialized glow layer object
  113434. */
  113435. serialize(): any;
  113436. /**
  113437. * Creates a Glow Layer from parsed glow layer data
  113438. * @param parsedGlowLayer defines glow layer data
  113439. * @param scene defines the current scene
  113440. * @param rootUrl defines the root URL containing the glow layer information
  113441. * @returns a parsed Glow Layer
  113442. */
  113443. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  113444. }
  113445. }
  113446. declare module BABYLON {
  113447. /** @hidden */
  113448. export var glowBlurPostProcessPixelShader: {
  113449. name: string;
  113450. shader: string;
  113451. };
  113452. }
  113453. declare module BABYLON {
  113454. interface AbstractScene {
  113455. /**
  113456. * Return a the first highlight layer of the scene with a given name.
  113457. * @param name The name of the highlight layer to look for.
  113458. * @return The highlight layer if found otherwise null.
  113459. */
  113460. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  113461. }
  113462. /**
  113463. * Highlight layer options. This helps customizing the behaviour
  113464. * of the highlight layer.
  113465. */
  113466. export interface IHighlightLayerOptions {
  113467. /**
  113468. * Multiplication factor apply to the canvas size to compute the render target size
  113469. * used to generated the glowing objects (the smaller the faster).
  113470. */
  113471. mainTextureRatio: number;
  113472. /**
  113473. * Enforces a fixed size texture to ensure resize independant blur.
  113474. */
  113475. mainTextureFixedSize?: number;
  113476. /**
  113477. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  113478. * of the picture to blur (the smaller the faster).
  113479. */
  113480. blurTextureSizeRatio: number;
  113481. /**
  113482. * How big in texel of the blur texture is the vertical blur.
  113483. */
  113484. blurVerticalSize: number;
  113485. /**
  113486. * How big in texel of the blur texture is the horizontal blur.
  113487. */
  113488. blurHorizontalSize: number;
  113489. /**
  113490. * Alpha blending mode used to apply the blur. Default is combine.
  113491. */
  113492. alphaBlendingMode: number;
  113493. /**
  113494. * The camera attached to the layer.
  113495. */
  113496. camera: Nullable<Camera>;
  113497. /**
  113498. * Should we display highlight as a solid stroke?
  113499. */
  113500. isStroke?: boolean;
  113501. /**
  113502. * The rendering group to draw the layer in.
  113503. */
  113504. renderingGroupId: number;
  113505. }
  113506. /**
  113507. * The highlight layer Helps adding a glow effect around a mesh.
  113508. *
  113509. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113510. * glowy meshes to your scene.
  113511. *
  113512. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  113513. */
  113514. export class HighlightLayer extends EffectLayer {
  113515. name: string;
  113516. /**
  113517. * Effect Name of the highlight layer.
  113518. */
  113519. static readonly EffectName: string;
  113520. /**
  113521. * The neutral color used during the preparation of the glow effect.
  113522. * This is black by default as the blend operation is a blend operation.
  113523. */
  113524. static NeutralColor: Color4;
  113525. /**
  113526. * Stencil value used for glowing meshes.
  113527. */
  113528. static GlowingMeshStencilReference: number;
  113529. /**
  113530. * Stencil value used for the other meshes in the scene.
  113531. */
  113532. static NormalMeshStencilReference: number;
  113533. /**
  113534. * Specifies whether or not the inner glow is ACTIVE in the layer.
  113535. */
  113536. innerGlow: boolean;
  113537. /**
  113538. * Specifies whether or not the outer glow is ACTIVE in the layer.
  113539. */
  113540. outerGlow: boolean;
  113541. /**
  113542. * Specifies the horizontal size of the blur.
  113543. */
  113544. /**
  113545. * Gets the horizontal size of the blur.
  113546. */
  113547. blurHorizontalSize: number;
  113548. /**
  113549. * Specifies the vertical size of the blur.
  113550. */
  113551. /**
  113552. * Gets the vertical size of the blur.
  113553. */
  113554. blurVerticalSize: number;
  113555. /**
  113556. * An event triggered when the highlight layer is being blurred.
  113557. */
  113558. onBeforeBlurObservable: Observable<HighlightLayer>;
  113559. /**
  113560. * An event triggered when the highlight layer has been blurred.
  113561. */
  113562. onAfterBlurObservable: Observable<HighlightLayer>;
  113563. private _instanceGlowingMeshStencilReference;
  113564. private _options;
  113565. private _downSamplePostprocess;
  113566. private _horizontalBlurPostprocess;
  113567. private _verticalBlurPostprocess;
  113568. private _blurTexture;
  113569. private _meshes;
  113570. private _excludedMeshes;
  113571. /**
  113572. * Instantiates a new highlight Layer and references it to the scene..
  113573. * @param name The name of the layer
  113574. * @param scene The scene to use the layer in
  113575. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  113576. */
  113577. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  113578. /**
  113579. * Get the effect name of the layer.
  113580. * @return The effect name
  113581. */
  113582. getEffectName(): string;
  113583. /**
  113584. * Create the merge effect. This is the shader use to blit the information back
  113585. * to the main canvas at the end of the scene rendering.
  113586. */
  113587. protected _createMergeEffect(): Effect;
  113588. /**
  113589. * Creates the render target textures and post processes used in the highlight layer.
  113590. */
  113591. protected _createTextureAndPostProcesses(): void;
  113592. /**
  113593. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113594. */
  113595. needStencil(): boolean;
  113596. /**
  113597. * Checks for the readiness of the element composing the layer.
  113598. * @param subMesh the mesh to check for
  113599. * @param useInstances specify wether or not to use instances to render the mesh
  113600. * @param emissiveTexture the associated emissive texture used to generate the glow
  113601. * @return true if ready otherwise, false
  113602. */
  113603. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  113604. /**
  113605. * Implementation specific of rendering the generating effect on the main canvas.
  113606. * @param effect The effect used to render through
  113607. */
  113608. protected _internalRender(effect: Effect): void;
  113609. /**
  113610. * Returns true if the layer contains information to display, otherwise false.
  113611. */
  113612. shouldRender(): boolean;
  113613. /**
  113614. * Returns true if the mesh should render, otherwise false.
  113615. * @param mesh The mesh to render
  113616. * @returns true if it should render otherwise false
  113617. */
  113618. protected _shouldRenderMesh(mesh: Mesh): boolean;
  113619. /**
  113620. * Sets the required values for both the emissive texture and and the main color.
  113621. */
  113622. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  113623. /**
  113624. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  113625. * @param mesh The mesh to exclude from the highlight layer
  113626. */
  113627. addExcludedMesh(mesh: Mesh): void;
  113628. /**
  113629. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  113630. * @param mesh The mesh to highlight
  113631. */
  113632. removeExcludedMesh(mesh: Mesh): void;
  113633. /**
  113634. * Determine if a given mesh will be highlighted by the current HighlightLayer
  113635. * @param mesh mesh to test
  113636. * @returns true if the mesh will be highlighted by the current HighlightLayer
  113637. */
  113638. hasMesh(mesh: AbstractMesh): boolean;
  113639. /**
  113640. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  113641. * @param mesh The mesh to highlight
  113642. * @param color The color of the highlight
  113643. * @param glowEmissiveOnly Extract the glow from the emissive texture
  113644. */
  113645. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  113646. /**
  113647. * Remove a mesh from the highlight layer in order to make it stop glowing.
  113648. * @param mesh The mesh to highlight
  113649. */
  113650. removeMesh(mesh: Mesh): void;
  113651. /**
  113652. * Force the stencil to the normal expected value for none glowing parts
  113653. */
  113654. private _defaultStencilReference;
  113655. /**
  113656. * Free any resources and references associated to a mesh.
  113657. * Internal use
  113658. * @param mesh The mesh to free.
  113659. * @hidden
  113660. */
  113661. _disposeMesh(mesh: Mesh): void;
  113662. /**
  113663. * Dispose the highlight layer and free resources.
  113664. */
  113665. dispose(): void;
  113666. /**
  113667. * Gets the class name of the effect layer
  113668. * @returns the string with the class name of the effect layer
  113669. */
  113670. getClassName(): string;
  113671. /**
  113672. * Serializes this Highlight layer
  113673. * @returns a serialized Highlight layer object
  113674. */
  113675. serialize(): any;
  113676. /**
  113677. * Creates a Highlight layer from parsed Highlight layer data
  113678. * @param parsedHightlightLayer defines the Highlight layer data
  113679. * @param scene defines the current scene
  113680. * @param rootUrl defines the root URL containing the Highlight layer information
  113681. * @returns a parsed Highlight layer
  113682. */
  113683. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  113684. }
  113685. }
  113686. declare module BABYLON {
  113687. interface AbstractScene {
  113688. /**
  113689. * The list of layers (background and foreground) of the scene
  113690. */
  113691. layers: Array<Layer>;
  113692. }
  113693. /**
  113694. * Defines the layer scene component responsible to manage any layers
  113695. * in a given scene.
  113696. */
  113697. export class LayerSceneComponent implements ISceneComponent {
  113698. /**
  113699. * The component name helpfull to identify the component in the list of scene components.
  113700. */
  113701. readonly name: string;
  113702. /**
  113703. * The scene the component belongs to.
  113704. */
  113705. scene: Scene;
  113706. private _engine;
  113707. /**
  113708. * Creates a new instance of the component for the given scene
  113709. * @param scene Defines the scene to register the component in
  113710. */
  113711. constructor(scene: Scene);
  113712. /**
  113713. * Registers the component in a given scene
  113714. */
  113715. register(): void;
  113716. /**
  113717. * Rebuilds the elements related to this component in case of
  113718. * context lost for instance.
  113719. */
  113720. rebuild(): void;
  113721. /**
  113722. * Disposes the component and the associated ressources.
  113723. */
  113724. dispose(): void;
  113725. private _draw;
  113726. private _drawCameraPredicate;
  113727. private _drawCameraBackground;
  113728. private _drawCameraForeground;
  113729. private _drawRenderTargetPredicate;
  113730. private _drawRenderTargetBackground;
  113731. private _drawRenderTargetForeground;
  113732. /**
  113733. * Adds all the elements from the container to the scene
  113734. * @param container the container holding the elements
  113735. */
  113736. addFromContainer(container: AbstractScene): void;
  113737. /**
  113738. * Removes all the elements in the container from the scene
  113739. * @param container contains the elements to remove
  113740. * @param dispose if the removed element should be disposed (default: false)
  113741. */
  113742. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  113743. }
  113744. }
  113745. declare module BABYLON {
  113746. /** @hidden */
  113747. export var layerPixelShader: {
  113748. name: string;
  113749. shader: string;
  113750. };
  113751. }
  113752. declare module BABYLON {
  113753. /** @hidden */
  113754. export var layerVertexShader: {
  113755. name: string;
  113756. shader: string;
  113757. };
  113758. }
  113759. declare module BABYLON {
  113760. /**
  113761. * This represents a full screen 2d layer.
  113762. * This can be useful to display a picture in the background of your scene for instance.
  113763. * @see https://www.babylonjs-playground.com/#08A2BS#1
  113764. */
  113765. export class Layer {
  113766. /**
  113767. * Define the name of the layer.
  113768. */
  113769. name: string;
  113770. /**
  113771. * Define the texture the layer should display.
  113772. */
  113773. texture: Nullable<Texture>;
  113774. /**
  113775. * Is the layer in background or foreground.
  113776. */
  113777. isBackground: boolean;
  113778. /**
  113779. * Define the color of the layer (instead of texture).
  113780. */
  113781. color: Color4;
  113782. /**
  113783. * Define the scale of the layer in order to zoom in out of the texture.
  113784. */
  113785. scale: Vector2;
  113786. /**
  113787. * Define an offset for the layer in order to shift the texture.
  113788. */
  113789. offset: Vector2;
  113790. /**
  113791. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  113792. */
  113793. alphaBlendingMode: number;
  113794. /**
  113795. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  113796. * Alpha test will not mix with the background color in case of transparency.
  113797. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  113798. */
  113799. alphaTest: boolean;
  113800. /**
  113801. * Define a mask to restrict the layer to only some of the scene cameras.
  113802. */
  113803. layerMask: number;
  113804. /**
  113805. * Define the list of render target the layer is visible into.
  113806. */
  113807. renderTargetTextures: RenderTargetTexture[];
  113808. /**
  113809. * Define if the layer is only used in renderTarget or if it also
  113810. * renders in the main frame buffer of the canvas.
  113811. */
  113812. renderOnlyInRenderTargetTextures: boolean;
  113813. private _scene;
  113814. private _vertexBuffers;
  113815. private _indexBuffer;
  113816. private _effect;
  113817. private _alphaTestEffect;
  113818. /**
  113819. * An event triggered when the layer is disposed.
  113820. */
  113821. onDisposeObservable: Observable<Layer>;
  113822. private _onDisposeObserver;
  113823. /**
  113824. * Back compatibility with callback before the onDisposeObservable existed.
  113825. * The set callback will be triggered when the layer has been disposed.
  113826. */
  113827. onDispose: () => void;
  113828. /**
  113829. * An event triggered before rendering the scene
  113830. */
  113831. onBeforeRenderObservable: Observable<Layer>;
  113832. private _onBeforeRenderObserver;
  113833. /**
  113834. * Back compatibility with callback before the onBeforeRenderObservable existed.
  113835. * The set callback will be triggered just before rendering the layer.
  113836. */
  113837. onBeforeRender: () => void;
  113838. /**
  113839. * An event triggered after rendering the scene
  113840. */
  113841. onAfterRenderObservable: Observable<Layer>;
  113842. private _onAfterRenderObserver;
  113843. /**
  113844. * Back compatibility with callback before the onAfterRenderObservable existed.
  113845. * The set callback will be triggered just after rendering the layer.
  113846. */
  113847. onAfterRender: () => void;
  113848. /**
  113849. * Instantiates a new layer.
  113850. * This represents a full screen 2d layer.
  113851. * This can be useful to display a picture in the background of your scene for instance.
  113852. * @see https://www.babylonjs-playground.com/#08A2BS#1
  113853. * @param name Define the name of the layer in the scene
  113854. * @param imgUrl Define the url of the texture to display in the layer
  113855. * @param scene Define the scene the layer belongs to
  113856. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  113857. * @param color Defines a color for the layer
  113858. */
  113859. constructor(
  113860. /**
  113861. * Define the name of the layer.
  113862. */
  113863. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  113864. private _createIndexBuffer;
  113865. /** @hidden */
  113866. _rebuild(): void;
  113867. /**
  113868. * Renders the layer in the scene.
  113869. */
  113870. render(): void;
  113871. /**
  113872. * Disposes and releases the associated ressources.
  113873. */
  113874. dispose(): void;
  113875. }
  113876. }
  113877. declare module BABYLON {
  113878. /** @hidden */
  113879. export var lensFlarePixelShader: {
  113880. name: string;
  113881. shader: string;
  113882. };
  113883. }
  113884. declare module BABYLON {
  113885. /** @hidden */
  113886. export var lensFlareVertexShader: {
  113887. name: string;
  113888. shader: string;
  113889. };
  113890. }
  113891. declare module BABYLON {
  113892. /**
  113893. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  113894. * It is usually composed of several `lensFlare`.
  113895. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113896. */
  113897. export class LensFlareSystem {
  113898. /**
  113899. * Define the name of the lens flare system
  113900. */
  113901. name: string;
  113902. /**
  113903. * List of lens flares used in this system.
  113904. */
  113905. lensFlares: LensFlare[];
  113906. /**
  113907. * Define a limit from the border the lens flare can be visible.
  113908. */
  113909. borderLimit: number;
  113910. /**
  113911. * Define a viewport border we do not want to see the lens flare in.
  113912. */
  113913. viewportBorder: number;
  113914. /**
  113915. * Define a predicate which could limit the list of meshes able to occlude the effect.
  113916. */
  113917. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  113918. /**
  113919. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  113920. */
  113921. layerMask: number;
  113922. /**
  113923. * Define the id of the lens flare system in the scene.
  113924. * (equal to name by default)
  113925. */
  113926. id: string;
  113927. private _scene;
  113928. private _emitter;
  113929. private _vertexBuffers;
  113930. private _indexBuffer;
  113931. private _effect;
  113932. private _positionX;
  113933. private _positionY;
  113934. private _isEnabled;
  113935. /** @hidden */
  113936. static _SceneComponentInitialization: (scene: Scene) => void;
  113937. /**
  113938. * Instantiates a lens flare system.
  113939. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  113940. * It is usually composed of several `lensFlare`.
  113941. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  113942. * @param name Define the name of the lens flare system in the scene
  113943. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  113944. * @param scene Define the scene the lens flare system belongs to
  113945. */
  113946. constructor(
  113947. /**
  113948. * Define the name of the lens flare system
  113949. */
  113950. name: string, emitter: any, scene: Scene);
  113951. /**
  113952. * Define if the lens flare system is enabled.
  113953. */
  113954. isEnabled: boolean;
  113955. /**
  113956. * Get the scene the effects belongs to.
  113957. * @returns the scene holding the lens flare system
  113958. */
  113959. getScene(): Scene;
  113960. /**
  113961. * Get the emitter of the lens flare system.
  113962. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  113963. * @returns the emitter of the lens flare system
  113964. */
  113965. getEmitter(): any;
  113966. /**
  113967. * Set the emitter of the lens flare system.
  113968. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  113969. * @param newEmitter Define the new emitter of the system
  113970. */
  113971. setEmitter(newEmitter: any): void;
  113972. /**
  113973. * Get the lens flare system emitter position.
  113974. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  113975. * @returns the position
  113976. */
  113977. getEmitterPosition(): Vector3;
  113978. /**
  113979. * @hidden
  113980. */
  113981. computeEffectivePosition(globalViewport: Viewport): boolean;
  113982. /** @hidden */
  113983. _isVisible(): boolean;
  113984. /**
  113985. * @hidden
  113986. */
  113987. render(): boolean;
  113988. /**
  113989. * Dispose and release the lens flare with its associated resources.
  113990. */
  113991. dispose(): void;
  113992. /**
  113993. * Parse a lens flare system from a JSON repressentation
  113994. * @param parsedLensFlareSystem Define the JSON to parse
  113995. * @param scene Define the scene the parsed system should be instantiated in
  113996. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  113997. * @returns the parsed system
  113998. */
  113999. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  114000. /**
  114001. * Serialize the current Lens Flare System into a JSON representation.
  114002. * @returns the serialized JSON
  114003. */
  114004. serialize(): any;
  114005. }
  114006. }
  114007. declare module BABYLON {
  114008. /**
  114009. * This represents one of the lens effect in a `lensFlareSystem`.
  114010. * It controls one of the indiviual texture used in the effect.
  114011. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114012. */
  114013. export class LensFlare {
  114014. /**
  114015. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  114016. */
  114017. size: number;
  114018. /**
  114019. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  114020. */
  114021. position: number;
  114022. /**
  114023. * Define the lens color.
  114024. */
  114025. color: Color3;
  114026. /**
  114027. * Define the lens texture.
  114028. */
  114029. texture: Nullable<Texture>;
  114030. /**
  114031. * Define the alpha mode to render this particular lens.
  114032. */
  114033. alphaMode: number;
  114034. private _system;
  114035. /**
  114036. * Creates a new Lens Flare.
  114037. * This represents one of the lens effect in a `lensFlareSystem`.
  114038. * It controls one of the indiviual texture used in the effect.
  114039. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114040. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  114041. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  114042. * @param color Define the lens color
  114043. * @param imgUrl Define the lens texture url
  114044. * @param system Define the `lensFlareSystem` this flare is part of
  114045. * @returns The newly created Lens Flare
  114046. */
  114047. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  114048. /**
  114049. * Instantiates a new Lens Flare.
  114050. * This represents one of the lens effect in a `lensFlareSystem`.
  114051. * It controls one of the indiviual texture used in the effect.
  114052. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114053. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  114054. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  114055. * @param color Define the lens color
  114056. * @param imgUrl Define the lens texture url
  114057. * @param system Define the `lensFlareSystem` this flare is part of
  114058. */
  114059. constructor(
  114060. /**
  114061. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  114062. */
  114063. size: number,
  114064. /**
  114065. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  114066. */
  114067. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  114068. /**
  114069. * Dispose and release the lens flare with its associated resources.
  114070. */
  114071. dispose(): void;
  114072. }
  114073. }
  114074. declare module BABYLON {
  114075. interface AbstractScene {
  114076. /**
  114077. * The list of lens flare system added to the scene
  114078. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  114079. */
  114080. lensFlareSystems: Array<LensFlareSystem>;
  114081. /**
  114082. * Removes the given lens flare system from this scene.
  114083. * @param toRemove The lens flare system to remove
  114084. * @returns The index of the removed lens flare system
  114085. */
  114086. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  114087. /**
  114088. * Adds the given lens flare system to this scene
  114089. * @param newLensFlareSystem The lens flare system to add
  114090. */
  114091. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  114092. /**
  114093. * Gets a lens flare system using its name
  114094. * @param name defines the name to look for
  114095. * @returns the lens flare system or null if not found
  114096. */
  114097. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  114098. /**
  114099. * Gets a lens flare system using its id
  114100. * @param id defines the id to look for
  114101. * @returns the lens flare system or null if not found
  114102. */
  114103. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  114104. }
  114105. /**
  114106. * Defines the lens flare scene component responsible to manage any lens flares
  114107. * in a given scene.
  114108. */
  114109. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  114110. /**
  114111. * The component name helpfull to identify the component in the list of scene components.
  114112. */
  114113. readonly name: string;
  114114. /**
  114115. * The scene the component belongs to.
  114116. */
  114117. scene: Scene;
  114118. /**
  114119. * Creates a new instance of the component for the given scene
  114120. * @param scene Defines the scene to register the component in
  114121. */
  114122. constructor(scene: Scene);
  114123. /**
  114124. * Registers the component in a given scene
  114125. */
  114126. register(): void;
  114127. /**
  114128. * Rebuilds the elements related to this component in case of
  114129. * context lost for instance.
  114130. */
  114131. rebuild(): void;
  114132. /**
  114133. * Adds all the elements from the container to the scene
  114134. * @param container the container holding the elements
  114135. */
  114136. addFromContainer(container: AbstractScene): void;
  114137. /**
  114138. * Removes all the elements in the container from the scene
  114139. * @param container contains the elements to remove
  114140. * @param dispose if the removed element should be disposed (default: false)
  114141. */
  114142. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  114143. /**
  114144. * Serializes the component data to the specified json object
  114145. * @param serializationObject The object to serialize to
  114146. */
  114147. serialize(serializationObject: any): void;
  114148. /**
  114149. * Disposes the component and the associated ressources.
  114150. */
  114151. dispose(): void;
  114152. private _draw;
  114153. }
  114154. }
  114155. declare module BABYLON {
  114156. /**
  114157. * Defines the shadow generator component responsible to manage any shadow generators
  114158. * in a given scene.
  114159. */
  114160. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  114161. /**
  114162. * The component name helpfull to identify the component in the list of scene components.
  114163. */
  114164. readonly name: string;
  114165. /**
  114166. * The scene the component belongs to.
  114167. */
  114168. scene: Scene;
  114169. /**
  114170. * Creates a new instance of the component for the given scene
  114171. * @param scene Defines the scene to register the component in
  114172. */
  114173. constructor(scene: Scene);
  114174. /**
  114175. * Registers the component in a given scene
  114176. */
  114177. register(): void;
  114178. /**
  114179. * Rebuilds the elements related to this component in case of
  114180. * context lost for instance.
  114181. */
  114182. rebuild(): void;
  114183. /**
  114184. * Serializes the component data to the specified json object
  114185. * @param serializationObject The object to serialize to
  114186. */
  114187. serialize(serializationObject: any): void;
  114188. /**
  114189. * Adds all the elements from the container to the scene
  114190. * @param container the container holding the elements
  114191. */
  114192. addFromContainer(container: AbstractScene): void;
  114193. /**
  114194. * Removes all the elements in the container from the scene
  114195. * @param container contains the elements to remove
  114196. * @param dispose if the removed element should be disposed (default: false)
  114197. */
  114198. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  114199. /**
  114200. * Rebuilds the elements related to this component in case of
  114201. * context lost for instance.
  114202. */
  114203. dispose(): void;
  114204. private _gatherRenderTargets;
  114205. }
  114206. }
  114207. declare module BABYLON {
  114208. /**
  114209. * A point light is a light defined by an unique point in world space.
  114210. * The light is emitted in every direction from this point.
  114211. * A good example of a point light is a standard light bulb.
  114212. * Documentation: https://doc.babylonjs.com/babylon101/lights
  114213. */
  114214. export class PointLight extends ShadowLight {
  114215. private _shadowAngle;
  114216. /**
  114217. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114218. * This specifies what angle the shadow will use to be created.
  114219. *
  114220. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  114221. */
  114222. /**
  114223. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114224. * This specifies what angle the shadow will use to be created.
  114225. *
  114226. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  114227. */
  114228. shadowAngle: number;
  114229. /**
  114230. * Gets the direction if it has been set.
  114231. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114232. */
  114233. /**
  114234. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  114235. */
  114236. direction: Vector3;
  114237. /**
  114238. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  114239. * A PointLight emits the light in every direction.
  114240. * It can cast shadows.
  114241. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  114242. * ```javascript
  114243. * var pointLight = new PointLight("pl", camera.position, scene);
  114244. * ```
  114245. * Documentation : https://doc.babylonjs.com/babylon101/lights
  114246. * @param name The light friendly name
  114247. * @param position The position of the point light in the scene
  114248. * @param scene The scene the lights belongs to
  114249. */
  114250. constructor(name: string, position: Vector3, scene: Scene);
  114251. /**
  114252. * Returns the string "PointLight"
  114253. * @returns the class name
  114254. */
  114255. getClassName(): string;
  114256. /**
  114257. * Returns the integer 0.
  114258. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  114259. */
  114260. getTypeID(): number;
  114261. /**
  114262. * Specifies wether or not the shadowmap should be a cube texture.
  114263. * @returns true if the shadowmap needs to be a cube texture.
  114264. */
  114265. needCube(): boolean;
  114266. /**
  114267. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  114268. * @param faceIndex The index of the face we are computed the direction to generate shadow
  114269. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  114270. */
  114271. getShadowDirection(faceIndex?: number): Vector3;
  114272. /**
  114273. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  114274. * - fov = PI / 2
  114275. * - aspect ratio : 1.0
  114276. * - z-near and far equal to the active camera minZ and maxZ.
  114277. * Returns the PointLight.
  114278. */
  114279. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114280. protected _buildUniformLayout(): void;
  114281. /**
  114282. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  114283. * @param effect The effect to update
  114284. * @param lightIndex The index of the light in the effect to update
  114285. * @returns The point light
  114286. */
  114287. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  114288. /**
  114289. * Prepares the list of defines specific to the light type.
  114290. * @param defines the list of defines
  114291. * @param lightIndex defines the index of the light for the effect
  114292. */
  114293. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  114294. }
  114295. }
  114296. declare module BABYLON {
  114297. /**
  114298. * Header information of HDR texture files.
  114299. */
  114300. export interface HDRInfo {
  114301. /**
  114302. * The height of the texture in pixels.
  114303. */
  114304. height: number;
  114305. /**
  114306. * The width of the texture in pixels.
  114307. */
  114308. width: number;
  114309. /**
  114310. * The index of the beginning of the data in the binary file.
  114311. */
  114312. dataPosition: number;
  114313. }
  114314. /**
  114315. * This groups tools to convert HDR texture to native colors array.
  114316. */
  114317. export class HDRTools {
  114318. private static Ldexp;
  114319. private static Rgbe2float;
  114320. private static readStringLine;
  114321. /**
  114322. * Reads header information from an RGBE texture stored in a native array.
  114323. * More information on this format are available here:
  114324. * https://en.wikipedia.org/wiki/RGBE_image_format
  114325. *
  114326. * @param uint8array The binary file stored in native array.
  114327. * @return The header information.
  114328. */
  114329. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  114330. /**
  114331. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  114332. * This RGBE texture needs to store the information as a panorama.
  114333. *
  114334. * More information on this format are available here:
  114335. * https://en.wikipedia.org/wiki/RGBE_image_format
  114336. *
  114337. * @param buffer The binary file stored in an array buffer.
  114338. * @param size The expected size of the extracted cubemap.
  114339. * @return The Cube Map information.
  114340. */
  114341. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  114342. /**
  114343. * Returns the pixels data extracted from an RGBE texture.
  114344. * This pixels will be stored left to right up to down in the R G B order in one array.
  114345. *
  114346. * More information on this format are available here:
  114347. * https://en.wikipedia.org/wiki/RGBE_image_format
  114348. *
  114349. * @param uint8array The binary file stored in an array buffer.
  114350. * @param hdrInfo The header information of the file.
  114351. * @return The pixels data in RGB right to left up to down order.
  114352. */
  114353. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  114354. private static RGBE_ReadPixels_RLE;
  114355. }
  114356. }
  114357. declare module BABYLON {
  114358. /**
  114359. * This represents a texture coming from an HDR input.
  114360. *
  114361. * The only supported format is currently panorama picture stored in RGBE format.
  114362. * Example of such files can be found on HDRLib: http://hdrlib.com/
  114363. */
  114364. export class HDRCubeTexture extends BaseTexture {
  114365. private static _facesMapping;
  114366. private _generateHarmonics;
  114367. private _noMipmap;
  114368. private _textureMatrix;
  114369. private _size;
  114370. private _onLoad;
  114371. private _onError;
  114372. /**
  114373. * The texture URL.
  114374. */
  114375. url: string;
  114376. /**
  114377. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  114378. */
  114379. coordinatesMode: number;
  114380. protected _isBlocking: boolean;
  114381. /**
  114382. * Sets wether or not the texture is blocking during loading.
  114383. */
  114384. /**
  114385. * Gets wether or not the texture is blocking during loading.
  114386. */
  114387. isBlocking: boolean;
  114388. protected _rotationY: number;
  114389. /**
  114390. * Sets texture matrix rotation angle around Y axis in radians.
  114391. */
  114392. /**
  114393. * Gets texture matrix rotation angle around Y axis radians.
  114394. */
  114395. rotationY: number;
  114396. /**
  114397. * Gets or sets the center of the bounding box associated with the cube texture
  114398. * It must define where the camera used to render the texture was set
  114399. */
  114400. boundingBoxPosition: Vector3;
  114401. private _boundingBoxSize;
  114402. /**
  114403. * Gets or sets the size of the bounding box associated with the cube texture
  114404. * When defined, the cubemap will switch to local mode
  114405. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  114406. * @example https://www.babylonjs-playground.com/#RNASML
  114407. */
  114408. boundingBoxSize: Vector3;
  114409. /**
  114410. * Instantiates an HDRTexture from the following parameters.
  114411. *
  114412. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  114413. * @param scene The scene the texture will be used in
  114414. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  114415. * @param noMipmap Forces to not generate the mipmap if true
  114416. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  114417. * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  114418. * @param reserved Reserved flag for internal use.
  114419. */
  114420. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  114421. /**
  114422. * Get the current class name of the texture useful for serialization or dynamic coding.
  114423. * @returns "HDRCubeTexture"
  114424. */
  114425. getClassName(): string;
  114426. /**
  114427. * Occurs when the file is raw .hdr file.
  114428. */
  114429. private loadTexture;
  114430. clone(): HDRCubeTexture;
  114431. delayLoad(): void;
  114432. /**
  114433. * Get the texture reflection matrix used to rotate/transform the reflection.
  114434. * @returns the reflection matrix
  114435. */
  114436. getReflectionTextureMatrix(): Matrix;
  114437. /**
  114438. * Set the texture reflection matrix used to rotate/transform the reflection.
  114439. * @param value Define the reflection matrix to set
  114440. */
  114441. setReflectionTextureMatrix(value: Matrix): void;
  114442. /**
  114443. * Parses a JSON representation of an HDR Texture in order to create the texture
  114444. * @param parsedTexture Define the JSON representation
  114445. * @param scene Define the scene the texture should be created in
  114446. * @param rootUrl Define the root url in case we need to load relative dependencies
  114447. * @returns the newly created texture after parsing
  114448. */
  114449. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  114450. serialize(): any;
  114451. }
  114452. }
  114453. declare module BABYLON {
  114454. /**
  114455. * Class used to control physics engine
  114456. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  114457. */
  114458. export class PhysicsEngine implements IPhysicsEngine {
  114459. private _physicsPlugin;
  114460. /**
  114461. * Global value used to control the smallest number supported by the simulation
  114462. */
  114463. static Epsilon: number;
  114464. private _impostors;
  114465. private _joints;
  114466. /**
  114467. * Gets the gravity vector used by the simulation
  114468. */
  114469. gravity: Vector3;
  114470. /**
  114471. * Factory used to create the default physics plugin.
  114472. * @returns The default physics plugin
  114473. */
  114474. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  114475. /**
  114476. * Creates a new Physics Engine
  114477. * @param gravity defines the gravity vector used by the simulation
  114478. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  114479. */
  114480. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  114481. /**
  114482. * Sets the gravity vector used by the simulation
  114483. * @param gravity defines the gravity vector to use
  114484. */
  114485. setGravity(gravity: Vector3): void;
  114486. /**
  114487. * Set the time step of the physics engine.
  114488. * Default is 1/60.
  114489. * To slow it down, enter 1/600 for example.
  114490. * To speed it up, 1/30
  114491. * @param newTimeStep defines the new timestep to apply to this world.
  114492. */
  114493. setTimeStep(newTimeStep?: number): void;
  114494. /**
  114495. * Get the time step of the physics engine.
  114496. * @returns the current time step
  114497. */
  114498. getTimeStep(): number;
  114499. /**
  114500. * Release all resources
  114501. */
  114502. dispose(): void;
  114503. /**
  114504. * Gets the name of the current physics plugin
  114505. * @returns the name of the plugin
  114506. */
  114507. getPhysicsPluginName(): string;
  114508. /**
  114509. * Adding a new impostor for the impostor tracking.
  114510. * This will be done by the impostor itself.
  114511. * @param impostor the impostor to add
  114512. */
  114513. addImpostor(impostor: PhysicsImpostor): void;
  114514. /**
  114515. * Remove an impostor from the engine.
  114516. * This impostor and its mesh will not longer be updated by the physics engine.
  114517. * @param impostor the impostor to remove
  114518. */
  114519. removeImpostor(impostor: PhysicsImpostor): void;
  114520. /**
  114521. * Add a joint to the physics engine
  114522. * @param mainImpostor defines the main impostor to which the joint is added.
  114523. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  114524. * @param joint defines the joint that will connect both impostors.
  114525. */
  114526. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  114527. /**
  114528. * Removes a joint from the simulation
  114529. * @param mainImpostor defines the impostor used with the joint
  114530. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  114531. * @param joint defines the joint to remove
  114532. */
  114533. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  114534. /**
  114535. * Called by the scene. No need to call it.
  114536. * @param delta defines the timespam between frames
  114537. */
  114538. _step(delta: number): void;
  114539. /**
  114540. * Gets the current plugin used to run the simulation
  114541. * @returns current plugin
  114542. */
  114543. getPhysicsPlugin(): IPhysicsEnginePlugin;
  114544. /**
  114545. * Gets the list of physic impostors
  114546. * @returns an array of PhysicsImpostor
  114547. */
  114548. getImpostors(): Array<PhysicsImpostor>;
  114549. /**
  114550. * Gets the impostor for a physics enabled object
  114551. * @param object defines the object impersonated by the impostor
  114552. * @returns the PhysicsImpostor or null if not found
  114553. */
  114554. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  114555. /**
  114556. * Gets the impostor for a physics body object
  114557. * @param body defines physics body used by the impostor
  114558. * @returns the PhysicsImpostor or null if not found
  114559. */
  114560. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  114561. /**
  114562. * Does a raycast in the physics world
  114563. * @param from when should the ray start?
  114564. * @param to when should the ray end?
  114565. * @returns PhysicsRaycastResult
  114566. */
  114567. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114568. }
  114569. }
  114570. declare module BABYLON {
  114571. /** @hidden */
  114572. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  114573. private _useDeltaForWorldStep;
  114574. world: any;
  114575. name: string;
  114576. private _physicsMaterials;
  114577. private _fixedTimeStep;
  114578. private _cannonRaycastResult;
  114579. private _raycastResult;
  114580. private _physicsBodysToRemoveAfterStep;
  114581. BJSCANNON: any;
  114582. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  114583. setGravity(gravity: Vector3): void;
  114584. setTimeStep(timeStep: number): void;
  114585. getTimeStep(): number;
  114586. executeStep(delta: number): void;
  114587. private _removeMarkedPhysicsBodiesFromWorld;
  114588. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114589. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114590. generatePhysicsBody(impostor: PhysicsImpostor): void;
  114591. private _processChildMeshes;
  114592. removePhysicsBody(impostor: PhysicsImpostor): void;
  114593. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  114594. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  114595. private _addMaterial;
  114596. private _checkWithEpsilon;
  114597. private _createShape;
  114598. private _createHeightmap;
  114599. private _minus90X;
  114600. private _plus90X;
  114601. private _tmpPosition;
  114602. private _tmpDeltaPosition;
  114603. private _tmpUnityRotation;
  114604. private _updatePhysicsBodyTransformation;
  114605. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  114606. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  114607. isSupported(): boolean;
  114608. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114609. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114610. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114611. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114612. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  114613. getBodyMass(impostor: PhysicsImpostor): number;
  114614. getBodyFriction(impostor: PhysicsImpostor): number;
  114615. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  114616. getBodyRestitution(impostor: PhysicsImpostor): number;
  114617. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  114618. sleepBody(impostor: PhysicsImpostor): void;
  114619. wakeUpBody(impostor: PhysicsImpostor): void;
  114620. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  114621. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  114622. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  114623. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  114624. getRadius(impostor: PhysicsImpostor): number;
  114625. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  114626. dispose(): void;
  114627. private _extendNamespace;
  114628. /**
  114629. * Does a raycast in the physics world
  114630. * @param from when should the ray start?
  114631. * @param to when should the ray end?
  114632. * @returns PhysicsRaycastResult
  114633. */
  114634. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114635. }
  114636. }
  114637. declare module BABYLON {
  114638. /** @hidden */
  114639. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  114640. world: any;
  114641. name: string;
  114642. BJSOIMO: any;
  114643. private _raycastResult;
  114644. constructor(iterations?: number, oimoInjection?: any);
  114645. setGravity(gravity: Vector3): void;
  114646. setTimeStep(timeStep: number): void;
  114647. getTimeStep(): number;
  114648. private _tmpImpostorsArray;
  114649. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  114650. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114651. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114652. generatePhysicsBody(impostor: PhysicsImpostor): void;
  114653. private _tmpPositionVector;
  114654. removePhysicsBody(impostor: PhysicsImpostor): void;
  114655. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  114656. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  114657. isSupported(): boolean;
  114658. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  114659. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  114660. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114661. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114662. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114663. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  114664. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  114665. getBodyMass(impostor: PhysicsImpostor): number;
  114666. getBodyFriction(impostor: PhysicsImpostor): number;
  114667. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  114668. getBodyRestitution(impostor: PhysicsImpostor): number;
  114669. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  114670. sleepBody(impostor: PhysicsImpostor): void;
  114671. wakeUpBody(impostor: PhysicsImpostor): void;
  114672. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  114673. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  114674. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  114675. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  114676. getRadius(impostor: PhysicsImpostor): number;
  114677. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  114678. dispose(): void;
  114679. /**
  114680. * Does a raycast in the physics world
  114681. * @param from when should the ray start?
  114682. * @param to when should the ray end?
  114683. * @returns PhysicsRaycastResult
  114684. */
  114685. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  114686. }
  114687. }
  114688. declare module BABYLON {
  114689. /**
  114690. * Class containing static functions to help procedurally build meshes
  114691. */
  114692. export class RibbonBuilder {
  114693. /**
  114694. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  114695. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  114696. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  114697. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  114698. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  114699. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  114700. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  114701. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114702. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  114703. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  114704. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  114705. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  114706. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  114707. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  114708. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  114709. * @param name defines the name of the mesh
  114710. * @param options defines the options used to create the mesh
  114711. * @param scene defines the hosting scene
  114712. * @returns the ribbon mesh
  114713. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  114714. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  114715. */
  114716. static CreateRibbon(name: string, options: {
  114717. pathArray: Vector3[][];
  114718. closeArray?: boolean;
  114719. closePath?: boolean;
  114720. offset?: number;
  114721. updatable?: boolean;
  114722. sideOrientation?: number;
  114723. frontUVs?: Vector4;
  114724. backUVs?: Vector4;
  114725. instance?: Mesh;
  114726. invertUV?: boolean;
  114727. uvs?: Vector2[];
  114728. colors?: Color4[];
  114729. }, scene?: Nullable<Scene>): Mesh;
  114730. }
  114731. }
  114732. declare module BABYLON {
  114733. /**
  114734. * Class containing static functions to help procedurally build meshes
  114735. */
  114736. export class ShapeBuilder {
  114737. /**
  114738. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  114739. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  114740. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  114741. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  114742. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  114743. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  114744. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  114745. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  114746. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114747. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  114748. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  114749. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  114750. * @param name defines the name of the mesh
  114751. * @param options defines the options used to create the mesh
  114752. * @param scene defines the hosting scene
  114753. * @returns the extruded shape mesh
  114754. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  114755. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  114756. */
  114757. static ExtrudeShape(name: string, options: {
  114758. shape: Vector3[];
  114759. path: Vector3[];
  114760. scale?: number;
  114761. rotation?: number;
  114762. cap?: number;
  114763. updatable?: boolean;
  114764. sideOrientation?: number;
  114765. frontUVs?: Vector4;
  114766. backUVs?: Vector4;
  114767. instance?: Mesh;
  114768. invertUV?: boolean;
  114769. }, scene?: Nullable<Scene>): Mesh;
  114770. /**
  114771. * Creates an custom extruded shape mesh.
  114772. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  114773. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  114774. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  114775. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  114776. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  114777. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  114778. * * It must returns a float value that will be the scale value applied to the shape on each path point
  114779. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  114780. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  114781. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  114782. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  114783. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  114784. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114785. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  114786. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  114787. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  114788. * @param name defines the name of the mesh
  114789. * @param options defines the options used to create the mesh
  114790. * @param scene defines the hosting scene
  114791. * @returns the custom extruded shape mesh
  114792. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  114793. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  114794. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  114795. */
  114796. static ExtrudeShapeCustom(name: string, options: {
  114797. shape: Vector3[];
  114798. path: Vector3[];
  114799. scaleFunction?: any;
  114800. rotationFunction?: any;
  114801. ribbonCloseArray?: boolean;
  114802. ribbonClosePath?: boolean;
  114803. cap?: number;
  114804. updatable?: boolean;
  114805. sideOrientation?: number;
  114806. frontUVs?: Vector4;
  114807. backUVs?: Vector4;
  114808. instance?: Mesh;
  114809. invertUV?: boolean;
  114810. }, scene?: Nullable<Scene>): Mesh;
  114811. private static _ExtrudeShapeGeneric;
  114812. }
  114813. }
  114814. declare module BABYLON {
  114815. /**
  114816. * AmmoJS Physics plugin
  114817. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  114818. * @see https://github.com/kripken/ammo.js/
  114819. */
  114820. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  114821. private _useDeltaForWorldStep;
  114822. /**
  114823. * Reference to the Ammo library
  114824. */
  114825. bjsAMMO: any;
  114826. /**
  114827. * Created ammoJS world which physics bodies are added to
  114828. */
  114829. world: any;
  114830. /**
  114831. * Name of the plugin
  114832. */
  114833. name: string;
  114834. private _timeStep;
  114835. private _fixedTimeStep;
  114836. private _maxSteps;
  114837. private _tmpQuaternion;
  114838. private _tmpAmmoTransform;
  114839. private _tmpAmmoQuaternion;
  114840. private _tmpAmmoConcreteContactResultCallback;
  114841. private _collisionConfiguration;
  114842. private _dispatcher;
  114843. private _overlappingPairCache;
  114844. private _solver;
  114845. private _softBodySolver;
  114846. private _tmpAmmoVectorA;
  114847. private _tmpAmmoVectorB;
  114848. private _tmpAmmoVectorC;
  114849. private _tmpAmmoVectorD;
  114850. private _tmpContactCallbackResult;
  114851. private _tmpAmmoVectorRCA;
  114852. private _tmpAmmoVectorRCB;
  114853. private _raycastResult;
  114854. private static readonly DISABLE_COLLISION_FLAG;
  114855. private static readonly KINEMATIC_FLAG;
  114856. private static readonly DISABLE_DEACTIVATION_FLAG;
  114857. /**
  114858. * Initializes the ammoJS plugin
  114859. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  114860. * @param ammoInjection can be used to inject your own ammo reference
  114861. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  114862. */
  114863. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  114864. /**
  114865. * Sets the gravity of the physics world (m/(s^2))
  114866. * @param gravity Gravity to set
  114867. */
  114868. setGravity(gravity: Vector3): void;
  114869. /**
  114870. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  114871. * @param timeStep timestep to use in seconds
  114872. */
  114873. setTimeStep(timeStep: number): void;
  114874. /**
  114875. * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)
  114876. * @param fixedTimeStep fixedTimeStep to use in seconds
  114877. */
  114878. setFixedTimeStep(fixedTimeStep: number): void;
  114879. /**
  114880. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  114881. * @param maxSteps the maximum number of steps by the physics engine per frame
  114882. */
  114883. setMaxSteps(maxSteps: number): void;
  114884. /**
  114885. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  114886. * @returns the current timestep in seconds
  114887. */
  114888. getTimeStep(): number;
  114889. private _isImpostorInContact;
  114890. private _isImpostorPairInContact;
  114891. private _stepSimulation;
  114892. /**
  114893. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  114894. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  114895. * After the step the babylon meshes are set to the position of the physics imposters
  114896. * @param delta amount of time to step forward
  114897. * @param impostors array of imposters to update before/after the step
  114898. */
  114899. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  114900. /**
  114901. * Update babylon mesh to match physics world object
  114902. * @param impostor imposter to match
  114903. */
  114904. private _afterSoftStep;
  114905. /**
  114906. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  114907. * @param impostor imposter to match
  114908. */
  114909. private _ropeStep;
  114910. /**
  114911. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  114912. * @param impostor imposter to match
  114913. */
  114914. private _softbodyOrClothStep;
  114915. private _tmpVector;
  114916. private _tmpMatrix;
  114917. /**
  114918. * Applies an impulse on the imposter
  114919. * @param impostor imposter to apply impulse to
  114920. * @param force amount of force to be applied to the imposter
  114921. * @param contactPoint the location to apply the impulse on the imposter
  114922. */
  114923. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114924. /**
  114925. * Applies a force on the imposter
  114926. * @param impostor imposter to apply force
  114927. * @param force amount of force to be applied to the imposter
  114928. * @param contactPoint the location to apply the force on the imposter
  114929. */
  114930. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  114931. /**
  114932. * Creates a physics body using the plugin
  114933. * @param impostor the imposter to create the physics body on
  114934. */
  114935. generatePhysicsBody(impostor: PhysicsImpostor): void;
  114936. /**
  114937. * Removes the physics body from the imposter and disposes of the body's memory
  114938. * @param impostor imposter to remove the physics body from
  114939. */
  114940. removePhysicsBody(impostor: PhysicsImpostor): void;
  114941. /**
  114942. * Generates a joint
  114943. * @param impostorJoint the imposter joint to create the joint with
  114944. */
  114945. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  114946. /**
  114947. * Removes a joint
  114948. * @param impostorJoint the imposter joint to remove the joint from
  114949. */
  114950. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  114951. private _addMeshVerts;
  114952. /**
  114953. * Initialise the soft body vertices to match its object's (mesh) vertices
  114954. * Softbody vertices (nodes) are in world space and to match this
  114955. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  114956. * @param impostor to create the softbody for
  114957. */
  114958. private _softVertexData;
  114959. /**
  114960. * Create an impostor's soft body
  114961. * @param impostor to create the softbody for
  114962. */
  114963. private _createSoftbody;
  114964. /**
  114965. * Create cloth for an impostor
  114966. * @param impostor to create the softbody for
  114967. */
  114968. private _createCloth;
  114969. /**
  114970. * Create rope for an impostor
  114971. * @param impostor to create the softbody for
  114972. */
  114973. private _createRope;
  114974. private _addHullVerts;
  114975. private _createShape;
  114976. /**
  114977. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  114978. * @param impostor imposter containing the physics body and babylon object
  114979. */
  114980. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  114981. /**
  114982. * Sets the babylon object's position/rotation from the physics body's position/rotation
  114983. * @param impostor imposter containing the physics body and babylon object
  114984. * @param newPosition new position
  114985. * @param newRotation new rotation
  114986. */
  114987. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  114988. /**
  114989. * If this plugin is supported
  114990. * @returns true if its supported
  114991. */
  114992. isSupported(): boolean;
  114993. /**
  114994. * Sets the linear velocity of the physics body
  114995. * @param impostor imposter to set the velocity on
  114996. * @param velocity velocity to set
  114997. */
  114998. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  114999. /**
  115000. * Sets the angular velocity of the physics body
  115001. * @param impostor imposter to set the velocity on
  115002. * @param velocity velocity to set
  115003. */
  115004. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  115005. /**
  115006. * gets the linear velocity
  115007. * @param impostor imposter to get linear velocity from
  115008. * @returns linear velocity
  115009. */
  115010. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115011. /**
  115012. * gets the angular velocity
  115013. * @param impostor imposter to get angular velocity from
  115014. * @returns angular velocity
  115015. */
  115016. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  115017. /**
  115018. * Sets the mass of physics body
  115019. * @param impostor imposter to set the mass on
  115020. * @param mass mass to set
  115021. */
  115022. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  115023. /**
  115024. * Gets the mass of the physics body
  115025. * @param impostor imposter to get the mass from
  115026. * @returns mass
  115027. */
  115028. getBodyMass(impostor: PhysicsImpostor): number;
  115029. /**
  115030. * Gets friction of the impostor
  115031. * @param impostor impostor to get friction from
  115032. * @returns friction value
  115033. */
  115034. getBodyFriction(impostor: PhysicsImpostor): number;
  115035. /**
  115036. * Sets friction of the impostor
  115037. * @param impostor impostor to set friction on
  115038. * @param friction friction value
  115039. */
  115040. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  115041. /**
  115042. * Gets restitution of the impostor
  115043. * @param impostor impostor to get restitution from
  115044. * @returns restitution value
  115045. */
  115046. getBodyRestitution(impostor: PhysicsImpostor): number;
  115047. /**
  115048. * Sets resitution of the impostor
  115049. * @param impostor impostor to set resitution on
  115050. * @param restitution resitution value
  115051. */
  115052. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  115053. /**
  115054. * Gets pressure inside the impostor
  115055. * @param impostor impostor to get pressure from
  115056. * @returns pressure value
  115057. */
  115058. getBodyPressure(impostor: PhysicsImpostor): number;
  115059. /**
  115060. * Sets pressure inside a soft body impostor
  115061. * Cloth and rope must remain 0 pressure
  115062. * @param impostor impostor to set pressure on
  115063. * @param pressure pressure value
  115064. */
  115065. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  115066. /**
  115067. * Gets stiffness of the impostor
  115068. * @param impostor impostor to get stiffness from
  115069. * @returns pressure value
  115070. */
  115071. getBodyStiffness(impostor: PhysicsImpostor): number;
  115072. /**
  115073. * Sets stiffness of the impostor
  115074. * @param impostor impostor to set stiffness on
  115075. * @param stiffness stiffness value from 0 to 1
  115076. */
  115077. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  115078. /**
  115079. * Gets velocityIterations of the impostor
  115080. * @param impostor impostor to get velocity iterations from
  115081. * @returns velocityIterations value
  115082. */
  115083. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  115084. /**
  115085. * Sets velocityIterations of the impostor
  115086. * @param impostor impostor to set velocity iterations on
  115087. * @param velocityIterations velocityIterations value
  115088. */
  115089. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  115090. /**
  115091. * Gets positionIterations of the impostor
  115092. * @param impostor impostor to get position iterations from
  115093. * @returns positionIterations value
  115094. */
  115095. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  115096. /**
  115097. * Sets positionIterations of the impostor
  115098. * @param impostor impostor to set position on
  115099. * @param positionIterations positionIterations value
  115100. */
  115101. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  115102. /**
  115103. * Append an anchor to a cloth object
  115104. * @param impostor is the cloth impostor to add anchor to
  115105. * @param otherImpostor is the rigid impostor to anchor to
  115106. * @param width ratio across width from 0 to 1
  115107. * @param height ratio up height from 0 to 1
  115108. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  115109. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  115110. */
  115111. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  115112. /**
  115113. * Append an hook to a rope object
  115114. * @param impostor is the rope impostor to add hook to
  115115. * @param otherImpostor is the rigid impostor to hook to
  115116. * @param length ratio along the rope from 0 to 1
  115117. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  115118. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  115119. */
  115120. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  115121. /**
  115122. * Sleeps the physics body and stops it from being active
  115123. * @param impostor impostor to sleep
  115124. */
  115125. sleepBody(impostor: PhysicsImpostor): void;
  115126. /**
  115127. * Activates the physics body
  115128. * @param impostor impostor to activate
  115129. */
  115130. wakeUpBody(impostor: PhysicsImpostor): void;
  115131. /**
  115132. * Updates the distance parameters of the joint
  115133. * @param joint joint to update
  115134. * @param maxDistance maximum distance of the joint
  115135. * @param minDistance minimum distance of the joint
  115136. */
  115137. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  115138. /**
  115139. * Sets a motor on the joint
  115140. * @param joint joint to set motor on
  115141. * @param speed speed of the motor
  115142. * @param maxForce maximum force of the motor
  115143. * @param motorIndex index of the motor
  115144. */
  115145. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  115146. /**
  115147. * Sets the motors limit
  115148. * @param joint joint to set limit on
  115149. * @param upperLimit upper limit
  115150. * @param lowerLimit lower limit
  115151. */
  115152. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  115153. /**
  115154. * Syncs the position and rotation of a mesh with the impostor
  115155. * @param mesh mesh to sync
  115156. * @param impostor impostor to update the mesh with
  115157. */
  115158. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  115159. /**
  115160. * Gets the radius of the impostor
  115161. * @param impostor impostor to get radius from
  115162. * @returns the radius
  115163. */
  115164. getRadius(impostor: PhysicsImpostor): number;
  115165. /**
  115166. * Gets the box size of the impostor
  115167. * @param impostor impostor to get box size from
  115168. * @param result the resulting box size
  115169. */
  115170. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  115171. /**
  115172. * Disposes of the impostor
  115173. */
  115174. dispose(): void;
  115175. /**
  115176. * Does a raycast in the physics world
  115177. * @param from when should the ray start?
  115178. * @param to when should the ray end?
  115179. * @returns PhysicsRaycastResult
  115180. */
  115181. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  115182. }
  115183. }
  115184. declare module BABYLON {
  115185. interface AbstractScene {
  115186. /**
  115187. * The list of reflection probes added to the scene
  115188. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  115189. */
  115190. reflectionProbes: Array<ReflectionProbe>;
  115191. /**
  115192. * Removes the given reflection probe from this scene.
  115193. * @param toRemove The reflection probe to remove
  115194. * @returns The index of the removed reflection probe
  115195. */
  115196. removeReflectionProbe(toRemove: ReflectionProbe): number;
  115197. /**
  115198. * Adds the given reflection probe to this scene.
  115199. * @param newReflectionProbe The reflection probe to add
  115200. */
  115201. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  115202. }
  115203. /**
  115204. * Class used to generate realtime reflection / refraction cube textures
  115205. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  115206. */
  115207. export class ReflectionProbe {
  115208. /** defines the name of the probe */
  115209. name: string;
  115210. private _scene;
  115211. private _renderTargetTexture;
  115212. private _projectionMatrix;
  115213. private _viewMatrix;
  115214. private _target;
  115215. private _add;
  115216. private _attachedMesh;
  115217. private _invertYAxis;
  115218. /** Gets or sets probe position (center of the cube map) */
  115219. position: Vector3;
  115220. /**
  115221. * Creates a new reflection probe
  115222. * @param name defines the name of the probe
  115223. * @param size defines the texture resolution (for each face)
  115224. * @param scene defines the hosting scene
  115225. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  115226. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  115227. */
  115228. constructor(
  115229. /** defines the name of the probe */
  115230. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  115231. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  115232. samples: number;
  115233. /** Gets or sets the refresh rate to use (on every frame by default) */
  115234. refreshRate: number;
  115235. /**
  115236. * Gets the hosting scene
  115237. * @returns a Scene
  115238. */
  115239. getScene(): Scene;
  115240. /** Gets the internal CubeTexture used to render to */
  115241. readonly cubeTexture: RenderTargetTexture;
  115242. /** Gets the list of meshes to render */
  115243. readonly renderList: Nullable<AbstractMesh[]>;
  115244. /**
  115245. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  115246. * @param mesh defines the mesh to attach to
  115247. */
  115248. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  115249. /**
  115250. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  115251. * @param renderingGroupId The rendering group id corresponding to its index
  115252. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  115253. */
  115254. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  115255. /**
  115256. * Clean all associated resources
  115257. */
  115258. dispose(): void;
  115259. /**
  115260. * Converts the reflection probe information to a readable string for debug purpose.
  115261. * @param fullDetails Supports for multiple levels of logging within scene loading
  115262. * @returns the human readable reflection probe info
  115263. */
  115264. toString(fullDetails?: boolean): string;
  115265. /**
  115266. * Get the class name of the relfection probe.
  115267. * @returns "ReflectionProbe"
  115268. */
  115269. getClassName(): string;
  115270. /**
  115271. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  115272. * @returns The JSON representation of the texture
  115273. */
  115274. serialize(): any;
  115275. /**
  115276. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  115277. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  115278. * @param scene Define the scene the parsed reflection probe should be instantiated in
  115279. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  115280. * @returns The parsed reflection probe if successful
  115281. */
  115282. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  115283. }
  115284. }
  115285. declare module BABYLON {
  115286. /** @hidden */
  115287. export var _BabylonLoaderRegistered: boolean;
  115288. }
  115289. declare module BABYLON {
  115290. /**
  115291. * The Physically based simple base material of BJS.
  115292. *
  115293. * This enables better naming and convention enforcements on top of the pbrMaterial.
  115294. * It is used as the base class for both the specGloss and metalRough conventions.
  115295. */
  115296. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  115297. /**
  115298. * Number of Simultaneous lights allowed on the material.
  115299. */
  115300. maxSimultaneousLights: number;
  115301. /**
  115302. * If sets to true, disables all the lights affecting the material.
  115303. */
  115304. disableLighting: boolean;
  115305. /**
  115306. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  115307. */
  115308. environmentTexture: BaseTexture;
  115309. /**
  115310. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  115311. */
  115312. invertNormalMapX: boolean;
  115313. /**
  115314. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  115315. */
  115316. invertNormalMapY: boolean;
  115317. /**
  115318. * Normal map used in the model.
  115319. */
  115320. normalTexture: BaseTexture;
  115321. /**
  115322. * Emissivie color used to self-illuminate the model.
  115323. */
  115324. emissiveColor: Color3;
  115325. /**
  115326. * Emissivie texture used to self-illuminate the model.
  115327. */
  115328. emissiveTexture: BaseTexture;
  115329. /**
  115330. * Occlusion Channel Strenght.
  115331. */
  115332. occlusionStrength: number;
  115333. /**
  115334. * Occlusion Texture of the material (adding extra occlusion effects).
  115335. */
  115336. occlusionTexture: BaseTexture;
  115337. /**
  115338. * Defines the alpha limits in alpha test mode.
  115339. */
  115340. alphaCutOff: number;
  115341. /**
  115342. * Gets the current double sided mode.
  115343. */
  115344. /**
  115345. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  115346. */
  115347. doubleSided: boolean;
  115348. /**
  115349. * Stores the pre-calculated light information of a mesh in a texture.
  115350. */
  115351. lightmapTexture: BaseTexture;
  115352. /**
  115353. * If true, the light map contains occlusion information instead of lighting info.
  115354. */
  115355. useLightmapAsShadowmap: boolean;
  115356. /**
  115357. * Instantiates a new PBRMaterial instance.
  115358. *
  115359. * @param name The material name
  115360. * @param scene The scene the material will be use in.
  115361. */
  115362. constructor(name: string, scene: Scene);
  115363. getClassName(): string;
  115364. }
  115365. }
  115366. declare module BABYLON {
  115367. /**
  115368. * The PBR material of BJS following the metal roughness convention.
  115369. *
  115370. * This fits to the PBR convention in the GLTF definition:
  115371. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  115372. */
  115373. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  115374. /**
  115375. * The base color has two different interpretations depending on the value of metalness.
  115376. * When the material is a metal, the base color is the specific measured reflectance value
  115377. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  115378. * of the material.
  115379. */
  115380. baseColor: Color3;
  115381. /**
  115382. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  115383. * well as opacity information in the alpha channel.
  115384. */
  115385. baseTexture: BaseTexture;
  115386. /**
  115387. * Specifies the metallic scalar value of the material.
  115388. * Can also be used to scale the metalness values of the metallic texture.
  115389. */
  115390. metallic: number;
  115391. /**
  115392. * Specifies the roughness scalar value of the material.
  115393. * Can also be used to scale the roughness values of the metallic texture.
  115394. */
  115395. roughness: number;
  115396. /**
  115397. * Texture containing both the metallic value in the B channel and the
  115398. * roughness value in the G channel to keep better precision.
  115399. */
  115400. metallicRoughnessTexture: BaseTexture;
  115401. /**
  115402. * Instantiates a new PBRMetalRoughnessMaterial instance.
  115403. *
  115404. * @param name The material name
  115405. * @param scene The scene the material will be use in.
  115406. */
  115407. constructor(name: string, scene: Scene);
  115408. /**
  115409. * Return the currrent class name of the material.
  115410. */
  115411. getClassName(): string;
  115412. /**
  115413. * Makes a duplicate of the current material.
  115414. * @param name - name to use for the new material.
  115415. */
  115416. clone(name: string): PBRMetallicRoughnessMaterial;
  115417. /**
  115418. * Serialize the material to a parsable JSON object.
  115419. */
  115420. serialize(): any;
  115421. /**
  115422. * Parses a JSON object correponding to the serialize function.
  115423. */
  115424. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  115425. }
  115426. }
  115427. declare module BABYLON {
  115428. /**
  115429. * The PBR material of BJS following the specular glossiness convention.
  115430. *
  115431. * This fits to the PBR convention in the GLTF definition:
  115432. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  115433. */
  115434. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  115435. /**
  115436. * Specifies the diffuse color of the material.
  115437. */
  115438. diffuseColor: Color3;
  115439. /**
  115440. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  115441. * channel.
  115442. */
  115443. diffuseTexture: BaseTexture;
  115444. /**
  115445. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  115446. */
  115447. specularColor: Color3;
  115448. /**
  115449. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  115450. */
  115451. glossiness: number;
  115452. /**
  115453. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  115454. */
  115455. specularGlossinessTexture: BaseTexture;
  115456. /**
  115457. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  115458. *
  115459. * @param name The material name
  115460. * @param scene The scene the material will be use in.
  115461. */
  115462. constructor(name: string, scene: Scene);
  115463. /**
  115464. * Return the currrent class name of the material.
  115465. */
  115466. getClassName(): string;
  115467. /**
  115468. * Makes a duplicate of the current material.
  115469. * @param name - name to use for the new material.
  115470. */
  115471. clone(name: string): PBRSpecularGlossinessMaterial;
  115472. /**
  115473. * Serialize the material to a parsable JSON object.
  115474. */
  115475. serialize(): any;
  115476. /**
  115477. * Parses a JSON object correponding to the serialize function.
  115478. */
  115479. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  115480. }
  115481. }
  115482. declare module BABYLON {
  115483. /**
  115484. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  115485. * It can help converting any input color in a desired output one. This can then be used to create effects
  115486. * from sepia, black and white to sixties or futuristic rendering...
  115487. *
  115488. * The only supported format is currently 3dl.
  115489. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  115490. */
  115491. export class ColorGradingTexture extends BaseTexture {
  115492. /**
  115493. * The current texture matrix. (will always be identity in color grading texture)
  115494. */
  115495. private _textureMatrix;
  115496. /**
  115497. * The texture URL.
  115498. */
  115499. url: string;
  115500. /**
  115501. * Empty line regex stored for GC.
  115502. */
  115503. private static _noneEmptyLineRegex;
  115504. private _engine;
  115505. /**
  115506. * Instantiates a ColorGradingTexture from the following parameters.
  115507. *
  115508. * @param url The location of the color gradind data (currently only supporting 3dl)
  115509. * @param scene The scene the texture will be used in
  115510. */
  115511. constructor(url: string, scene: Scene);
  115512. /**
  115513. * Returns the texture matrix used in most of the material.
  115514. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  115515. */
  115516. getTextureMatrix(): Matrix;
  115517. /**
  115518. * Occurs when the file being loaded is a .3dl LUT file.
  115519. */
  115520. private load3dlTexture;
  115521. /**
  115522. * Starts the loading process of the texture.
  115523. */
  115524. private loadTexture;
  115525. /**
  115526. * Clones the color gradind texture.
  115527. */
  115528. clone(): ColorGradingTexture;
  115529. /**
  115530. * Called during delayed load for textures.
  115531. */
  115532. delayLoad(): void;
  115533. /**
  115534. * Parses a color grading texture serialized by Babylon.
  115535. * @param parsedTexture The texture information being parsedTexture
  115536. * @param scene The scene to load the texture in
  115537. * @param rootUrl The root url of the data assets to load
  115538. * @return A color gradind texture
  115539. */
  115540. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  115541. /**
  115542. * Serializes the LUT texture to json format.
  115543. */
  115544. serialize(): any;
  115545. }
  115546. }
  115547. declare module BABYLON {
  115548. /**
  115549. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  115550. */
  115551. export class EquiRectangularCubeTexture extends BaseTexture {
  115552. /** The six faces of the cube. */
  115553. private static _FacesMapping;
  115554. private _noMipmap;
  115555. private _onLoad;
  115556. private _onError;
  115557. /** The size of the cubemap. */
  115558. private _size;
  115559. /** The buffer of the image. */
  115560. private _buffer;
  115561. /** The width of the input image. */
  115562. private _width;
  115563. /** The height of the input image. */
  115564. private _height;
  115565. /** The URL to the image. */
  115566. url: string;
  115567. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  115568. coordinatesMode: number;
  115569. /**
  115570. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  115571. * @param url The location of the image
  115572. * @param scene The scene the texture will be used in
  115573. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  115574. * @param noMipmap Forces to not generate the mipmap if true
  115575. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  115576. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  115577. * @param onLoad — defines a callback called when texture is loaded
  115578. * @param onError — defines a callback called if there is an error
  115579. */
  115580. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  115581. /**
  115582. * Load the image data, by putting the image on a canvas and extracting its buffer.
  115583. */
  115584. private loadImage;
  115585. /**
  115586. * Convert the image buffer into a cubemap and create a CubeTexture.
  115587. */
  115588. private loadTexture;
  115589. /**
  115590. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  115591. * @param buffer The ArrayBuffer that should be converted.
  115592. * @returns The buffer as Float32Array.
  115593. */
  115594. private getFloat32ArrayFromArrayBuffer;
  115595. /**
  115596. * Get the current class name of the texture useful for serialization or dynamic coding.
  115597. * @returns "EquiRectangularCubeTexture"
  115598. */
  115599. getClassName(): string;
  115600. /**
  115601. * Create a clone of the current EquiRectangularCubeTexture and return it.
  115602. * @returns A clone of the current EquiRectangularCubeTexture.
  115603. */
  115604. clone(): EquiRectangularCubeTexture;
  115605. }
  115606. }
  115607. declare module BABYLON {
  115608. /**
  115609. * Based on jsTGALoader - Javascript loader for TGA file
  115610. * By Vincent Thibault
  115611. * @see http://blog.robrowser.com/javascript-tga-loader.html
  115612. */
  115613. export class TGATools {
  115614. private static _TYPE_INDEXED;
  115615. private static _TYPE_RGB;
  115616. private static _TYPE_GREY;
  115617. private static _TYPE_RLE_INDEXED;
  115618. private static _TYPE_RLE_RGB;
  115619. private static _TYPE_RLE_GREY;
  115620. private static _ORIGIN_MASK;
  115621. private static _ORIGIN_SHIFT;
  115622. private static _ORIGIN_BL;
  115623. private static _ORIGIN_BR;
  115624. private static _ORIGIN_UL;
  115625. private static _ORIGIN_UR;
  115626. /**
  115627. * Gets the header of a TGA file
  115628. * @param data defines the TGA data
  115629. * @returns the header
  115630. */
  115631. static GetTGAHeader(data: Uint8Array): any;
  115632. /**
  115633. * Uploads TGA content to a Babylon Texture
  115634. * @hidden
  115635. */
  115636. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  115637. /** @hidden */
  115638. 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;
  115639. /** @hidden */
  115640. 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;
  115641. /** @hidden */
  115642. 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;
  115643. /** @hidden */
  115644. 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;
  115645. /** @hidden */
  115646. 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;
  115647. /** @hidden */
  115648. 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;
  115649. }
  115650. }
  115651. declare module BABYLON {
  115652. /**
  115653. * Implementation of the TGA Texture Loader.
  115654. * @hidden
  115655. */
  115656. export class _TGATextureLoader implements IInternalTextureLoader {
  115657. /**
  115658. * Defines wether the loader supports cascade loading the different faces.
  115659. */
  115660. readonly supportCascades: boolean;
  115661. /**
  115662. * This returns if the loader support the current file information.
  115663. * @param extension defines the file extension of the file being loaded
  115664. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115665. * @param fallback defines the fallback internal texture if any
  115666. * @param isBase64 defines whether the texture is encoded as a base64
  115667. * @param isBuffer defines whether the texture data are stored as a buffer
  115668. * @returns true if the loader can load the specified file
  115669. */
  115670. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  115671. /**
  115672. * Transform the url before loading if required.
  115673. * @param rootUrl the url of the texture
  115674. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115675. * @returns the transformed texture
  115676. */
  115677. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  115678. /**
  115679. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  115680. * @param rootUrl the url of the texture
  115681. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115682. * @returns the fallback texture
  115683. */
  115684. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  115685. /**
  115686. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  115687. * @param data contains the texture data
  115688. * @param texture defines the BabylonJS internal texture
  115689. * @param createPolynomials will be true if polynomials have been requested
  115690. * @param onLoad defines the callback to trigger once the texture is ready
  115691. * @param onError defines the callback to trigger in case of error
  115692. */
  115693. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  115694. /**
  115695. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  115696. * @param data contains the texture data
  115697. * @param texture defines the BabylonJS internal texture
  115698. * @param callback defines the method to call once ready to upload
  115699. */
  115700. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  115701. }
  115702. }
  115703. declare module BABYLON {
  115704. /**
  115705. * Info about the .basis files
  115706. */
  115707. class BasisFileInfo {
  115708. /**
  115709. * If the file has alpha
  115710. */
  115711. hasAlpha: boolean;
  115712. /**
  115713. * Info about each image of the basis file
  115714. */
  115715. images: Array<{
  115716. levels: Array<{
  115717. width: number;
  115718. height: number;
  115719. transcodedPixels: ArrayBufferView;
  115720. }>;
  115721. }>;
  115722. }
  115723. /**
  115724. * Result of transcoding a basis file
  115725. */
  115726. class TranscodeResult {
  115727. /**
  115728. * Info about the .basis file
  115729. */
  115730. fileInfo: BasisFileInfo;
  115731. /**
  115732. * Format to use when loading the file
  115733. */
  115734. format: number;
  115735. }
  115736. /**
  115737. * Configuration options for the Basis transcoder
  115738. */
  115739. export class BasisTranscodeConfiguration {
  115740. /**
  115741. * Supported compression formats used to determine the supported output format of the transcoder
  115742. */
  115743. supportedCompressionFormats?: {
  115744. /**
  115745. * etc1 compression format
  115746. */
  115747. etc1?: boolean;
  115748. /**
  115749. * s3tc compression format
  115750. */
  115751. s3tc?: boolean;
  115752. /**
  115753. * pvrtc compression format
  115754. */
  115755. pvrtc?: boolean;
  115756. /**
  115757. * etc2 compression format
  115758. */
  115759. etc2?: boolean;
  115760. };
  115761. /**
  115762. * If mipmap levels should be loaded for transcoded images (Default: true)
  115763. */
  115764. loadMipmapLevels?: boolean;
  115765. /**
  115766. * Index of a single image to load (Default: all images)
  115767. */
  115768. loadSingleImage?: number;
  115769. }
  115770. /**
  115771. * Used to load .Basis files
  115772. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  115773. */
  115774. export class BasisTools {
  115775. private static _IgnoreSupportedFormats;
  115776. /**
  115777. * URL to use when loading the basis transcoder
  115778. */
  115779. static JSModuleURL: string;
  115780. /**
  115781. * URL to use when loading the wasm module for the transcoder
  115782. */
  115783. static WasmModuleURL: string;
  115784. /**
  115785. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  115786. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  115787. * @returns internal format corresponding to the Basis format
  115788. */
  115789. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  115790. private static _WorkerPromise;
  115791. private static _Worker;
  115792. private static _actionId;
  115793. private static _CreateWorkerAsync;
  115794. /**
  115795. * Transcodes a loaded image file to compressed pixel data
  115796. * @param imageData image data to transcode
  115797. * @param config configuration options for the transcoding
  115798. * @returns a promise resulting in the transcoded image
  115799. */
  115800. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  115801. /**
  115802. * Loads a texture from the transcode result
  115803. * @param texture texture load to
  115804. * @param transcodeResult the result of transcoding the basis file to load from
  115805. */
  115806. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  115807. }
  115808. }
  115809. declare module BABYLON {
  115810. /**
  115811. * Loader for .basis file format
  115812. */
  115813. export class _BasisTextureLoader implements IInternalTextureLoader {
  115814. /**
  115815. * Defines whether the loader supports cascade loading the different faces.
  115816. */
  115817. readonly supportCascades: boolean;
  115818. /**
  115819. * This returns if the loader support the current file information.
  115820. * @param extension defines the file extension of the file being loaded
  115821. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115822. * @param fallback defines the fallback internal texture if any
  115823. * @param isBase64 defines whether the texture is encoded as a base64
  115824. * @param isBuffer defines whether the texture data are stored as a buffer
  115825. * @returns true if the loader can load the specified file
  115826. */
  115827. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  115828. /**
  115829. * Transform the url before loading if required.
  115830. * @param rootUrl the url of the texture
  115831. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115832. * @returns the transformed texture
  115833. */
  115834. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  115835. /**
  115836. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  115837. * @param rootUrl the url of the texture
  115838. * @param textureFormatInUse defines the current compressed format in use iun the engine
  115839. * @returns the fallback texture
  115840. */
  115841. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  115842. /**
  115843. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  115844. * @param data contains the texture data
  115845. * @param texture defines the BabylonJS internal texture
  115846. * @param createPolynomials will be true if polynomials have been requested
  115847. * @param onLoad defines the callback to trigger once the texture is ready
  115848. * @param onError defines the callback to trigger in case of error
  115849. */
  115850. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  115851. /**
  115852. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  115853. * @param data contains the texture data
  115854. * @param texture defines the BabylonJS internal texture
  115855. * @param callback defines the method to call once ready to upload
  115856. */
  115857. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  115858. }
  115859. }
  115860. declare module BABYLON {
  115861. /**
  115862. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  115863. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  115864. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  115865. */
  115866. export class CustomProceduralTexture extends ProceduralTexture {
  115867. private _animate;
  115868. private _time;
  115869. private _config;
  115870. private _texturePath;
  115871. /**
  115872. * Instantiates a new Custom Procedural Texture.
  115873. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  115874. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  115875. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  115876. * @param name Define the name of the texture
  115877. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  115878. * @param size Define the size of the texture to create
  115879. * @param scene Define the scene the texture belongs to
  115880. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  115881. * @param generateMipMaps Define if the texture should creates mip maps or not
  115882. */
  115883. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  115884. private _loadJson;
  115885. /**
  115886. * Is the texture ready to be used ? (rendered at least once)
  115887. * @returns true if ready, otherwise, false.
  115888. */
  115889. isReady(): boolean;
  115890. /**
  115891. * Render the texture to its associated render target.
  115892. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  115893. */
  115894. render(useCameraPostProcess?: boolean): void;
  115895. /**
  115896. * Update the list of dependant textures samplers in the shader.
  115897. */
  115898. updateTextures(): void;
  115899. /**
  115900. * Update the uniform values of the procedural texture in the shader.
  115901. */
  115902. updateShaderUniforms(): void;
  115903. /**
  115904. * Define if the texture animates or not.
  115905. */
  115906. animate: boolean;
  115907. }
  115908. }
  115909. declare module BABYLON {
  115910. /** @hidden */
  115911. export var noisePixelShader: {
  115912. name: string;
  115913. shader: string;
  115914. };
  115915. }
  115916. declare module BABYLON {
  115917. /**
  115918. * Class used to generate noise procedural textures
  115919. */
  115920. export class NoiseProceduralTexture extends ProceduralTexture {
  115921. private _time;
  115922. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  115923. brightness: number;
  115924. /** Defines the number of octaves to process */
  115925. octaves: number;
  115926. /** Defines the level of persistence (0.8 by default) */
  115927. persistence: number;
  115928. /** Gets or sets animation speed factor (default is 1) */
  115929. animationSpeedFactor: number;
  115930. /**
  115931. * Creates a new NoiseProceduralTexture
  115932. * @param name defines the name fo the texture
  115933. * @param size defines the size of the texture (default is 256)
  115934. * @param scene defines the hosting scene
  115935. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  115936. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  115937. */
  115938. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  115939. private _updateShaderUniforms;
  115940. protected _getDefines(): string;
  115941. /** Generate the current state of the procedural texture */
  115942. render(useCameraPostProcess?: boolean): void;
  115943. /**
  115944. * Serializes this noise procedural texture
  115945. * @returns a serialized noise procedural texture object
  115946. */
  115947. serialize(): any;
  115948. /**
  115949. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  115950. * @param parsedTexture defines parsed texture data
  115951. * @param scene defines the current scene
  115952. * @param rootUrl defines the root URL containing noise procedural texture information
  115953. * @returns a parsed NoiseProceduralTexture
  115954. */
  115955. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  115956. }
  115957. }
  115958. declare module BABYLON {
  115959. /**
  115960. * Raw cube texture where the raw buffers are passed in
  115961. */
  115962. export class RawCubeTexture extends CubeTexture {
  115963. /**
  115964. * Creates a cube texture where the raw buffers are passed in.
  115965. * @param scene defines the scene the texture is attached to
  115966. * @param data defines the array of data to use to create each face
  115967. * @param size defines the size of the textures
  115968. * @param format defines the format of the data
  115969. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  115970. * @param generateMipMaps defines if the engine should generate the mip levels
  115971. * @param invertY defines if data must be stored with Y axis inverted
  115972. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  115973. * @param compression defines the compression used (null by default)
  115974. */
  115975. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  115976. /**
  115977. * Updates the raw cube texture.
  115978. * @param data defines the data to store
  115979. * @param format defines the data format
  115980. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  115981. * @param invertY defines if data must be stored with Y axis inverted
  115982. * @param compression defines the compression used (null by default)
  115983. * @param level defines which level of the texture to update
  115984. */
  115985. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  115986. /**
  115987. * Updates a raw cube texture with RGBD encoded data.
  115988. * @param data defines the array of data [mipmap][face] to use to create each face
  115989. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  115990. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  115991. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  115992. * @returns a promsie that resolves when the operation is complete
  115993. */
  115994. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  115995. /**
  115996. * Clones the raw cube texture.
  115997. * @return a new cube texture
  115998. */
  115999. clone(): CubeTexture;
  116000. /** @hidden */
  116001. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  116002. }
  116003. }
  116004. declare module BABYLON {
  116005. /**
  116006. * Class used to store 3D textures containing user data
  116007. */
  116008. export class RawTexture3D extends Texture {
  116009. /** Gets or sets the texture format to use */
  116010. format: number;
  116011. private _engine;
  116012. /**
  116013. * Create a new RawTexture3D
  116014. * @param data defines the data of the texture
  116015. * @param width defines the width of the texture
  116016. * @param height defines the height of the texture
  116017. * @param depth defines the depth of the texture
  116018. * @param format defines the texture format to use
  116019. * @param scene defines the hosting scene
  116020. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  116021. * @param invertY defines if texture must be stored with Y axis inverted
  116022. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  116023. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  116024. */
  116025. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  116026. /** Gets or sets the texture format to use */
  116027. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  116028. /**
  116029. * Update the texture with new data
  116030. * @param data defines the data to store in the texture
  116031. */
  116032. update(data: ArrayBufferView): void;
  116033. }
  116034. }
  116035. declare module BABYLON {
  116036. /**
  116037. * Creates a refraction texture used by refraction channel of the standard material.
  116038. * It is like a mirror but to see through a material.
  116039. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  116040. */
  116041. export class RefractionTexture extends RenderTargetTexture {
  116042. /**
  116043. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  116044. * It is possible to directly set the refractionPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  116045. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  116046. */
  116047. refractionPlane: Plane;
  116048. /**
  116049. * Define how deep under the surface we should see.
  116050. */
  116051. depth: number;
  116052. /**
  116053. * Creates a refraction texture used by refraction channel of the standard material.
  116054. * It is like a mirror but to see through a material.
  116055. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  116056. * @param name Define the texture name
  116057. * @param size Define the size of the underlying texture
  116058. * @param scene Define the scene the refraction belongs to
  116059. * @param generateMipMaps Define if we need to generate mips level for the refraction
  116060. */
  116061. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  116062. /**
  116063. * Clone the refraction texture.
  116064. * @returns the cloned texture
  116065. */
  116066. clone(): RefractionTexture;
  116067. /**
  116068. * Serialize the texture to a JSON representation you could use in Parse later on
  116069. * @returns the serialized JSON representation
  116070. */
  116071. serialize(): any;
  116072. }
  116073. }
  116074. declare module BABYLON {
  116075. /**
  116076. * Defines the options related to the creation of an HtmlElementTexture
  116077. */
  116078. export interface IHtmlElementTextureOptions {
  116079. /**
  116080. * Defines wether mip maps should be created or not.
  116081. */
  116082. generateMipMaps?: boolean;
  116083. /**
  116084. * Defines the sampling mode of the texture.
  116085. */
  116086. samplingMode?: number;
  116087. /**
  116088. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  116089. */
  116090. engine: Nullable<Engine>;
  116091. /**
  116092. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  116093. */
  116094. scene: Nullable<Scene>;
  116095. }
  116096. /**
  116097. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  116098. * To be as efficient as possible depending on your constraints nothing aside the first upload
  116099. * is automatically managed.
  116100. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  116101. * in your application.
  116102. *
  116103. * As the update is not automatic, you need to call them manually.
  116104. */
  116105. export class HtmlElementTexture extends BaseTexture {
  116106. /**
  116107. * The texture URL.
  116108. */
  116109. element: HTMLVideoElement | HTMLCanvasElement;
  116110. private static readonly DefaultOptions;
  116111. private _textureMatrix;
  116112. private _engine;
  116113. private _isVideo;
  116114. private _generateMipMaps;
  116115. private _samplingMode;
  116116. /**
  116117. * Instantiates a HtmlElementTexture from the following parameters.
  116118. *
  116119. * @param name Defines the name of the texture
  116120. * @param element Defines the video or canvas the texture is filled with
  116121. * @param options Defines the other none mandatory texture creation options
  116122. */
  116123. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  116124. private _createInternalTexture;
  116125. /**
  116126. * Returns the texture matrix used in most of the material.
  116127. */
  116128. getTextureMatrix(): Matrix;
  116129. /**
  116130. * Updates the content of the texture.
  116131. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  116132. */
  116133. update(invertY?: Nullable<boolean>): void;
  116134. }
  116135. }
  116136. declare module BABYLON {
  116137. /**
  116138. * Enum used to define the target of a block
  116139. */
  116140. export enum NodeMaterialBlockTargets {
  116141. /** Vertex shader */
  116142. Vertex = 1,
  116143. /** Fragment shader */
  116144. Fragment = 2,
  116145. /** Neutral */
  116146. Neutral = 4,
  116147. /** Vertex and Fragment */
  116148. VertexAndFragment = 3
  116149. }
  116150. }
  116151. declare module BABYLON {
  116152. /**
  116153. * Defines the kind of connection point for node based material
  116154. */
  116155. export enum NodeMaterialBlockConnectionPointTypes {
  116156. /** Float */
  116157. Float = 1,
  116158. /** Int */
  116159. Int = 2,
  116160. /** Vector2 */
  116161. Vector2 = 4,
  116162. /** Vector3 */
  116163. Vector3 = 8,
  116164. /** Vector4 */
  116165. Vector4 = 16,
  116166. /** Color3 */
  116167. Color3 = 32,
  116168. /** Color4 */
  116169. Color4 = 64,
  116170. /** Matrix */
  116171. Matrix = 128,
  116172. /** Detect type based on connection */
  116173. AutoDetect = 1024,
  116174. /** Output type that will be defined by input type */
  116175. BasedOnInput = 2048
  116176. }
  116177. }
  116178. declare module BABYLON {
  116179. /**
  116180. * Root class for all node material optimizers
  116181. */
  116182. export class NodeMaterialOptimizer {
  116183. /**
  116184. * Function used to optimize a NodeMaterial graph
  116185. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  116186. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  116187. */
  116188. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  116189. }
  116190. }
  116191. declare module BABYLON {
  116192. /**
  116193. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  116194. */
  116195. export class TransformBlock extends NodeMaterialBlock {
  116196. /**
  116197. * Defines the value to use to complement W value to transform it to a Vector4
  116198. */
  116199. complementW: number;
  116200. /**
  116201. * Defines the value to use to complement z value to transform it to a Vector4
  116202. */
  116203. complementZ: number;
  116204. /**
  116205. * Creates a new TransformBlock
  116206. * @param name defines the block name
  116207. */
  116208. constructor(name: string);
  116209. /**
  116210. * Gets the current class name
  116211. * @returns the class name
  116212. */
  116213. getClassName(): string;
  116214. /**
  116215. * Gets the vector input
  116216. */
  116217. readonly vector: NodeMaterialConnectionPoint;
  116218. /**
  116219. * Gets the output component
  116220. */
  116221. readonly output: NodeMaterialConnectionPoint;
  116222. /**
  116223. * Gets the matrix transform input
  116224. */
  116225. readonly transform: NodeMaterialConnectionPoint;
  116226. protected _buildBlock(state: NodeMaterialBuildState): this;
  116227. serialize(): any;
  116228. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116229. }
  116230. }
  116231. declare module BABYLON {
  116232. /**
  116233. * Block used to output the vertex position
  116234. */
  116235. export class VertexOutputBlock extends NodeMaterialBlock {
  116236. /**
  116237. * Creates a new VertexOutputBlock
  116238. * @param name defines the block name
  116239. */
  116240. constructor(name: string);
  116241. /**
  116242. * Gets the current class name
  116243. * @returns the class name
  116244. */
  116245. getClassName(): string;
  116246. /**
  116247. * Gets the vector input component
  116248. */
  116249. readonly vector: NodeMaterialConnectionPoint;
  116250. protected _buildBlock(state: NodeMaterialBuildState): this;
  116251. }
  116252. }
  116253. declare module BABYLON {
  116254. /**
  116255. * Block used to output the final color
  116256. */
  116257. export class FragmentOutputBlock extends NodeMaterialBlock {
  116258. /**
  116259. * Create a new FragmentOutputBlock
  116260. * @param name defines the block name
  116261. */
  116262. constructor(name: string);
  116263. /**
  116264. * Gets the current class name
  116265. * @returns the class name
  116266. */
  116267. getClassName(): string;
  116268. /**
  116269. * Gets the rgba input component
  116270. */
  116271. readonly rgba: NodeMaterialConnectionPoint;
  116272. /**
  116273. * Gets the rgb input component
  116274. */
  116275. readonly rgb: NodeMaterialConnectionPoint;
  116276. /**
  116277. * Gets the a input component
  116278. */
  116279. readonly a: NodeMaterialConnectionPoint;
  116280. protected _buildBlock(state: NodeMaterialBuildState): this;
  116281. }
  116282. }
  116283. declare module BABYLON {
  116284. /**
  116285. * Interface used to configure the node material editor
  116286. */
  116287. export interface INodeMaterialEditorOptions {
  116288. /** Define the URl to load node editor script */
  116289. editorURL?: string;
  116290. }
  116291. /** @hidden */
  116292. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  116293. /** BONES */
  116294. NUM_BONE_INFLUENCERS: number;
  116295. BonesPerMesh: number;
  116296. BONETEXTURE: boolean;
  116297. /** MORPH TARGETS */
  116298. MORPHTARGETS: boolean;
  116299. MORPHTARGETS_NORMAL: boolean;
  116300. MORPHTARGETS_TANGENT: boolean;
  116301. MORPHTARGETS_UV: boolean;
  116302. NUM_MORPH_INFLUENCERS: number;
  116303. /** IMAGE PROCESSING */
  116304. IMAGEPROCESSING: boolean;
  116305. VIGNETTE: boolean;
  116306. VIGNETTEBLENDMODEMULTIPLY: boolean;
  116307. VIGNETTEBLENDMODEOPAQUE: boolean;
  116308. TONEMAPPING: boolean;
  116309. TONEMAPPING_ACES: boolean;
  116310. CONTRAST: boolean;
  116311. EXPOSURE: boolean;
  116312. COLORCURVES: boolean;
  116313. COLORGRADING: boolean;
  116314. COLORGRADING3D: boolean;
  116315. SAMPLER3DGREENDEPTH: boolean;
  116316. SAMPLER3DBGRMAP: boolean;
  116317. IMAGEPROCESSINGPOSTPROCESS: boolean;
  116318. constructor();
  116319. setValue(name: string, value: boolean): void;
  116320. }
  116321. /**
  116322. * Class used to configure NodeMaterial
  116323. */
  116324. export interface INodeMaterialOptions {
  116325. /**
  116326. * Defines if blocks should emit comments
  116327. */
  116328. emitComments: boolean;
  116329. }
  116330. /**
  116331. * Class used to create a node based material built by assembling shader blocks
  116332. */
  116333. export class NodeMaterial extends PushMaterial {
  116334. private static _BuildIdGenerator;
  116335. private _options;
  116336. private _vertexCompilationState;
  116337. private _fragmentCompilationState;
  116338. private _sharedData;
  116339. private _buildId;
  116340. private _buildWasSuccessful;
  116341. private _cachedWorldViewMatrix;
  116342. private _cachedWorldViewProjectionMatrix;
  116343. private _optimizers;
  116344. private _animationFrame;
  116345. /** Define the URl to load node editor script */
  116346. static EditorURL: string;
  116347. private BJSNODEMATERIALEDITOR;
  116348. /** Get the inspector from bundle or global */
  116349. private _getGlobalNodeMaterialEditor;
  116350. /**
  116351. * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
  116352. */
  116353. ignoreAlpha: boolean;
  116354. /**
  116355. * Defines the maximum number of lights that can be used in the material
  116356. */
  116357. maxSimultaneousLights: number;
  116358. /**
  116359. * Observable raised when the material is built
  116360. */
  116361. onBuildObservable: Observable<NodeMaterial>;
  116362. /**
  116363. * Gets or sets the root nodes of the material vertex shader
  116364. */
  116365. _vertexOutputNodes: NodeMaterialBlock[];
  116366. /**
  116367. * Gets or sets the root nodes of the material fragment (pixel) shader
  116368. */
  116369. _fragmentOutputNodes: NodeMaterialBlock[];
  116370. /** Gets or sets options to control the node material overall behavior */
  116371. options: INodeMaterialOptions;
  116372. /**
  116373. * Default configuration related to image processing available in the standard Material.
  116374. */
  116375. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  116376. /**
  116377. * Gets the image processing configuration used either in this material.
  116378. */
  116379. /**
  116380. * Sets the Default image processing configuration used either in the this material.
  116381. *
  116382. * If sets to null, the scene one is in use.
  116383. */
  116384. imageProcessingConfiguration: ImageProcessingConfiguration;
  116385. /**
  116386. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  116387. */
  116388. attachedBlocks: NodeMaterialBlock[];
  116389. /**
  116390. * Create a new node based material
  116391. * @param name defines the material name
  116392. * @param scene defines the hosting scene
  116393. * @param options defines creation option
  116394. */
  116395. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  116396. /**
  116397. * Gets the current class name of the material e.g. "NodeMaterial"
  116398. * @returns the class name
  116399. */
  116400. getClassName(): string;
  116401. /**
  116402. * Keep track of the image processing observer to allow dispose and replace.
  116403. */
  116404. private _imageProcessingObserver;
  116405. /**
  116406. * Attaches a new image processing configuration to the Standard Material.
  116407. * @param configuration
  116408. */
  116409. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  116410. /**
  116411. * Adds a new optimizer to the list of optimizers
  116412. * @param optimizer defines the optimizers to add
  116413. * @returns the current material
  116414. */
  116415. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  116416. /**
  116417. * Remove an optimizer from the list of optimizers
  116418. * @param optimizer defines the optimizers to remove
  116419. * @returns the current material
  116420. */
  116421. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  116422. /**
  116423. * Add a new block to the list of output nodes
  116424. * @param node defines the node to add
  116425. * @returns the current material
  116426. */
  116427. addOutputNode(node: NodeMaterialBlock): this;
  116428. /**
  116429. * Remove a block from the list of root nodes
  116430. * @param node defines the node to remove
  116431. * @returns the current material
  116432. */
  116433. removeOutputNode(node: NodeMaterialBlock): this;
  116434. private _addVertexOutputNode;
  116435. private _removeVertexOutputNode;
  116436. private _addFragmentOutputNode;
  116437. private _removeFragmentOutputNode;
  116438. /**
  116439. * Specifies if the material will require alpha blending
  116440. * @returns a boolean specifying if alpha blending is needed
  116441. */
  116442. needAlphaBlending(): boolean;
  116443. /**
  116444. * Specifies if this material should be rendered in alpha test mode
  116445. * @returns a boolean specifying if an alpha test is needed.
  116446. */
  116447. needAlphaTesting(): boolean;
  116448. private _initializeBlock;
  116449. private _resetDualBlocks;
  116450. /**
  116451. * Build the material and generates the inner effect
  116452. * @param verbose defines if the build should log activity
  116453. */
  116454. build(verbose?: boolean): void;
  116455. /**
  116456. * Runs an otpimization phase to try to improve the shader code
  116457. */
  116458. optimize(): void;
  116459. private _prepareDefinesForAttributes;
  116460. /**
  116461. * Get if the submesh is ready to be used and all its information available.
  116462. * Child classes can use it to update shaders
  116463. * @param mesh defines the mesh to check
  116464. * @param subMesh defines which submesh to check
  116465. * @param useInstances specifies that instances should be used
  116466. * @returns a boolean indicating that the submesh is ready or not
  116467. */
  116468. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  116469. /**
  116470. * Get a string representing the shaders built by the current node graph
  116471. */
  116472. readonly compiledShaders: string;
  116473. /**
  116474. * Binds the world matrix to the material
  116475. * @param world defines the world transformation matrix
  116476. */
  116477. bindOnlyWorldMatrix(world: Matrix): void;
  116478. /**
  116479. * Binds the submesh to this material by preparing the effect and shader to draw
  116480. * @param world defines the world transformation matrix
  116481. * @param mesh defines the mesh containing the submesh
  116482. * @param subMesh defines the submesh to bind the material to
  116483. */
  116484. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  116485. /**
  116486. * Gets the active textures from the material
  116487. * @returns an array of textures
  116488. */
  116489. getActiveTextures(): BaseTexture[];
  116490. /**
  116491. * Specifies if the material uses a texture
  116492. * @param texture defines the texture to check against the material
  116493. * @returns a boolean specifying if the material uses the texture
  116494. */
  116495. hasTexture(texture: BaseTexture): boolean;
  116496. /**
  116497. * Disposes the material
  116498. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  116499. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  116500. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  116501. */
  116502. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  116503. /** Creates the node editor window. */
  116504. private _createNodeEditor;
  116505. /**
  116506. * Launch the node material editor
  116507. * @param config Define the configuration of the editor
  116508. * @return a promise fulfilled when the node editor is visible
  116509. */
  116510. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  116511. /**
  116512. * Clear the current material
  116513. */
  116514. clear(): void;
  116515. /**
  116516. * Clear the current material and set it to a default state
  116517. */
  116518. setToDefault(): void;
  116519. private _gatherBlocks;
  116520. /**
  116521. * Serializes this material in a JSON representation
  116522. * @returns the serialized material object
  116523. */
  116524. serialize(): any;
  116525. /**
  116526. * Clear the current graph and load a new one from a serialization object
  116527. * @param source defines the JSON representation of the material
  116528. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  116529. */
  116530. loadFromSerialization(source: any, rootUrl?: string): void;
  116531. /**
  116532. * Creates a node material from parsed material data
  116533. * @param source defines the JSON representation of the material
  116534. * @param scene defines the hosting scene
  116535. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  116536. * @returns a new node material
  116537. */
  116538. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  116539. }
  116540. }
  116541. declare module BABYLON {
  116542. /**
  116543. * Block used to read a texture from a sampler
  116544. */
  116545. export class TextureBlock extends NodeMaterialBlock {
  116546. private _defineName;
  116547. private _samplerName;
  116548. private _transformedUVName;
  116549. private _textureTransformName;
  116550. private _textureInfoName;
  116551. private _mainUVName;
  116552. private _mainUVDefineName;
  116553. /**
  116554. * Gets or sets the texture associated with the node
  116555. */
  116556. texture: Nullable<BaseTexture>;
  116557. /**
  116558. * Create a new TextureBlock
  116559. * @param name defines the block name
  116560. */
  116561. constructor(name: string);
  116562. /**
  116563. * Gets the current class name
  116564. * @returns the class name
  116565. */
  116566. getClassName(): string;
  116567. /**
  116568. * Gets the uv input component
  116569. */
  116570. readonly uv: NodeMaterialConnectionPoint;
  116571. /**
  116572. * Gets the rgba output component
  116573. */
  116574. readonly rgba: NodeMaterialConnectionPoint;
  116575. /**
  116576. * Gets the rgb output component
  116577. */
  116578. readonly rgb: NodeMaterialConnectionPoint;
  116579. /**
  116580. * Gets the r output component
  116581. */
  116582. readonly r: NodeMaterialConnectionPoint;
  116583. /**
  116584. * Gets the g output component
  116585. */
  116586. readonly g: NodeMaterialConnectionPoint;
  116587. /**
  116588. * Gets the b output component
  116589. */
  116590. readonly b: NodeMaterialConnectionPoint;
  116591. /**
  116592. * Gets the a output component
  116593. */
  116594. readonly a: NodeMaterialConnectionPoint;
  116595. autoConfigure(): void;
  116596. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  116597. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116598. isReady(): boolean;
  116599. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116600. private _injectVertexCode;
  116601. private _writeOutput;
  116602. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  116603. serialize(): any;
  116604. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116605. }
  116606. }
  116607. declare module BABYLON {
  116608. /**
  116609. * Enum used to define well known values e.g. values automatically provided by the system
  116610. */
  116611. export enum NodeMaterialWellKnownValues {
  116612. /** World */
  116613. World = 1,
  116614. /** View */
  116615. View = 2,
  116616. /** Projection */
  116617. Projection = 3,
  116618. /** ViewProjection */
  116619. ViewProjection = 4,
  116620. /** WorldView */
  116621. WorldView = 5,
  116622. /** WorldViewProjection */
  116623. WorldViewProjection = 6,
  116624. /** CameraPosition */
  116625. CameraPosition = 7,
  116626. /** Fog Color */
  116627. FogColor = 8
  116628. }
  116629. }
  116630. declare module BABYLON {
  116631. /**
  116632. * Block used to read a reflection texture from a sampler
  116633. */
  116634. export class ReflectionTextureBlock extends NodeMaterialBlock {
  116635. private _define3DName;
  116636. private _defineCubicName;
  116637. private _defineExplicitName;
  116638. private _defineProjectionName;
  116639. private _defineLocalCubicName;
  116640. private _defineSphericalName;
  116641. private _definePlanarName;
  116642. private _defineEquirectangularName;
  116643. private _defineMirroredEquirectangularFixedName;
  116644. private _defineEquirectangularFixedName;
  116645. private _defineSkyboxName;
  116646. private _cubeSamplerName;
  116647. private _2DSamplerName;
  116648. private _positionUVWName;
  116649. private _directionWName;
  116650. private _reflectionCoordsName;
  116651. private _reflection2DCoordsName;
  116652. private _reflectionColorName;
  116653. private _reflectionMatrixName;
  116654. /**
  116655. * Gets or sets the texture associated with the node
  116656. */
  116657. texture: Nullable<BaseTexture>;
  116658. /**
  116659. * Create a new TextureBlock
  116660. * @param name defines the block name
  116661. */
  116662. constructor(name: string);
  116663. /**
  116664. * Gets the current class name
  116665. * @returns the class name
  116666. */
  116667. getClassName(): string;
  116668. /**
  116669. * Gets the world position input component
  116670. */
  116671. readonly position: NodeMaterialConnectionPoint;
  116672. /**
  116673. * Gets the world position input component
  116674. */
  116675. readonly worldPosition: NodeMaterialConnectionPoint;
  116676. /**
  116677. * Gets the world normal input component
  116678. */
  116679. readonly worldNormal: NodeMaterialConnectionPoint;
  116680. /**
  116681. * Gets the world input component
  116682. */
  116683. readonly world: NodeMaterialConnectionPoint;
  116684. /**
  116685. * Gets the camera (or eye) position component
  116686. */
  116687. readonly cameraPosition: NodeMaterialConnectionPoint;
  116688. /**
  116689. * Gets the view input component
  116690. */
  116691. readonly view: NodeMaterialConnectionPoint;
  116692. /**
  116693. * Gets the rgb output component
  116694. */
  116695. readonly rgb: NodeMaterialConnectionPoint;
  116696. /**
  116697. * Gets the r output component
  116698. */
  116699. readonly r: NodeMaterialConnectionPoint;
  116700. /**
  116701. * Gets the g output component
  116702. */
  116703. readonly g: NodeMaterialConnectionPoint;
  116704. /**
  116705. * Gets the b output component
  116706. */
  116707. readonly b: NodeMaterialConnectionPoint;
  116708. autoConfigure(): void;
  116709. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  116710. isReady(): boolean;
  116711. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116712. private _injectVertexCode;
  116713. private _writeOutput;
  116714. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  116715. serialize(): any;
  116716. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  116717. }
  116718. }
  116719. declare module BABYLON {
  116720. /**
  116721. * Class used to store shared data between 2 NodeMaterialBuildState
  116722. */
  116723. export class NodeMaterialBuildStateSharedData {
  116724. /**
  116725. * Gets the list of emitted varyings
  116726. */
  116727. varyings: string[];
  116728. /**
  116729. * Gets the varying declaration string
  116730. */
  116731. varyingDeclaration: string;
  116732. /**
  116733. * Input blocks
  116734. */
  116735. inputBlocks: InputBlock[];
  116736. /**
  116737. * Input blocks
  116738. */
  116739. textureBlocks: (TextureBlock | ReflectionTextureBlock)[];
  116740. /**
  116741. * Bindable blocks (Blocks that need to set data to the effect)
  116742. */
  116743. bindableBlocks: NodeMaterialBlock[];
  116744. /**
  116745. * List of blocks that can provide a compilation fallback
  116746. */
  116747. blocksWithFallbacks: NodeMaterialBlock[];
  116748. /**
  116749. * List of blocks that can provide a define update
  116750. */
  116751. blocksWithDefines: NodeMaterialBlock[];
  116752. /**
  116753. * List of blocks that can provide a repeatable content
  116754. */
  116755. repeatableContentBlocks: NodeMaterialBlock[];
  116756. /**
  116757. * List of blocks that can provide a dynamic list of uniforms
  116758. */
  116759. dynamicUniformBlocks: NodeMaterialBlock[];
  116760. /**
  116761. * List of blocks that can block the isReady function for the material
  116762. */
  116763. blockingBlocks: NodeMaterialBlock[];
  116764. /**
  116765. * Gets the list of animated inputs
  116766. */
  116767. animatedInputs: InputBlock[];
  116768. /**
  116769. * Build Id used to avoid multiple recompilations
  116770. */
  116771. buildId: number;
  116772. /** List of emitted variables */
  116773. variableNames: {
  116774. [key: string]: number;
  116775. };
  116776. /** List of emitted defines */
  116777. defineNames: {
  116778. [key: string]: number;
  116779. };
  116780. /** Should emit comments? */
  116781. emitComments: boolean;
  116782. /** Emit build activity */
  116783. verbose: boolean;
  116784. /**
  116785. * Gets the compilation hints emitted at compilation time
  116786. */
  116787. hints: {
  116788. needWorldViewMatrix: boolean;
  116789. needWorldViewProjectionMatrix: boolean;
  116790. needAlphaBlending: boolean;
  116791. needAlphaTesting: boolean;
  116792. };
  116793. /**
  116794. * List of compilation checks
  116795. */
  116796. checks: {
  116797. emitVertex: boolean;
  116798. emitFragment: boolean;
  116799. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  116800. };
  116801. /** Creates a new shared data */
  116802. constructor();
  116803. /**
  116804. * Emits console errors and exceptions if there is a failing check
  116805. */
  116806. emitErrors(): void;
  116807. }
  116808. }
  116809. declare module BABYLON {
  116810. /**
  116811. * Class used to store node based material build state
  116812. */
  116813. export class NodeMaterialBuildState {
  116814. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  116815. supportUniformBuffers: boolean;
  116816. /**
  116817. * Gets the list of emitted attributes
  116818. */
  116819. attributes: string[];
  116820. /**
  116821. * Gets the list of emitted uniforms
  116822. */
  116823. uniforms: string[];
  116824. /**
  116825. * Gets the list of emitted uniform buffers
  116826. */
  116827. uniformBuffers: string[];
  116828. /**
  116829. * Gets the list of emitted samplers
  116830. */
  116831. samplers: string[];
  116832. /**
  116833. * Gets the list of emitted functions
  116834. */
  116835. functions: {
  116836. [key: string]: string;
  116837. };
  116838. /**
  116839. * Gets the target of the compilation state
  116840. */
  116841. target: NodeMaterialBlockTargets;
  116842. /**
  116843. * Gets the list of emitted counters
  116844. */
  116845. counters: {
  116846. [key: string]: number;
  116847. };
  116848. /**
  116849. * Shared data between multiple NodeMaterialBuildState instances
  116850. */
  116851. sharedData: NodeMaterialBuildStateSharedData;
  116852. /** @hidden */
  116853. _vertexState: NodeMaterialBuildState;
  116854. /** @hidden */
  116855. _attributeDeclaration: string;
  116856. /** @hidden */
  116857. _uniformDeclaration: string;
  116858. /** @hidden */
  116859. _samplerDeclaration: string;
  116860. /** @hidden */
  116861. _varyingTransfer: string;
  116862. private _repeatableContentAnchorIndex;
  116863. /** @hidden */
  116864. _builtCompilationString: string;
  116865. /**
  116866. * Gets the emitted compilation strings
  116867. */
  116868. compilationString: string;
  116869. /**
  116870. * Finalize the compilation strings
  116871. * @param state defines the current compilation state
  116872. */
  116873. finalize(state: NodeMaterialBuildState): void;
  116874. /** @hidden */
  116875. readonly _repeatableContentAnchor: string;
  116876. /** @hidden */
  116877. _getFreeVariableName(prefix: string): string;
  116878. /** @hidden */
  116879. _getFreeDefineName(prefix: string): string;
  116880. /** @hidden */
  116881. _excludeVariableName(name: string): void;
  116882. /** @hidden */
  116883. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  116884. /** @hidden */
  116885. _emitFunction(name: string, code: string, comments: string): void;
  116886. /** @hidden */
  116887. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  116888. replaceStrings?: {
  116889. search: RegExp;
  116890. replace: string;
  116891. }[];
  116892. repeatKey?: string;
  116893. }): string;
  116894. /** @hidden */
  116895. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  116896. repeatKey?: string;
  116897. removeAttributes?: boolean;
  116898. removeUniforms?: boolean;
  116899. removeVaryings?: boolean;
  116900. removeIfDef?: boolean;
  116901. replaceStrings?: {
  116902. search: RegExp;
  116903. replace: string;
  116904. }[];
  116905. }, storeKey?: string): void;
  116906. /** @hidden */
  116907. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  116908. /** @hidden */
  116909. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  116910. }
  116911. }
  116912. declare module BABYLON {
  116913. /**
  116914. * Defines a block that can be used inside a node based material
  116915. */
  116916. export class NodeMaterialBlock {
  116917. private _buildId;
  116918. private _buildTarget;
  116919. private _target;
  116920. private _isFinalMerger;
  116921. private _isInput;
  116922. /** @hidden */
  116923. _inputs: NodeMaterialConnectionPoint[];
  116924. /** @hidden */
  116925. _outputs: NodeMaterialConnectionPoint[];
  116926. /**
  116927. * Gets or sets the name of the block
  116928. */
  116929. name: string;
  116930. /**
  116931. * Gets or sets the unique id of the node
  116932. */
  116933. uniqueId: number;
  116934. /**
  116935. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  116936. */
  116937. readonly isFinalMerger: boolean;
  116938. /**
  116939. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  116940. */
  116941. readonly isInput: boolean;
  116942. /**
  116943. * Gets or sets the build Id
  116944. */
  116945. buildId: number;
  116946. /**
  116947. * Gets or sets the target of the block
  116948. */
  116949. target: NodeMaterialBlockTargets;
  116950. /**
  116951. * Gets the list of input points
  116952. */
  116953. readonly inputs: NodeMaterialConnectionPoint[];
  116954. /** Gets the list of output points */
  116955. readonly outputs: NodeMaterialConnectionPoint[];
  116956. /**
  116957. * Find an input by its name
  116958. * @param name defines the name of the input to look for
  116959. * @returns the input or null if not found
  116960. */
  116961. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  116962. /**
  116963. * Find an output by its name
  116964. * @param name defines the name of the outputto look for
  116965. * @returns the output or null if not found
  116966. */
  116967. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  116968. /**
  116969. * Creates a new NodeMaterialBlock
  116970. * @param name defines the block name
  116971. * @param target defines the target of that block (Vertex by default)
  116972. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  116973. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  116974. */
  116975. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  116976. /**
  116977. * Initialize the block and prepare the context for build
  116978. * @param state defines the state that will be used for the build
  116979. */
  116980. initialize(state: NodeMaterialBuildState): void;
  116981. /**
  116982. * Bind data to effect. Will only be called for blocks with isBindable === true
  116983. * @param effect defines the effect to bind data to
  116984. * @param nodeMaterial defines the hosting NodeMaterial
  116985. * @param mesh defines the mesh that will be rendered
  116986. */
  116987. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  116988. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  116989. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  116990. protected _writeFloat(value: number): string;
  116991. /**
  116992. * Gets the current class name e.g. "NodeMaterialBlock"
  116993. * @returns the class name
  116994. */
  116995. getClassName(): string;
  116996. /**
  116997. * Register a new input. Must be called inside a block constructor
  116998. * @param name defines the connection point name
  116999. * @param type defines the connection point type
  117000. * @param isOptional defines a boolean indicating that this input can be omitted
  117001. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  117002. * @returns the current block
  117003. */
  117004. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  117005. /**
  117006. * Register a new output. Must be called inside a block constructor
  117007. * @param name defines the connection point name
  117008. * @param type defines the connection point type
  117009. * @param target defines the target to use to limit the connection point (will be VetexAndFragment by default)
  117010. * @returns the current block
  117011. */
  117012. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  117013. /**
  117014. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  117015. * @param forOutput defines an optional connection point to check compatibility with
  117016. * @returns the first available input or null
  117017. */
  117018. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  117019. /**
  117020. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  117021. * @param forBlock defines an optional block to check compatibility with
  117022. * @returns the first available input or null
  117023. */
  117024. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  117025. /**
  117026. * Gets the sibling of the given output
  117027. * @param current defines the current output
  117028. * @returns the next output in the list or null
  117029. */
  117030. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  117031. /**
  117032. * Connect current block with another block
  117033. * @param other defines the block to connect with
  117034. * @param options define the various options to help pick the right connections
  117035. * @returns the current block
  117036. */
  117037. connectTo(other: NodeMaterialBlock, options?: {
  117038. input?: string;
  117039. output?: string;
  117040. outputSwizzle?: string;
  117041. }): this | undefined;
  117042. protected _buildBlock(state: NodeMaterialBuildState): void;
  117043. /**
  117044. * Add uniforms, samplers and uniform buffers at compilation time
  117045. * @param state defines the state to update
  117046. * @param nodeMaterial defines the node material requesting the update
  117047. * @param defines defines the material defines to update
  117048. */
  117049. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117050. /**
  117051. * Add potential fallbacks if shader compilation fails
  117052. * @param mesh defines the mesh to be rendered
  117053. * @param fallbacks defines the current prioritized list of fallbacks
  117054. */
  117055. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  117056. /**
  117057. * Update defines for shader compilation
  117058. * @param mesh defines the mesh to be rendered
  117059. * @param nodeMaterial defines the node material requesting the update
  117060. * @param defines defines the material defines to update
  117061. * @param useInstances specifies that instances should be used
  117062. */
  117063. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  117064. /**
  117065. * Initialize defines for shader compilation
  117066. * @param mesh defines the mesh to be rendered
  117067. * @param nodeMaterial defines the node material requesting the update
  117068. * @param defines defines the material defines to be prepared
  117069. * @param useInstances specifies that instances should be used
  117070. */
  117071. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  117072. /**
  117073. * Lets the block try to connect some inputs automatically
  117074. */
  117075. autoConfigure(): void;
  117076. /**
  117077. * Function called when a block is declared as repeatable content generator
  117078. * @param vertexShaderState defines the current compilation state for the vertex shader
  117079. * @param fragmentShaderState defines the current compilation state for the fragment shader
  117080. * @param mesh defines the mesh to be rendered
  117081. * @param defines defines the material defines to update
  117082. */
  117083. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  117084. /**
  117085. * Checks if the block is ready
  117086. * @param mesh defines the mesh to be rendered
  117087. * @param nodeMaterial defines the node material requesting the update
  117088. * @param defines defines the material defines to update
  117089. * @param useInstances specifies that instances should be used
  117090. * @returns true if the block is ready
  117091. */
  117092. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  117093. private _processBuild;
  117094. /**
  117095. * Compile the current node and generate the shader code
  117096. * @param state defines the current compilation state (uniforms, samplers, current string)
  117097. * @param contextSwitched indicates that the previous block was built for a different context (vertex vs. fragment)
  117098. * @returns true if already built
  117099. */
  117100. build(state: NodeMaterialBuildState, contextSwitched?: boolean): boolean;
  117101. /**
  117102. * Clone the current block to a new identical block
  117103. * @param scene defines the hosting scene
  117104. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  117105. * @returns a copy of the current block
  117106. */
  117107. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  117108. /**
  117109. * Serializes this block in a JSON representation
  117110. * @returns the serialized block object
  117111. */
  117112. serialize(): any;
  117113. /** @hidden */
  117114. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117115. }
  117116. }
  117117. declare module BABYLON {
  117118. /**
  117119. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  117120. */
  117121. export enum NodeMaterialBlockConnectionPointMode {
  117122. /** Value is an uniform */
  117123. Uniform = 0,
  117124. /** Value is a mesh attribute */
  117125. Attribute = 1,
  117126. /** Value is a varying between vertex and fragment shaders */
  117127. Varying = 2,
  117128. /** Mode is undefined */
  117129. Undefined = 3
  117130. }
  117131. }
  117132. declare module BABYLON {
  117133. /**
  117134. * Enum defining the type of animations supported by InputBlock
  117135. */
  117136. export enum AnimatedInputBlockTypes {
  117137. /** No animation */
  117138. None = 0,
  117139. /** Time based animation. Will only work for floats */
  117140. Time = 1
  117141. }
  117142. }
  117143. declare module BABYLON {
  117144. /**
  117145. * Block used to expose an input value
  117146. */
  117147. export class InputBlock extends NodeMaterialBlock {
  117148. private _mode;
  117149. private _associatedVariableName;
  117150. private _storedValue;
  117151. private _valueCallback;
  117152. private _type;
  117153. private _animationType;
  117154. /** @hidden */
  117155. _wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  117156. /**
  117157. * Gets or sets the connection point type (default is float)
  117158. */
  117159. readonly type: NodeMaterialBlockConnectionPointTypes;
  117160. /**
  117161. * Creates a new InputBlock
  117162. * @param name defines the block name
  117163. * @param target defines the target of that block (Vertex by default)
  117164. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  117165. */
  117166. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  117167. /**
  117168. * Gets the output component
  117169. */
  117170. readonly output: NodeMaterialConnectionPoint;
  117171. /**
  117172. * Set the source of this connection point to a vertex attribute
  117173. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  117174. * @returns the current connection point
  117175. */
  117176. setAsAttribute(attributeName?: string): InputBlock;
  117177. /**
  117178. * Set the source of this connection point to a well known value
  117179. * @param value define the well known value to use (world, view, etc...) or null to switch to manual value
  117180. * @returns the current connection point
  117181. */
  117182. setAsWellKnownValue(value: Nullable<NodeMaterialWellKnownValues>): InputBlock;
  117183. /**
  117184. * Gets or sets the value of that point.
  117185. * Please note that this value will be ignored if valueCallback is defined
  117186. */
  117187. value: any;
  117188. /**
  117189. * Gets or sets a callback used to get the value of that point.
  117190. * Please note that setting this value will force the connection point to ignore the value property
  117191. */
  117192. valueCallback: () => any;
  117193. /**
  117194. * Gets or sets the associated variable name in the shader
  117195. */
  117196. associatedVariableName: string;
  117197. /** Gets or sets the type of animation applied to the input */
  117198. animationType: AnimatedInputBlockTypes;
  117199. /**
  117200. * Gets a boolean indicating that this connection point not defined yet
  117201. */
  117202. readonly isUndefined: boolean;
  117203. /**
  117204. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  117205. * In this case the connection point name must be the name of the uniform to use.
  117206. * Can only be set on inputs
  117207. */
  117208. isUniform: boolean;
  117209. /**
  117210. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  117211. * In this case the connection point name must be the name of the attribute to use
  117212. * Can only be set on inputs
  117213. */
  117214. isAttribute: boolean;
  117215. /**
  117216. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  117217. * Can only be set on exit points
  117218. */
  117219. isVarying: boolean;
  117220. /**
  117221. * Gets a boolean indicating that the current connection point is a well known value
  117222. */
  117223. readonly isWellKnownValue: boolean;
  117224. /**
  117225. * Gets or sets the current well known value or null if not defined as well know value
  117226. */
  117227. wellKnownValue: Nullable<NodeMaterialWellKnownValues>;
  117228. /**
  117229. * Gets the current class name
  117230. * @returns the class name
  117231. */
  117232. getClassName(): string;
  117233. /**
  117234. * Animate the input if animationType !== None
  117235. * @param scene defines the rendering scene
  117236. */
  117237. animate(scene: Scene): void;
  117238. private _emitDefine;
  117239. /**
  117240. * Set the input block to its default value (based on its type)
  117241. */
  117242. setDefaultValue(): void;
  117243. private _emit;
  117244. /** @hidden */
  117245. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  117246. /** @hidden */
  117247. _transmit(effect: Effect, scene: Scene): void;
  117248. protected _buildBlock(state: NodeMaterialBuildState): void;
  117249. serialize(): any;
  117250. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117251. }
  117252. }
  117253. declare module BABYLON {
  117254. /**
  117255. * Defines a connection point for a block
  117256. */
  117257. export class NodeMaterialConnectionPoint {
  117258. /** @hidden */
  117259. _ownerBlock: NodeMaterialBlock;
  117260. /** @hidden */
  117261. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  117262. private _endpoints;
  117263. private _associatedVariableName;
  117264. /** @hidden */
  117265. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  117266. private _type;
  117267. /** @hidden */
  117268. _enforceAssociatedVariableName: boolean;
  117269. /**
  117270. * Gets or sets the additional types supported byt this connection point
  117271. */
  117272. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  117273. /**
  117274. * Gets or sets the associated variable name in the shader
  117275. */
  117276. associatedVariableName: string;
  117277. /**
  117278. * Gets or sets the connection point type (default is float)
  117279. */
  117280. type: NodeMaterialBlockConnectionPointTypes;
  117281. /**
  117282. * Gets or sets the connection point name
  117283. */
  117284. name: string;
  117285. /**
  117286. * Gets or sets a boolean indicating that this connection point can be omitted
  117287. */
  117288. isOptional: boolean;
  117289. /**
  117290. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  117291. */
  117292. define: string;
  117293. /** Gets or sets the target of that connection point */
  117294. target: NodeMaterialBlockTargets;
  117295. /**
  117296. * Gets a boolean indicating that the current point is connected
  117297. */
  117298. readonly isConnected: boolean;
  117299. /**
  117300. * Gets a boolean indicating that the current point is connected to an input block
  117301. */
  117302. readonly isConnectedToInput: boolean;
  117303. /**
  117304. * Gets a the connected input block (if any)
  117305. */
  117306. readonly connectInputBlock: Nullable<InputBlock>;
  117307. /** Get the other side of the connection (if any) */
  117308. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  117309. /** Get the block that owns this connection point */
  117310. readonly ownerBlock: NodeMaterialBlock;
  117311. /** Get the block connected on the other side of this connection (if any) */
  117312. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  117313. /** Get the block connected on the endpoints of this connection (if any) */
  117314. readonly connectedBlocks: Array<NodeMaterialBlock>;
  117315. /** Gets the list of connected endpoints */
  117316. readonly endpoints: NodeMaterialConnectionPoint[];
  117317. /**
  117318. * Creates a new connection point
  117319. * @param name defines the connection point name
  117320. * @param ownerBlock defines the block hosting this connection point
  117321. */
  117322. constructor(name: string, ownerBlock: NodeMaterialBlock);
  117323. /**
  117324. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  117325. * @returns the class name
  117326. */
  117327. getClassName(): string;
  117328. /**
  117329. * Gets an boolean indicating if the current point can be connected to another point
  117330. * @param connectionPoint defines the other connection point
  117331. * @returns true if the connection is possible
  117332. */
  117333. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  117334. /**
  117335. * Connect this point to another connection point
  117336. * @param connectionPoint defines the other connection point
  117337. * @returns the current connection point
  117338. */
  117339. connectTo(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  117340. /**
  117341. * Disconnect this point from one of his endpoint
  117342. * @param endpoint defines the other connection point
  117343. * @returns the current connection point
  117344. */
  117345. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  117346. /**
  117347. * Serializes this point in a JSON representation
  117348. * @returns the serialized point object
  117349. */
  117350. serialize(): any;
  117351. }
  117352. }
  117353. declare module BABYLON {
  117354. /**
  117355. * Block used to add support for vertex skinning (bones)
  117356. */
  117357. export class BonesBlock extends NodeMaterialBlock {
  117358. /**
  117359. * Creates a new BonesBlock
  117360. * @param name defines the block name
  117361. */
  117362. constructor(name: string);
  117363. /**
  117364. * Initialize the block and prepare the context for build
  117365. * @param state defines the state that will be used for the build
  117366. */
  117367. initialize(state: NodeMaterialBuildState): void;
  117368. /**
  117369. * Gets the current class name
  117370. * @returns the class name
  117371. */
  117372. getClassName(): string;
  117373. /**
  117374. * Gets the matrix indices input component
  117375. */
  117376. readonly matricesIndices: NodeMaterialConnectionPoint;
  117377. /**
  117378. * Gets the matrix weights input component
  117379. */
  117380. readonly matricesWeights: NodeMaterialConnectionPoint;
  117381. /**
  117382. * Gets the extra matrix indices input component
  117383. */
  117384. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  117385. /**
  117386. * Gets the extra matrix weights input component
  117387. */
  117388. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  117389. /**
  117390. * Gets the world input component
  117391. */
  117392. readonly world: NodeMaterialConnectionPoint;
  117393. /**
  117394. * Gets the output component
  117395. */
  117396. readonly output: NodeMaterialConnectionPoint;
  117397. autoConfigure(): void;
  117398. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  117399. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117400. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117401. protected _buildBlock(state: NodeMaterialBuildState): this;
  117402. }
  117403. }
  117404. declare module BABYLON {
  117405. /**
  117406. * Block used to add support for instances
  117407. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  117408. */
  117409. export class InstancesBlock extends NodeMaterialBlock {
  117410. /**
  117411. * Creates a new InstancesBlock
  117412. * @param name defines the block name
  117413. */
  117414. constructor(name: string);
  117415. /**
  117416. * Gets the current class name
  117417. * @returns the class name
  117418. */
  117419. getClassName(): string;
  117420. /**
  117421. * Gets the first world row input component
  117422. */
  117423. readonly world0: NodeMaterialConnectionPoint;
  117424. /**
  117425. * Gets the second world row input component
  117426. */
  117427. readonly world1: NodeMaterialConnectionPoint;
  117428. /**
  117429. * Gets the third world row input component
  117430. */
  117431. readonly world2: NodeMaterialConnectionPoint;
  117432. /**
  117433. * Gets the forth world row input component
  117434. */
  117435. readonly world3: NodeMaterialConnectionPoint;
  117436. /**
  117437. * Gets the world input component
  117438. */
  117439. readonly world: NodeMaterialConnectionPoint;
  117440. /**
  117441. * Gets the output component
  117442. */
  117443. readonly output: NodeMaterialConnectionPoint;
  117444. autoConfigure(): void;
  117445. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  117446. protected _buildBlock(state: NodeMaterialBuildState): this;
  117447. }
  117448. }
  117449. declare module BABYLON {
  117450. /**
  117451. * Block used to add morph targets support to vertex shader
  117452. */
  117453. export class MorphTargetsBlock extends NodeMaterialBlock {
  117454. private _repeatableContentAnchor;
  117455. private _repeatebleContentGenerated;
  117456. /**
  117457. * Create a new MorphTargetsBlock
  117458. * @param name defines the block name
  117459. */
  117460. constructor(name: string);
  117461. /**
  117462. * Gets the current class name
  117463. * @returns the class name
  117464. */
  117465. getClassName(): string;
  117466. /**
  117467. * Gets the position input component
  117468. */
  117469. readonly position: NodeMaterialConnectionPoint;
  117470. /**
  117471. * Gets the normal input component
  117472. */
  117473. readonly normal: NodeMaterialConnectionPoint;
  117474. /**
  117475. * Gets the tangent input component
  117476. */
  117477. readonly tangent: NodeMaterialConnectionPoint;
  117478. /**
  117479. * Gets the tangent input component
  117480. */
  117481. readonly uv: NodeMaterialConnectionPoint;
  117482. /**
  117483. * Gets the position output component
  117484. */
  117485. readonly positionOutput: NodeMaterialConnectionPoint;
  117486. /**
  117487. * Gets the normal output component
  117488. */
  117489. readonly normalOutput: NodeMaterialConnectionPoint;
  117490. /**
  117491. * Gets the tangent output component
  117492. */
  117493. readonly tangentOutput: NodeMaterialConnectionPoint;
  117494. /**
  117495. * Gets the tangent output component
  117496. */
  117497. readonly uvOutput: NodeMaterialConnectionPoint;
  117498. initialize(state: NodeMaterialBuildState): void;
  117499. autoConfigure(): void;
  117500. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117501. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117502. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  117503. protected _buildBlock(state: NodeMaterialBuildState): this;
  117504. }
  117505. }
  117506. declare module BABYLON {
  117507. /**
  117508. * Block used to add an alpha test in the fragment shader
  117509. */
  117510. export class AlphaTestBlock extends NodeMaterialBlock {
  117511. /**
  117512. * Gets or sets the alpha value where alpha testing happens
  117513. */
  117514. alphaCutOff: number;
  117515. /**
  117516. * Create a new AlphaTestBlock
  117517. * @param name defines the block name
  117518. */
  117519. constructor(name: string);
  117520. /**
  117521. * Gets the current class name
  117522. * @returns the class name
  117523. */
  117524. getClassName(): string;
  117525. /**
  117526. * Gets the color input component
  117527. */
  117528. readonly color: NodeMaterialConnectionPoint;
  117529. /**
  117530. * Gets the alpha input component
  117531. */
  117532. readonly alpha: NodeMaterialConnectionPoint;
  117533. protected _buildBlock(state: NodeMaterialBuildState): this;
  117534. }
  117535. }
  117536. declare module BABYLON {
  117537. /**
  117538. * Block used to create a Color3/4 out of individual inputs (one for each component)
  117539. */
  117540. export class ColorMergerBlock extends NodeMaterialBlock {
  117541. /**
  117542. * Create a new ColorMergerBlock
  117543. * @param name defines the block name
  117544. */
  117545. constructor(name: string);
  117546. /**
  117547. * Gets the current class name
  117548. * @returns the class name
  117549. */
  117550. getClassName(): string;
  117551. /**
  117552. * Gets the r component (input)
  117553. */
  117554. readonly r: NodeMaterialConnectionPoint;
  117555. /**
  117556. * Gets the g component (input)
  117557. */
  117558. readonly g: NodeMaterialConnectionPoint;
  117559. /**
  117560. * Gets the b component (input)
  117561. */
  117562. readonly b: NodeMaterialConnectionPoint;
  117563. /**
  117564. * Gets the a component (input)
  117565. */
  117566. readonly a: NodeMaterialConnectionPoint;
  117567. /**
  117568. * Gets the rgba component (output)
  117569. */
  117570. readonly rgba: NodeMaterialConnectionPoint;
  117571. /**
  117572. * Gets the rgb component (output)
  117573. */
  117574. readonly rgb: NodeMaterialConnectionPoint;
  117575. protected _buildBlock(state: NodeMaterialBuildState): this;
  117576. }
  117577. }
  117578. declare module BABYLON {
  117579. /**
  117580. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  117581. */
  117582. export class VectorMergerBlock extends NodeMaterialBlock {
  117583. /**
  117584. * Create a new VectorMergerBlock
  117585. * @param name defines the block name
  117586. */
  117587. constructor(name: string);
  117588. /**
  117589. * Gets the current class name
  117590. * @returns the class name
  117591. */
  117592. getClassName(): string;
  117593. /**
  117594. * Gets the x component (input)
  117595. */
  117596. readonly x: NodeMaterialConnectionPoint;
  117597. /**
  117598. * Gets the y component (input)
  117599. */
  117600. readonly y: NodeMaterialConnectionPoint;
  117601. /**
  117602. * Gets the z component (input)
  117603. */
  117604. readonly z: NodeMaterialConnectionPoint;
  117605. /**
  117606. * Gets the w component (input)
  117607. */
  117608. readonly w: NodeMaterialConnectionPoint;
  117609. /**
  117610. * Gets the xyzw component (output)
  117611. */
  117612. readonly xyzw: NodeMaterialConnectionPoint;
  117613. /**
  117614. * Gets the xyz component (output)
  117615. */
  117616. readonly xyz: NodeMaterialConnectionPoint;
  117617. /**
  117618. * Gets the xy component (output)
  117619. */
  117620. readonly xy: NodeMaterialConnectionPoint;
  117621. protected _buildBlock(state: NodeMaterialBuildState): this;
  117622. }
  117623. }
  117624. declare module BABYLON {
  117625. /**
  117626. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  117627. */
  117628. export class ColorSplitterBlock extends NodeMaterialBlock {
  117629. /**
  117630. * Create a new ColorSplitterBlock
  117631. * @param name defines the block name
  117632. */
  117633. constructor(name: string);
  117634. /**
  117635. * Gets the current class name
  117636. * @returns the class name
  117637. */
  117638. getClassName(): string;
  117639. /**
  117640. * Gets the rgba component (input)
  117641. */
  117642. readonly rgba: NodeMaterialConnectionPoint;
  117643. /**
  117644. * Gets the rgb component (input)
  117645. */
  117646. readonly rgbIn: NodeMaterialConnectionPoint;
  117647. /**
  117648. * Gets the rgb component (output)
  117649. */
  117650. readonly rgbOut: NodeMaterialConnectionPoint;
  117651. /**
  117652. * Gets the r component (output)
  117653. */
  117654. readonly r: NodeMaterialConnectionPoint;
  117655. /**
  117656. * Gets the g component (output)
  117657. */
  117658. readonly g: NodeMaterialConnectionPoint;
  117659. /**
  117660. * Gets the b component (output)
  117661. */
  117662. readonly b: NodeMaterialConnectionPoint;
  117663. /**
  117664. * Gets the a component (output)
  117665. */
  117666. readonly a: NodeMaterialConnectionPoint;
  117667. protected _buildBlock(state: NodeMaterialBuildState): this;
  117668. }
  117669. }
  117670. declare module BABYLON {
  117671. /**
  117672. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  117673. */
  117674. export class VectorSplitterBlock extends NodeMaterialBlock {
  117675. /**
  117676. * Create a new VectorSplitterBlock
  117677. * @param name defines the block name
  117678. */
  117679. constructor(name: string);
  117680. /**
  117681. * Gets the current class name
  117682. * @returns the class name
  117683. */
  117684. getClassName(): string;
  117685. /**
  117686. * Gets the xyzw component (input)
  117687. */
  117688. readonly xyzw: NodeMaterialConnectionPoint;
  117689. /**
  117690. * Gets the xyz component (input)
  117691. */
  117692. readonly xyzIn: NodeMaterialConnectionPoint;
  117693. /**
  117694. * Gets the xy component (input)
  117695. */
  117696. readonly xyIn: NodeMaterialConnectionPoint;
  117697. /**
  117698. * Gets the xyz component (output)
  117699. */
  117700. readonly xyzOut: NodeMaterialConnectionPoint;
  117701. /**
  117702. * Gets the xy component (output)
  117703. */
  117704. readonly xyOut: NodeMaterialConnectionPoint;
  117705. /**
  117706. * Gets the x component (output)
  117707. */
  117708. readonly x: NodeMaterialConnectionPoint;
  117709. /**
  117710. * Gets the y component (output)
  117711. */
  117712. readonly y: NodeMaterialConnectionPoint;
  117713. /**
  117714. * Gets the z component (output)
  117715. */
  117716. readonly z: NodeMaterialConnectionPoint;
  117717. /**
  117718. * Gets the w component (output)
  117719. */
  117720. readonly w: NodeMaterialConnectionPoint;
  117721. protected _buildBlock(state: NodeMaterialBuildState): this;
  117722. }
  117723. }
  117724. declare module BABYLON {
  117725. /**
  117726. * Block used to add image processing support to fragment shader
  117727. */
  117728. export class ImageProcessingBlock extends NodeMaterialBlock {
  117729. /**
  117730. * Create a new ImageProcessingBlock
  117731. * @param name defines the block name
  117732. */
  117733. constructor(name: string);
  117734. /**
  117735. * Gets the current class name
  117736. * @returns the class name
  117737. */
  117738. getClassName(): string;
  117739. /**
  117740. * Gets the color input component
  117741. */
  117742. readonly color: NodeMaterialConnectionPoint;
  117743. /**
  117744. * Gets the output component
  117745. */
  117746. readonly output: NodeMaterialConnectionPoint;
  117747. /**
  117748. * Initialize the block and prepare the context for build
  117749. * @param state defines the state that will be used for the build
  117750. */
  117751. initialize(state: NodeMaterialBuildState): void;
  117752. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  117753. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117754. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117755. protected _buildBlock(state: NodeMaterialBuildState): this;
  117756. }
  117757. }
  117758. declare module BABYLON {
  117759. /**
  117760. * Block used to add support for scene fog
  117761. */
  117762. export class FogBlock extends NodeMaterialBlock {
  117763. private _fogDistanceName;
  117764. private _fogParameters;
  117765. /**
  117766. * Create a new FogBlock
  117767. * @param name defines the block name
  117768. */
  117769. constructor(name: string);
  117770. /**
  117771. * Gets the current class name
  117772. * @returns the class name
  117773. */
  117774. getClassName(): string;
  117775. /**
  117776. * Gets the world position input component
  117777. */
  117778. readonly worldPosition: NodeMaterialConnectionPoint;
  117779. /**
  117780. * Gets the view input component
  117781. */
  117782. readonly view: NodeMaterialConnectionPoint;
  117783. /**
  117784. * Gets the color input component
  117785. */
  117786. readonly color: NodeMaterialConnectionPoint;
  117787. /**
  117788. * Gets the fog color input component
  117789. */
  117790. readonly fogColor: NodeMaterialConnectionPoint;
  117791. /**
  117792. * Gets the output component
  117793. */
  117794. readonly output: NodeMaterialConnectionPoint;
  117795. autoConfigure(): void;
  117796. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117797. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117798. protected _buildBlock(state: NodeMaterialBuildState): this;
  117799. }
  117800. }
  117801. declare module BABYLON {
  117802. /**
  117803. * Block used to add light in the fragment shader
  117804. */
  117805. export class LightBlock extends NodeMaterialBlock {
  117806. private _lightId;
  117807. /**
  117808. * Gets or sets the light associated with this block
  117809. */
  117810. light: Nullable<Light>;
  117811. /**
  117812. * Create a new LightBlock
  117813. * @param name defines the block name
  117814. */
  117815. constructor(name: string);
  117816. /**
  117817. * Gets the current class name
  117818. * @returns the class name
  117819. */
  117820. getClassName(): string;
  117821. /**
  117822. * Gets the world position input component
  117823. */
  117824. readonly worldPosition: NodeMaterialConnectionPoint;
  117825. /**
  117826. * Gets the world normal input component
  117827. */
  117828. readonly worldNormal: NodeMaterialConnectionPoint;
  117829. /**
  117830. * Gets the camera (or eye) position component
  117831. */
  117832. readonly cameraPosition: NodeMaterialConnectionPoint;
  117833. /**
  117834. * Gets the diffuse output component
  117835. */
  117836. readonly diffuseOutput: NodeMaterialConnectionPoint;
  117837. /**
  117838. * Gets the specular output component
  117839. */
  117840. readonly specularOutput: NodeMaterialConnectionPoint;
  117841. autoConfigure(): void;
  117842. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117843. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  117844. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  117845. private _injectVertexCode;
  117846. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  117847. serialize(): any;
  117848. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  117849. }
  117850. }
  117851. declare module BABYLON {
  117852. /**
  117853. * Block used to multiply 2 values
  117854. */
  117855. export class MultiplyBlock extends NodeMaterialBlock {
  117856. /**
  117857. * Creates a new MultiplyBlock
  117858. * @param name defines the block name
  117859. */
  117860. constructor(name: string);
  117861. /**
  117862. * Gets the current class name
  117863. * @returns the class name
  117864. */
  117865. getClassName(): string;
  117866. /**
  117867. * Gets the left operand input component
  117868. */
  117869. readonly left: NodeMaterialConnectionPoint;
  117870. /**
  117871. * Gets the right operand input component
  117872. */
  117873. readonly right: NodeMaterialConnectionPoint;
  117874. /**
  117875. * Gets the output component
  117876. */
  117877. readonly output: NodeMaterialConnectionPoint;
  117878. protected _buildBlock(state: NodeMaterialBuildState): this;
  117879. }
  117880. }
  117881. declare module BABYLON {
  117882. /**
  117883. * Block used to add 2 vectors
  117884. */
  117885. export class AddBlock extends NodeMaterialBlock {
  117886. /**
  117887. * Creates a new AddBlock
  117888. * @param name defines the block name
  117889. */
  117890. constructor(name: string);
  117891. /**
  117892. * Gets the current class name
  117893. * @returns the class name
  117894. */
  117895. getClassName(): string;
  117896. /**
  117897. * Gets the left operand input component
  117898. */
  117899. readonly left: NodeMaterialConnectionPoint;
  117900. /**
  117901. * Gets the right operand input component
  117902. */
  117903. readonly right: NodeMaterialConnectionPoint;
  117904. /**
  117905. * Gets the output component
  117906. */
  117907. readonly output: NodeMaterialConnectionPoint;
  117908. protected _buildBlock(state: NodeMaterialBuildState): this;
  117909. }
  117910. }
  117911. declare module BABYLON {
  117912. /**
  117913. * Block used to scale a vector by a float
  117914. */
  117915. export class ScaleBlock extends NodeMaterialBlock {
  117916. /**
  117917. * Creates a new ScaleBlock
  117918. * @param name defines the block name
  117919. */
  117920. constructor(name: string);
  117921. /**
  117922. * Gets the current class name
  117923. * @returns the class name
  117924. */
  117925. getClassName(): string;
  117926. /**
  117927. * Gets the input component
  117928. */
  117929. readonly input: NodeMaterialConnectionPoint;
  117930. /**
  117931. * Gets the factor input component
  117932. */
  117933. readonly factor: NodeMaterialConnectionPoint;
  117934. /**
  117935. * Gets the output component
  117936. */
  117937. readonly output: NodeMaterialConnectionPoint;
  117938. protected _buildBlock(state: NodeMaterialBuildState): this;
  117939. }
  117940. }
  117941. declare module BABYLON {
  117942. /**
  117943. * Block used to clamp a float
  117944. */
  117945. export class ClampBlock extends NodeMaterialBlock {
  117946. /** Gets or sets the minimum range */
  117947. minimum: number;
  117948. /** Gets or sets the maximum range */
  117949. maximum: number;
  117950. /**
  117951. * Creates a new ClampBlock
  117952. * @param name defines the block name
  117953. */
  117954. constructor(name: string);
  117955. /**
  117956. * Gets the current class name
  117957. * @returns the class name
  117958. */
  117959. getClassName(): string;
  117960. /**
  117961. * Gets the value input component
  117962. */
  117963. readonly value: NodeMaterialConnectionPoint;
  117964. /**
  117965. * Gets the output component
  117966. */
  117967. readonly output: NodeMaterialConnectionPoint;
  117968. protected _buildBlock(state: NodeMaterialBuildState): this;
  117969. }
  117970. }
  117971. declare module BABYLON {
  117972. /**
  117973. * Block used to apply a cross product between 2 vectors
  117974. */
  117975. export class CrossBlock extends NodeMaterialBlock {
  117976. /**
  117977. * Creates a new CrossBlock
  117978. * @param name defines the block name
  117979. */
  117980. constructor(name: string);
  117981. /**
  117982. * Gets the current class name
  117983. * @returns the class name
  117984. */
  117985. getClassName(): string;
  117986. /**
  117987. * Gets the left operand input component
  117988. */
  117989. readonly left: NodeMaterialConnectionPoint;
  117990. /**
  117991. * Gets the right operand input component
  117992. */
  117993. readonly right: NodeMaterialConnectionPoint;
  117994. /**
  117995. * Gets the output component
  117996. */
  117997. readonly output: NodeMaterialConnectionPoint;
  117998. protected _buildBlock(state: NodeMaterialBuildState): this;
  117999. }
  118000. }
  118001. declare module BABYLON {
  118002. /**
  118003. * Block used to apply a dot product between 2 vectors
  118004. */
  118005. export class DotBlock extends NodeMaterialBlock {
  118006. /**
  118007. * Creates a new DotBlock
  118008. * @param name defines the block name
  118009. */
  118010. constructor(name: string);
  118011. /**
  118012. * Gets the current class name
  118013. * @returns the class name
  118014. */
  118015. getClassName(): string;
  118016. /**
  118017. * Gets the left operand input component
  118018. */
  118019. readonly left: NodeMaterialConnectionPoint;
  118020. /**
  118021. * Gets the right operand input component
  118022. */
  118023. readonly right: NodeMaterialConnectionPoint;
  118024. /**
  118025. * Gets the output component
  118026. */
  118027. readonly output: NodeMaterialConnectionPoint;
  118028. protected _buildBlock(state: NodeMaterialBuildState): this;
  118029. }
  118030. }
  118031. declare module BABYLON {
  118032. /**
  118033. * Block used to remap a float from a range to a new one
  118034. */
  118035. export class RemapBlock extends NodeMaterialBlock {
  118036. /**
  118037. * Gets or sets the source range
  118038. */
  118039. sourceRange: Vector2;
  118040. /**
  118041. * Gets or sets the target range
  118042. */
  118043. targetRange: Vector2;
  118044. /**
  118045. * Creates a new RemapBlock
  118046. * @param name defines the block name
  118047. */
  118048. constructor(name: string);
  118049. /**
  118050. * Gets the current class name
  118051. * @returns the class name
  118052. */
  118053. getClassName(): string;
  118054. /**
  118055. * Gets the input component
  118056. */
  118057. readonly input: NodeMaterialConnectionPoint;
  118058. /**
  118059. * Gets the output component
  118060. */
  118061. readonly output: NodeMaterialConnectionPoint;
  118062. protected _buildBlock(state: NodeMaterialBuildState): this;
  118063. }
  118064. }
  118065. declare module BABYLON {
  118066. /**
  118067. * Block used to normalize a vector
  118068. */
  118069. export class NormalizeBlock extends NodeMaterialBlock {
  118070. /**
  118071. * Creates a new NormalizeBlock
  118072. * @param name defines the block name
  118073. */
  118074. constructor(name: string);
  118075. /**
  118076. * Gets the current class name
  118077. * @returns the class name
  118078. */
  118079. getClassName(): string;
  118080. /**
  118081. * Gets the input component
  118082. */
  118083. readonly input: NodeMaterialConnectionPoint;
  118084. /**
  118085. * Gets the output component
  118086. */
  118087. readonly output: NodeMaterialConnectionPoint;
  118088. protected _buildBlock(state: NodeMaterialBuildState): this;
  118089. }
  118090. }
  118091. declare module BABYLON {
  118092. /**
  118093. * Operations supported by the Trigonometry block
  118094. */
  118095. export enum TrigonometryBlockOperations {
  118096. /** Cos */
  118097. Cos = 0,
  118098. /** Sin */
  118099. Sin = 1,
  118100. /** Abs */
  118101. Abs = 2
  118102. }
  118103. /**
  118104. * Block used to apply trigonometry operation to floats
  118105. */
  118106. export class TrigonometryBlock extends NodeMaterialBlock {
  118107. /**
  118108. * Gets or sets the operation applied by the block
  118109. */
  118110. operation: TrigonometryBlockOperations;
  118111. /**
  118112. * Creates a new TrigonometryBlock
  118113. * @param name defines the block name
  118114. */
  118115. constructor(name: string);
  118116. /**
  118117. * Gets the current class name
  118118. * @returns the class name
  118119. */
  118120. getClassName(): string;
  118121. /**
  118122. * Gets the input component
  118123. */
  118124. readonly input: NodeMaterialConnectionPoint;
  118125. /**
  118126. * Gets the output component
  118127. */
  118128. readonly output: NodeMaterialConnectionPoint;
  118129. protected _buildBlock(state: NodeMaterialBuildState): this;
  118130. }
  118131. }
  118132. declare module BABYLON {
  118133. /**
  118134. * Effect Render Options
  118135. */
  118136. export interface IEffectRendererOptions {
  118137. /**
  118138. * Defines the vertices positions.
  118139. */
  118140. positions?: number[];
  118141. /**
  118142. * Defines the indices.
  118143. */
  118144. indices?: number[];
  118145. }
  118146. /**
  118147. * Helper class to render one or more effects
  118148. */
  118149. export class EffectRenderer {
  118150. private engine;
  118151. private static _DefaultOptions;
  118152. private _vertexBuffers;
  118153. private _indexBuffer;
  118154. private _ringBufferIndex;
  118155. private _ringScreenBuffer;
  118156. private _fullscreenViewport;
  118157. private _getNextFrameBuffer;
  118158. /**
  118159. * Creates an effect renderer
  118160. * @param engine the engine to use for rendering
  118161. * @param options defines the options of the effect renderer
  118162. */
  118163. constructor(engine: Engine, options?: IEffectRendererOptions);
  118164. /**
  118165. * Sets the current viewport in normalized coordinates 0-1
  118166. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  118167. */
  118168. setViewport(viewport?: Viewport): void;
  118169. /**
  118170. * Sets the current effect wrapper to use during draw.
  118171. * The effect needs to be ready before calling this api.
  118172. * This also sets the default full screen position attribute.
  118173. * @param effectWrapper Defines the effect to draw with
  118174. */
  118175. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  118176. /**
  118177. * Draws a full screen quad.
  118178. */
  118179. draw(): void;
  118180. /**
  118181. * renders one or more effects to a specified texture
  118182. * @param effectWrappers list of effects to renderer
  118183. * @param outputTexture texture to draw to, if null it will render to the screen
  118184. */
  118185. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  118186. /**
  118187. * Disposes of the effect renderer
  118188. */
  118189. dispose(): void;
  118190. }
  118191. /**
  118192. * Options to create an EffectWrapper
  118193. */
  118194. interface EffectWrapperCreationOptions {
  118195. /**
  118196. * Engine to use to create the effect
  118197. */
  118198. engine: Engine;
  118199. /**
  118200. * Fragment shader for the effect
  118201. */
  118202. fragmentShader: string;
  118203. /**
  118204. * Vertex shader for the effect
  118205. */
  118206. vertexShader?: string;
  118207. /**
  118208. * Attributes to use in the shader
  118209. */
  118210. attributeNames?: Array<string>;
  118211. /**
  118212. * Uniforms to use in the shader
  118213. */
  118214. uniformNames?: Array<string>;
  118215. /**
  118216. * Texture sampler names to use in the shader
  118217. */
  118218. samplerNames?: Array<string>;
  118219. /**
  118220. * The friendly name of the effect displayed in Spector.
  118221. */
  118222. name?: string;
  118223. }
  118224. /**
  118225. * Wraps an effect to be used for rendering
  118226. */
  118227. export class EffectWrapper {
  118228. /**
  118229. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  118230. */
  118231. onApplyObservable: Observable<{}>;
  118232. /**
  118233. * The underlying effect
  118234. */
  118235. effect: Effect;
  118236. /**
  118237. * Creates an effect to be renderer
  118238. * @param creationOptions options to create the effect
  118239. */
  118240. constructor(creationOptions: EffectWrapperCreationOptions);
  118241. /**
  118242. * Disposes of the effect wrapper
  118243. */
  118244. dispose(): void;
  118245. }
  118246. }
  118247. declare module BABYLON {
  118248. /**
  118249. * Helper class to push actions to a pool of workers.
  118250. */
  118251. export class WorkerPool implements IDisposable {
  118252. private _workerInfos;
  118253. private _pendingActions;
  118254. /**
  118255. * Constructor
  118256. * @param workers Array of workers to use for actions
  118257. */
  118258. constructor(workers: Array<Worker>);
  118259. /**
  118260. * Terminates all workers and clears any pending actions.
  118261. */
  118262. dispose(): void;
  118263. /**
  118264. * Pushes an action to the worker pool. If all the workers are active, the action will be
  118265. * pended until a worker has completed its action.
  118266. * @param action The action to perform. Call onComplete when the action is complete.
  118267. */
  118268. push(action: (worker: Worker, onComplete: () => void) => void): void;
  118269. private _execute;
  118270. }
  118271. }
  118272. declare module BABYLON {
  118273. /**
  118274. * Configuration for Draco compression
  118275. */
  118276. export interface IDracoCompressionConfiguration {
  118277. /**
  118278. * Configuration for the decoder.
  118279. */
  118280. decoder: {
  118281. /**
  118282. * The url to the WebAssembly module.
  118283. */
  118284. wasmUrl?: string;
  118285. /**
  118286. * The url to the WebAssembly binary.
  118287. */
  118288. wasmBinaryUrl?: string;
  118289. /**
  118290. * The url to the fallback JavaScript module.
  118291. */
  118292. fallbackUrl?: string;
  118293. };
  118294. }
  118295. /**
  118296. * Draco compression (https://google.github.io/draco/)
  118297. *
  118298. * This class wraps the Draco module.
  118299. *
  118300. * **Encoder**
  118301. *
  118302. * The encoder is not currently implemented.
  118303. *
  118304. * **Decoder**
  118305. *
  118306. * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.
  118307. *
  118308. * To update the configuration, use the following code:
  118309. * ```javascript
  118310. * DracoCompression.Configuration = {
  118311. * decoder: {
  118312. * wasmUrl: "<url to the WebAssembly library>",
  118313. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  118314. * fallbackUrl: "<url to the fallback JavaScript library>",
  118315. * }
  118316. * };
  118317. * ```
  118318. *
  118319. * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support Webssembly or only support the JavaScript version.
  118320. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  118321. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  118322. *
  118323. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  118324. * ```javascript
  118325. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  118326. * ```
  118327. *
  118328. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  118329. */
  118330. export class DracoCompression implements IDisposable {
  118331. private _workerPoolPromise?;
  118332. private _decoderModulePromise?;
  118333. /**
  118334. * The configuration. Defaults to the following urls:
  118335. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  118336. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  118337. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  118338. */
  118339. static Configuration: IDracoCompressionConfiguration;
  118340. /**
  118341. * Returns true if the decoder configuration is available.
  118342. */
  118343. static readonly DecoderAvailable: boolean;
  118344. /**
  118345. * Default number of workers to create when creating the draco compression object.
  118346. */
  118347. static DefaultNumWorkers: number;
  118348. private static GetDefaultNumWorkers;
  118349. private static _Default;
  118350. /**
  118351. * Default instance for the draco compression object.
  118352. */
  118353. static readonly Default: DracoCompression;
  118354. /**
  118355. * Constructor
  118356. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  118357. */
  118358. constructor(numWorkers?: number);
  118359. /**
  118360. * Stop all async operations and release resources.
  118361. */
  118362. dispose(): void;
  118363. /**
  118364. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  118365. * @returns a promise that resolves when ready
  118366. */
  118367. whenReadyAsync(): Promise<void>;
  118368. /**
  118369. * Decode Draco compressed mesh data to vertex data.
  118370. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  118371. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  118372. * @returns A promise that resolves with the decoded vertex data
  118373. */
  118374. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  118375. [kind: string]: number;
  118376. }): Promise<VertexData>;
  118377. }
  118378. }
  118379. declare module BABYLON {
  118380. /**
  118381. * Class for building Constructive Solid Geometry
  118382. */
  118383. export class CSG {
  118384. private polygons;
  118385. /**
  118386. * The world matrix
  118387. */
  118388. matrix: Matrix;
  118389. /**
  118390. * Stores the position
  118391. */
  118392. position: Vector3;
  118393. /**
  118394. * Stores the rotation
  118395. */
  118396. rotation: Vector3;
  118397. /**
  118398. * Stores the rotation quaternion
  118399. */
  118400. rotationQuaternion: Nullable<Quaternion>;
  118401. /**
  118402. * Stores the scaling vector
  118403. */
  118404. scaling: Vector3;
  118405. /**
  118406. * Convert the Mesh to CSG
  118407. * @param mesh The Mesh to convert to CSG
  118408. * @returns A new CSG from the Mesh
  118409. */
  118410. static FromMesh(mesh: Mesh): CSG;
  118411. /**
  118412. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  118413. * @param polygons Polygons used to construct a CSG solid
  118414. */
  118415. private static FromPolygons;
  118416. /**
  118417. * Clones, or makes a deep copy, of the CSG
  118418. * @returns A new CSG
  118419. */
  118420. clone(): CSG;
  118421. /**
  118422. * Unions this CSG with another CSG
  118423. * @param csg The CSG to union against this CSG
  118424. * @returns The unioned CSG
  118425. */
  118426. union(csg: CSG): CSG;
  118427. /**
  118428. * Unions this CSG with another CSG in place
  118429. * @param csg The CSG to union against this CSG
  118430. */
  118431. unionInPlace(csg: CSG): void;
  118432. /**
  118433. * Subtracts this CSG with another CSG
  118434. * @param csg The CSG to subtract against this CSG
  118435. * @returns A new CSG
  118436. */
  118437. subtract(csg: CSG): CSG;
  118438. /**
  118439. * Subtracts this CSG with another CSG in place
  118440. * @param csg The CSG to subtact against this CSG
  118441. */
  118442. subtractInPlace(csg: CSG): void;
  118443. /**
  118444. * Intersect this CSG with another CSG
  118445. * @param csg The CSG to intersect against this CSG
  118446. * @returns A new CSG
  118447. */
  118448. intersect(csg: CSG): CSG;
  118449. /**
  118450. * Intersects this CSG with another CSG in place
  118451. * @param csg The CSG to intersect against this CSG
  118452. */
  118453. intersectInPlace(csg: CSG): void;
  118454. /**
  118455. * Return a new CSG solid with solid and empty space switched. This solid is
  118456. * not modified.
  118457. * @returns A new CSG solid with solid and empty space switched
  118458. */
  118459. inverse(): CSG;
  118460. /**
  118461. * Inverses the CSG in place
  118462. */
  118463. inverseInPlace(): void;
  118464. /**
  118465. * This is used to keep meshes transformations so they can be restored
  118466. * when we build back a Babylon Mesh
  118467. * NB : All CSG operations are performed in world coordinates
  118468. * @param csg The CSG to copy the transform attributes from
  118469. * @returns This CSG
  118470. */
  118471. copyTransformAttributes(csg: CSG): CSG;
  118472. /**
  118473. * Build Raw mesh from CSG
  118474. * Coordinates here are in world space
  118475. * @param name The name of the mesh geometry
  118476. * @param scene The Scene
  118477. * @param keepSubMeshes Specifies if the submeshes should be kept
  118478. * @returns A new Mesh
  118479. */
  118480. buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
  118481. /**
  118482. * Build Mesh from CSG taking material and transforms into account
  118483. * @param name The name of the Mesh
  118484. * @param material The material of the Mesh
  118485. * @param scene The Scene
  118486. * @param keepSubMeshes Specifies if submeshes should be kept
  118487. * @returns The new Mesh
  118488. */
  118489. toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
  118490. }
  118491. }
  118492. declare module BABYLON {
  118493. /**
  118494. * Class used to create a trail following a mesh
  118495. */
  118496. export class TrailMesh extends Mesh {
  118497. private _generator;
  118498. private _autoStart;
  118499. private _running;
  118500. private _diameter;
  118501. private _length;
  118502. private _sectionPolygonPointsCount;
  118503. private _sectionVectors;
  118504. private _sectionNormalVectors;
  118505. private _beforeRenderObserver;
  118506. /**
  118507. * @constructor
  118508. * @param name The value used by scene.getMeshByName() to do a lookup.
  118509. * @param generator The mesh to generate a trail.
  118510. * @param scene The scene to add this mesh to.
  118511. * @param diameter Diameter of trailing mesh. Default is 1.
  118512. * @param length Length of trailing mesh. Default is 60.
  118513. * @param autoStart Automatically start trailing mesh. Default true.
  118514. */
  118515. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  118516. /**
  118517. * "TrailMesh"
  118518. * @returns "TrailMesh"
  118519. */
  118520. getClassName(): string;
  118521. private _createMesh;
  118522. /**
  118523. * Start trailing mesh.
  118524. */
  118525. start(): void;
  118526. /**
  118527. * Stop trailing mesh.
  118528. */
  118529. stop(): void;
  118530. /**
  118531. * Update trailing mesh geometry.
  118532. */
  118533. update(): void;
  118534. /**
  118535. * Returns a new TrailMesh object.
  118536. * @param name is a string, the name given to the new mesh
  118537. * @param newGenerator use new generator object for cloned trail mesh
  118538. * @returns a new mesh
  118539. */
  118540. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  118541. /**
  118542. * Serializes this trail mesh
  118543. * @param serializationObject object to write serialization to
  118544. */
  118545. serialize(serializationObject: any): void;
  118546. /**
  118547. * Parses a serialized trail mesh
  118548. * @param parsedMesh the serialized mesh
  118549. * @param scene the scene to create the trail mesh in
  118550. * @returns the created trail mesh
  118551. */
  118552. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  118553. }
  118554. }
  118555. declare module BABYLON {
  118556. /**
  118557. * Class containing static functions to help procedurally build meshes
  118558. */
  118559. export class TiledBoxBuilder {
  118560. /**
  118561. * Creates a box mesh
  118562. * faceTiles sets the pattern, tile size and number of tiles for a face * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  118563. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  118564. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118565. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118566. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118567. * @param name defines the name of the mesh
  118568. * @param options defines the options used to create the mesh
  118569. * @param scene defines the hosting scene
  118570. * @returns the box mesh
  118571. */
  118572. static CreateTiledBox(name: string, options: {
  118573. pattern?: number;
  118574. width?: number;
  118575. height?: number;
  118576. depth?: number;
  118577. tileSize?: number;
  118578. tileWidth?: number;
  118579. tileHeight?: number;
  118580. alignHorizontal?: number;
  118581. alignVertical?: number;
  118582. faceUV?: Vector4[];
  118583. faceColors?: Color4[];
  118584. sideOrientation?: number;
  118585. updatable?: boolean;
  118586. }, scene?: Nullable<Scene>): Mesh;
  118587. }
  118588. }
  118589. declare module BABYLON {
  118590. /**
  118591. * Class containing static functions to help procedurally build meshes
  118592. */
  118593. export class TorusKnotBuilder {
  118594. /**
  118595. * Creates a torus knot mesh
  118596. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  118597. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  118598. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  118599. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  118600. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118601. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118602. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  118603. * @param name defines the name of the mesh
  118604. * @param options defines the options used to create the mesh
  118605. * @param scene defines the hosting scene
  118606. * @returns the torus knot mesh
  118607. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  118608. */
  118609. static CreateTorusKnot(name: string, options: {
  118610. radius?: number;
  118611. tube?: number;
  118612. radialSegments?: number;
  118613. tubularSegments?: number;
  118614. p?: number;
  118615. q?: number;
  118616. updatable?: boolean;
  118617. sideOrientation?: number;
  118618. frontUVs?: Vector4;
  118619. backUVs?: Vector4;
  118620. }, scene: any): Mesh;
  118621. }
  118622. }
  118623. declare module BABYLON {
  118624. /**
  118625. * Polygon
  118626. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  118627. */
  118628. export class Polygon {
  118629. /**
  118630. * Creates a rectangle
  118631. * @param xmin bottom X coord
  118632. * @param ymin bottom Y coord
  118633. * @param xmax top X coord
  118634. * @param ymax top Y coord
  118635. * @returns points that make the resulting rectation
  118636. */
  118637. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  118638. /**
  118639. * Creates a circle
  118640. * @param radius radius of circle
  118641. * @param cx scale in x
  118642. * @param cy scale in y
  118643. * @param numberOfSides number of sides that make up the circle
  118644. * @returns points that make the resulting circle
  118645. */
  118646. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  118647. /**
  118648. * Creates a polygon from input string
  118649. * @param input Input polygon data
  118650. * @returns the parsed points
  118651. */
  118652. static Parse(input: string): Vector2[];
  118653. /**
  118654. * Starts building a polygon from x and y coordinates
  118655. * @param x x coordinate
  118656. * @param y y coordinate
  118657. * @returns the started path2
  118658. */
  118659. static StartingAt(x: number, y: number): Path2;
  118660. }
  118661. /**
  118662. * Builds a polygon
  118663. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  118664. */
  118665. export class PolygonMeshBuilder {
  118666. private _points;
  118667. private _outlinepoints;
  118668. private _holes;
  118669. private _name;
  118670. private _scene;
  118671. private _epoints;
  118672. private _eholes;
  118673. private _addToepoint;
  118674. /**
  118675. * Babylon reference to the earcut plugin.
  118676. */
  118677. bjsEarcut: any;
  118678. /**
  118679. * Creates a PolygonMeshBuilder
  118680. * @param name name of the builder
  118681. * @param contours Path of the polygon
  118682. * @param scene scene to add to when creating the mesh
  118683. * @param earcutInjection can be used to inject your own earcut reference
  118684. */
  118685. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  118686. /**
  118687. * Adds a whole within the polygon
  118688. * @param hole Array of points defining the hole
  118689. * @returns this
  118690. */
  118691. addHole(hole: Vector2[]): PolygonMeshBuilder;
  118692. /**
  118693. * Creates the polygon
  118694. * @param updatable If the mesh should be updatable
  118695. * @param depth The depth of the mesh created
  118696. * @returns the created mesh
  118697. */
  118698. build(updatable?: boolean, depth?: number): Mesh;
  118699. /**
  118700. * Creates the polygon
  118701. * @param depth The depth of the mesh created
  118702. * @returns the created VertexData
  118703. */
  118704. buildVertexData(depth?: number): VertexData;
  118705. /**
  118706. * Adds a side to the polygon
  118707. * @param positions points that make the polygon
  118708. * @param normals normals of the polygon
  118709. * @param uvs uvs of the polygon
  118710. * @param indices indices of the polygon
  118711. * @param bounds bounds of the polygon
  118712. * @param points points of the polygon
  118713. * @param depth depth of the polygon
  118714. * @param flip flip of the polygon
  118715. */
  118716. private addSide;
  118717. }
  118718. }
  118719. declare module BABYLON {
  118720. /**
  118721. * Class containing static functions to help procedurally build meshes
  118722. */
  118723. export class PolygonBuilder {
  118724. /**
  118725. * Creates a polygon mesh
  118726. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  118727. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  118728. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  118729. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118730. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  118731. * * Remember you can only change the shape positions, not their number when updating a polygon
  118732. * @param name defines the name of the mesh
  118733. * @param options defines the options used to create the mesh
  118734. * @param scene defines the hosting scene
  118735. * @param earcutInjection can be used to inject your own earcut reference
  118736. * @returns the polygon mesh
  118737. */
  118738. static CreatePolygon(name: string, options: {
  118739. shape: Vector3[];
  118740. holes?: Vector3[][];
  118741. depth?: number;
  118742. faceUV?: Vector4[];
  118743. faceColors?: Color4[];
  118744. updatable?: boolean;
  118745. sideOrientation?: number;
  118746. frontUVs?: Vector4;
  118747. backUVs?: Vector4;
  118748. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  118749. /**
  118750. * Creates an extruded polygon mesh, with depth in the Y direction.
  118751. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  118752. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  118753. * @param name defines the name of the mesh
  118754. * @param options defines the options used to create the mesh
  118755. * @param scene defines the hosting scene
  118756. * @param earcutInjection can be used to inject your own earcut reference
  118757. * @returns the polygon mesh
  118758. */
  118759. static ExtrudePolygon(name: string, options: {
  118760. shape: Vector3[];
  118761. holes?: Vector3[][];
  118762. depth?: number;
  118763. faceUV?: Vector4[];
  118764. faceColors?: Color4[];
  118765. updatable?: boolean;
  118766. sideOrientation?: number;
  118767. frontUVs?: Vector4;
  118768. backUVs?: Vector4;
  118769. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  118770. }
  118771. }
  118772. declare module BABYLON {
  118773. /**
  118774. * Class containing static functions to help procedurally build meshes
  118775. */
  118776. export class LatheBuilder {
  118777. /**
  118778. * Creates lathe mesh.
  118779. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  118780. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  118781. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  118782. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  118783. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  118784. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  118785. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  118786. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  118787. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118788. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118789. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118790. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118791. * @param name defines the name of the mesh
  118792. * @param options defines the options used to create the mesh
  118793. * @param scene defines the hosting scene
  118794. * @returns the lathe mesh
  118795. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  118796. */
  118797. static CreateLathe(name: string, options: {
  118798. shape: Vector3[];
  118799. radius?: number;
  118800. tessellation?: number;
  118801. clip?: number;
  118802. arc?: number;
  118803. closed?: boolean;
  118804. updatable?: boolean;
  118805. sideOrientation?: number;
  118806. frontUVs?: Vector4;
  118807. backUVs?: Vector4;
  118808. cap?: number;
  118809. invertUV?: boolean;
  118810. }, scene?: Nullable<Scene>): Mesh;
  118811. }
  118812. }
  118813. declare module BABYLON {
  118814. /**
  118815. * Class containing static functions to help procedurally build meshes
  118816. */
  118817. export class TiledPlaneBuilder {
  118818. /**
  118819. * Creates a tiled plane mesh
  118820. * * The parameter `pattern` will, depending on value, do nothing or
  118821. * * * flip (reflect about central vertical) alternate tiles across and up
  118822. * * * flip every tile on alternate rows
  118823. * * * rotate (180 degs) alternate tiles across and up
  118824. * * * rotate every tile on alternate rows
  118825. * * * flip and rotate alternate tiles across and up
  118826. * * * flip and rotate every tile on alternate rows
  118827. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  118828. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  118829. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118830. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  118831. * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
  118832. * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
  118833. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  118834. * @param name defines the name of the mesh
  118835. * @param options defines the options used to create the mesh
  118836. * @param scene defines the hosting scene
  118837. * @returns the box mesh
  118838. */
  118839. static CreateTiledPlane(name: string, options: {
  118840. pattern?: number;
  118841. tileSize?: number;
  118842. tileWidth?: number;
  118843. tileHeight?: number;
  118844. size?: number;
  118845. width?: number;
  118846. height?: number;
  118847. alignHorizontal?: number;
  118848. alignVertical?: number;
  118849. sideOrientation?: number;
  118850. frontUVs?: Vector4;
  118851. backUVs?: Vector4;
  118852. updatable?: boolean;
  118853. }, scene?: Nullable<Scene>): Mesh;
  118854. }
  118855. }
  118856. declare module BABYLON {
  118857. /**
  118858. * Class containing static functions to help procedurally build meshes
  118859. */
  118860. export class TubeBuilder {
  118861. /**
  118862. * Creates a tube mesh.
  118863. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  118864. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  118865. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  118866. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  118867. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  118868. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  118869. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  118870. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  118871. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  118872. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118873. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118874. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  118875. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118876. * @param name defines the name of the mesh
  118877. * @param options defines the options used to create the mesh
  118878. * @param scene defines the hosting scene
  118879. * @returns the tube mesh
  118880. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  118881. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  118882. */
  118883. static CreateTube(name: string, options: {
  118884. path: Vector3[];
  118885. radius?: number;
  118886. tessellation?: number;
  118887. radiusFunction?: {
  118888. (i: number, distance: number): number;
  118889. };
  118890. cap?: number;
  118891. arc?: number;
  118892. updatable?: boolean;
  118893. sideOrientation?: number;
  118894. frontUVs?: Vector4;
  118895. backUVs?: Vector4;
  118896. instance?: Mesh;
  118897. invertUV?: boolean;
  118898. }, scene?: Nullable<Scene>): Mesh;
  118899. }
  118900. }
  118901. declare module BABYLON {
  118902. /**
  118903. * Class containing static functions to help procedurally build meshes
  118904. */
  118905. export class IcoSphereBuilder {
  118906. /**
  118907. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  118908. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  118909. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  118910. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  118911. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  118912. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118913. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118914. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118915. * @param name defines the name of the mesh
  118916. * @param options defines the options used to create the mesh
  118917. * @param scene defines the hosting scene
  118918. * @returns the icosahedron mesh
  118919. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  118920. */
  118921. static CreateIcoSphere(name: string, options: {
  118922. radius?: number;
  118923. radiusX?: number;
  118924. radiusY?: number;
  118925. radiusZ?: number;
  118926. flat?: boolean;
  118927. subdivisions?: number;
  118928. sideOrientation?: number;
  118929. frontUVs?: Vector4;
  118930. backUVs?: Vector4;
  118931. updatable?: boolean;
  118932. }, scene?: Nullable<Scene>): Mesh;
  118933. }
  118934. }
  118935. declare module BABYLON {
  118936. /**
  118937. * Class containing static functions to help procedurally build meshes
  118938. */
  118939. export class DecalBuilder {
  118940. /**
  118941. * Creates a decal mesh.
  118942. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  118943. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  118944. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  118945. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  118946. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  118947. * @param name defines the name of the mesh
  118948. * @param sourceMesh defines the mesh where the decal must be applied
  118949. * @param options defines the options used to create the mesh
  118950. * @param scene defines the hosting scene
  118951. * @returns the decal mesh
  118952. * @see https://doc.babylonjs.com/how_to/decals
  118953. */
  118954. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  118955. position?: Vector3;
  118956. normal?: Vector3;
  118957. size?: Vector3;
  118958. angle?: number;
  118959. }): Mesh;
  118960. }
  118961. }
  118962. declare module BABYLON {
  118963. /**
  118964. * Class containing static functions to help procedurally build meshes
  118965. */
  118966. export class MeshBuilder {
  118967. /**
  118968. * Creates a box mesh
  118969. * * The parameter `size` sets the size (float) of each box side (default 1)
  118970. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  118971. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
  118972. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  118973. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118974. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118975. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118976. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  118977. * @param name defines the name of the mesh
  118978. * @param options defines the options used to create the mesh
  118979. * @param scene defines the hosting scene
  118980. * @returns the box mesh
  118981. */
  118982. static CreateBox(name: string, options: {
  118983. size?: number;
  118984. width?: number;
  118985. height?: number;
  118986. depth?: number;
  118987. faceUV?: Vector4[];
  118988. faceColors?: Color4[];
  118989. sideOrientation?: number;
  118990. frontUVs?: Vector4;
  118991. backUVs?: Vector4;
  118992. updatable?: boolean;
  118993. }, scene?: Nullable<Scene>): Mesh;
  118994. /**
  118995. * Creates a tiled box mesh
  118996. * * faceTiles sets the pattern, tile size and number of tiles for a face
  118997. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118998. * @param name defines the name of the mesh
  118999. * @param options defines the options used to create the mesh
  119000. * @param scene defines the hosting scene
  119001. * @returns the tiled box mesh
  119002. */
  119003. static CreateTiledBox(name: string, options: {
  119004. pattern?: number;
  119005. size?: number;
  119006. width?: number;
  119007. height?: number;
  119008. depth: number;
  119009. tileSize?: number;
  119010. tileWidth?: number;
  119011. tileHeight?: number;
  119012. faceUV?: Vector4[];
  119013. faceColors?: Color4[];
  119014. alignHorizontal?: number;
  119015. alignVertical?: number;
  119016. sideOrientation?: number;
  119017. updatable?: boolean;
  119018. }, scene?: Nullable<Scene>): Mesh;
  119019. /**
  119020. * Creates a sphere mesh
  119021. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  119022. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  119023. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  119024. * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
  119025. * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
  119026. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119027. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119028. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119029. * @param name defines the name of the mesh
  119030. * @param options defines the options used to create the mesh
  119031. * @param scene defines the hosting scene
  119032. * @returns the sphere mesh
  119033. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  119034. */
  119035. static CreateSphere(name: string, options: {
  119036. segments?: number;
  119037. diameter?: number;
  119038. diameterX?: number;
  119039. diameterY?: number;
  119040. diameterZ?: number;
  119041. arc?: number;
  119042. slice?: number;
  119043. sideOrientation?: number;
  119044. frontUVs?: Vector4;
  119045. backUVs?: Vector4;
  119046. updatable?: boolean;
  119047. }, scene?: Nullable<Scene>): Mesh;
  119048. /**
  119049. * Creates a plane polygonal mesh. By default, this is a disc
  119050. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  119051. * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  119052. * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
  119053. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119054. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119055. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119056. * @param name defines the name of the mesh
  119057. * @param options defines the options used to create the mesh
  119058. * @param scene defines the hosting scene
  119059. * @returns the plane polygonal mesh
  119060. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  119061. */
  119062. static CreateDisc(name: string, options: {
  119063. radius?: number;
  119064. tessellation?: number;
  119065. arc?: number;
  119066. updatable?: boolean;
  119067. sideOrientation?: number;
  119068. frontUVs?: Vector4;
  119069. backUVs?: Vector4;
  119070. }, scene?: Nullable<Scene>): Mesh;
  119071. /**
  119072. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  119073. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  119074. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  119075. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  119076. * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
  119077. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119078. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119079. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119080. * @param name defines the name of the mesh
  119081. * @param options defines the options used to create the mesh
  119082. * @param scene defines the hosting scene
  119083. * @returns the icosahedron mesh
  119084. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  119085. */
  119086. static CreateIcoSphere(name: string, options: {
  119087. radius?: number;
  119088. radiusX?: number;
  119089. radiusY?: number;
  119090. radiusZ?: number;
  119091. flat?: boolean;
  119092. subdivisions?: number;
  119093. sideOrientation?: number;
  119094. frontUVs?: Vector4;
  119095. backUVs?: Vector4;
  119096. updatable?: boolean;
  119097. }, scene?: Nullable<Scene>): Mesh;
  119098. /**
  119099. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  119100. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  119101. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  119102. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  119103. * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
  119104. * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
  119105. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  119106. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119107. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119108. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119109. * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
  119110. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  119111. * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
  119112. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  119113. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119114. * @param name defines the name of the mesh
  119115. * @param options defines the options used to create the mesh
  119116. * @param scene defines the hosting scene
  119117. * @returns the ribbon mesh
  119118. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  119119. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119120. */
  119121. static CreateRibbon(name: string, options: {
  119122. pathArray: Vector3[][];
  119123. closeArray?: boolean;
  119124. closePath?: boolean;
  119125. offset?: number;
  119126. updatable?: boolean;
  119127. sideOrientation?: number;
  119128. frontUVs?: Vector4;
  119129. backUVs?: Vector4;
  119130. instance?: Mesh;
  119131. invertUV?: boolean;
  119132. uvs?: Vector2[];
  119133. colors?: Color4[];
  119134. }, scene?: Nullable<Scene>): Mesh;
  119135. /**
  119136. * Creates a cylinder or a cone mesh
  119137. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  119138. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  119139. * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
  119140. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  119141. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  119142. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  119143. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  119144. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
  119145. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  119146. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
  119147. * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
  119148. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  119149. * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
  119150. * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
  119151. * * If `enclose` is false, a ring surface is one element.
  119152. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  119153. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  119154. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119155. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119156. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119157. * @param name defines the name of the mesh
  119158. * @param options defines the options used to create the mesh
  119159. * @param scene defines the hosting scene
  119160. * @returns the cylinder mesh
  119161. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  119162. */
  119163. static CreateCylinder(name: string, options: {
  119164. height?: number;
  119165. diameterTop?: number;
  119166. diameterBottom?: number;
  119167. diameter?: number;
  119168. tessellation?: number;
  119169. subdivisions?: number;
  119170. arc?: number;
  119171. faceColors?: Color4[];
  119172. faceUV?: Vector4[];
  119173. updatable?: boolean;
  119174. hasRings?: boolean;
  119175. enclose?: boolean;
  119176. cap?: number;
  119177. sideOrientation?: number;
  119178. frontUVs?: Vector4;
  119179. backUVs?: Vector4;
  119180. }, scene?: Nullable<Scene>): Mesh;
  119181. /**
  119182. * Creates a torus mesh
  119183. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  119184. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  119185. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  119186. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119187. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119188. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119189. * @param name defines the name of the mesh
  119190. * @param options defines the options used to create the mesh
  119191. * @param scene defines the hosting scene
  119192. * @returns the torus mesh
  119193. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  119194. */
  119195. static CreateTorus(name: string, options: {
  119196. diameter?: number;
  119197. thickness?: number;
  119198. tessellation?: number;
  119199. updatable?: boolean;
  119200. sideOrientation?: number;
  119201. frontUVs?: Vector4;
  119202. backUVs?: Vector4;
  119203. }, scene?: Nullable<Scene>): Mesh;
  119204. /**
  119205. * Creates a torus knot mesh
  119206. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  119207. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  119208. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  119209. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  119210. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119211. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119212. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119213. * @param name defines the name of the mesh
  119214. * @param options defines the options used to create the mesh
  119215. * @param scene defines the hosting scene
  119216. * @returns the torus knot mesh
  119217. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  119218. */
  119219. static CreateTorusKnot(name: string, options: {
  119220. radius?: number;
  119221. tube?: number;
  119222. radialSegments?: number;
  119223. tubularSegments?: number;
  119224. p?: number;
  119225. q?: number;
  119226. updatable?: boolean;
  119227. sideOrientation?: number;
  119228. frontUVs?: Vector4;
  119229. backUVs?: Vector4;
  119230. }, scene?: Nullable<Scene>): Mesh;
  119231. /**
  119232. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  119233. * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
  119234. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  119235. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  119236. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  119237. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  119238. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  119239. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  119240. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  119241. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119242. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  119243. * @param name defines the name of the new line system
  119244. * @param options defines the options used to create the line system
  119245. * @param scene defines the hosting scene
  119246. * @returns a new line system mesh
  119247. */
  119248. static CreateLineSystem(name: string, options: {
  119249. lines: Vector3[][];
  119250. updatable?: boolean;
  119251. instance?: Nullable<LinesMesh>;
  119252. colors?: Nullable<Color4[][]>;
  119253. useVertexAlpha?: boolean;
  119254. }, scene: Nullable<Scene>): LinesMesh;
  119255. /**
  119256. * Creates a line mesh
  119257. * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  119258. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  119259. * * The parameter `points` is an array successive Vector3
  119260. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  119261. * * The optional parameter `colors` is an array of successive Color4, one per line point
  119262. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  119263. * * When updating an instance, remember that only point positions can change, not the number of points
  119264. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119265. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  119266. * @param name defines the name of the new line system
  119267. * @param options defines the options used to create the line system
  119268. * @param scene defines the hosting scene
  119269. * @returns a new line mesh
  119270. */
  119271. static CreateLines(name: string, options: {
  119272. points: Vector3[];
  119273. updatable?: boolean;
  119274. instance?: Nullable<LinesMesh>;
  119275. colors?: Color4[];
  119276. useVertexAlpha?: boolean;
  119277. }, scene?: Nullable<Scene>): LinesMesh;
  119278. /**
  119279. * Creates a dashed line mesh
  119280. * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
  119281. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  119282. * * The parameter `points` is an array successive Vector3
  119283. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  119284. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  119285. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  119286. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  119287. * * When updating an instance, remember that only point positions can change, not the number of points
  119288. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119289. * @param name defines the name of the mesh
  119290. * @param options defines the options used to create the mesh
  119291. * @param scene defines the hosting scene
  119292. * @returns the dashed line mesh
  119293. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  119294. */
  119295. static CreateDashedLines(name: string, options: {
  119296. points: Vector3[];
  119297. dashSize?: number;
  119298. gapSize?: number;
  119299. dashNb?: number;
  119300. updatable?: boolean;
  119301. instance?: LinesMesh;
  119302. }, scene?: Nullable<Scene>): LinesMesh;
  119303. /**
  119304. * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  119305. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  119306. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  119307. * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
  119308. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  119309. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  119310. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  119311. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  119312. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119313. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119314. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  119315. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119316. * @param name defines the name of the mesh
  119317. * @param options defines the options used to create the mesh
  119318. * @param scene defines the hosting scene
  119319. * @returns the extruded shape mesh
  119320. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119321. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  119322. */
  119323. static ExtrudeShape(name: string, options: {
  119324. shape: Vector3[];
  119325. path: Vector3[];
  119326. scale?: number;
  119327. rotation?: number;
  119328. cap?: number;
  119329. updatable?: boolean;
  119330. sideOrientation?: number;
  119331. frontUVs?: Vector4;
  119332. backUVs?: Vector4;
  119333. instance?: Mesh;
  119334. invertUV?: boolean;
  119335. }, scene?: Nullable<Scene>): Mesh;
  119336. /**
  119337. * Creates an custom extruded shape mesh.
  119338. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  119339. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
  119340. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  119341. * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  119342. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  119343. * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
  119344. * * It must returns a float value that will be the scale value applied to the shape on each path point
  119345. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  119346. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  119347. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  119348. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  119349. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  119350. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119351. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119352. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119353. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119354. * @param name defines the name of the mesh
  119355. * @param options defines the options used to create the mesh
  119356. * @param scene defines the hosting scene
  119357. * @returns the custom extruded shape mesh
  119358. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  119359. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119360. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  119361. */
  119362. static ExtrudeShapeCustom(name: string, options: {
  119363. shape: Vector3[];
  119364. path: Vector3[];
  119365. scaleFunction?: any;
  119366. rotationFunction?: any;
  119367. ribbonCloseArray?: boolean;
  119368. ribbonClosePath?: boolean;
  119369. cap?: number;
  119370. updatable?: boolean;
  119371. sideOrientation?: number;
  119372. frontUVs?: Vector4;
  119373. backUVs?: Vector4;
  119374. instance?: Mesh;
  119375. invertUV?: boolean;
  119376. }, scene?: Nullable<Scene>): Mesh;
  119377. /**
  119378. * Creates lathe mesh.
  119379. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  119380. * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  119381. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  119382. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  119383. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  119384. * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
  119385. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  119386. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  119387. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119388. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119389. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119390. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119391. * @param name defines the name of the mesh
  119392. * @param options defines the options used to create the mesh
  119393. * @param scene defines the hosting scene
  119394. * @returns the lathe mesh
  119395. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  119396. */
  119397. static CreateLathe(name: string, options: {
  119398. shape: Vector3[];
  119399. radius?: number;
  119400. tessellation?: number;
  119401. clip?: number;
  119402. arc?: number;
  119403. closed?: boolean;
  119404. updatable?: boolean;
  119405. sideOrientation?: number;
  119406. frontUVs?: Vector4;
  119407. backUVs?: Vector4;
  119408. cap?: number;
  119409. invertUV?: boolean;
  119410. }, scene?: Nullable<Scene>): Mesh;
  119411. /**
  119412. * Creates a tiled plane mesh
  119413. * * You can set a limited pattern arrangement with the tiles
  119414. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119415. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119416. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119417. * @param name defines the name of the mesh
  119418. * @param options defines the options used to create the mesh
  119419. * @param scene defines the hosting scene
  119420. * @returns the plane mesh
  119421. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  119422. */
  119423. static CreateTiledPlane(name: string, options: {
  119424. pattern?: number;
  119425. tileSize?: number;
  119426. tileWidth?: number;
  119427. tileHeight?: number;
  119428. size?: number;
  119429. width?: number;
  119430. height?: number;
  119431. alignHorizontal?: number;
  119432. alignVertical?: number;
  119433. sideOrientation?: number;
  119434. frontUVs?: Vector4;
  119435. backUVs?: Vector4;
  119436. updatable?: boolean;
  119437. }, scene?: Nullable<Scene>): Mesh;
  119438. /**
  119439. * Creates a plane mesh
  119440. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  119441. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  119442. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  119443. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119444. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119445. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119446. * @param name defines the name of the mesh
  119447. * @param options defines the options used to create the mesh
  119448. * @param scene defines the hosting scene
  119449. * @returns the plane mesh
  119450. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  119451. */
  119452. static CreatePlane(name: string, options: {
  119453. size?: number;
  119454. width?: number;
  119455. height?: number;
  119456. sideOrientation?: number;
  119457. frontUVs?: Vector4;
  119458. backUVs?: Vector4;
  119459. updatable?: boolean;
  119460. sourcePlane?: Plane;
  119461. }, scene?: Nullable<Scene>): Mesh;
  119462. /**
  119463. * Creates a ground mesh
  119464. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  119465. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  119466. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119467. * @param name defines the name of the mesh
  119468. * @param options defines the options used to create the mesh
  119469. * @param scene defines the hosting scene
  119470. * @returns the ground mesh
  119471. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  119472. */
  119473. static CreateGround(name: string, options: {
  119474. width?: number;
  119475. height?: number;
  119476. subdivisions?: number;
  119477. subdivisionsX?: number;
  119478. subdivisionsY?: number;
  119479. updatable?: boolean;
  119480. }, scene?: Nullable<Scene>): Mesh;
  119481. /**
  119482. * Creates a tiled ground mesh
  119483. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  119484. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  119485. * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  119486. * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  119487. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119488. * @param name defines the name of the mesh
  119489. * @param options defines the options used to create the mesh
  119490. * @param scene defines the hosting scene
  119491. * @returns the tiled ground mesh
  119492. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  119493. */
  119494. static CreateTiledGround(name: string, options: {
  119495. xmin: number;
  119496. zmin: number;
  119497. xmax: number;
  119498. zmax: number;
  119499. subdivisions?: {
  119500. w: number;
  119501. h: number;
  119502. };
  119503. precision?: {
  119504. w: number;
  119505. h: number;
  119506. };
  119507. updatable?: boolean;
  119508. }, scene?: Nullable<Scene>): Mesh;
  119509. /**
  119510. * Creates a ground mesh from a height map
  119511. * * The parameter `url` sets the URL of the height map image resource.
  119512. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  119513. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  119514. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  119515. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  119516. * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
  119517. * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
  119518. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  119519. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119520. * @param name defines the name of the mesh
  119521. * @param url defines the url to the height map
  119522. * @param options defines the options used to create the mesh
  119523. * @param scene defines the hosting scene
  119524. * @returns the ground mesh
  119525. * @see https://doc.babylonjs.com/babylon101/height_map
  119526. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  119527. */
  119528. static CreateGroundFromHeightMap(name: string, url: string, options: {
  119529. width?: number;
  119530. height?: number;
  119531. subdivisions?: number;
  119532. minHeight?: number;
  119533. maxHeight?: number;
  119534. colorFilter?: Color3;
  119535. alphaFilter?: number;
  119536. updatable?: boolean;
  119537. onReady?: (mesh: GroundMesh) => void;
  119538. }, scene?: Nullable<Scene>): GroundMesh;
  119539. /**
  119540. * Creates a polygon mesh
  119541. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  119542. * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  119543. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  119544. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119545. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  119546. * * Remember you can only change the shape positions, not their number when updating a polygon
  119547. * @param name defines the name of the mesh
  119548. * @param options defines the options used to create the mesh
  119549. * @param scene defines the hosting scene
  119550. * @param earcutInjection can be used to inject your own earcut reference
  119551. * @returns the polygon mesh
  119552. */
  119553. static CreatePolygon(name: string, options: {
  119554. shape: Vector3[];
  119555. holes?: Vector3[][];
  119556. depth?: number;
  119557. faceUV?: Vector4[];
  119558. faceColors?: Color4[];
  119559. updatable?: boolean;
  119560. sideOrientation?: number;
  119561. frontUVs?: Vector4;
  119562. backUVs?: Vector4;
  119563. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  119564. /**
  119565. * Creates an extruded polygon mesh, with depth in the Y direction.
  119566. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
  119567. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  119568. * @param name defines the name of the mesh
  119569. * @param options defines the options used to create the mesh
  119570. * @param scene defines the hosting scene
  119571. * @param earcutInjection can be used to inject your own earcut reference
  119572. * @returns the polygon mesh
  119573. */
  119574. static ExtrudePolygon(name: string, options: {
  119575. shape: Vector3[];
  119576. holes?: Vector3[][];
  119577. depth?: number;
  119578. faceUV?: Vector4[];
  119579. faceColors?: Color4[];
  119580. updatable?: boolean;
  119581. sideOrientation?: number;
  119582. frontUVs?: Vector4;
  119583. backUVs?: Vector4;
  119584. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  119585. /**
  119586. * Creates a tube mesh.
  119587. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  119588. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  119589. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  119590. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  119591. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  119592. * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
  119593. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  119594. * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  119595. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  119596. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119597. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119598. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119599. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119600. * @param name defines the name of the mesh
  119601. * @param options defines the options used to create the mesh
  119602. * @param scene defines the hosting scene
  119603. * @returns the tube mesh
  119604. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119605. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  119606. */
  119607. static CreateTube(name: string, options: {
  119608. path: Vector3[];
  119609. radius?: number;
  119610. tessellation?: number;
  119611. radiusFunction?: {
  119612. (i: number, distance: number): number;
  119613. };
  119614. cap?: number;
  119615. arc?: number;
  119616. updatable?: boolean;
  119617. sideOrientation?: number;
  119618. frontUVs?: Vector4;
  119619. backUVs?: Vector4;
  119620. instance?: Mesh;
  119621. invertUV?: boolean;
  119622. }, scene?: Nullable<Scene>): Mesh;
  119623. /**
  119624. * Creates a polyhedron mesh
  119625. * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
  119626. * * The parameter `size` (positive float, default 1) sets the polygon size
  119627. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  119628. * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
  119629. * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
  119630. * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
  119631. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  119632. * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
  119633. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119634. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  119635. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119636. * @param name defines the name of the mesh
  119637. * @param options defines the options used to create the mesh
  119638. * @param scene defines the hosting scene
  119639. * @returns the polyhedron mesh
  119640. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  119641. */
  119642. static CreatePolyhedron(name: string, options: {
  119643. type?: number;
  119644. size?: number;
  119645. sizeX?: number;
  119646. sizeY?: number;
  119647. sizeZ?: number;
  119648. custom?: any;
  119649. faceUV?: Vector4[];
  119650. faceColors?: Color4[];
  119651. flat?: boolean;
  119652. updatable?: boolean;
  119653. sideOrientation?: number;
  119654. frontUVs?: Vector4;
  119655. backUVs?: Vector4;
  119656. }, scene?: Nullable<Scene>): Mesh;
  119657. /**
  119658. * Creates a decal mesh.
  119659. * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
  119660. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  119661. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  119662. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  119663. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  119664. * @param name defines the name of the mesh
  119665. * @param sourceMesh defines the mesh where the decal must be applied
  119666. * @param options defines the options used to create the mesh
  119667. * @param scene defines the hosting scene
  119668. * @returns the decal mesh
  119669. * @see https://doc.babylonjs.com/how_to/decals
  119670. */
  119671. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  119672. position?: Vector3;
  119673. normal?: Vector3;
  119674. size?: Vector3;
  119675. angle?: number;
  119676. }): Mesh;
  119677. }
  119678. }
  119679. declare module BABYLON {
  119680. /**
  119681. * A simplifier interface for future simplification implementations
  119682. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119683. */
  119684. export interface ISimplifier {
  119685. /**
  119686. * Simplification of a given mesh according to the given settings.
  119687. * Since this requires computation, it is assumed that the function runs async.
  119688. * @param settings The settings of the simplification, including quality and distance
  119689. * @param successCallback A callback that will be called after the mesh was simplified.
  119690. * @param errorCallback in case of an error, this callback will be called. optional.
  119691. */
  119692. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  119693. }
  119694. /**
  119695. * Expected simplification settings.
  119696. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  119697. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119698. */
  119699. export interface ISimplificationSettings {
  119700. /**
  119701. * Gets or sets the expected quality
  119702. */
  119703. quality: number;
  119704. /**
  119705. * Gets or sets the distance when this optimized version should be used
  119706. */
  119707. distance: number;
  119708. /**
  119709. * Gets an already optimized mesh
  119710. */
  119711. optimizeMesh?: boolean;
  119712. }
  119713. /**
  119714. * Class used to specify simplification options
  119715. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119716. */
  119717. export class SimplificationSettings implements ISimplificationSettings {
  119718. /** expected quality */
  119719. quality: number;
  119720. /** distance when this optimized version should be used */
  119721. distance: number;
  119722. /** already optimized mesh */
  119723. optimizeMesh?: boolean | undefined;
  119724. /**
  119725. * Creates a SimplificationSettings
  119726. * @param quality expected quality
  119727. * @param distance distance when this optimized version should be used
  119728. * @param optimizeMesh already optimized mesh
  119729. */
  119730. constructor(
  119731. /** expected quality */
  119732. quality: number,
  119733. /** distance when this optimized version should be used */
  119734. distance: number,
  119735. /** already optimized mesh */
  119736. optimizeMesh?: boolean | undefined);
  119737. }
  119738. /**
  119739. * Interface used to define a simplification task
  119740. */
  119741. export interface ISimplificationTask {
  119742. /**
  119743. * Array of settings
  119744. */
  119745. settings: Array<ISimplificationSettings>;
  119746. /**
  119747. * Simplification type
  119748. */
  119749. simplificationType: SimplificationType;
  119750. /**
  119751. * Mesh to simplify
  119752. */
  119753. mesh: Mesh;
  119754. /**
  119755. * Callback called on success
  119756. */
  119757. successCallback?: () => void;
  119758. /**
  119759. * Defines if parallel processing can be used
  119760. */
  119761. parallelProcessing: boolean;
  119762. }
  119763. /**
  119764. * Queue used to order the simplification tasks
  119765. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119766. */
  119767. export class SimplificationQueue {
  119768. private _simplificationArray;
  119769. /**
  119770. * Gets a boolean indicating that the process is still running
  119771. */
  119772. running: boolean;
  119773. /**
  119774. * Creates a new queue
  119775. */
  119776. constructor();
  119777. /**
  119778. * Adds a new simplification task
  119779. * @param task defines a task to add
  119780. */
  119781. addTask(task: ISimplificationTask): void;
  119782. /**
  119783. * Execute next task
  119784. */
  119785. executeNext(): void;
  119786. /**
  119787. * Execute a simplification task
  119788. * @param task defines the task to run
  119789. */
  119790. runSimplification(task: ISimplificationTask): void;
  119791. private getSimplifier;
  119792. }
  119793. /**
  119794. * The implemented types of simplification
  119795. * At the moment only Quadratic Error Decimation is implemented
  119796. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119797. */
  119798. export enum SimplificationType {
  119799. /** Quadratic error decimation */
  119800. QUADRATIC = 0
  119801. }
  119802. }
  119803. declare module BABYLON {
  119804. interface Scene {
  119805. /** @hidden (Backing field) */
  119806. _simplificationQueue: SimplificationQueue;
  119807. /**
  119808. * Gets or sets the simplification queue attached to the scene
  119809. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  119810. */
  119811. simplificationQueue: SimplificationQueue;
  119812. }
  119813. interface Mesh {
  119814. /**
  119815. * Simplify the mesh according to the given array of settings.
  119816. * Function will return immediately and will simplify async
  119817. * @param settings a collection of simplification settings
  119818. * @param parallelProcessing should all levels calculate parallel or one after the other
  119819. * @param simplificationType the type of simplification to run
  119820. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  119821. * @returns the current mesh
  119822. */
  119823. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  119824. }
  119825. /**
  119826. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  119827. * created in a scene
  119828. */
  119829. export class SimplicationQueueSceneComponent implements ISceneComponent {
  119830. /**
  119831. * The component name helpfull to identify the component in the list of scene components.
  119832. */
  119833. readonly name: string;
  119834. /**
  119835. * The scene the component belongs to.
  119836. */
  119837. scene: Scene;
  119838. /**
  119839. * Creates a new instance of the component for the given scene
  119840. * @param scene Defines the scene to register the component in
  119841. */
  119842. constructor(scene: Scene);
  119843. /**
  119844. * Registers the component in a given scene
  119845. */
  119846. register(): void;
  119847. /**
  119848. * Rebuilds the elements related to this component in case of
  119849. * context lost for instance.
  119850. */
  119851. rebuild(): void;
  119852. /**
  119853. * Disposes the component and the associated ressources
  119854. */
  119855. dispose(): void;
  119856. private _beforeCameraUpdate;
  119857. }
  119858. }
  119859. declare module BABYLON {
  119860. /**
  119861. * Navigation plugin interface to add navigation constrained by a navigation mesh
  119862. */
  119863. export interface INavigationEnginePlugin {
  119864. /**
  119865. * plugin name
  119866. */
  119867. name: string;
  119868. /**
  119869. * Creates a navigation mesh
  119870. * @param meshes array of all the geometry used to compute the navigatio mesh
  119871. * @param parameters bunch of parameters used to filter geometry
  119872. */
  119873. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  119874. /**
  119875. * Create a navigation mesh debug mesh
  119876. * @param scene is where the mesh will be added
  119877. * @returns debug display mesh
  119878. */
  119879. createDebugNavMesh(scene: Scene): Mesh;
  119880. /**
  119881. * Get a navigation mesh constrained position, closest to the parameter position
  119882. * @param position world position
  119883. * @returns the closest point to position constrained by the navigation mesh
  119884. */
  119885. getClosestPoint(position: Vector3): Vector3;
  119886. /**
  119887. * Get a navigation mesh constrained position, within a particular radius
  119888. * @param position world position
  119889. * @param maxRadius the maximum distance to the constrained world position
  119890. * @returns the closest point to position constrained by the navigation mesh
  119891. */
  119892. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  119893. /**
  119894. * Compute the final position from a segment made of destination-position
  119895. * @param position world position
  119896. * @param destination world position
  119897. * @returns the resulting point along the navmesh
  119898. */
  119899. moveAlong(position: Vector3, destination: Vector3): Vector3;
  119900. /**
  119901. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  119902. * @param start world position
  119903. * @param end world position
  119904. * @returns array containing world position composing the path
  119905. */
  119906. computePath(start: Vector3, end: Vector3): Vector3[];
  119907. /**
  119908. * If this plugin is supported
  119909. * @returns true if plugin is supported
  119910. */
  119911. isSupported(): boolean;
  119912. /**
  119913. * Create a new Crowd so you can add agents
  119914. * @param maxAgents the maximum agent count in the crowd
  119915. * @param maxAgentRadius the maximum radius an agent can have
  119916. * @param scene to attach the crowd to
  119917. * @returns the crowd you can add agents to
  119918. */
  119919. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  119920. /**
  119921. * Release all resources
  119922. */
  119923. dispose(): void;
  119924. }
  119925. /**
  119926. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  119927. */
  119928. export interface ICrowd {
  119929. /**
  119930. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  119931. * You can attach anything to that node. The node position is updated in the scene update tick.
  119932. * @param pos world position that will be constrained by the navigation mesh
  119933. * @param parameters agent parameters
  119934. * @param transform hooked to the agent that will be update by the scene
  119935. * @returns agent index
  119936. */
  119937. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  119938. /**
  119939. * Returns the agent position in world space
  119940. * @param index agent index returned by addAgent
  119941. * @returns world space position
  119942. */
  119943. getAgentPosition(index: number): Vector3;
  119944. /**
  119945. * Gets the agent velocity in world space
  119946. * @param index agent index returned by addAgent
  119947. * @returns world space velocity
  119948. */
  119949. getAgentVelocity(index: number): Vector3;
  119950. /**
  119951. * remove a particular agent previously created
  119952. * @param index agent index returned by addAgent
  119953. */
  119954. removeAgent(index: number): void;
  119955. /**
  119956. * get the list of all agents attached to this crowd
  119957. * @returns list of agent indices
  119958. */
  119959. getAgents(): number[];
  119960. /**
  119961. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  119962. * @param deltaTime in seconds
  119963. */
  119964. update(deltaTime: number): void;
  119965. /**
  119966. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  119967. * @param index agent index returned by addAgent
  119968. * @param destination targeted world position
  119969. */
  119970. agentGoto(index: number, destination: Vector3): void;
  119971. /**
  119972. * Release all resources
  119973. */
  119974. dispose(): void;
  119975. }
  119976. /**
  119977. * Configures an agent
  119978. */
  119979. export interface IAgentParameters {
  119980. /**
  119981. * Agent radius. [Limit: >= 0]
  119982. */
  119983. radius: number;
  119984. /**
  119985. * Agent height. [Limit: > 0]
  119986. */
  119987. height: number;
  119988. /**
  119989. * Maximum allowed acceleration. [Limit: >= 0]
  119990. */
  119991. maxAcceleration: number;
  119992. /**
  119993. * Maximum allowed speed. [Limit: >= 0]
  119994. */
  119995. maxSpeed: number;
  119996. /**
  119997. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  119998. */
  119999. collisionQueryRange: number;
  120000. /**
  120001. * The path visibility optimization range. [Limit: > 0]
  120002. */
  120003. pathOptimizationRange: number;
  120004. /**
  120005. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  120006. */
  120007. separationWeight: number;
  120008. }
  120009. /**
  120010. * Configures the navigation mesh creation
  120011. */
  120012. export interface INavMeshParameters {
  120013. /**
  120014. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  120015. */
  120016. cs: number;
  120017. /**
  120018. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  120019. */
  120020. ch: number;
  120021. /**
  120022. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  120023. */
  120024. walkableSlopeAngle: number;
  120025. /**
  120026. * Minimum floor to 'ceiling' height that will still allow the floor area to
  120027. * be considered walkable. [Limit: >= 3] [Units: vx]
  120028. */
  120029. walkableHeight: number;
  120030. /**
  120031. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  120032. */
  120033. walkableClimb: number;
  120034. /**
  120035. * The distance to erode/shrink the walkable area of the heightfield away from
  120036. * obstructions. [Limit: >=0] [Units: vx]
  120037. */
  120038. walkableRadius: number;
  120039. /**
  120040. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  120041. */
  120042. maxEdgeLen: number;
  120043. /**
  120044. * The maximum distance a simplfied contour's border edges should deviate
  120045. * the original raw contour. [Limit: >=0] [Units: vx]
  120046. */
  120047. maxSimplificationError: number;
  120048. /**
  120049. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  120050. */
  120051. minRegionArea: number;
  120052. /**
  120053. * Any regions with a span count smaller than this value will, if possible,
  120054. * be merged with larger regions. [Limit: >=0] [Units: vx]
  120055. */
  120056. mergeRegionArea: number;
  120057. /**
  120058. * The maximum number of vertices allowed for polygons generated during the
  120059. * contour to polygon conversion process. [Limit: >= 3]
  120060. */
  120061. maxVertsPerPoly: number;
  120062. /**
  120063. * Sets the sampling distance to use when generating the detail mesh.
  120064. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  120065. */
  120066. detailSampleDist: number;
  120067. /**
  120068. * The maximum distance the detail mesh surface should deviate from heightfield
  120069. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  120070. */
  120071. detailSampleMaxError: number;
  120072. }
  120073. }
  120074. declare module BABYLON {
  120075. /**
  120076. * RecastJS navigation plugin
  120077. */
  120078. export class RecastJSPlugin implements INavigationEnginePlugin {
  120079. /**
  120080. * Reference to the Recast library
  120081. */
  120082. bjsRECAST: any;
  120083. /**
  120084. * plugin name
  120085. */
  120086. name: string;
  120087. /**
  120088. * the first navmesh created. We might extend this to support multiple navmeshes
  120089. */
  120090. navMesh: any;
  120091. /**
  120092. * Initializes the recastJS plugin
  120093. * @param recastInjection can be used to inject your own recast reference
  120094. */
  120095. constructor(recastInjection?: any);
  120096. /**
  120097. * Creates a navigation mesh
  120098. * @param meshes array of all the geometry used to compute the navigatio mesh
  120099. * @param parameters bunch of parameters used to filter geometry
  120100. */
  120101. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  120102. /**
  120103. * Create a navigation mesh debug mesh
  120104. * @param scene is where the mesh will be added
  120105. * @returns debug display mesh
  120106. */
  120107. createDebugNavMesh(scene: Scene): Mesh;
  120108. /**
  120109. * Get a navigation mesh constrained position, closest to the parameter position
  120110. * @param position world position
  120111. * @returns the closest point to position constrained by the navigation mesh
  120112. */
  120113. getClosestPoint(position: Vector3): Vector3;
  120114. /**
  120115. * Get a navigation mesh constrained position, within a particular radius
  120116. * @param position world position
  120117. * @param maxRadius the maximum distance to the constrained world position
  120118. * @returns the closest point to position constrained by the navigation mesh
  120119. */
  120120. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  120121. /**
  120122. * Compute the final position from a segment made of destination-position
  120123. * @param position world position
  120124. * @param destination world position
  120125. * @returns the resulting point along the navmesh
  120126. */
  120127. moveAlong(position: Vector3, destination: Vector3): Vector3;
  120128. /**
  120129. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  120130. * @param start world position
  120131. * @param end world position
  120132. * @returns array containing world position composing the path
  120133. */
  120134. computePath(start: Vector3, end: Vector3): Vector3[];
  120135. /**
  120136. * Create a new Crowd so you can add agents
  120137. * @param maxAgents the maximum agent count in the crowd
  120138. * @param maxAgentRadius the maximum radius an agent can have
  120139. * @param scene to attach the crowd to
  120140. * @returns the crowd you can add agents to
  120141. */
  120142. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  120143. /**
  120144. * Disposes
  120145. */
  120146. dispose(): void;
  120147. /**
  120148. * If this plugin is supported
  120149. * @returns true if plugin is supported
  120150. */
  120151. isSupported(): boolean;
  120152. }
  120153. /**
  120154. * Recast detour crowd implementation
  120155. */
  120156. export class RecastJSCrowd implements ICrowd {
  120157. /**
  120158. * Recast/detour plugin
  120159. */
  120160. bjsRECASTPlugin: RecastJSPlugin;
  120161. /**
  120162. * Link to the detour crowd
  120163. */
  120164. recastCrowd: any;
  120165. /**
  120166. * One transform per agent
  120167. */
  120168. transforms: TransformNode[];
  120169. /**
  120170. * All agents created
  120171. */
  120172. agents: number[];
  120173. /**
  120174. * Link to the scene is kept to unregister the crowd from the scene
  120175. */
  120176. private _scene;
  120177. /**
  120178. * Observer for crowd updates
  120179. */
  120180. private _onBeforeAnimationsObserver;
  120181. /**
  120182. * Constructor
  120183. * @param plugin recastJS plugin
  120184. * @param maxAgents the maximum agent count in the crowd
  120185. * @param maxAgentRadius the maximum radius an agent can have
  120186. * @param scene to attach the crowd to
  120187. * @returns the crowd you can add agents to
  120188. */
  120189. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  120190. /**
  120191. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  120192. * You can attach anything to that node. The node position is updated in the scene update tick.
  120193. * @param pos world position that will be constrained by the navigation mesh
  120194. * @param parameters agent parameters
  120195. * @param transform hooked to the agent that will be update by the scene
  120196. * @returns agent index
  120197. */
  120198. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  120199. /**
  120200. * Returns the agent position in world space
  120201. * @param index agent index returned by addAgent
  120202. * @returns world space position
  120203. */
  120204. getAgentPosition(index: number): Vector3;
  120205. /**
  120206. * Returns the agent velocity in world space
  120207. * @param index agent index returned by addAgent
  120208. * @returns world space velocity
  120209. */
  120210. getAgentVelocity(index: number): Vector3;
  120211. /**
  120212. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  120213. * @param index agent index returned by addAgent
  120214. * @param destination targeted world position
  120215. */
  120216. agentGoto(index: number, destination: Vector3): void;
  120217. /**
  120218. * remove a particular agent previously created
  120219. * @param index agent index returned by addAgent
  120220. */
  120221. removeAgent(index: number): void;
  120222. /**
  120223. * get the list of all agents attached to this crowd
  120224. * @returns list of agent indices
  120225. */
  120226. getAgents(): number[];
  120227. /**
  120228. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  120229. * @param deltaTime in seconds
  120230. */
  120231. update(deltaTime: number): void;
  120232. /**
  120233. * Release all resources
  120234. */
  120235. dispose(): void;
  120236. }
  120237. }
  120238. declare module BABYLON {
  120239. /**
  120240. * Class used to enable access to IndexedDB
  120241. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  120242. */
  120243. export class Database implements IOfflineProvider {
  120244. private _callbackManifestChecked;
  120245. private _currentSceneUrl;
  120246. private _db;
  120247. private _enableSceneOffline;
  120248. private _enableTexturesOffline;
  120249. private _manifestVersionFound;
  120250. private _mustUpdateRessources;
  120251. private _hasReachedQuota;
  120252. private _isSupported;
  120253. private _idbFactory;
  120254. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  120255. private static IsUASupportingBlobStorage;
  120256. /**
  120257. * Gets a boolean indicating if Database storate is enabled (off by default)
  120258. */
  120259. static IDBStorageEnabled: boolean;
  120260. /**
  120261. * Gets a boolean indicating if scene must be saved in the database
  120262. */
  120263. readonly enableSceneOffline: boolean;
  120264. /**
  120265. * Gets a boolean indicating if textures must be saved in the database
  120266. */
  120267. readonly enableTexturesOffline: boolean;
  120268. /**
  120269. * Creates a new Database
  120270. * @param urlToScene defines the url to load the scene
  120271. * @param callbackManifestChecked defines the callback to use when manifest is checked
  120272. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  120273. */
  120274. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  120275. private static _ParseURL;
  120276. private static _ReturnFullUrlLocation;
  120277. private _checkManifestFile;
  120278. /**
  120279. * Open the database and make it available
  120280. * @param successCallback defines the callback to call on success
  120281. * @param errorCallback defines the callback to call on error
  120282. */
  120283. open(successCallback: () => void, errorCallback: () => void): void;
  120284. /**
  120285. * Loads an image from the database
  120286. * @param url defines the url to load from
  120287. * @param image defines the target DOM image
  120288. */
  120289. loadImage(url: string, image: HTMLImageElement): void;
  120290. private _loadImageFromDBAsync;
  120291. private _saveImageIntoDBAsync;
  120292. private _checkVersionFromDB;
  120293. private _loadVersionFromDBAsync;
  120294. private _saveVersionIntoDBAsync;
  120295. /**
  120296. * Loads a file from database
  120297. * @param url defines the URL to load from
  120298. * @param sceneLoaded defines a callback to call on success
  120299. * @param progressCallBack defines a callback to call when progress changed
  120300. * @param errorCallback defines a callback to call on error
  120301. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  120302. */
  120303. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  120304. private _loadFileAsync;
  120305. private _saveFileAsync;
  120306. /**
  120307. * Validates if xhr data is correct
  120308. * @param xhr defines the request to validate
  120309. * @param dataType defines the expected data type
  120310. * @returns true if data is correct
  120311. */
  120312. private static _ValidateXHRData;
  120313. }
  120314. }
  120315. declare module BABYLON {
  120316. /** @hidden */
  120317. export var gpuUpdateParticlesPixelShader: {
  120318. name: string;
  120319. shader: string;
  120320. };
  120321. }
  120322. declare module BABYLON {
  120323. /** @hidden */
  120324. export var gpuUpdateParticlesVertexShader: {
  120325. name: string;
  120326. shader: string;
  120327. };
  120328. }
  120329. declare module BABYLON {
  120330. /** @hidden */
  120331. export var clipPlaneFragmentDeclaration2: {
  120332. name: string;
  120333. shader: string;
  120334. };
  120335. }
  120336. declare module BABYLON {
  120337. /** @hidden */
  120338. export var gpuRenderParticlesPixelShader: {
  120339. name: string;
  120340. shader: string;
  120341. };
  120342. }
  120343. declare module BABYLON {
  120344. /** @hidden */
  120345. export var clipPlaneVertexDeclaration2: {
  120346. name: string;
  120347. shader: string;
  120348. };
  120349. }
  120350. declare module BABYLON {
  120351. /** @hidden */
  120352. export var gpuRenderParticlesVertexShader: {
  120353. name: string;
  120354. shader: string;
  120355. };
  120356. }
  120357. declare module BABYLON {
  120358. /**
  120359. * This represents a GPU particle system in Babylon
  120360. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  120361. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  120362. */
  120363. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  120364. /**
  120365. * The layer mask we are rendering the particles through.
  120366. */
  120367. layerMask: number;
  120368. private _capacity;
  120369. private _activeCount;
  120370. private _currentActiveCount;
  120371. private _accumulatedCount;
  120372. private _renderEffect;
  120373. private _updateEffect;
  120374. private _buffer0;
  120375. private _buffer1;
  120376. private _spriteBuffer;
  120377. private _updateVAO;
  120378. private _renderVAO;
  120379. private _targetIndex;
  120380. private _sourceBuffer;
  120381. private _targetBuffer;
  120382. private _engine;
  120383. private _currentRenderId;
  120384. private _started;
  120385. private _stopped;
  120386. private _timeDelta;
  120387. private _randomTexture;
  120388. private _randomTexture2;
  120389. private _attributesStrideSize;
  120390. private _updateEffectOptions;
  120391. private _randomTextureSize;
  120392. private _actualFrame;
  120393. private readonly _rawTextureWidth;
  120394. /**
  120395. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  120396. */
  120397. static readonly IsSupported: boolean;
  120398. /**
  120399. * An event triggered when the system is disposed.
  120400. */
  120401. onDisposeObservable: Observable<GPUParticleSystem>;
  120402. /**
  120403. * Gets the maximum number of particles active at the same time.
  120404. * @returns The max number of active particles.
  120405. */
  120406. getCapacity(): number;
  120407. /**
  120408. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  120409. * to override the particles.
  120410. */
  120411. forceDepthWrite: boolean;
  120412. /**
  120413. * Gets or set the number of active particles
  120414. */
  120415. activeParticleCount: number;
  120416. private _preWarmDone;
  120417. /**
  120418. * Is this system ready to be used/rendered
  120419. * @return true if the system is ready
  120420. */
  120421. isReady(): boolean;
  120422. /**
  120423. * Gets if the system has been started. (Note: this will still be true after stop is called)
  120424. * @returns True if it has been started, otherwise false.
  120425. */
  120426. isStarted(): boolean;
  120427. /**
  120428. * Starts the particle system and begins to emit
  120429. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  120430. */
  120431. start(delay?: number): void;
  120432. /**
  120433. * Stops the particle system.
  120434. */
  120435. stop(): void;
  120436. /**
  120437. * Remove all active particles
  120438. */
  120439. reset(): void;
  120440. /**
  120441. * Returns the string "GPUParticleSystem"
  120442. * @returns a string containing the class name
  120443. */
  120444. getClassName(): string;
  120445. private _colorGradientsTexture;
  120446. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  120447. /**
  120448. * Adds a new color gradient
  120449. * @param gradient defines the gradient to use (between 0 and 1)
  120450. * @param color1 defines the color to affect to the specified gradient
  120451. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  120452. * @returns the current particle system
  120453. */
  120454. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  120455. /**
  120456. * Remove a specific color gradient
  120457. * @param gradient defines the gradient to remove
  120458. * @returns the current particle system
  120459. */
  120460. removeColorGradient(gradient: number): GPUParticleSystem;
  120461. private _angularSpeedGradientsTexture;
  120462. private _sizeGradientsTexture;
  120463. private _velocityGradientsTexture;
  120464. private _limitVelocityGradientsTexture;
  120465. private _dragGradientsTexture;
  120466. private _addFactorGradient;
  120467. /**
  120468. * Adds a new size gradient
  120469. * @param gradient defines the gradient to use (between 0 and 1)
  120470. * @param factor defines the size factor to affect to the specified gradient
  120471. * @returns the current particle system
  120472. */
  120473. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  120474. /**
  120475. * Remove a specific size gradient
  120476. * @param gradient defines the gradient to remove
  120477. * @returns the current particle system
  120478. */
  120479. removeSizeGradient(gradient: number): GPUParticleSystem;
  120480. /**
  120481. * Adds a new angular speed gradient
  120482. * @param gradient defines the gradient to use (between 0 and 1)
  120483. * @param factor defines the angular speed to affect to the specified gradient
  120484. * @returns the current particle system
  120485. */
  120486. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  120487. /**
  120488. * Remove a specific angular speed gradient
  120489. * @param gradient defines the gradient to remove
  120490. * @returns the current particle system
  120491. */
  120492. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  120493. /**
  120494. * Adds a new velocity gradient
  120495. * @param gradient defines the gradient to use (between 0 and 1)
  120496. * @param factor defines the velocity to affect to the specified gradient
  120497. * @returns the current particle system
  120498. */
  120499. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  120500. /**
  120501. * Remove a specific velocity gradient
  120502. * @param gradient defines the gradient to remove
  120503. * @returns the current particle system
  120504. */
  120505. removeVelocityGradient(gradient: number): GPUParticleSystem;
  120506. /**
  120507. * Adds a new limit velocity gradient
  120508. * @param gradient defines the gradient to use (between 0 and 1)
  120509. * @param factor defines the limit velocity value to affect to the specified gradient
  120510. * @returns the current particle system
  120511. */
  120512. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  120513. /**
  120514. * Remove a specific limit velocity gradient
  120515. * @param gradient defines the gradient to remove
  120516. * @returns the current particle system
  120517. */
  120518. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  120519. /**
  120520. * Adds a new drag gradient
  120521. * @param gradient defines the gradient to use (between 0 and 1)
  120522. * @param factor defines the drag value to affect to the specified gradient
  120523. * @returns the current particle system
  120524. */
  120525. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  120526. /**
  120527. * Remove a specific drag gradient
  120528. * @param gradient defines the gradient to remove
  120529. * @returns the current particle system
  120530. */
  120531. removeDragGradient(gradient: number): GPUParticleSystem;
  120532. /**
  120533. * Not supported by GPUParticleSystem
  120534. * @param gradient defines the gradient to use (between 0 and 1)
  120535. * @param factor defines the emit rate value to affect to the specified gradient
  120536. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  120537. * @returns the current particle system
  120538. */
  120539. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  120540. /**
  120541. * Not supported by GPUParticleSystem
  120542. * @param gradient defines the gradient to remove
  120543. * @returns the current particle system
  120544. */
  120545. removeEmitRateGradient(gradient: number): IParticleSystem;
  120546. /**
  120547. * Not supported by GPUParticleSystem
  120548. * @param gradient defines the gradient to use (between 0 and 1)
  120549. * @param factor defines the start size value to affect to the specified gradient
  120550. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  120551. * @returns the current particle system
  120552. */
  120553. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  120554. /**
  120555. * Not supported by GPUParticleSystem
  120556. * @param gradient defines the gradient to remove
  120557. * @returns the current particle system
  120558. */
  120559. removeStartSizeGradient(gradient: number): IParticleSystem;
  120560. /**
  120561. * Not supported by GPUParticleSystem
  120562. * @param gradient defines the gradient to use (between 0 and 1)
  120563. * @param min defines the color remap minimal range
  120564. * @param max defines the color remap maximal range
  120565. * @returns the current particle system
  120566. */
  120567. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  120568. /**
  120569. * Not supported by GPUParticleSystem
  120570. * @param gradient defines the gradient to remove
  120571. * @returns the current particle system
  120572. */
  120573. removeColorRemapGradient(): IParticleSystem;
  120574. /**
  120575. * Not supported by GPUParticleSystem
  120576. * @param gradient defines the gradient to use (between 0 and 1)
  120577. * @param min defines the alpha remap minimal range
  120578. * @param max defines the alpha remap maximal range
  120579. * @returns the current particle system
  120580. */
  120581. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  120582. /**
  120583. * Not supported by GPUParticleSystem
  120584. * @param gradient defines the gradient to remove
  120585. * @returns the current particle system
  120586. */
  120587. removeAlphaRemapGradient(): IParticleSystem;
  120588. /**
  120589. * Not supported by GPUParticleSystem
  120590. * @param gradient defines the gradient to use (between 0 and 1)
  120591. * @param color defines the color to affect to the specified gradient
  120592. * @returns the current particle system
  120593. */
  120594. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  120595. /**
  120596. * Not supported by GPUParticleSystem
  120597. * @param gradient defines the gradient to remove
  120598. * @returns the current particle system
  120599. */
  120600. removeRampGradient(): IParticleSystem;
  120601. /**
  120602. * Not supported by GPUParticleSystem
  120603. * @returns the list of ramp gradients
  120604. */
  120605. getRampGradients(): Nullable<Array<Color3Gradient>>;
  120606. /**
  120607. * Not supported by GPUParticleSystem
  120608. * Gets or sets a boolean indicating that ramp gradients must be used
  120609. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  120610. */
  120611. useRampGradients: boolean;
  120612. /**
  120613. * Not supported by GPUParticleSystem
  120614. * @param gradient defines the gradient to use (between 0 and 1)
  120615. * @param factor defines the life time factor to affect to the specified gradient
  120616. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  120617. * @returns the current particle system
  120618. */
  120619. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  120620. /**
  120621. * Not supported by GPUParticleSystem
  120622. * @param gradient defines the gradient to remove
  120623. * @returns the current particle system
  120624. */
  120625. removeLifeTimeGradient(gradient: number): IParticleSystem;
  120626. /**
  120627. * Instantiates a GPU particle system.
  120628. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  120629. * @param name The name of the particle system
  120630. * @param options The options used to create the system
  120631. * @param scene The scene the particle system belongs to
  120632. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  120633. */
  120634. constructor(name: string, options: Partial<{
  120635. capacity: number;
  120636. randomTextureSize: number;
  120637. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  120638. protected _reset(): void;
  120639. private _createUpdateVAO;
  120640. private _createRenderVAO;
  120641. private _initialize;
  120642. /** @hidden */
  120643. _recreateUpdateEffect(): void;
  120644. /** @hidden */
  120645. _recreateRenderEffect(): void;
  120646. /**
  120647. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  120648. * @param preWarm defines if we are in the pre-warmimg phase
  120649. */
  120650. animate(preWarm?: boolean): void;
  120651. private _createFactorGradientTexture;
  120652. private _createSizeGradientTexture;
  120653. private _createAngularSpeedGradientTexture;
  120654. private _createVelocityGradientTexture;
  120655. private _createLimitVelocityGradientTexture;
  120656. private _createDragGradientTexture;
  120657. private _createColorGradientTexture;
  120658. /**
  120659. * Renders the particle system in its current state
  120660. * @param preWarm defines if the system should only update the particles but not render them
  120661. * @returns the current number of particles
  120662. */
  120663. render(preWarm?: boolean): number;
  120664. /**
  120665. * Rebuilds the particle system
  120666. */
  120667. rebuild(): void;
  120668. private _releaseBuffers;
  120669. private _releaseVAOs;
  120670. /**
  120671. * Disposes the particle system and free the associated resources
  120672. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  120673. */
  120674. dispose(disposeTexture?: boolean): void;
  120675. /**
  120676. * Clones the particle system.
  120677. * @param name The name of the cloned object
  120678. * @param newEmitter The new emitter to use
  120679. * @returns the cloned particle system
  120680. */
  120681. clone(name: string, newEmitter: any): GPUParticleSystem;
  120682. /**
  120683. * Serializes the particle system to a JSON object.
  120684. * @returns the JSON object
  120685. */
  120686. serialize(): any;
  120687. /**
  120688. * Parses a JSON object to create a GPU particle system.
  120689. * @param parsedParticleSystem The JSON object to parse
  120690. * @param scene The scene to create the particle system in
  120691. * @param rootUrl The root url to use to load external dependencies like texture
  120692. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  120693. * @returns the parsed GPU particle system
  120694. */
  120695. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  120696. }
  120697. }
  120698. declare module BABYLON {
  120699. /**
  120700. * Represents a set of particle systems working together to create a specific effect
  120701. */
  120702. export class ParticleSystemSet implements IDisposable {
  120703. private _emitterCreationOptions;
  120704. private _emitterNode;
  120705. /**
  120706. * Gets the particle system list
  120707. */
  120708. systems: IParticleSystem[];
  120709. /**
  120710. * Gets the emitter node used with this set
  120711. */
  120712. readonly emitterNode: Nullable<TransformNode>;
  120713. /**
  120714. * Creates a new emitter mesh as a sphere
  120715. * @param options defines the options used to create the sphere
  120716. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  120717. * @param scene defines the hosting scene
  120718. */
  120719. setEmitterAsSphere(options: {
  120720. diameter: number;
  120721. segments: number;
  120722. color: Color3;
  120723. }, renderingGroupId: number, scene: Scene): void;
  120724. /**
  120725. * Starts all particle systems of the set
  120726. * @param emitter defines an optional mesh to use as emitter for the particle systems
  120727. */
  120728. start(emitter?: AbstractMesh): void;
  120729. /**
  120730. * Release all associated resources
  120731. */
  120732. dispose(): void;
  120733. /**
  120734. * Serialize the set into a JSON compatible object
  120735. * @returns a JSON compatible representation of the set
  120736. */
  120737. serialize(): any;
  120738. /**
  120739. * Parse a new ParticleSystemSet from a serialized source
  120740. * @param data defines a JSON compatible representation of the set
  120741. * @param scene defines the hosting scene
  120742. * @param gpu defines if we want GPU particles or CPU particles
  120743. * @returns a new ParticleSystemSet
  120744. */
  120745. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  120746. }
  120747. }
  120748. declare module BABYLON {
  120749. /**
  120750. * This class is made for on one-liner static method to help creating particle system set.
  120751. */
  120752. export class ParticleHelper {
  120753. /**
  120754. * Gets or sets base Assets URL
  120755. */
  120756. static BaseAssetsUrl: string;
  120757. /**
  120758. * Create a default particle system that you can tweak
  120759. * @param emitter defines the emitter to use
  120760. * @param capacity defines the system capacity (default is 500 particles)
  120761. * @param scene defines the hosting scene
  120762. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  120763. * @returns the new Particle system
  120764. */
  120765. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  120766. /**
  120767. * This is the main static method (one-liner) of this helper to create different particle systems
  120768. * @param type This string represents the type to the particle system to create
  120769. * @param scene The scene where the particle system should live
  120770. * @param gpu If the system will use gpu
  120771. * @returns the ParticleSystemSet created
  120772. */
  120773. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  120774. /**
  120775. * Static function used to export a particle system to a ParticleSystemSet variable.
  120776. * Please note that the emitter shape is not exported
  120777. * @param systems defines the particle systems to export
  120778. * @returns the created particle system set
  120779. */
  120780. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  120781. }
  120782. }
  120783. declare module BABYLON {
  120784. interface Engine {
  120785. /**
  120786. * Create an effect to use with particle systems.
  120787. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  120788. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  120789. * @param uniformsNames defines a list of attribute names
  120790. * @param samplers defines an array of string used to represent textures
  120791. * @param defines defines the string containing the defines to use to compile the shaders
  120792. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  120793. * @param onCompiled defines a function to call when the effect creation is successful
  120794. * @param onError defines a function to call when the effect creation has failed
  120795. * @returns the new Effect
  120796. */
  120797. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  120798. }
  120799. interface Mesh {
  120800. /**
  120801. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  120802. * @returns an array of IParticleSystem
  120803. */
  120804. getEmittedParticleSystems(): IParticleSystem[];
  120805. /**
  120806. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  120807. * @returns an array of IParticleSystem
  120808. */
  120809. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  120810. }
  120811. /**
  120812. * @hidden
  120813. */
  120814. export var _IDoNeedToBeInTheBuild: number;
  120815. }
  120816. declare module BABYLON {
  120817. interface Scene {
  120818. /** @hidden (Backing field) */
  120819. _physicsEngine: Nullable<IPhysicsEngine>;
  120820. /**
  120821. * Gets the current physics engine
  120822. * @returns a IPhysicsEngine or null if none attached
  120823. */
  120824. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  120825. /**
  120826. * Enables physics to the current scene
  120827. * @param gravity defines the scene's gravity for the physics engine
  120828. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  120829. * @return a boolean indicating if the physics engine was initialized
  120830. */
  120831. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  120832. /**
  120833. * Disables and disposes the physics engine associated with the scene
  120834. */
  120835. disablePhysicsEngine(): void;
  120836. /**
  120837. * Gets a boolean indicating if there is an active physics engine
  120838. * @returns a boolean indicating if there is an active physics engine
  120839. */
  120840. isPhysicsEnabled(): boolean;
  120841. /**
  120842. * Deletes a physics compound impostor
  120843. * @param compound defines the compound to delete
  120844. */
  120845. deleteCompoundImpostor(compound: any): void;
  120846. /**
  120847. * An event triggered when physic simulation is about to be run
  120848. */
  120849. onBeforePhysicsObservable: Observable<Scene>;
  120850. /**
  120851. * An event triggered when physic simulation has been done
  120852. */
  120853. onAfterPhysicsObservable: Observable<Scene>;
  120854. }
  120855. interface AbstractMesh {
  120856. /** @hidden */
  120857. _physicsImpostor: Nullable<PhysicsImpostor>;
  120858. /**
  120859. * Gets or sets impostor used for physic simulation
  120860. * @see http://doc.babylonjs.com/features/physics_engine
  120861. */
  120862. physicsImpostor: Nullable<PhysicsImpostor>;
  120863. /**
  120864. * Gets the current physics impostor
  120865. * @see http://doc.babylonjs.com/features/physics_engine
  120866. * @returns a physics impostor or null
  120867. */
  120868. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  120869. /** Apply a physic impulse to the mesh
  120870. * @param force defines the force to apply
  120871. * @param contactPoint defines where to apply the force
  120872. * @returns the current mesh
  120873. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  120874. */
  120875. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  120876. /**
  120877. * Creates a physic joint between two meshes
  120878. * @param otherMesh defines the other mesh to use
  120879. * @param pivot1 defines the pivot to use on this mesh
  120880. * @param pivot2 defines the pivot to use on the other mesh
  120881. * @param options defines additional options (can be plugin dependent)
  120882. * @returns the current mesh
  120883. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  120884. */
  120885. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  120886. /** @hidden */
  120887. _disposePhysicsObserver: Nullable<Observer<Node>>;
  120888. }
  120889. /**
  120890. * Defines the physics engine scene component responsible to manage a physics engine
  120891. */
  120892. export class PhysicsEngineSceneComponent implements ISceneComponent {
  120893. /**
  120894. * The component name helpful to identify the component in the list of scene components.
  120895. */
  120896. readonly name: string;
  120897. /**
  120898. * The scene the component belongs to.
  120899. */
  120900. scene: Scene;
  120901. /**
  120902. * Creates a new instance of the component for the given scene
  120903. * @param scene Defines the scene to register the component in
  120904. */
  120905. constructor(scene: Scene);
  120906. /**
  120907. * Registers the component in a given scene
  120908. */
  120909. register(): void;
  120910. /**
  120911. * Rebuilds the elements related to this component in case of
  120912. * context lost for instance.
  120913. */
  120914. rebuild(): void;
  120915. /**
  120916. * Disposes the component and the associated ressources
  120917. */
  120918. dispose(): void;
  120919. }
  120920. }
  120921. declare module BABYLON {
  120922. /**
  120923. * A helper for physics simulations
  120924. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  120925. */
  120926. export class PhysicsHelper {
  120927. private _scene;
  120928. private _physicsEngine;
  120929. /**
  120930. * Initializes the Physics helper
  120931. * @param scene Babylon.js scene
  120932. */
  120933. constructor(scene: Scene);
  120934. /**
  120935. * Applies a radial explosion impulse
  120936. * @param origin the origin of the explosion
  120937. * @param radiusOrEventOptions the radius or the options of radial explosion
  120938. * @param strength the explosion strength
  120939. * @param falloff possible options: Constant & Linear. Defaults to Constant
  120940. * @returns A physics radial explosion event, or null
  120941. */
  120942. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  120943. /**
  120944. * Applies a radial explosion force
  120945. * @param origin the origin of the explosion
  120946. * @param radiusOrEventOptions the radius or the options of radial explosion
  120947. * @param strength the explosion strength
  120948. * @param falloff possible options: Constant & Linear. Defaults to Constant
  120949. * @returns A physics radial explosion event, or null
  120950. */
  120951. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  120952. /**
  120953. * Creates a gravitational field
  120954. * @param origin the origin of the explosion
  120955. * @param radiusOrEventOptions the radius or the options of radial explosion
  120956. * @param strength the explosion strength
  120957. * @param falloff possible options: Constant & Linear. Defaults to Constant
  120958. * @returns A physics gravitational field event, or null
  120959. */
  120960. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  120961. /**
  120962. * Creates a physics updraft event
  120963. * @param origin the origin of the updraft
  120964. * @param radiusOrEventOptions the radius or the options of the updraft
  120965. * @param strength the strength of the updraft
  120966. * @param height the height of the updraft
  120967. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  120968. * @returns A physics updraft event, or null
  120969. */
  120970. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  120971. /**
  120972. * Creates a physics vortex event
  120973. * @param origin the of the vortex
  120974. * @param radiusOrEventOptions the radius or the options of the vortex
  120975. * @param strength the strength of the vortex
  120976. * @param height the height of the vortex
  120977. * @returns a Physics vortex event, or null
  120978. * A physics vortex event or null
  120979. */
  120980. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  120981. }
  120982. /**
  120983. * Represents a physics radial explosion event
  120984. */
  120985. class PhysicsRadialExplosionEvent {
  120986. private _scene;
  120987. private _options;
  120988. private _sphere;
  120989. private _dataFetched;
  120990. /**
  120991. * Initializes a radial explosioin event
  120992. * @param _scene BabylonJS scene
  120993. * @param _options The options for the vortex event
  120994. */
  120995. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  120996. /**
  120997. * Returns the data related to the radial explosion event (sphere).
  120998. * @returns The radial explosion event data
  120999. */
  121000. getData(): PhysicsRadialExplosionEventData;
  121001. /**
  121002. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  121003. * @param impostor A physics imposter
  121004. * @param origin the origin of the explosion
  121005. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  121006. */
  121007. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  121008. /**
  121009. * Triggers affecterd impostors callbacks
  121010. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  121011. */
  121012. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  121013. /**
  121014. * Disposes the sphere.
  121015. * @param force Specifies if the sphere should be disposed by force
  121016. */
  121017. dispose(force?: boolean): void;
  121018. /*** Helpers ***/
  121019. private _prepareSphere;
  121020. private _intersectsWithSphere;
  121021. }
  121022. /**
  121023. * Represents a gravitational field event
  121024. */
  121025. class PhysicsGravitationalFieldEvent {
  121026. private _physicsHelper;
  121027. private _scene;
  121028. private _origin;
  121029. private _options;
  121030. private _tickCallback;
  121031. private _sphere;
  121032. private _dataFetched;
  121033. /**
  121034. * Initializes the physics gravitational field event
  121035. * @param _physicsHelper A physics helper
  121036. * @param _scene BabylonJS scene
  121037. * @param _origin The origin position of the gravitational field event
  121038. * @param _options The options for the vortex event
  121039. */
  121040. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  121041. /**
  121042. * Returns the data related to the gravitational field event (sphere).
  121043. * @returns A gravitational field event
  121044. */
  121045. getData(): PhysicsGravitationalFieldEventData;
  121046. /**
  121047. * Enables the gravitational field.
  121048. */
  121049. enable(): void;
  121050. /**
  121051. * Disables the gravitational field.
  121052. */
  121053. disable(): void;
  121054. /**
  121055. * Disposes the sphere.
  121056. * @param force The force to dispose from the gravitational field event
  121057. */
  121058. dispose(force?: boolean): void;
  121059. private _tick;
  121060. }
  121061. /**
  121062. * Represents a physics updraft event
  121063. */
  121064. class PhysicsUpdraftEvent {
  121065. private _scene;
  121066. private _origin;
  121067. private _options;
  121068. private _physicsEngine;
  121069. private _originTop;
  121070. private _originDirection;
  121071. private _tickCallback;
  121072. private _cylinder;
  121073. private _cylinderPosition;
  121074. private _dataFetched;
  121075. /**
  121076. * Initializes the physics updraft event
  121077. * @param _scene BabylonJS scene
  121078. * @param _origin The origin position of the updraft
  121079. * @param _options The options for the updraft event
  121080. */
  121081. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  121082. /**
  121083. * Returns the data related to the updraft event (cylinder).
  121084. * @returns A physics updraft event
  121085. */
  121086. getData(): PhysicsUpdraftEventData;
  121087. /**
  121088. * Enables the updraft.
  121089. */
  121090. enable(): void;
  121091. /**
  121092. * Disables the updraft.
  121093. */
  121094. disable(): void;
  121095. /**
  121096. * Disposes the cylinder.
  121097. * @param force Specifies if the updraft should be disposed by force
  121098. */
  121099. dispose(force?: boolean): void;
  121100. private getImpostorHitData;
  121101. private _tick;
  121102. /*** Helpers ***/
  121103. private _prepareCylinder;
  121104. private _intersectsWithCylinder;
  121105. }
  121106. /**
  121107. * Represents a physics vortex event
  121108. */
  121109. class PhysicsVortexEvent {
  121110. private _scene;
  121111. private _origin;
  121112. private _options;
  121113. private _physicsEngine;
  121114. private _originTop;
  121115. private _tickCallback;
  121116. private _cylinder;
  121117. private _cylinderPosition;
  121118. private _dataFetched;
  121119. /**
  121120. * Initializes the physics vortex event
  121121. * @param _scene The BabylonJS scene
  121122. * @param _origin The origin position of the vortex
  121123. * @param _options The options for the vortex event
  121124. */
  121125. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  121126. /**
  121127. * Returns the data related to the vortex event (cylinder).
  121128. * @returns The physics vortex event data
  121129. */
  121130. getData(): PhysicsVortexEventData;
  121131. /**
  121132. * Enables the vortex.
  121133. */
  121134. enable(): void;
  121135. /**
  121136. * Disables the cortex.
  121137. */
  121138. disable(): void;
  121139. /**
  121140. * Disposes the sphere.
  121141. * @param force
  121142. */
  121143. dispose(force?: boolean): void;
  121144. private getImpostorHitData;
  121145. private _tick;
  121146. /*** Helpers ***/
  121147. private _prepareCylinder;
  121148. private _intersectsWithCylinder;
  121149. }
  121150. /**
  121151. * Options fot the radial explosion event
  121152. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121153. */
  121154. export class PhysicsRadialExplosionEventOptions {
  121155. /**
  121156. * The radius of the sphere for the radial explosion.
  121157. */
  121158. radius: number;
  121159. /**
  121160. * The strenth of the explosion.
  121161. */
  121162. strength: number;
  121163. /**
  121164. * The strenght of the force in correspondence to the distance of the affected object
  121165. */
  121166. falloff: PhysicsRadialImpulseFalloff;
  121167. /**
  121168. * Sphere options for the radial explosion.
  121169. */
  121170. sphere: {
  121171. segments: number;
  121172. diameter: number;
  121173. };
  121174. /**
  121175. * Sphere options for the radial explosion.
  121176. */
  121177. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  121178. }
  121179. /**
  121180. * Options fot the updraft event
  121181. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121182. */
  121183. export class PhysicsUpdraftEventOptions {
  121184. /**
  121185. * The radius of the cylinder for the vortex
  121186. */
  121187. radius: number;
  121188. /**
  121189. * The strenth of the updraft.
  121190. */
  121191. strength: number;
  121192. /**
  121193. * The height of the cylinder for the updraft.
  121194. */
  121195. height: number;
  121196. /**
  121197. * The mode for the the updraft.
  121198. */
  121199. updraftMode: PhysicsUpdraftMode;
  121200. }
  121201. /**
  121202. * Options fot the vortex event
  121203. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121204. */
  121205. export class PhysicsVortexEventOptions {
  121206. /**
  121207. * The radius of the cylinder for the vortex
  121208. */
  121209. radius: number;
  121210. /**
  121211. * The strenth of the vortex.
  121212. */
  121213. strength: number;
  121214. /**
  121215. * The height of the cylinder for the vortex.
  121216. */
  121217. height: number;
  121218. /**
  121219. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  121220. */
  121221. centripetalForceThreshold: number;
  121222. /**
  121223. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  121224. */
  121225. centripetalForceMultiplier: number;
  121226. /**
  121227. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  121228. */
  121229. centrifugalForceMultiplier: number;
  121230. /**
  121231. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  121232. */
  121233. updraftForceMultiplier: number;
  121234. }
  121235. /**
  121236. * The strenght of the force in correspondence to the distance of the affected object
  121237. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121238. */
  121239. export enum PhysicsRadialImpulseFalloff {
  121240. /** Defines that impulse is constant in strength across it's whole radius */
  121241. Constant = 0,
  121242. /** Defines that impulse gets weaker if it's further from the origin */
  121243. Linear = 1
  121244. }
  121245. /**
  121246. * The strength of the force in correspondence to the distance of the affected object
  121247. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121248. */
  121249. export enum PhysicsUpdraftMode {
  121250. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  121251. Center = 0,
  121252. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  121253. Perpendicular = 1
  121254. }
  121255. /**
  121256. * Interface for a physics hit data
  121257. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121258. */
  121259. export interface PhysicsHitData {
  121260. /**
  121261. * The force applied at the contact point
  121262. */
  121263. force: Vector3;
  121264. /**
  121265. * The contact point
  121266. */
  121267. contactPoint: Vector3;
  121268. /**
  121269. * The distance from the origin to the contact point
  121270. */
  121271. distanceFromOrigin: number;
  121272. }
  121273. /**
  121274. * Interface for radial explosion event data
  121275. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121276. */
  121277. export interface PhysicsRadialExplosionEventData {
  121278. /**
  121279. * A sphere used for the radial explosion event
  121280. */
  121281. sphere: Mesh;
  121282. }
  121283. /**
  121284. * Interface for gravitational field event data
  121285. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121286. */
  121287. export interface PhysicsGravitationalFieldEventData {
  121288. /**
  121289. * A sphere mesh used for the gravitational field event
  121290. */
  121291. sphere: Mesh;
  121292. }
  121293. /**
  121294. * Interface for updraft event data
  121295. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121296. */
  121297. export interface PhysicsUpdraftEventData {
  121298. /**
  121299. * A cylinder used for the updraft event
  121300. */
  121301. cylinder: Mesh;
  121302. }
  121303. /**
  121304. * Interface for vortex event data
  121305. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121306. */
  121307. export interface PhysicsVortexEventData {
  121308. /**
  121309. * A cylinder used for the vortex event
  121310. */
  121311. cylinder: Mesh;
  121312. }
  121313. /**
  121314. * Interface for an affected physics impostor
  121315. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  121316. */
  121317. export interface PhysicsAffectedImpostorWithData {
  121318. /**
  121319. * The impostor affected by the effect
  121320. */
  121321. impostor: PhysicsImpostor;
  121322. /**
  121323. * The data about the hit/horce from the explosion
  121324. */
  121325. hitData: PhysicsHitData;
  121326. }
  121327. }
  121328. declare module BABYLON {
  121329. /** @hidden */
  121330. export var blackAndWhitePixelShader: {
  121331. name: string;
  121332. shader: string;
  121333. };
  121334. }
  121335. declare module BABYLON {
  121336. /**
  121337. * Post process used to render in black and white
  121338. */
  121339. export class BlackAndWhitePostProcess extends PostProcess {
  121340. /**
  121341. * Linear about to convert he result to black and white (default: 1)
  121342. */
  121343. degree: number;
  121344. /**
  121345. * Creates a black and white post process
  121346. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  121347. * @param name The name of the effect.
  121348. * @param options The required width/height ratio to downsize to before computing the render pass.
  121349. * @param camera The camera to apply the render pass to.
  121350. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121351. * @param engine The engine which the post process will be applied. (default: current engine)
  121352. * @param reusable If the post process can be reused on the same frame. (default: false)
  121353. */
  121354. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  121355. }
  121356. }
  121357. declare module BABYLON {
  121358. /**
  121359. * This represents a set of one or more post processes in Babylon.
  121360. * A post process can be used to apply a shader to a texture after it is rendered.
  121361. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  121362. */
  121363. export class PostProcessRenderEffect {
  121364. private _postProcesses;
  121365. private _getPostProcesses;
  121366. private _singleInstance;
  121367. private _cameras;
  121368. private _indicesForCamera;
  121369. /**
  121370. * Name of the effect
  121371. * @hidden
  121372. */
  121373. _name: string;
  121374. /**
  121375. * Instantiates a post process render effect.
  121376. * A post process can be used to apply a shader to a texture after it is rendered.
  121377. * @param engine The engine the effect is tied to
  121378. * @param name The name of the effect
  121379. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  121380. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  121381. */
  121382. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  121383. /**
  121384. * Checks if all the post processes in the effect are supported.
  121385. */
  121386. readonly isSupported: boolean;
  121387. /**
  121388. * Updates the current state of the effect
  121389. * @hidden
  121390. */
  121391. _update(): void;
  121392. /**
  121393. * Attaches the effect on cameras
  121394. * @param cameras The camera to attach to.
  121395. * @hidden
  121396. */
  121397. _attachCameras(cameras: Camera): void;
  121398. /**
  121399. * Attaches the effect on cameras
  121400. * @param cameras The camera to attach to.
  121401. * @hidden
  121402. */
  121403. _attachCameras(cameras: Camera[]): void;
  121404. /**
  121405. * Detaches the effect on cameras
  121406. * @param cameras The camera to detatch from.
  121407. * @hidden
  121408. */
  121409. _detachCameras(cameras: Camera): void;
  121410. /**
  121411. * Detatches the effect on cameras
  121412. * @param cameras The camera to detatch from.
  121413. * @hidden
  121414. */
  121415. _detachCameras(cameras: Camera[]): void;
  121416. /**
  121417. * Enables the effect on given cameras
  121418. * @param cameras The camera to enable.
  121419. * @hidden
  121420. */
  121421. _enable(cameras: Camera): void;
  121422. /**
  121423. * Enables the effect on given cameras
  121424. * @param cameras The camera to enable.
  121425. * @hidden
  121426. */
  121427. _enable(cameras: Nullable<Camera[]>): void;
  121428. /**
  121429. * Disables the effect on the given cameras
  121430. * @param cameras The camera to disable.
  121431. * @hidden
  121432. */
  121433. _disable(cameras: Camera): void;
  121434. /**
  121435. * Disables the effect on the given cameras
  121436. * @param cameras The camera to disable.
  121437. * @hidden
  121438. */
  121439. _disable(cameras: Nullable<Camera[]>): void;
  121440. /**
  121441. * Gets a list of the post processes contained in the effect.
  121442. * @param camera The camera to get the post processes on.
  121443. * @returns The list of the post processes in the effect.
  121444. */
  121445. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  121446. }
  121447. }
  121448. declare module BABYLON {
  121449. /** @hidden */
  121450. export var extractHighlightsPixelShader: {
  121451. name: string;
  121452. shader: string;
  121453. };
  121454. }
  121455. declare module BABYLON {
  121456. /**
  121457. * The extract highlights post process sets all pixels to black except pixels above the specified luminance threshold. Used as the first step for a bloom effect.
  121458. */
  121459. export class ExtractHighlightsPostProcess extends PostProcess {
  121460. /**
  121461. * The luminance threshold, pixels below this value will be set to black.
  121462. */
  121463. threshold: number;
  121464. /** @hidden */
  121465. _exposure: number;
  121466. /**
  121467. * Post process which has the input texture to be used when performing highlight extraction
  121468. * @hidden
  121469. */
  121470. _inputPostProcess: Nullable<PostProcess>;
  121471. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121472. }
  121473. }
  121474. declare module BABYLON {
  121475. /** @hidden */
  121476. export var bloomMergePixelShader: {
  121477. name: string;
  121478. shader: string;
  121479. };
  121480. }
  121481. declare module BABYLON {
  121482. /**
  121483. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  121484. */
  121485. export class BloomMergePostProcess extends PostProcess {
  121486. /** Weight of the bloom to be added to the original input. */
  121487. weight: number;
  121488. /**
  121489. * Creates a new instance of @see BloomMergePostProcess
  121490. * @param name The name of the effect.
  121491. * @param originalFromInput Post process which's input will be used for the merge.
  121492. * @param blurred Blurred highlights post process which's output will be used.
  121493. * @param weight Weight of the bloom to be added to the original input.
  121494. * @param options The required width/height ratio to downsize to before computing the render pass.
  121495. * @param camera The camera to apply the render pass to.
  121496. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121497. * @param engine The engine which the post process will be applied. (default: current engine)
  121498. * @param reusable If the post process can be reused on the same frame. (default: false)
  121499. * @param textureType Type of textures used when performing the post process. (default: 0)
  121500. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  121501. */
  121502. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  121503. /** Weight of the bloom to be added to the original input. */
  121504. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121505. }
  121506. }
  121507. declare module BABYLON {
  121508. /**
  121509. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  121510. */
  121511. export class BloomEffect extends PostProcessRenderEffect {
  121512. private bloomScale;
  121513. /**
  121514. * @hidden Internal
  121515. */
  121516. _effects: Array<PostProcess>;
  121517. /**
  121518. * @hidden Internal
  121519. */
  121520. _downscale: ExtractHighlightsPostProcess;
  121521. private _blurX;
  121522. private _blurY;
  121523. private _merge;
  121524. /**
  121525. * The luminance threshold to find bright areas of the image to bloom.
  121526. */
  121527. threshold: number;
  121528. /**
  121529. * The strength of the bloom.
  121530. */
  121531. weight: number;
  121532. /**
  121533. * Specifies the size of the bloom blur kernel, relative to the final output size
  121534. */
  121535. kernel: number;
  121536. /**
  121537. * Creates a new instance of @see BloomEffect
  121538. * @param scene The scene the effect belongs to.
  121539. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  121540. * @param bloomKernel The size of the kernel to be used when applying the blur.
  121541. * @param bloomWeight The the strength of bloom.
  121542. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  121543. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  121544. */
  121545. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  121546. /**
  121547. * Disposes each of the internal effects for a given camera.
  121548. * @param camera The camera to dispose the effect on.
  121549. */
  121550. disposeEffects(camera: Camera): void;
  121551. /**
  121552. * @hidden Internal
  121553. */
  121554. _updateEffects(): void;
  121555. /**
  121556. * Internal
  121557. * @returns if all the contained post processes are ready.
  121558. * @hidden
  121559. */
  121560. _isReady(): boolean;
  121561. }
  121562. }
  121563. declare module BABYLON {
  121564. /** @hidden */
  121565. export var chromaticAberrationPixelShader: {
  121566. name: string;
  121567. shader: string;
  121568. };
  121569. }
  121570. declare module BABYLON {
  121571. /**
  121572. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  121573. */
  121574. export class ChromaticAberrationPostProcess extends PostProcess {
  121575. /**
  121576. * The amount of seperation of rgb channels (default: 30)
  121577. */
  121578. aberrationAmount: number;
  121579. /**
  121580. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  121581. */
  121582. radialIntensity: number;
  121583. /**
  121584. * The normilized direction in which the rgb channels should be seperated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))
  121585. */
  121586. direction: Vector2;
  121587. /**
  121588. * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corder] (default: Vector2(0.5 ,0.5))
  121589. */
  121590. centerPosition: Vector2;
  121591. /**
  121592. * Creates a new instance ChromaticAberrationPostProcess
  121593. * @param name The name of the effect.
  121594. * @param screenWidth The width of the screen to apply the effect on.
  121595. * @param screenHeight The height of the screen to apply the effect on.
  121596. * @param options The required width/height ratio to downsize to before computing the render pass.
  121597. * @param camera The camera to apply the render pass to.
  121598. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121599. * @param engine The engine which the post process will be applied. (default: current engine)
  121600. * @param reusable If the post process can be reused on the same frame. (default: false)
  121601. * @param textureType Type of textures used when performing the post process. (default: 0)
  121602. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  121603. */
  121604. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121605. }
  121606. }
  121607. declare module BABYLON {
  121608. /** @hidden */
  121609. export var circleOfConfusionPixelShader: {
  121610. name: string;
  121611. shader: string;
  121612. };
  121613. }
  121614. declare module BABYLON {
  121615. /**
  121616. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  121617. */
  121618. export class CircleOfConfusionPostProcess extends PostProcess {
  121619. /**
  121620. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  121621. */
  121622. lensSize: number;
  121623. /**
  121624. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  121625. */
  121626. fStop: number;
  121627. /**
  121628. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  121629. */
  121630. focusDistance: number;
  121631. /**
  121632. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  121633. */
  121634. focalLength: number;
  121635. private _depthTexture;
  121636. /**
  121637. * Creates a new instance CircleOfConfusionPostProcess
  121638. * @param name The name of the effect.
  121639. * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
  121640. * @param options The required width/height ratio to downsize to before computing the render pass.
  121641. * @param camera The camera to apply the render pass to.
  121642. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121643. * @param engine The engine which the post process will be applied. (default: current engine)
  121644. * @param reusable If the post process can be reused on the same frame. (default: false)
  121645. * @param textureType Type of textures used when performing the post process. (default: 0)
  121646. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  121647. */
  121648. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121649. /**
  121650. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  121651. */
  121652. depthTexture: RenderTargetTexture;
  121653. }
  121654. }
  121655. declare module BABYLON {
  121656. /** @hidden */
  121657. export var colorCorrectionPixelShader: {
  121658. name: string;
  121659. shader: string;
  121660. };
  121661. }
  121662. declare module BABYLON {
  121663. /**
  121664. *
  121665. * This post-process allows the modification of rendered colors by using
  121666. * a 'look-up table' (LUT). This effect is also called Color Grading.
  121667. *
  121668. * The object needs to be provided an url to a texture containing the color
  121669. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  121670. * Use an image editing software to tweak the LUT to match your needs.
  121671. *
  121672. * For an example of a color LUT, see here:
  121673. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  121674. * For explanations on color grading, see here:
  121675. * @see http://udn.epicgames.com/Three/ColorGrading.html
  121676. *
  121677. */
  121678. export class ColorCorrectionPostProcess extends PostProcess {
  121679. private _colorTableTexture;
  121680. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  121681. }
  121682. }
  121683. declare module BABYLON {
  121684. /** @hidden */
  121685. export var convolutionPixelShader: {
  121686. name: string;
  121687. shader: string;
  121688. };
  121689. }
  121690. declare module BABYLON {
  121691. /**
  121692. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  121693. * input texture to perform effects such as edge detection or sharpening
  121694. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  121695. */
  121696. export class ConvolutionPostProcess extends PostProcess {
  121697. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  121698. kernel: number[];
  121699. /**
  121700. * Creates a new instance ConvolutionPostProcess
  121701. * @param name The name of the effect.
  121702. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  121703. * @param options The required width/height ratio to downsize to before computing the render pass.
  121704. * @param camera The camera to apply the render pass to.
  121705. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121706. * @param engine The engine which the post process will be applied. (default: current engine)
  121707. * @param reusable If the post process can be reused on the same frame. (default: false)
  121708. * @param textureType Type of textures used when performing the post process. (default: 0)
  121709. */
  121710. constructor(name: string,
  121711. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  121712. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  121713. /**
  121714. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121715. */
  121716. static EdgeDetect0Kernel: number[];
  121717. /**
  121718. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121719. */
  121720. static EdgeDetect1Kernel: number[];
  121721. /**
  121722. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121723. */
  121724. static EdgeDetect2Kernel: number[];
  121725. /**
  121726. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121727. */
  121728. static SharpenKernel: number[];
  121729. /**
  121730. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121731. */
  121732. static EmbossKernel: number[];
  121733. /**
  121734. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  121735. */
  121736. static GaussianKernel: number[];
  121737. }
  121738. }
  121739. declare module BABYLON {
  121740. /**
  121741. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  121742. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  121743. * based on samples that have a large difference in distance than the center pixel.
  121744. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  121745. */
  121746. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  121747. direction: Vector2;
  121748. /**
  121749. * Creates a new instance CircleOfConfusionPostProcess
  121750. * @param name The name of the effect.
  121751. * @param scene The scene the effect belongs to.
  121752. * @param direction The direction the blur should be applied.
  121753. * @param kernel The size of the kernel used to blur.
  121754. * @param options The required width/height ratio to downsize to before computing the render pass.
  121755. * @param camera The camera to apply the render pass to.
  121756. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  121757. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  121758. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121759. * @param engine The engine which the post process will be applied. (default: current engine)
  121760. * @param reusable If the post process can be reused on the same frame. (default: false)
  121761. * @param textureType Type of textures used when performing the post process. (default: 0)
  121762. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  121763. */
  121764. constructor(name: string, scene: Scene, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, circleOfConfusion: PostProcess, imageToBlur?: Nullable<PostProcess>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121765. }
  121766. }
  121767. declare module BABYLON {
  121768. /** @hidden */
  121769. export var depthOfFieldMergePixelShader: {
  121770. name: string;
  121771. shader: string;
  121772. };
  121773. }
  121774. declare module BABYLON {
  121775. /**
  121776. * Options to be set when merging outputs from the default pipeline.
  121777. */
  121778. export class DepthOfFieldMergePostProcessOptions {
  121779. /**
  121780. * The original image to merge on top of
  121781. */
  121782. originalFromInput: PostProcess;
  121783. /**
  121784. * Parameters to perform the merge of the depth of field effect
  121785. */
  121786. depthOfField?: {
  121787. circleOfConfusion: PostProcess;
  121788. blurSteps: Array<PostProcess>;
  121789. };
  121790. /**
  121791. * Parameters to perform the merge of bloom effect
  121792. */
  121793. bloom?: {
  121794. blurred: PostProcess;
  121795. weight: number;
  121796. };
  121797. }
  121798. /**
  121799. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  121800. */
  121801. export class DepthOfFieldMergePostProcess extends PostProcess {
  121802. private blurSteps;
  121803. /**
  121804. * Creates a new instance of DepthOfFieldMergePostProcess
  121805. * @param name The name of the effect.
  121806. * @param originalFromInput Post process which's input will be used for the merge.
  121807. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  121808. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  121809. * @param options The required width/height ratio to downsize to before computing the render pass.
  121810. * @param camera The camera to apply the render pass to.
  121811. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121812. * @param engine The engine which the post process will be applied. (default: current engine)
  121813. * @param reusable If the post process can be reused on the same frame. (default: false)
  121814. * @param textureType Type of textures used when performing the post process. (default: 0)
  121815. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  121816. */
  121817. constructor(name: string, originalFromInput: PostProcess, circleOfConfusion: PostProcess, blurSteps: Array<PostProcess>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  121818. /**
  121819. * Updates the effect with the current post process compile time values and recompiles the shader.
  121820. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  121821. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  121822. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  121823. * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
  121824. * @param onCompiled Called when the shader has been compiled.
  121825. * @param onError Called if there is an error when compiling a shader.
  121826. */
  121827. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  121828. }
  121829. }
  121830. declare module BABYLON {
  121831. /**
  121832. * Specifies the level of max blur that should be applied when using the depth of field effect
  121833. */
  121834. export enum DepthOfFieldEffectBlurLevel {
  121835. /**
  121836. * Subtle blur
  121837. */
  121838. Low = 0,
  121839. /**
  121840. * Medium blur
  121841. */
  121842. Medium = 1,
  121843. /**
  121844. * Large blur
  121845. */
  121846. High = 2
  121847. }
  121848. /**
  121849. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  121850. */
  121851. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  121852. private _circleOfConfusion;
  121853. /**
  121854. * @hidden Internal, blurs from high to low
  121855. */
  121856. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  121857. private _depthOfFieldBlurY;
  121858. private _dofMerge;
  121859. /**
  121860. * @hidden Internal post processes in depth of field effect
  121861. */
  121862. _effects: Array<PostProcess>;
  121863. /**
  121864. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  121865. */
  121866. focalLength: number;
  121867. /**
  121868. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  121869. */
  121870. fStop: number;
  121871. /**
  121872. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  121873. */
  121874. focusDistance: number;
  121875. /**
  121876. * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
  121877. */
  121878. lensSize: number;
  121879. /**
  121880. * Creates a new instance DepthOfFieldEffect
  121881. * @param scene The scene the effect belongs to.
  121882. * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
  121883. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  121884. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  121885. */
  121886. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  121887. /**
  121888. * Get the current class name of the current effet
  121889. * @returns "DepthOfFieldEffect"
  121890. */
  121891. getClassName(): string;
  121892. /**
  121893. * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
  121894. */
  121895. depthTexture: RenderTargetTexture;
  121896. /**
  121897. * Disposes each of the internal effects for a given camera.
  121898. * @param camera The camera to dispose the effect on.
  121899. */
  121900. disposeEffects(camera: Camera): void;
  121901. /**
  121902. * @hidden Internal
  121903. */
  121904. _updateEffects(): void;
  121905. /**
  121906. * Internal
  121907. * @returns if all the contained post processes are ready.
  121908. * @hidden
  121909. */
  121910. _isReady(): boolean;
  121911. }
  121912. }
  121913. declare module BABYLON {
  121914. /** @hidden */
  121915. export var displayPassPixelShader: {
  121916. name: string;
  121917. shader: string;
  121918. };
  121919. }
  121920. declare module BABYLON {
  121921. /**
  121922. * DisplayPassPostProcess which produces an output the same as it's input
  121923. */
  121924. export class DisplayPassPostProcess extends PostProcess {
  121925. /**
  121926. * Creates the DisplayPassPostProcess
  121927. * @param name The name of the effect.
  121928. * @param options The required width/height ratio to downsize to before computing the render pass.
  121929. * @param camera The camera to apply the render pass to.
  121930. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121931. * @param engine The engine which the post process will be applied. (default: current engine)
  121932. * @param reusable If the post process can be reused on the same frame. (default: false)
  121933. */
  121934. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  121935. }
  121936. }
  121937. declare module BABYLON {
  121938. /** @hidden */
  121939. export var filterPixelShader: {
  121940. name: string;
  121941. shader: string;
  121942. };
  121943. }
  121944. declare module BABYLON {
  121945. /**
  121946. * Applies a kernel filter to the image
  121947. */
  121948. export class FilterPostProcess extends PostProcess {
  121949. /** The matrix to be applied to the image */
  121950. kernelMatrix: Matrix;
  121951. /**
  121952. *
  121953. * @param name The name of the effect.
  121954. * @param kernelMatrix The matrix to be applied to the image
  121955. * @param options The required width/height ratio to downsize to before computing the render pass.
  121956. * @param camera The camera to apply the render pass to.
  121957. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  121958. * @param engine The engine which the post process will be applied. (default: current engine)
  121959. * @param reusable If the post process can be reused on the same frame. (default: false)
  121960. */
  121961. constructor(name: string,
  121962. /** The matrix to be applied to the image */
  121963. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  121964. }
  121965. }
  121966. declare module BABYLON {
  121967. /** @hidden */
  121968. export var fxaaPixelShader: {
  121969. name: string;
  121970. shader: string;
  121971. };
  121972. }
  121973. declare module BABYLON {
  121974. /** @hidden */
  121975. export var fxaaVertexShader: {
  121976. name: string;
  121977. shader: string;
  121978. };
  121979. }
  121980. declare module BABYLON {
  121981. /**
  121982. * Fxaa post process
  121983. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  121984. */
  121985. export class FxaaPostProcess extends PostProcess {
  121986. /** @hidden */
  121987. texelWidth: number;
  121988. /** @hidden */
  121989. texelHeight: number;
  121990. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  121991. private _getDefines;
  121992. }
  121993. }
  121994. declare module BABYLON {
  121995. /** @hidden */
  121996. export var grainPixelShader: {
  121997. name: string;
  121998. shader: string;
  121999. };
  122000. }
  122001. declare module BABYLON {
  122002. /**
  122003. * The GrainPostProcess adds noise to the image at mid luminance levels
  122004. */
  122005. export class GrainPostProcess extends PostProcess {
  122006. /**
  122007. * The intensity of the grain added (default: 30)
  122008. */
  122009. intensity: number;
  122010. /**
  122011. * If the grain should be randomized on every frame
  122012. */
  122013. animated: boolean;
  122014. /**
  122015. * Creates a new instance of @see GrainPostProcess
  122016. * @param name The name of the effect.
  122017. * @param options The required width/height ratio to downsize to before computing the render pass.
  122018. * @param camera The camera to apply the render pass to.
  122019. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122020. * @param engine The engine which the post process will be applied. (default: current engine)
  122021. * @param reusable If the post process can be reused on the same frame. (default: false)
  122022. * @param textureType Type of textures used when performing the post process. (default: 0)
  122023. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  122024. */
  122025. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  122026. }
  122027. }
  122028. declare module BABYLON {
  122029. /** @hidden */
  122030. export var highlightsPixelShader: {
  122031. name: string;
  122032. shader: string;
  122033. };
  122034. }
  122035. declare module BABYLON {
  122036. /**
  122037. * Extracts highlights from the image
  122038. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  122039. */
  122040. export class HighlightsPostProcess extends PostProcess {
  122041. /**
  122042. * Extracts highlights from the image
  122043. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  122044. * @param name The name of the effect.
  122045. * @param options The required width/height ratio to downsize to before computing the render pass.
  122046. * @param camera The camera to apply the render pass to.
  122047. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122048. * @param engine The engine which the post process will be applied. (default: current engine)
  122049. * @param reusable If the post process can be reused on the same frame. (default: false)
  122050. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  122051. */
  122052. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  122053. }
  122054. }
  122055. declare module BABYLON {
  122056. /** @hidden */
  122057. export var mrtFragmentDeclaration: {
  122058. name: string;
  122059. shader: string;
  122060. };
  122061. }
  122062. declare module BABYLON {
  122063. /** @hidden */
  122064. export var geometryPixelShader: {
  122065. name: string;
  122066. shader: string;
  122067. };
  122068. }
  122069. declare module BABYLON {
  122070. /** @hidden */
  122071. export var geometryVertexShader: {
  122072. name: string;
  122073. shader: string;
  122074. };
  122075. }
  122076. declare module BABYLON {
  122077. /** @hidden */
  122078. interface ISavedTransformationMatrix {
  122079. world: Matrix;
  122080. viewProjection: Matrix;
  122081. }
  122082. /**
  122083. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  122084. */
  122085. export class GeometryBufferRenderer {
  122086. /**
  122087. * Constant used to retrieve the position texture index in the G-Buffer textures array
  122088. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  122089. */
  122090. static readonly POSITION_TEXTURE_TYPE: number;
  122091. /**
  122092. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  122093. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  122094. */
  122095. static readonly VELOCITY_TEXTURE_TYPE: number;
  122096. /**
  122097. * Dictionary used to store the previous transformation matrices of each rendered mesh
  122098. * in order to compute objects velocities when enableVelocity is set to "true"
  122099. * @hidden
  122100. */
  122101. _previousTransformationMatrices: {
  122102. [index: number]: ISavedTransformationMatrix;
  122103. };
  122104. /**
  122105. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  122106. * in order to compute objects velocities when enableVelocity is set to "true"
  122107. * @hidden
  122108. */
  122109. _previousBonesTransformationMatrices: {
  122110. [index: number]: Float32Array;
  122111. };
  122112. /**
  122113. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  122114. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  122115. */
  122116. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  122117. private _scene;
  122118. private _multiRenderTarget;
  122119. private _ratio;
  122120. private _enablePosition;
  122121. private _enableVelocity;
  122122. private _positionIndex;
  122123. private _velocityIndex;
  122124. protected _effect: Effect;
  122125. protected _cachedDefines: string;
  122126. /**
  122127. * Set the render list (meshes to be rendered) used in the G buffer.
  122128. */
  122129. renderList: Mesh[];
  122130. /**
  122131. * Gets wether or not G buffer are supported by the running hardware.
  122132. * This requires draw buffer supports
  122133. */
  122134. readonly isSupported: boolean;
  122135. /**
  122136. * Returns the index of the given texture type in the G-Buffer textures array
  122137. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  122138. * @returns the index of the given texture type in the G-Buffer textures array
  122139. */
  122140. getTextureIndex(textureType: number): number;
  122141. /**
  122142. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  122143. */
  122144. /**
  122145. * Sets whether or not objects positions are enabled for the G buffer.
  122146. */
  122147. enablePosition: boolean;
  122148. /**
  122149. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  122150. */
  122151. /**
  122152. * Sets wether or not objects velocities are enabled for the G buffer.
  122153. */
  122154. enableVelocity: boolean;
  122155. /**
  122156. * Gets the scene associated with the buffer.
  122157. */
  122158. readonly scene: Scene;
  122159. /**
  122160. * Gets the ratio used by the buffer during its creation.
  122161. * How big is the buffer related to the main canvas.
  122162. */
  122163. readonly ratio: number;
  122164. /** @hidden */
  122165. static _SceneComponentInitialization: (scene: Scene) => void;
  122166. /**
  122167. * Creates a new G Buffer for the scene
  122168. * @param scene The scene the buffer belongs to
  122169. * @param ratio How big is the buffer related to the main canvas.
  122170. */
  122171. constructor(scene: Scene, ratio?: number);
  122172. /**
  122173. * Checks wether everything is ready to render a submesh to the G buffer.
  122174. * @param subMesh the submesh to check readiness for
  122175. * @param useInstances is the mesh drawn using instance or not
  122176. * @returns true if ready otherwise false
  122177. */
  122178. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  122179. /**
  122180. * Gets the current underlying G Buffer.
  122181. * @returns the buffer
  122182. */
  122183. getGBuffer(): MultiRenderTarget;
  122184. /**
  122185. * Gets the number of samples used to render the buffer (anti aliasing).
  122186. */
  122187. /**
  122188. * Sets the number of samples used to render the buffer (anti aliasing).
  122189. */
  122190. samples: number;
  122191. /**
  122192. * Disposes the renderer and frees up associated resources.
  122193. */
  122194. dispose(): void;
  122195. protected _createRenderTargets(): void;
  122196. private _copyBonesTransformationMatrices;
  122197. }
  122198. }
  122199. declare module BABYLON {
  122200. interface Scene {
  122201. /** @hidden (Backing field) */
  122202. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  122203. /**
  122204. * Gets or Sets the current geometry buffer associated to the scene.
  122205. */
  122206. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  122207. /**
  122208. * Enables a GeometryBufferRender and associates it with the scene
  122209. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  122210. * @returns the GeometryBufferRenderer
  122211. */
  122212. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  122213. /**
  122214. * Disables the GeometryBufferRender associated with the scene
  122215. */
  122216. disableGeometryBufferRenderer(): void;
  122217. }
  122218. /**
  122219. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  122220. * in several rendering techniques.
  122221. */
  122222. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  122223. /**
  122224. * The component name helpful to identify the component in the list of scene components.
  122225. */
  122226. readonly name: string;
  122227. /**
  122228. * The scene the component belongs to.
  122229. */
  122230. scene: Scene;
  122231. /**
  122232. * Creates a new instance of the component for the given scene
  122233. * @param scene Defines the scene to register the component in
  122234. */
  122235. constructor(scene: Scene);
  122236. /**
  122237. * Registers the component in a given scene
  122238. */
  122239. register(): void;
  122240. /**
  122241. * Rebuilds the elements related to this component in case of
  122242. * context lost for instance.
  122243. */
  122244. rebuild(): void;
  122245. /**
  122246. * Disposes the component and the associated ressources
  122247. */
  122248. dispose(): void;
  122249. private _gatherRenderTargets;
  122250. }
  122251. }
  122252. declare module BABYLON {
  122253. /** @hidden */
  122254. export var motionBlurPixelShader: {
  122255. name: string;
  122256. shader: string;
  122257. };
  122258. }
  122259. declare module BABYLON {
  122260. /**
  122261. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  122262. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  122263. * As an example, all you have to do is to create the post-process:
  122264. * var mb = new BABYLON.MotionBlurPostProcess(
  122265. * 'mb', // The name of the effect.
  122266. * scene, // The scene containing the objects to blur according to their velocity.
  122267. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  122268. * camera // The camera to apply the render pass to.
  122269. * );
  122270. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  122271. */
  122272. export class MotionBlurPostProcess extends PostProcess {
  122273. /**
  122274. * Defines how much the image is blurred by the movement. Default value is equal to 1
  122275. */
  122276. motionStrength: number;
  122277. /**
  122278. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  122279. */
  122280. /**
  122281. * Sets the number of iterations to be used for motion blur quality
  122282. */
  122283. motionBlurSamples: number;
  122284. private _motionBlurSamples;
  122285. private _geometryBufferRenderer;
  122286. /**
  122287. * Creates a new instance MotionBlurPostProcess
  122288. * @param name The name of the effect.
  122289. * @param scene The scene containing the objects to blur according to their velocity.
  122290. * @param options The required width/height ratio to downsize to before computing the render pass.
  122291. * @param camera The camera to apply the render pass to.
  122292. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122293. * @param engine The engine which the post process will be applied. (default: current engine)
  122294. * @param reusable If the post process can be reused on the same frame. (default: false)
  122295. * @param textureType Type of textures used when performing the post process. (default: 0)
  122296. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  122297. */
  122298. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  122299. /**
  122300. * Excludes the given skinned mesh from computing bones velocities.
  122301. * Computing bones velocities can have a cost and that cost. The cost can be saved by calling this function and by passing the skinned mesh reference to ignore.
  122302. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  122303. */
  122304. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  122305. /**
  122306. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  122307. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  122308. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  122309. */
  122310. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  122311. /**
  122312. * Disposes the post process.
  122313. * @param camera The camera to dispose the post process on.
  122314. */
  122315. dispose(camera?: Camera): void;
  122316. }
  122317. }
  122318. declare module BABYLON {
  122319. /** @hidden */
  122320. export var refractionPixelShader: {
  122321. name: string;
  122322. shader: string;
  122323. };
  122324. }
  122325. declare module BABYLON {
  122326. /**
  122327. * Post process which applies a refractin texture
  122328. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  122329. */
  122330. export class RefractionPostProcess extends PostProcess {
  122331. /** the base color of the refraction (used to taint the rendering) */
  122332. color: Color3;
  122333. /** simulated refraction depth */
  122334. depth: number;
  122335. /** the coefficient of the base color (0 to remove base color tainting) */
  122336. colorLevel: number;
  122337. private _refTexture;
  122338. private _ownRefractionTexture;
  122339. /**
  122340. * Gets or sets the refraction texture
  122341. * Please note that you are responsible for disposing the texture if you set it manually
  122342. */
  122343. refractionTexture: Texture;
  122344. /**
  122345. * Initializes the RefractionPostProcess
  122346. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  122347. * @param name The name of the effect.
  122348. * @param refractionTextureUrl Url of the refraction texture to use
  122349. * @param color the base color of the refraction (used to taint the rendering)
  122350. * @param depth simulated refraction depth
  122351. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  122352. * @param camera The camera to apply the render pass to.
  122353. * @param options The required width/height ratio to downsize to before computing the render pass.
  122354. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122355. * @param engine The engine which the post process will be applied. (default: current engine)
  122356. * @param reusable If the post process can be reused on the same frame. (default: false)
  122357. */
  122358. constructor(name: string, refractionTextureUrl: string,
  122359. /** the base color of the refraction (used to taint the rendering) */
  122360. color: Color3,
  122361. /** simulated refraction depth */
  122362. depth: number,
  122363. /** the coefficient of the base color (0 to remove base color tainting) */
  122364. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  122365. /**
  122366. * Disposes of the post process
  122367. * @param camera Camera to dispose post process on
  122368. */
  122369. dispose(camera: Camera): void;
  122370. }
  122371. }
  122372. declare module BABYLON {
  122373. /** @hidden */
  122374. export var sharpenPixelShader: {
  122375. name: string;
  122376. shader: string;
  122377. };
  122378. }
  122379. declare module BABYLON {
  122380. /**
  122381. * The SharpenPostProcess applies a sharpen kernel to every pixel
  122382. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  122383. */
  122384. export class SharpenPostProcess extends PostProcess {
  122385. /**
  122386. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  122387. */
  122388. colorAmount: number;
  122389. /**
  122390. * How much sharpness should be applied (default: 0.3)
  122391. */
  122392. edgeAmount: number;
  122393. /**
  122394. * Creates a new instance ConvolutionPostProcess
  122395. * @param name The name of the effect.
  122396. * @param options The required width/height ratio to downsize to before computing the render pass.
  122397. * @param camera The camera to apply the render pass to.
  122398. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  122399. * @param engine The engine which the post process will be applied. (default: current engine)
  122400. * @param reusable If the post process can be reused on the same frame. (default: false)
  122401. * @param textureType Type of textures used when performing the post process. (default: 0)
  122402. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  122403. */
  122404. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  122405. }
  122406. }
  122407. declare module BABYLON {
  122408. /**
  122409. * PostProcessRenderPipeline
  122410. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  122411. */
  122412. export class PostProcessRenderPipeline {
  122413. private engine;
  122414. private _renderEffects;
  122415. private _renderEffectsForIsolatedPass;
  122416. /**
  122417. * List of inspectable custom properties (used by the Inspector)
  122418. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  122419. */
  122420. inspectableCustomProperties: IInspectable[];
  122421. /**
  122422. * @hidden
  122423. */
  122424. protected _cameras: Camera[];
  122425. /** @hidden */
  122426. _name: string;
  122427. /**
  122428. * Gets pipeline name
  122429. */
  122430. readonly name: string;
  122431. /**
  122432. * Initializes a PostProcessRenderPipeline
  122433. * @param engine engine to add the pipeline to
  122434. * @param name name of the pipeline
  122435. */
  122436. constructor(engine: Engine, name: string);
  122437. /**
  122438. * Gets the class name
  122439. * @returns "PostProcessRenderPipeline"
  122440. */
  122441. getClassName(): string;
  122442. /**
  122443. * If all the render effects in the pipeline are supported
  122444. */
  122445. readonly isSupported: boolean;
  122446. /**
  122447. * Adds an effect to the pipeline
  122448. * @param renderEffect the effect to add
  122449. */
  122450. addEffect(renderEffect: PostProcessRenderEffect): void;
  122451. /** @hidden */
  122452. _rebuild(): void;
  122453. /** @hidden */
  122454. _enableEffect(renderEffectName: string, cameras: Camera): void;
  122455. /** @hidden */
  122456. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  122457. /** @hidden */
  122458. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  122459. /** @hidden */
  122460. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  122461. /** @hidden */
  122462. _attachCameras(cameras: Camera, unique: boolean): void;
  122463. /** @hidden */
  122464. _attachCameras(cameras: Camera[], unique: boolean): void;
  122465. /** @hidden */
  122466. _detachCameras(cameras: Camera): void;
  122467. /** @hidden */
  122468. _detachCameras(cameras: Nullable<Camera[]>): void;
  122469. /** @hidden */
  122470. _update(): void;
  122471. /** @hidden */
  122472. _reset(): void;
  122473. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  122474. /**
  122475. * Disposes of the pipeline
  122476. */
  122477. dispose(): void;
  122478. }
  122479. }
  122480. declare module BABYLON {
  122481. /**
  122482. * PostProcessRenderPipelineManager class
  122483. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  122484. */
  122485. export class PostProcessRenderPipelineManager {
  122486. private _renderPipelines;
  122487. /**
  122488. * Initializes a PostProcessRenderPipelineManager
  122489. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  122490. */
  122491. constructor();
  122492. /**
  122493. * Gets the list of supported render pipelines
  122494. */
  122495. readonly supportedPipelines: PostProcessRenderPipeline[];
  122496. /**
  122497. * Adds a pipeline to the manager
  122498. * @param renderPipeline The pipeline to add
  122499. */
  122500. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  122501. /**
  122502. * Attaches a camera to the pipeline
  122503. * @param renderPipelineName The name of the pipeline to attach to
  122504. * @param cameras the camera to attach
  122505. * @param unique if the camera can be attached multiple times to the pipeline
  122506. */
  122507. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  122508. /**
  122509. * Detaches a camera from the pipeline
  122510. * @param renderPipelineName The name of the pipeline to detach from
  122511. * @param cameras the camera to detach
  122512. */
  122513. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  122514. /**
  122515. * Enables an effect by name on a pipeline
  122516. * @param renderPipelineName the name of the pipeline to enable the effect in
  122517. * @param renderEffectName the name of the effect to enable
  122518. * @param cameras the cameras that the effect should be enabled on
  122519. */
  122520. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  122521. /**
  122522. * Disables an effect by name on a pipeline
  122523. * @param renderPipelineName the name of the pipeline to disable the effect in
  122524. * @param renderEffectName the name of the effect to disable
  122525. * @param cameras the cameras that the effect should be disabled on
  122526. */
  122527. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  122528. /**
  122529. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  122530. */
  122531. update(): void;
  122532. /** @hidden */
  122533. _rebuild(): void;
  122534. /**
  122535. * Disposes of the manager and pipelines
  122536. */
  122537. dispose(): void;
  122538. }
  122539. }
  122540. declare module BABYLON {
  122541. interface Scene {
  122542. /** @hidden (Backing field) */
  122543. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  122544. /**
  122545. * Gets the postprocess render pipeline manager
  122546. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  122547. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  122548. */
  122549. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  122550. }
  122551. /**
  122552. * Defines the Render Pipeline scene component responsible to rendering pipelines
  122553. */
  122554. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  122555. /**
  122556. * The component name helpfull to identify the component in the list of scene components.
  122557. */
  122558. readonly name: string;
  122559. /**
  122560. * The scene the component belongs to.
  122561. */
  122562. scene: Scene;
  122563. /**
  122564. * Creates a new instance of the component for the given scene
  122565. * @param scene Defines the scene to register the component in
  122566. */
  122567. constructor(scene: Scene);
  122568. /**
  122569. * Registers the component in a given scene
  122570. */
  122571. register(): void;
  122572. /**
  122573. * Rebuilds the elements related to this component in case of
  122574. * context lost for instance.
  122575. */
  122576. rebuild(): void;
  122577. /**
  122578. * Disposes the component and the associated ressources
  122579. */
  122580. dispose(): void;
  122581. private _gatherRenderTargets;
  122582. }
  122583. }
  122584. declare module BABYLON {
  122585. /**
  122586. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  122587. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  122588. */
  122589. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  122590. private _scene;
  122591. private _camerasToBeAttached;
  122592. /**
  122593. * ID of the sharpen post process,
  122594. */
  122595. private readonly SharpenPostProcessId;
  122596. /**
  122597. * @ignore
  122598. * ID of the image processing post process;
  122599. */
  122600. readonly ImageProcessingPostProcessId: string;
  122601. /**
  122602. * @ignore
  122603. * ID of the Fast Approximate Anti-Aliasing post process;
  122604. */
  122605. readonly FxaaPostProcessId: string;
  122606. /**
  122607. * ID of the chromatic aberration post process,
  122608. */
  122609. private readonly ChromaticAberrationPostProcessId;
  122610. /**
  122611. * ID of the grain post process
  122612. */
  122613. private readonly GrainPostProcessId;
  122614. /**
  122615. * Sharpen post process which will apply a sharpen convolution to enhance edges
  122616. */
  122617. sharpen: SharpenPostProcess;
  122618. private _sharpenEffect;
  122619. private bloom;
  122620. /**
  122621. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  122622. */
  122623. depthOfField: DepthOfFieldEffect;
  122624. /**
  122625. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  122626. */
  122627. fxaa: FxaaPostProcess;
  122628. /**
  122629. * Image post processing pass used to perform operations such as tone mapping or color grading.
  122630. */
  122631. imageProcessing: ImageProcessingPostProcess;
  122632. /**
  122633. * Chromatic aberration post process which will shift rgb colors in the image
  122634. */
  122635. chromaticAberration: ChromaticAberrationPostProcess;
  122636. private _chromaticAberrationEffect;
  122637. /**
  122638. * Grain post process which add noise to the image
  122639. */
  122640. grain: GrainPostProcess;
  122641. private _grainEffect;
  122642. /**
  122643. * Glow post process which adds a glow to emissive areas of the image
  122644. */
  122645. private _glowLayer;
  122646. /**
  122647. * Animations which can be used to tweak settings over a period of time
  122648. */
  122649. animations: Animation[];
  122650. private _imageProcessingConfigurationObserver;
  122651. private _sharpenEnabled;
  122652. private _bloomEnabled;
  122653. private _depthOfFieldEnabled;
  122654. private _depthOfFieldBlurLevel;
  122655. private _fxaaEnabled;
  122656. private _imageProcessingEnabled;
  122657. private _defaultPipelineTextureType;
  122658. private _bloomScale;
  122659. private _chromaticAberrationEnabled;
  122660. private _grainEnabled;
  122661. private _buildAllowed;
  122662. /**
  122663. * Gets active scene
  122664. */
  122665. readonly scene: Scene;
  122666. /**
  122667. * Enable or disable the sharpen process from the pipeline
  122668. */
  122669. sharpenEnabled: boolean;
  122670. private _resizeObserver;
  122671. private _hardwareScaleLevel;
  122672. private _bloomKernel;
  122673. /**
  122674. * Specifies the size of the bloom blur kernel, relative to the final output size
  122675. */
  122676. bloomKernel: number;
  122677. /**
  122678. * Specifies the weight of the bloom in the final rendering
  122679. */
  122680. private _bloomWeight;
  122681. /**
  122682. * Specifies the luma threshold for the area that will be blurred by the bloom
  122683. */
  122684. private _bloomThreshold;
  122685. private _hdr;
  122686. /**
  122687. * The strength of the bloom.
  122688. */
  122689. bloomWeight: number;
  122690. /**
  122691. * The strength of the bloom.
  122692. */
  122693. bloomThreshold: number;
  122694. /**
  122695. * The scale of the bloom, lower value will provide better performance.
  122696. */
  122697. bloomScale: number;
  122698. /**
  122699. * Enable or disable the bloom from the pipeline
  122700. */
  122701. bloomEnabled: boolean;
  122702. private _rebuildBloom;
  122703. /**
  122704. * If the depth of field is enabled.
  122705. */
  122706. depthOfFieldEnabled: boolean;
  122707. /**
  122708. * Blur level of the depth of field effect. (Higher blur will effect performance)
  122709. */
  122710. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  122711. /**
  122712. * If the anti aliasing is enabled.
  122713. */
  122714. fxaaEnabled: boolean;
  122715. private _samples;
  122716. /**
  122717. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  122718. */
  122719. samples: number;
  122720. /**
  122721. * If image processing is enabled.
  122722. */
  122723. imageProcessingEnabled: boolean;
  122724. /**
  122725. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  122726. */
  122727. glowLayerEnabled: boolean;
  122728. /**
  122729. * Gets the glow layer (or null if not defined)
  122730. */
  122731. readonly glowLayer: Nullable<GlowLayer>;
  122732. /**
  122733. * Enable or disable the chromaticAberration process from the pipeline
  122734. */
  122735. chromaticAberrationEnabled: boolean;
  122736. /**
  122737. * Enable or disable the grain process from the pipeline
  122738. */
  122739. grainEnabled: boolean;
  122740. /**
  122741. * @constructor
  122742. * @param name - The rendering pipeline name (default: "")
  122743. * @param hdr - If high dynamic range textures should be used (default: true)
  122744. * @param scene - The scene linked to this pipeline (default: the last created scene)
  122745. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  122746. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  122747. */
  122748. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  122749. /**
  122750. * Get the class name
  122751. * @returns "DefaultRenderingPipeline"
  122752. */
  122753. getClassName(): string;
  122754. /**
  122755. * Force the compilation of the entire pipeline.
  122756. */
  122757. prepare(): void;
  122758. private _hasCleared;
  122759. private _prevPostProcess;
  122760. private _prevPrevPostProcess;
  122761. private _setAutoClearAndTextureSharing;
  122762. private _depthOfFieldSceneObserver;
  122763. private _buildPipeline;
  122764. private _disposePostProcesses;
  122765. /**
  122766. * Adds a camera to the pipeline
  122767. * @param camera the camera to be added
  122768. */
  122769. addCamera(camera: Camera): void;
  122770. /**
  122771. * Removes a camera from the pipeline
  122772. * @param camera the camera to remove
  122773. */
  122774. removeCamera(camera: Camera): void;
  122775. /**
  122776. * Dispose of the pipeline and stop all post processes
  122777. */
  122778. dispose(): void;
  122779. /**
  122780. * Serialize the rendering pipeline (Used when exporting)
  122781. * @returns the serialized object
  122782. */
  122783. serialize(): any;
  122784. /**
  122785. * Parse the serialized pipeline
  122786. * @param source Source pipeline.
  122787. * @param scene The scene to load the pipeline to.
  122788. * @param rootUrl The URL of the serialized pipeline.
  122789. * @returns An instantiated pipeline from the serialized object.
  122790. */
  122791. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  122792. }
  122793. }
  122794. declare module BABYLON {
  122795. /** @hidden */
  122796. export var lensHighlightsPixelShader: {
  122797. name: string;
  122798. shader: string;
  122799. };
  122800. }
  122801. declare module BABYLON {
  122802. /** @hidden */
  122803. export var depthOfFieldPixelShader: {
  122804. name: string;
  122805. shader: string;
  122806. };
  122807. }
  122808. declare module BABYLON {
  122809. /**
  122810. * BABYLON.JS Chromatic Aberration GLSL Shader
  122811. * Author: Olivier Guyot
  122812. * Separates very slightly R, G and B colors on the edges of the screen
  122813. * Inspired by Francois Tarlier & Martins Upitis
  122814. */
  122815. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  122816. /**
  122817. * @ignore
  122818. * The chromatic aberration PostProcess id in the pipeline
  122819. */
  122820. LensChromaticAberrationEffect: string;
  122821. /**
  122822. * @ignore
  122823. * The highlights enhancing PostProcess id in the pipeline
  122824. */
  122825. HighlightsEnhancingEffect: string;
  122826. /**
  122827. * @ignore
  122828. * The depth-of-field PostProcess id in the pipeline
  122829. */
  122830. LensDepthOfFieldEffect: string;
  122831. private _scene;
  122832. private _depthTexture;
  122833. private _grainTexture;
  122834. private _chromaticAberrationPostProcess;
  122835. private _highlightsPostProcess;
  122836. private _depthOfFieldPostProcess;
  122837. private _edgeBlur;
  122838. private _grainAmount;
  122839. private _chromaticAberration;
  122840. private _distortion;
  122841. private _highlightsGain;
  122842. private _highlightsThreshold;
  122843. private _dofDistance;
  122844. private _dofAperture;
  122845. private _dofDarken;
  122846. private _dofPentagon;
  122847. private _blurNoise;
  122848. /**
  122849. * @constructor
  122850. *
  122851. * Effect parameters are as follow:
  122852. * {
  122853. * chromatic_aberration: number; // from 0 to x (1 for realism)
  122854. * edge_blur: number; // from 0 to x (1 for realism)
  122855. * distortion: number; // from 0 to x (1 for realism)
  122856. * grain_amount: number; // from 0 to 1
  122857. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  122858. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  122859. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  122860. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  122861. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  122862. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  122863. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  122864. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  122865. * }
  122866. * Note: if an effect parameter is unset, effect is disabled
  122867. *
  122868. * @param name The rendering pipeline name
  122869. * @param parameters - An object containing all parameters (see above)
  122870. * @param scene The scene linked to this pipeline
  122871. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  122872. * @param cameras The array of cameras that the rendering pipeline will be attached to
  122873. */
  122874. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  122875. /**
  122876. * Get the class name
  122877. * @returns "LensRenderingPipeline"
  122878. */
  122879. getClassName(): string;
  122880. /**
  122881. * Gets associated scene
  122882. */
  122883. readonly scene: Scene;
  122884. /**
  122885. * Gets or sets the edge blur
  122886. */
  122887. edgeBlur: number;
  122888. /**
  122889. * Gets or sets the grain amount
  122890. */
  122891. grainAmount: number;
  122892. /**
  122893. * Gets or sets the chromatic aberration amount
  122894. */
  122895. chromaticAberration: number;
  122896. /**
  122897. * Gets or sets the depth of field aperture
  122898. */
  122899. dofAperture: number;
  122900. /**
  122901. * Gets or sets the edge distortion
  122902. */
  122903. edgeDistortion: number;
  122904. /**
  122905. * Gets or sets the depth of field distortion
  122906. */
  122907. dofDistortion: number;
  122908. /**
  122909. * Gets or sets the darken out of focus amount
  122910. */
  122911. darkenOutOfFocus: number;
  122912. /**
  122913. * Gets or sets a boolean indicating if blur noise is enabled
  122914. */
  122915. blurNoise: boolean;
  122916. /**
  122917. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  122918. */
  122919. pentagonBokeh: boolean;
  122920. /**
  122921. * Gets or sets the highlight grain amount
  122922. */
  122923. highlightsGain: number;
  122924. /**
  122925. * Gets or sets the highlight threshold
  122926. */
  122927. highlightsThreshold: number;
  122928. /**
  122929. * Sets the amount of blur at the edges
  122930. * @param amount blur amount
  122931. */
  122932. setEdgeBlur(amount: number): void;
  122933. /**
  122934. * Sets edge blur to 0
  122935. */
  122936. disableEdgeBlur(): void;
  122937. /**
  122938. * Sets the amout of grain
  122939. * @param amount Amount of grain
  122940. */
  122941. setGrainAmount(amount: number): void;
  122942. /**
  122943. * Set grain amount to 0
  122944. */
  122945. disableGrain(): void;
  122946. /**
  122947. * Sets the chromatic aberration amount
  122948. * @param amount amount of chromatic aberration
  122949. */
  122950. setChromaticAberration(amount: number): void;
  122951. /**
  122952. * Sets chromatic aberration amount to 0
  122953. */
  122954. disableChromaticAberration(): void;
  122955. /**
  122956. * Sets the EdgeDistortion amount
  122957. * @param amount amount of EdgeDistortion
  122958. */
  122959. setEdgeDistortion(amount: number): void;
  122960. /**
  122961. * Sets edge distortion to 0
  122962. */
  122963. disableEdgeDistortion(): void;
  122964. /**
  122965. * Sets the FocusDistance amount
  122966. * @param amount amount of FocusDistance
  122967. */
  122968. setFocusDistance(amount: number): void;
  122969. /**
  122970. * Disables depth of field
  122971. */
  122972. disableDepthOfField(): void;
  122973. /**
  122974. * Sets the Aperture amount
  122975. * @param amount amount of Aperture
  122976. */
  122977. setAperture(amount: number): void;
  122978. /**
  122979. * Sets the DarkenOutOfFocus amount
  122980. * @param amount amount of DarkenOutOfFocus
  122981. */
  122982. setDarkenOutOfFocus(amount: number): void;
  122983. private _pentagonBokehIsEnabled;
  122984. /**
  122985. * Creates a pentagon bokeh effect
  122986. */
  122987. enablePentagonBokeh(): void;
  122988. /**
  122989. * Disables the pentagon bokeh effect
  122990. */
  122991. disablePentagonBokeh(): void;
  122992. /**
  122993. * Enables noise blur
  122994. */
  122995. enableNoiseBlur(): void;
  122996. /**
  122997. * Disables noise blur
  122998. */
  122999. disableNoiseBlur(): void;
  123000. /**
  123001. * Sets the HighlightsGain amount
  123002. * @param amount amount of HighlightsGain
  123003. */
  123004. setHighlightsGain(amount: number): void;
  123005. /**
  123006. * Sets the HighlightsThreshold amount
  123007. * @param amount amount of HighlightsThreshold
  123008. */
  123009. setHighlightsThreshold(amount: number): void;
  123010. /**
  123011. * Disables highlights
  123012. */
  123013. disableHighlights(): void;
  123014. /**
  123015. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  123016. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  123017. */
  123018. dispose(disableDepthRender?: boolean): void;
  123019. private _createChromaticAberrationPostProcess;
  123020. private _createHighlightsPostProcess;
  123021. private _createDepthOfFieldPostProcess;
  123022. private _createGrainTexture;
  123023. }
  123024. }
  123025. declare module BABYLON {
  123026. /** @hidden */
  123027. export var ssao2PixelShader: {
  123028. name: string;
  123029. shader: string;
  123030. };
  123031. }
  123032. declare module BABYLON {
  123033. /** @hidden */
  123034. export var ssaoCombinePixelShader: {
  123035. name: string;
  123036. shader: string;
  123037. };
  123038. }
  123039. declare module BABYLON {
  123040. /**
  123041. * Render pipeline to produce ssao effect
  123042. */
  123043. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  123044. /**
  123045. * @ignore
  123046. * The PassPostProcess id in the pipeline that contains the original scene color
  123047. */
  123048. SSAOOriginalSceneColorEffect: string;
  123049. /**
  123050. * @ignore
  123051. * The SSAO PostProcess id in the pipeline
  123052. */
  123053. SSAORenderEffect: string;
  123054. /**
  123055. * @ignore
  123056. * The horizontal blur PostProcess id in the pipeline
  123057. */
  123058. SSAOBlurHRenderEffect: string;
  123059. /**
  123060. * @ignore
  123061. * The vertical blur PostProcess id in the pipeline
  123062. */
  123063. SSAOBlurVRenderEffect: string;
  123064. /**
  123065. * @ignore
  123066. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  123067. */
  123068. SSAOCombineRenderEffect: string;
  123069. /**
  123070. * The output strength of the SSAO post-process. Default value is 1.0.
  123071. */
  123072. totalStrength: number;
  123073. /**
  123074. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  123075. */
  123076. maxZ: number;
  123077. /**
  123078. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  123079. */
  123080. minZAspect: number;
  123081. private _samples;
  123082. /**
  123083. * Number of samples used for the SSAO calculations. Default value is 8
  123084. */
  123085. samples: number;
  123086. private _textureSamples;
  123087. /**
  123088. * Number of samples to use for antialiasing
  123089. */
  123090. textureSamples: number;
  123091. /**
  123092. * Ratio object used for SSAO ratio and blur ratio
  123093. */
  123094. private _ratio;
  123095. /**
  123096. * Dynamically generated sphere sampler.
  123097. */
  123098. private _sampleSphere;
  123099. /**
  123100. * Blur filter offsets
  123101. */
  123102. private _samplerOffsets;
  123103. private _expensiveBlur;
  123104. /**
  123105. * If bilateral blur should be used
  123106. */
  123107. expensiveBlur: boolean;
  123108. /**
  123109. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  123110. */
  123111. radius: number;
  123112. /**
  123113. * The base color of the SSAO post-process
  123114. * The final result is "base + ssao" between [0, 1]
  123115. */
  123116. base: number;
  123117. /**
  123118. * Support test.
  123119. */
  123120. static readonly IsSupported: boolean;
  123121. private _scene;
  123122. private _depthTexture;
  123123. private _normalTexture;
  123124. private _randomTexture;
  123125. private _originalColorPostProcess;
  123126. private _ssaoPostProcess;
  123127. private _blurHPostProcess;
  123128. private _blurVPostProcess;
  123129. private _ssaoCombinePostProcess;
  123130. private _firstUpdate;
  123131. /**
  123132. * Gets active scene
  123133. */
  123134. readonly scene: Scene;
  123135. /**
  123136. * @constructor
  123137. * @param name The rendering pipeline name
  123138. * @param scene The scene linked to this pipeline
  123139. * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
  123140. * @param cameras The array of cameras that the rendering pipeline will be attached to
  123141. */
  123142. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  123143. /**
  123144. * Get the class name
  123145. * @returns "SSAO2RenderingPipeline"
  123146. */
  123147. getClassName(): string;
  123148. /**
  123149. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  123150. */
  123151. dispose(disableGeometryBufferRenderer?: boolean): void;
  123152. private _createBlurPostProcess;
  123153. /** @hidden */
  123154. _rebuild(): void;
  123155. private _bits;
  123156. private _radicalInverse_VdC;
  123157. private _hammersley;
  123158. private _hemisphereSample_uniform;
  123159. private _generateHemisphere;
  123160. private _createSSAOPostProcess;
  123161. private _createSSAOCombinePostProcess;
  123162. private _createRandomTexture;
  123163. /**
  123164. * Serialize the rendering pipeline (Used when exporting)
  123165. * @returns the serialized object
  123166. */
  123167. serialize(): any;
  123168. /**
  123169. * Parse the serialized pipeline
  123170. * @param source Source pipeline.
  123171. * @param scene The scene to load the pipeline to.
  123172. * @param rootUrl The URL of the serialized pipeline.
  123173. * @returns An instantiated pipeline from the serialized object.
  123174. */
  123175. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  123176. }
  123177. }
  123178. declare module BABYLON {
  123179. /** @hidden */
  123180. export var ssaoPixelShader: {
  123181. name: string;
  123182. shader: string;
  123183. };
  123184. }
  123185. declare module BABYLON {
  123186. /**
  123187. * Render pipeline to produce ssao effect
  123188. */
  123189. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  123190. /**
  123191. * @ignore
  123192. * The PassPostProcess id in the pipeline that contains the original scene color
  123193. */
  123194. SSAOOriginalSceneColorEffect: string;
  123195. /**
  123196. * @ignore
  123197. * The SSAO PostProcess id in the pipeline
  123198. */
  123199. SSAORenderEffect: string;
  123200. /**
  123201. * @ignore
  123202. * The horizontal blur PostProcess id in the pipeline
  123203. */
  123204. SSAOBlurHRenderEffect: string;
  123205. /**
  123206. * @ignore
  123207. * The vertical blur PostProcess id in the pipeline
  123208. */
  123209. SSAOBlurVRenderEffect: string;
  123210. /**
  123211. * @ignore
  123212. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  123213. */
  123214. SSAOCombineRenderEffect: string;
  123215. /**
  123216. * The output strength of the SSAO post-process. Default value is 1.0.
  123217. */
  123218. totalStrength: number;
  123219. /**
  123220. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  123221. */
  123222. radius: number;
  123223. /**
  123224. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  123225. * Must not be equal to fallOff and superior to fallOff.
  123226. * Default value is 0.0075
  123227. */
  123228. area: number;
  123229. /**
  123230. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  123231. * Must not be equal to area and inferior to area.
  123232. * Default value is 0.000001
  123233. */
  123234. fallOff: number;
  123235. /**
  123236. * The base color of the SSAO post-process
  123237. * The final result is "base + ssao" between [0, 1]
  123238. */
  123239. base: number;
  123240. private _scene;
  123241. private _depthTexture;
  123242. private _randomTexture;
  123243. private _originalColorPostProcess;
  123244. private _ssaoPostProcess;
  123245. private _blurHPostProcess;
  123246. private _blurVPostProcess;
  123247. private _ssaoCombinePostProcess;
  123248. private _firstUpdate;
  123249. /**
  123250. * Gets active scene
  123251. */
  123252. readonly scene: Scene;
  123253. /**
  123254. * @constructor
  123255. * @param name - The rendering pipeline name
  123256. * @param scene - The scene linked to this pipeline
  123257. * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  123258. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  123259. */
  123260. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  123261. /**
  123262. * Get the class name
  123263. * @returns "SSAORenderingPipeline"
  123264. */
  123265. getClassName(): string;
  123266. /**
  123267. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  123268. */
  123269. dispose(disableDepthRender?: boolean): void;
  123270. private _createBlurPostProcess;
  123271. /** @hidden */
  123272. _rebuild(): void;
  123273. private _createSSAOPostProcess;
  123274. private _createSSAOCombinePostProcess;
  123275. private _createRandomTexture;
  123276. }
  123277. }
  123278. declare module BABYLON {
  123279. /** @hidden */
  123280. export var standardPixelShader: {
  123281. name: string;
  123282. shader: string;
  123283. };
  123284. }
  123285. declare module BABYLON {
  123286. /**
  123287. * Standard rendering pipeline
  123288. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  123289. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  123290. */
  123291. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  123292. /**
  123293. * Public members
  123294. */
  123295. /**
  123296. * Post-process which contains the original scene color before the pipeline applies all the effects
  123297. */
  123298. originalPostProcess: Nullable<PostProcess>;
  123299. /**
  123300. * Post-process used to down scale an image x4
  123301. */
  123302. downSampleX4PostProcess: Nullable<PostProcess>;
  123303. /**
  123304. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  123305. */
  123306. brightPassPostProcess: Nullable<PostProcess>;
  123307. /**
  123308. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  123309. */
  123310. blurHPostProcesses: PostProcess[];
  123311. /**
  123312. * Post-process array storing all the vertical blur post-processes used by the pipeline
  123313. */
  123314. blurVPostProcesses: PostProcess[];
  123315. /**
  123316. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  123317. */
  123318. textureAdderPostProcess: Nullable<PostProcess>;
  123319. /**
  123320. * Post-process used to create volumetric lighting effect
  123321. */
  123322. volumetricLightPostProcess: Nullable<PostProcess>;
  123323. /**
  123324. * Post-process used to smooth the previous volumetric light post-process on the X axis
  123325. */
  123326. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  123327. /**
  123328. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  123329. */
  123330. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  123331. /**
  123332. * Post-process used to merge the volumetric light effect and the real scene color
  123333. */
  123334. volumetricLightMergePostProces: Nullable<PostProcess>;
  123335. /**
  123336. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  123337. */
  123338. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  123339. /**
  123340. * Base post-process used to calculate the average luminance of the final image for HDR
  123341. */
  123342. luminancePostProcess: Nullable<PostProcess>;
  123343. /**
  123344. * Post-processes used to create down sample post-processes in order to get
  123345. * the average luminance of the final image for HDR
  123346. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  123347. */
  123348. luminanceDownSamplePostProcesses: PostProcess[];
  123349. /**
  123350. * Post-process used to create a HDR effect (light adaptation)
  123351. */
  123352. hdrPostProcess: Nullable<PostProcess>;
  123353. /**
  123354. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  123355. */
  123356. textureAdderFinalPostProcess: Nullable<PostProcess>;
  123357. /**
  123358. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  123359. */
  123360. lensFlareFinalPostProcess: Nullable<PostProcess>;
  123361. /**
  123362. * Post-process used to merge the final HDR post-process and the real scene color
  123363. */
  123364. hdrFinalPostProcess: Nullable<PostProcess>;
  123365. /**
  123366. * Post-process used to create a lens flare effect
  123367. */
  123368. lensFlarePostProcess: Nullable<PostProcess>;
  123369. /**
  123370. * Post-process that merges the result of the lens flare post-process and the real scene color
  123371. */
  123372. lensFlareComposePostProcess: Nullable<PostProcess>;
  123373. /**
  123374. * Post-process used to create a motion blur effect
  123375. */
  123376. motionBlurPostProcess: Nullable<PostProcess>;
  123377. /**
  123378. * Post-process used to create a depth of field effect
  123379. */
  123380. depthOfFieldPostProcess: Nullable<PostProcess>;
  123381. /**
  123382. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  123383. */
  123384. fxaaPostProcess: Nullable<FxaaPostProcess>;
  123385. /**
  123386. * Represents the brightness threshold in order to configure the illuminated surfaces
  123387. */
  123388. brightThreshold: number;
  123389. /**
  123390. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  123391. */
  123392. blurWidth: number;
  123393. /**
  123394. * Sets if the blur for highlighted surfaces must be only horizontal
  123395. */
  123396. horizontalBlur: boolean;
  123397. /**
  123398. * Gets the overall exposure used by the pipeline
  123399. */
  123400. /**
  123401. * Sets the overall exposure used by the pipeline
  123402. */
  123403. exposure: number;
  123404. /**
  123405. * Texture used typically to simulate "dirty" on camera lens
  123406. */
  123407. lensTexture: Nullable<Texture>;
  123408. /**
  123409. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  123410. */
  123411. volumetricLightCoefficient: number;
  123412. /**
  123413. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  123414. */
  123415. volumetricLightPower: number;
  123416. /**
  123417. * Used the set the blur intensity to smooth the volumetric lights
  123418. */
  123419. volumetricLightBlurScale: number;
  123420. /**
  123421. * Light (spot or directional) used to generate the volumetric lights rays
  123422. * The source light must have a shadow generate so the pipeline can get its
  123423. * depth map
  123424. */
  123425. sourceLight: Nullable<SpotLight | DirectionalLight>;
  123426. /**
  123427. * For eye adaptation, represents the minimum luminance the eye can see
  123428. */
  123429. hdrMinimumLuminance: number;
  123430. /**
  123431. * For eye adaptation, represents the decrease luminance speed
  123432. */
  123433. hdrDecreaseRate: number;
  123434. /**
  123435. * For eye adaptation, represents the increase luminance speed
  123436. */
  123437. hdrIncreaseRate: number;
  123438. /**
  123439. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  123440. */
  123441. /**
  123442. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  123443. */
  123444. hdrAutoExposure: boolean;
  123445. /**
  123446. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  123447. */
  123448. lensColorTexture: Nullable<Texture>;
  123449. /**
  123450. * The overall strengh for the lens flare effect
  123451. */
  123452. lensFlareStrength: number;
  123453. /**
  123454. * Dispersion coefficient for lens flare ghosts
  123455. */
  123456. lensFlareGhostDispersal: number;
  123457. /**
  123458. * Main lens flare halo width
  123459. */
  123460. lensFlareHaloWidth: number;
  123461. /**
  123462. * Based on the lens distortion effect, defines how much the lens flare result
  123463. * is distorted
  123464. */
  123465. lensFlareDistortionStrength: number;
  123466. /**
  123467. * Lens star texture must be used to simulate rays on the flares and is available
  123468. * in the documentation
  123469. */
  123470. lensStarTexture: Nullable<Texture>;
  123471. /**
  123472. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  123473. * flare effect by taking account of the dirt texture
  123474. */
  123475. lensFlareDirtTexture: Nullable<Texture>;
  123476. /**
  123477. * Represents the focal length for the depth of field effect
  123478. */
  123479. depthOfFieldDistance: number;
  123480. /**
  123481. * Represents the blur intensity for the blurred part of the depth of field effect
  123482. */
  123483. depthOfFieldBlurWidth: number;
  123484. /**
  123485. * Gets how much the image is blurred by the movement while using the motion blur post-process
  123486. */
  123487. /**
  123488. * Sets how much the image is blurred by the movement while using the motion blur post-process
  123489. */
  123490. motionStrength: number;
  123491. /**
  123492. * Gets wether or not the motion blur post-process is object based or screen based.
  123493. */
  123494. /**
  123495. * Sets wether or not the motion blur post-process should be object based or screen based
  123496. */
  123497. objectBasedMotionBlur: boolean;
  123498. /**
  123499. * List of animations for the pipeline (IAnimatable implementation)
  123500. */
  123501. animations: Animation[];
  123502. /**
  123503. * Private members
  123504. */
  123505. private _scene;
  123506. private _currentDepthOfFieldSource;
  123507. private _basePostProcess;
  123508. private _fixedExposure;
  123509. private _currentExposure;
  123510. private _hdrAutoExposure;
  123511. private _hdrCurrentLuminance;
  123512. private _motionStrength;
  123513. private _isObjectBasedMotionBlur;
  123514. private _floatTextureType;
  123515. private _ratio;
  123516. private _bloomEnabled;
  123517. private _depthOfFieldEnabled;
  123518. private _vlsEnabled;
  123519. private _lensFlareEnabled;
  123520. private _hdrEnabled;
  123521. private _motionBlurEnabled;
  123522. private _fxaaEnabled;
  123523. private _motionBlurSamples;
  123524. private _volumetricLightStepsCount;
  123525. private _samples;
  123526. /**
  123527. * @ignore
  123528. * Specifies if the bloom pipeline is enabled
  123529. */
  123530. BloomEnabled: boolean;
  123531. /**
  123532. * @ignore
  123533. * Specifies if the depth of field pipeline is enabed
  123534. */
  123535. DepthOfFieldEnabled: boolean;
  123536. /**
  123537. * @ignore
  123538. * Specifies if the lens flare pipeline is enabed
  123539. */
  123540. LensFlareEnabled: boolean;
  123541. /**
  123542. * @ignore
  123543. * Specifies if the HDR pipeline is enabled
  123544. */
  123545. HDREnabled: boolean;
  123546. /**
  123547. * @ignore
  123548. * Specifies if the volumetric lights scattering effect is enabled
  123549. */
  123550. VLSEnabled: boolean;
  123551. /**
  123552. * @ignore
  123553. * Specifies if the motion blur effect is enabled
  123554. */
  123555. MotionBlurEnabled: boolean;
  123556. /**
  123557. * Specifies if anti-aliasing is enabled
  123558. */
  123559. fxaaEnabled: boolean;
  123560. /**
  123561. * Specifies the number of steps used to calculate the volumetric lights
  123562. * Typically in interval [50, 200]
  123563. */
  123564. volumetricLightStepsCount: number;
  123565. /**
  123566. * Specifies the number of samples used for the motion blur effect
  123567. * Typically in interval [16, 64]
  123568. */
  123569. motionBlurSamples: number;
  123570. /**
  123571. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  123572. */
  123573. samples: number;
  123574. /**
  123575. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  123576. * @constructor
  123577. * @param name The rendering pipeline name
  123578. * @param scene The scene linked to this pipeline
  123579. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  123580. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  123581. * @param cameras The array of cameras that the rendering pipeline will be attached to
  123582. */
  123583. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  123584. private _buildPipeline;
  123585. private _createDownSampleX4PostProcess;
  123586. private _createBrightPassPostProcess;
  123587. private _createBlurPostProcesses;
  123588. private _createTextureAdderPostProcess;
  123589. private _createVolumetricLightPostProcess;
  123590. private _createLuminancePostProcesses;
  123591. private _createHdrPostProcess;
  123592. private _createLensFlarePostProcess;
  123593. private _createDepthOfFieldPostProcess;
  123594. private _createMotionBlurPostProcess;
  123595. private _getDepthTexture;
  123596. private _disposePostProcesses;
  123597. /**
  123598. * Dispose of the pipeline and stop all post processes
  123599. */
  123600. dispose(): void;
  123601. /**
  123602. * Serialize the rendering pipeline (Used when exporting)
  123603. * @returns the serialized object
  123604. */
  123605. serialize(): any;
  123606. /**
  123607. * Parse the serialized pipeline
  123608. * @param source Source pipeline.
  123609. * @param scene The scene to load the pipeline to.
  123610. * @param rootUrl The URL of the serialized pipeline.
  123611. * @returns An instantiated pipeline from the serialized object.
  123612. */
  123613. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  123614. /**
  123615. * Luminance steps
  123616. */
  123617. static LuminanceSteps: number;
  123618. }
  123619. }
  123620. declare module BABYLON {
  123621. /** @hidden */
  123622. export var tonemapPixelShader: {
  123623. name: string;
  123624. shader: string;
  123625. };
  123626. }
  123627. declare module BABYLON {
  123628. /** Defines operator used for tonemapping */
  123629. export enum TonemappingOperator {
  123630. /** Hable */
  123631. Hable = 0,
  123632. /** Reinhard */
  123633. Reinhard = 1,
  123634. /** HejiDawson */
  123635. HejiDawson = 2,
  123636. /** Photographic */
  123637. Photographic = 3
  123638. }
  123639. /**
  123640. * Defines a post process to apply tone mapping
  123641. */
  123642. export class TonemapPostProcess extends PostProcess {
  123643. private _operator;
  123644. /** Defines the required exposure adjustement */
  123645. exposureAdjustment: number;
  123646. /**
  123647. * Creates a new TonemapPostProcess
  123648. * @param name defines the name of the postprocess
  123649. * @param _operator defines the operator to use
  123650. * @param exposureAdjustment defines the required exposure adjustement
  123651. * @param camera defines the camera to use (can be null)
  123652. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  123653. * @param engine defines the hosting engine (can be ignore if camera is set)
  123654. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  123655. */
  123656. constructor(name: string, _operator: TonemappingOperator,
  123657. /** Defines the required exposure adjustement */
  123658. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  123659. }
  123660. }
  123661. declare module BABYLON {
  123662. /** @hidden */
  123663. export var depthVertexShader: {
  123664. name: string;
  123665. shader: string;
  123666. };
  123667. }
  123668. declare module BABYLON {
  123669. /** @hidden */
  123670. export var volumetricLightScatteringPixelShader: {
  123671. name: string;
  123672. shader: string;
  123673. };
  123674. }
  123675. declare module BABYLON {
  123676. /** @hidden */
  123677. export var volumetricLightScatteringPassVertexShader: {
  123678. name: string;
  123679. shader: string;
  123680. };
  123681. }
  123682. declare module BABYLON {
  123683. /** @hidden */
  123684. export var volumetricLightScatteringPassPixelShader: {
  123685. name: string;
  123686. shader: string;
  123687. };
  123688. }
  123689. declare module BABYLON {
  123690. /**
  123691. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  123692. */
  123693. export class VolumetricLightScatteringPostProcess extends PostProcess {
  123694. private _volumetricLightScatteringPass;
  123695. private _volumetricLightScatteringRTT;
  123696. private _viewPort;
  123697. private _screenCoordinates;
  123698. private _cachedDefines;
  123699. /**
  123700. * If not undefined, the mesh position is computed from the attached node position
  123701. */
  123702. attachedNode: {
  123703. position: Vector3;
  123704. };
  123705. /**
  123706. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  123707. */
  123708. customMeshPosition: Vector3;
  123709. /**
  123710. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  123711. */
  123712. useCustomMeshPosition: boolean;
  123713. /**
  123714. * If the post-process should inverse the light scattering direction
  123715. */
  123716. invert: boolean;
  123717. /**
  123718. * The internal mesh used by the post-process
  123719. */
  123720. mesh: Mesh;
  123721. /**
  123722. * @hidden
  123723. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  123724. */
  123725. useDiffuseColor: boolean;
  123726. /**
  123727. * Array containing the excluded meshes not rendered in the internal pass
  123728. */
  123729. excludedMeshes: AbstractMesh[];
  123730. /**
  123731. * Controls the overall intensity of the post-process
  123732. */
  123733. exposure: number;
  123734. /**
  123735. * Dissipates each sample's contribution in range [0, 1]
  123736. */
  123737. decay: number;
  123738. /**
  123739. * Controls the overall intensity of each sample
  123740. */
  123741. weight: number;
  123742. /**
  123743. * Controls the density of each sample
  123744. */
  123745. density: number;
  123746. /**
  123747. * @constructor
  123748. * @param name The post-process name
  123749. * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  123750. * @param camera The camera that the post-process will be attached to
  123751. * @param mesh The mesh used to create the light scattering
  123752. * @param samples The post-process quality, default 100
  123753. * @param samplingModeThe post-process filtering mode
  123754. * @param engine The babylon engine
  123755. * @param reusable If the post-process is reusable
  123756. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  123757. */
  123758. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  123759. /**
  123760. * Returns the string "VolumetricLightScatteringPostProcess"
  123761. * @returns "VolumetricLightScatteringPostProcess"
  123762. */
  123763. getClassName(): string;
  123764. private _isReady;
  123765. /**
  123766. * Sets the new light position for light scattering effect
  123767. * @param position The new custom light position
  123768. */
  123769. setCustomMeshPosition(position: Vector3): void;
  123770. /**
  123771. * Returns the light position for light scattering effect
  123772. * @return Vector3 The custom light position
  123773. */
  123774. getCustomMeshPosition(): Vector3;
  123775. /**
  123776. * Disposes the internal assets and detaches the post-process from the camera
  123777. */
  123778. dispose(camera: Camera): void;
  123779. /**
  123780. * Returns the render target texture used by the post-process
  123781. * @return the render target texture used by the post-process
  123782. */
  123783. getPass(): RenderTargetTexture;
  123784. private _meshExcluded;
  123785. private _createPass;
  123786. private _updateMeshScreenCoordinates;
  123787. /**
  123788. * Creates a default mesh for the Volumeric Light Scattering post-process
  123789. * @param name The mesh name
  123790. * @param scene The scene where to create the mesh
  123791. * @return the default mesh
  123792. */
  123793. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  123794. }
  123795. }
  123796. declare module BABYLON {
  123797. interface Scene {
  123798. /** @hidden (Backing field) */
  123799. _boundingBoxRenderer: BoundingBoxRenderer;
  123800. /** @hidden (Backing field) */
  123801. _forceShowBoundingBoxes: boolean;
  123802. /**
  123803. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  123804. */
  123805. forceShowBoundingBoxes: boolean;
  123806. /**
  123807. * Gets the bounding box renderer associated with the scene
  123808. * @returns a BoundingBoxRenderer
  123809. */
  123810. getBoundingBoxRenderer(): BoundingBoxRenderer;
  123811. }
  123812. interface AbstractMesh {
  123813. /** @hidden (Backing field) */
  123814. _showBoundingBox: boolean;
  123815. /**
  123816. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  123817. */
  123818. showBoundingBox: boolean;
  123819. }
  123820. /**
  123821. * Component responsible of rendering the bounding box of the meshes in a scene.
  123822. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  123823. */
  123824. export class BoundingBoxRenderer implements ISceneComponent {
  123825. /**
  123826. * The component name helpfull to identify the component in the list of scene components.
  123827. */
  123828. readonly name: string;
  123829. /**
  123830. * The scene the component belongs to.
  123831. */
  123832. scene: Scene;
  123833. /**
  123834. * Color of the bounding box lines placed in front of an object
  123835. */
  123836. frontColor: Color3;
  123837. /**
  123838. * Color of the bounding box lines placed behind an object
  123839. */
  123840. backColor: Color3;
  123841. /**
  123842. * Defines if the renderer should show the back lines or not
  123843. */
  123844. showBackLines: boolean;
  123845. /**
  123846. * @hidden
  123847. */
  123848. renderList: SmartArray<BoundingBox>;
  123849. private _colorShader;
  123850. private _vertexBuffers;
  123851. private _indexBuffer;
  123852. private _fillIndexBuffer;
  123853. private _fillIndexData;
  123854. /**
  123855. * Instantiates a new bounding box renderer in a scene.
  123856. * @param scene the scene the renderer renders in
  123857. */
  123858. constructor(scene: Scene);
  123859. /**
  123860. * Registers the component in a given scene
  123861. */
  123862. register(): void;
  123863. private _evaluateSubMesh;
  123864. private _activeMesh;
  123865. private _prepareRessources;
  123866. private _createIndexBuffer;
  123867. /**
  123868. * Rebuilds the elements related to this component in case of
  123869. * context lost for instance.
  123870. */
  123871. rebuild(): void;
  123872. /**
  123873. * @hidden
  123874. */
  123875. reset(): void;
  123876. /**
  123877. * Render the bounding boxes of a specific rendering group
  123878. * @param renderingGroupId defines the rendering group to render
  123879. */
  123880. render(renderingGroupId: number): void;
  123881. /**
  123882. * In case of occlusion queries, we can render the occlusion bounding box through this method
  123883. * @param mesh Define the mesh to render the occlusion bounding box for
  123884. */
  123885. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  123886. /**
  123887. * Dispose and release the resources attached to this renderer.
  123888. */
  123889. dispose(): void;
  123890. }
  123891. }
  123892. declare module BABYLON {
  123893. /** @hidden */
  123894. export var depthPixelShader: {
  123895. name: string;
  123896. shader: string;
  123897. };
  123898. }
  123899. declare module BABYLON {
  123900. /**
  123901. * This represents a depth renderer in Babylon.
  123902. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  123903. */
  123904. export class DepthRenderer {
  123905. private _scene;
  123906. private _depthMap;
  123907. private _effect;
  123908. private readonly _storeNonLinearDepth;
  123909. private readonly _clearColor;
  123910. /** Get if the depth renderer is using packed depth or not */
  123911. readonly isPacked: boolean;
  123912. private _cachedDefines;
  123913. private _camera;
  123914. /**
  123915. * Specifiess that the depth renderer will only be used within
  123916. * the camera it is created for.
  123917. * This can help forcing its rendering during the camera processing.
  123918. */
  123919. useOnlyInActiveCamera: boolean;
  123920. /** @hidden */
  123921. static _SceneComponentInitialization: (scene: Scene) => void;
  123922. /**
  123923. * Instantiates a depth renderer
  123924. * @param scene The scene the renderer belongs to
  123925. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  123926. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  123927. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  123928. */
  123929. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  123930. /**
  123931. * Creates the depth rendering effect and checks if the effect is ready.
  123932. * @param subMesh The submesh to be used to render the depth map of
  123933. * @param useInstances If multiple world instances should be used
  123934. * @returns if the depth renderer is ready to render the depth map
  123935. */
  123936. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  123937. /**
  123938. * Gets the texture which the depth map will be written to.
  123939. * @returns The depth map texture
  123940. */
  123941. getDepthMap(): RenderTargetTexture;
  123942. /**
  123943. * Disposes of the depth renderer.
  123944. */
  123945. dispose(): void;
  123946. }
  123947. }
  123948. declare module BABYLON {
  123949. interface Scene {
  123950. /** @hidden (Backing field) */
  123951. _depthRenderer: {
  123952. [id: string]: DepthRenderer;
  123953. };
  123954. /**
  123955. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  123956. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  123957. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  123958. * @returns the created depth renderer
  123959. */
  123960. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  123961. /**
  123962. * Disables a depth renderer for a given camera
  123963. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  123964. */
  123965. disableDepthRenderer(camera?: Nullable<Camera>): void;
  123966. }
  123967. /**
  123968. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  123969. * in several rendering techniques.
  123970. */
  123971. export class DepthRendererSceneComponent implements ISceneComponent {
  123972. /**
  123973. * The component name helpfull to identify the component in the list of scene components.
  123974. */
  123975. readonly name: string;
  123976. /**
  123977. * The scene the component belongs to.
  123978. */
  123979. scene: Scene;
  123980. /**
  123981. * Creates a new instance of the component for the given scene
  123982. * @param scene Defines the scene to register the component in
  123983. */
  123984. constructor(scene: Scene);
  123985. /**
  123986. * Registers the component in a given scene
  123987. */
  123988. register(): void;
  123989. /**
  123990. * Rebuilds the elements related to this component in case of
  123991. * context lost for instance.
  123992. */
  123993. rebuild(): void;
  123994. /**
  123995. * Disposes the component and the associated ressources
  123996. */
  123997. dispose(): void;
  123998. private _gatherRenderTargets;
  123999. private _gatherActiveCameraRenderTargets;
  124000. }
  124001. }
  124002. declare module BABYLON {
  124003. /** @hidden */
  124004. export var outlinePixelShader: {
  124005. name: string;
  124006. shader: string;
  124007. };
  124008. }
  124009. declare module BABYLON {
  124010. /** @hidden */
  124011. export var outlineVertexShader: {
  124012. name: string;
  124013. shader: string;
  124014. };
  124015. }
  124016. declare module BABYLON {
  124017. interface Scene {
  124018. /** @hidden */
  124019. _outlineRenderer: OutlineRenderer;
  124020. /**
  124021. * Gets the outline renderer associated with the scene
  124022. * @returns a OutlineRenderer
  124023. */
  124024. getOutlineRenderer(): OutlineRenderer;
  124025. }
  124026. interface AbstractMesh {
  124027. /** @hidden (Backing field) */
  124028. _renderOutline: boolean;
  124029. /**
  124030. * Gets or sets a boolean indicating if the outline must be rendered as well
  124031. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  124032. */
  124033. renderOutline: boolean;
  124034. /** @hidden (Backing field) */
  124035. _renderOverlay: boolean;
  124036. /**
  124037. * Gets or sets a boolean indicating if the overlay must be rendered as well
  124038. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  124039. */
  124040. renderOverlay: boolean;
  124041. }
  124042. /**
  124043. * This class is responsible to draw bothe outline/overlay of meshes.
  124044. * It should not be used directly but through the available method on mesh.
  124045. */
  124046. export class OutlineRenderer implements ISceneComponent {
  124047. /**
  124048. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  124049. */
  124050. private static _StencilReference;
  124051. /**
  124052. * The name of the component. Each component must have a unique name.
  124053. */
  124054. name: string;
  124055. /**
  124056. * The scene the component belongs to.
  124057. */
  124058. scene: Scene;
  124059. /**
  124060. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  124061. */
  124062. zOffset: number;
  124063. private _engine;
  124064. private _effect;
  124065. private _cachedDefines;
  124066. private _savedDepthWrite;
  124067. /**
  124068. * Instantiates a new outline renderer. (There could be only one per scene).
  124069. * @param scene Defines the scene it belongs to
  124070. */
  124071. constructor(scene: Scene);
  124072. /**
  124073. * Register the component to one instance of a scene.
  124074. */
  124075. register(): void;
  124076. /**
  124077. * Rebuilds the elements related to this component in case of
  124078. * context lost for instance.
  124079. */
  124080. rebuild(): void;
  124081. /**
  124082. * Disposes the component and the associated ressources.
  124083. */
  124084. dispose(): void;
  124085. /**
  124086. * Renders the outline in the canvas.
  124087. * @param subMesh Defines the sumesh to render
  124088. * @param batch Defines the batch of meshes in case of instances
  124089. * @param useOverlay Defines if the rendering is for the overlay or the outline
  124090. */
  124091. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  124092. /**
  124093. * Returns whether or not the outline renderer is ready for a given submesh.
  124094. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  124095. * @param subMesh Defines the submesh to check readyness for
  124096. * @param useInstances Defines wheter wee are trying to render instances or not
  124097. * @returns true if ready otherwise false
  124098. */
  124099. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  124100. private _beforeRenderingMesh;
  124101. private _afterRenderingMesh;
  124102. }
  124103. }
  124104. declare module BABYLON {
  124105. /**
  124106. * Class used to manage multiple sprites of different sizes on the same spritesheet
  124107. * @see http://doc.babylonjs.com/babylon101/sprites
  124108. */
  124109. export class SpritePackedManager extends SpriteManager {
  124110. /** defines the packed manager's name */
  124111. name: string;
  124112. /**
  124113. * Creates a new sprite manager from a packed sprite sheet
  124114. * @param name defines the manager's name
  124115. * @param imgUrl defines the sprite sheet url
  124116. * @param capacity defines the maximum allowed number of sprites
  124117. * @param scene defines the hosting scene
  124118. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  124119. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  124120. * @param samplingMode defines the smapling mode to use with spritesheet
  124121. * @param fromPacked set to true; do not alter
  124122. */
  124123. constructor(
  124124. /** defines the packed manager's name */
  124125. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  124126. }
  124127. }
  124128. declare module BABYLON {
  124129. /**
  124130. * Defines the list of states available for a task inside a AssetsManager
  124131. */
  124132. export enum AssetTaskState {
  124133. /**
  124134. * Initialization
  124135. */
  124136. INIT = 0,
  124137. /**
  124138. * Running
  124139. */
  124140. RUNNING = 1,
  124141. /**
  124142. * Done
  124143. */
  124144. DONE = 2,
  124145. /**
  124146. * Error
  124147. */
  124148. ERROR = 3
  124149. }
  124150. /**
  124151. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  124152. */
  124153. export abstract class AbstractAssetTask {
  124154. /**
  124155. * Task name
  124156. */ name: string;
  124157. /**
  124158. * Callback called when the task is successful
  124159. */
  124160. onSuccess: (task: any) => void;
  124161. /**
  124162. * Callback called when the task is not successful
  124163. */
  124164. onError: (task: any, message?: string, exception?: any) => void;
  124165. /**
  124166. * Creates a new AssetsManager
  124167. * @param name defines the name of the task
  124168. */
  124169. constructor(
  124170. /**
  124171. * Task name
  124172. */ name: string);
  124173. private _isCompleted;
  124174. private _taskState;
  124175. private _errorObject;
  124176. /**
  124177. * Get if the task is completed
  124178. */
  124179. readonly isCompleted: boolean;
  124180. /**
  124181. * Gets the current state of the task
  124182. */
  124183. readonly taskState: AssetTaskState;
  124184. /**
  124185. * Gets the current error object (if task is in error)
  124186. */
  124187. readonly errorObject: {
  124188. message?: string;
  124189. exception?: any;
  124190. };
  124191. /**
  124192. * Internal only
  124193. * @hidden
  124194. */
  124195. _setErrorObject(message?: string, exception?: any): void;
  124196. /**
  124197. * Execute the current task
  124198. * @param scene defines the scene where you want your assets to be loaded
  124199. * @param onSuccess is a callback called when the task is successfully executed
  124200. * @param onError is a callback called if an error occurs
  124201. */
  124202. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124203. /**
  124204. * Execute the current task
  124205. * @param scene defines the scene where you want your assets to be loaded
  124206. * @param onSuccess is a callback called when the task is successfully executed
  124207. * @param onError is a callback called if an error occurs
  124208. */
  124209. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124210. /**
  124211. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  124212. * This can be used with failed tasks that have the reason for failure fixed.
  124213. */
  124214. reset(): void;
  124215. private onErrorCallback;
  124216. private onDoneCallback;
  124217. }
  124218. /**
  124219. * Define the interface used by progress events raised during assets loading
  124220. */
  124221. export interface IAssetsProgressEvent {
  124222. /**
  124223. * Defines the number of remaining tasks to process
  124224. */
  124225. remainingCount: number;
  124226. /**
  124227. * Defines the total number of tasks
  124228. */
  124229. totalCount: number;
  124230. /**
  124231. * Defines the task that was just processed
  124232. */
  124233. task: AbstractAssetTask;
  124234. }
  124235. /**
  124236. * Class used to share progress information about assets loading
  124237. */
  124238. export class AssetsProgressEvent implements IAssetsProgressEvent {
  124239. /**
  124240. * Defines the number of remaining tasks to process
  124241. */
  124242. remainingCount: number;
  124243. /**
  124244. * Defines the total number of tasks
  124245. */
  124246. totalCount: number;
  124247. /**
  124248. * Defines the task that was just processed
  124249. */
  124250. task: AbstractAssetTask;
  124251. /**
  124252. * Creates a AssetsProgressEvent
  124253. * @param remainingCount defines the number of remaining tasks to process
  124254. * @param totalCount defines the total number of tasks
  124255. * @param task defines the task that was just processed
  124256. */
  124257. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  124258. }
  124259. /**
  124260. * Define a task used by AssetsManager to load meshes
  124261. */
  124262. export class MeshAssetTask extends AbstractAssetTask {
  124263. /**
  124264. * Defines the name of the task
  124265. */
  124266. name: string;
  124267. /**
  124268. * Defines the list of mesh's names you want to load
  124269. */
  124270. meshesNames: any;
  124271. /**
  124272. * Defines the root url to use as a base to load your meshes and associated resources
  124273. */
  124274. rootUrl: string;
  124275. /**
  124276. * Defines the filename of the scene to load from
  124277. */
  124278. sceneFilename: string;
  124279. /**
  124280. * Gets the list of loaded meshes
  124281. */
  124282. loadedMeshes: Array<AbstractMesh>;
  124283. /**
  124284. * Gets the list of loaded particle systems
  124285. */
  124286. loadedParticleSystems: Array<IParticleSystem>;
  124287. /**
  124288. * Gets the list of loaded skeletons
  124289. */
  124290. loadedSkeletons: Array<Skeleton>;
  124291. /**
  124292. * Gets the list of loaded animation groups
  124293. */
  124294. loadedAnimationGroups: Array<AnimationGroup>;
  124295. /**
  124296. * Callback called when the task is successful
  124297. */
  124298. onSuccess: (task: MeshAssetTask) => void;
  124299. /**
  124300. * Callback called when the task is successful
  124301. */
  124302. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  124303. /**
  124304. * Creates a new MeshAssetTask
  124305. * @param name defines the name of the task
  124306. * @param meshesNames defines the list of mesh's names you want to load
  124307. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  124308. * @param sceneFilename defines the filename of the scene to load from
  124309. */
  124310. constructor(
  124311. /**
  124312. * Defines the name of the task
  124313. */
  124314. name: string,
  124315. /**
  124316. * Defines the list of mesh's names you want to load
  124317. */
  124318. meshesNames: any,
  124319. /**
  124320. * Defines the root url to use as a base to load your meshes and associated resources
  124321. */
  124322. rootUrl: string,
  124323. /**
  124324. * Defines the filename of the scene to load from
  124325. */
  124326. sceneFilename: string);
  124327. /**
  124328. * Execute the current task
  124329. * @param scene defines the scene where you want your assets to be loaded
  124330. * @param onSuccess is a callback called when the task is successfully executed
  124331. * @param onError is a callback called if an error occurs
  124332. */
  124333. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124334. }
  124335. /**
  124336. * Define a task used by AssetsManager to load text content
  124337. */
  124338. export class TextFileAssetTask extends AbstractAssetTask {
  124339. /**
  124340. * Defines the name of the task
  124341. */
  124342. name: string;
  124343. /**
  124344. * Defines the location of the file to load
  124345. */
  124346. url: string;
  124347. /**
  124348. * Gets the loaded text string
  124349. */
  124350. text: string;
  124351. /**
  124352. * Callback called when the task is successful
  124353. */
  124354. onSuccess: (task: TextFileAssetTask) => void;
  124355. /**
  124356. * Callback called when the task is successful
  124357. */
  124358. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  124359. /**
  124360. * Creates a new TextFileAssetTask object
  124361. * @param name defines the name of the task
  124362. * @param url defines the location of the file to load
  124363. */
  124364. constructor(
  124365. /**
  124366. * Defines the name of the task
  124367. */
  124368. name: string,
  124369. /**
  124370. * Defines the location of the file to load
  124371. */
  124372. url: string);
  124373. /**
  124374. * Execute the current task
  124375. * @param scene defines the scene where you want your assets to be loaded
  124376. * @param onSuccess is a callback called when the task is successfully executed
  124377. * @param onError is a callback called if an error occurs
  124378. */
  124379. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124380. }
  124381. /**
  124382. * Define a task used by AssetsManager to load binary data
  124383. */
  124384. export class BinaryFileAssetTask extends AbstractAssetTask {
  124385. /**
  124386. * Defines the name of the task
  124387. */
  124388. name: string;
  124389. /**
  124390. * Defines the location of the file to load
  124391. */
  124392. url: string;
  124393. /**
  124394. * Gets the lodaded data (as an array buffer)
  124395. */
  124396. data: ArrayBuffer;
  124397. /**
  124398. * Callback called when the task is successful
  124399. */
  124400. onSuccess: (task: BinaryFileAssetTask) => void;
  124401. /**
  124402. * Callback called when the task is successful
  124403. */
  124404. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  124405. /**
  124406. * Creates a new BinaryFileAssetTask object
  124407. * @param name defines the name of the new task
  124408. * @param url defines the location of the file to load
  124409. */
  124410. constructor(
  124411. /**
  124412. * Defines the name of the task
  124413. */
  124414. name: string,
  124415. /**
  124416. * Defines the location of the file to load
  124417. */
  124418. url: string);
  124419. /**
  124420. * Execute the current task
  124421. * @param scene defines the scene where you want your assets to be loaded
  124422. * @param onSuccess is a callback called when the task is successfully executed
  124423. * @param onError is a callback called if an error occurs
  124424. */
  124425. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124426. }
  124427. /**
  124428. * Define a task used by AssetsManager to load images
  124429. */
  124430. export class ImageAssetTask extends AbstractAssetTask {
  124431. /**
  124432. * Defines the name of the task
  124433. */
  124434. name: string;
  124435. /**
  124436. * Defines the location of the image to load
  124437. */
  124438. url: string;
  124439. /**
  124440. * Gets the loaded images
  124441. */
  124442. image: HTMLImageElement;
  124443. /**
  124444. * Callback called when the task is successful
  124445. */
  124446. onSuccess: (task: ImageAssetTask) => void;
  124447. /**
  124448. * Callback called when the task is successful
  124449. */
  124450. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  124451. /**
  124452. * Creates a new ImageAssetTask
  124453. * @param name defines the name of the task
  124454. * @param url defines the location of the image to load
  124455. */
  124456. constructor(
  124457. /**
  124458. * Defines the name of the task
  124459. */
  124460. name: string,
  124461. /**
  124462. * Defines the location of the image to load
  124463. */
  124464. url: string);
  124465. /**
  124466. * Execute the current task
  124467. * @param scene defines the scene where you want your assets to be loaded
  124468. * @param onSuccess is a callback called when the task is successfully executed
  124469. * @param onError is a callback called if an error occurs
  124470. */
  124471. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124472. }
  124473. /**
  124474. * Defines the interface used by texture loading tasks
  124475. */
  124476. export interface ITextureAssetTask<TEX extends BaseTexture> {
  124477. /**
  124478. * Gets the loaded texture
  124479. */
  124480. texture: TEX;
  124481. }
  124482. /**
  124483. * Define a task used by AssetsManager to load 2D textures
  124484. */
  124485. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  124486. /**
  124487. * Defines the name of the task
  124488. */
  124489. name: string;
  124490. /**
  124491. * Defines the location of the file to load
  124492. */
  124493. url: string;
  124494. /**
  124495. * Defines if mipmap should not be generated (default is false)
  124496. */
  124497. noMipmap?: boolean | undefined;
  124498. /**
  124499. * Defines if texture must be inverted on Y axis (default is false)
  124500. */
  124501. invertY?: boolean | undefined;
  124502. /**
  124503. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  124504. */
  124505. samplingMode: number;
  124506. /**
  124507. * Gets the loaded texture
  124508. */
  124509. texture: Texture;
  124510. /**
  124511. * Callback called when the task is successful
  124512. */
  124513. onSuccess: (task: TextureAssetTask) => void;
  124514. /**
  124515. * Callback called when the task is successful
  124516. */
  124517. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  124518. /**
  124519. * Creates a new TextureAssetTask object
  124520. * @param name defines the name of the task
  124521. * @param url defines the location of the file to load
  124522. * @param noMipmap defines if mipmap should not be generated (default is false)
  124523. * @param invertY defines if texture must be inverted on Y axis (default is false)
  124524. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  124525. */
  124526. constructor(
  124527. /**
  124528. * Defines the name of the task
  124529. */
  124530. name: string,
  124531. /**
  124532. * Defines the location of the file to load
  124533. */
  124534. url: string,
  124535. /**
  124536. * Defines if mipmap should not be generated (default is false)
  124537. */
  124538. noMipmap?: boolean | undefined,
  124539. /**
  124540. * Defines if texture must be inverted on Y axis (default is false)
  124541. */
  124542. invertY?: boolean | undefined,
  124543. /**
  124544. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  124545. */
  124546. samplingMode?: number);
  124547. /**
  124548. * Execute the current task
  124549. * @param scene defines the scene where you want your assets to be loaded
  124550. * @param onSuccess is a callback called when the task is successfully executed
  124551. * @param onError is a callback called if an error occurs
  124552. */
  124553. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124554. }
  124555. /**
  124556. * Define a task used by AssetsManager to load cube textures
  124557. */
  124558. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  124559. /**
  124560. * Defines the name of the task
  124561. */
  124562. name: string;
  124563. /**
  124564. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  124565. */
  124566. url: string;
  124567. /**
  124568. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  124569. */
  124570. extensions?: string[] | undefined;
  124571. /**
  124572. * Defines if mipmaps should not be generated (default is false)
  124573. */
  124574. noMipmap?: boolean | undefined;
  124575. /**
  124576. * Defines the explicit list of files (undefined by default)
  124577. */
  124578. files?: string[] | undefined;
  124579. /**
  124580. * Gets the loaded texture
  124581. */
  124582. texture: CubeTexture;
  124583. /**
  124584. * Callback called when the task is successful
  124585. */
  124586. onSuccess: (task: CubeTextureAssetTask) => void;
  124587. /**
  124588. * Callback called when the task is successful
  124589. */
  124590. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  124591. /**
  124592. * Creates a new CubeTextureAssetTask
  124593. * @param name defines the name of the task
  124594. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  124595. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  124596. * @param noMipmap defines if mipmaps should not be generated (default is false)
  124597. * @param files defines the explicit list of files (undefined by default)
  124598. */
  124599. constructor(
  124600. /**
  124601. * Defines the name of the task
  124602. */
  124603. name: string,
  124604. /**
  124605. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  124606. */
  124607. url: string,
  124608. /**
  124609. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  124610. */
  124611. extensions?: string[] | undefined,
  124612. /**
  124613. * Defines if mipmaps should not be generated (default is false)
  124614. */
  124615. noMipmap?: boolean | undefined,
  124616. /**
  124617. * Defines the explicit list of files (undefined by default)
  124618. */
  124619. files?: string[] | undefined);
  124620. /**
  124621. * Execute the current task
  124622. * @param scene defines the scene where you want your assets to be loaded
  124623. * @param onSuccess is a callback called when the task is successfully executed
  124624. * @param onError is a callback called if an error occurs
  124625. */
  124626. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124627. }
  124628. /**
  124629. * Define a task used by AssetsManager to load HDR cube textures
  124630. */
  124631. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  124632. /**
  124633. * Defines the name of the task
  124634. */
  124635. name: string;
  124636. /**
  124637. * Defines the location of the file to load
  124638. */
  124639. url: string;
  124640. /**
  124641. * Defines the desired size (the more it increases the longer the generation will be)
  124642. */
  124643. size: number;
  124644. /**
  124645. * Defines if mipmaps should not be generated (default is false)
  124646. */
  124647. noMipmap: boolean;
  124648. /**
  124649. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  124650. */
  124651. generateHarmonics: boolean;
  124652. /**
  124653. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  124654. */
  124655. gammaSpace: boolean;
  124656. /**
  124657. * Internal Use Only
  124658. */
  124659. reserved: boolean;
  124660. /**
  124661. * Gets the loaded texture
  124662. */
  124663. texture: HDRCubeTexture;
  124664. /**
  124665. * Callback called when the task is successful
  124666. */
  124667. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  124668. /**
  124669. * Callback called when the task is successful
  124670. */
  124671. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  124672. /**
  124673. * Creates a new HDRCubeTextureAssetTask object
  124674. * @param name defines the name of the task
  124675. * @param url defines the location of the file to load
  124676. * @param size defines the desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.
  124677. * @param noMipmap defines if mipmaps should not be generated (default is false)
  124678. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  124679. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  124680. * @param reserved Internal use only
  124681. */
  124682. constructor(
  124683. /**
  124684. * Defines the name of the task
  124685. */
  124686. name: string,
  124687. /**
  124688. * Defines the location of the file to load
  124689. */
  124690. url: string,
  124691. /**
  124692. * Defines the desired size (the more it increases the longer the generation will be)
  124693. */
  124694. size: number,
  124695. /**
  124696. * Defines if mipmaps should not be generated (default is false)
  124697. */
  124698. noMipmap?: boolean,
  124699. /**
  124700. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  124701. */
  124702. generateHarmonics?: boolean,
  124703. /**
  124704. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  124705. */
  124706. gammaSpace?: boolean,
  124707. /**
  124708. * Internal Use Only
  124709. */
  124710. reserved?: boolean);
  124711. /**
  124712. * Execute the current task
  124713. * @param scene defines the scene where you want your assets to be loaded
  124714. * @param onSuccess is a callback called when the task is successfully executed
  124715. * @param onError is a callback called if an error occurs
  124716. */
  124717. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124718. }
  124719. /**
  124720. * Define a task used by AssetsManager to load Equirectangular cube textures
  124721. */
  124722. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  124723. /**
  124724. * Defines the name of the task
  124725. */
  124726. name: string;
  124727. /**
  124728. * Defines the location of the file to load
  124729. */
  124730. url: string;
  124731. /**
  124732. * Defines the desired size (the more it increases the longer the generation will be)
  124733. */
  124734. size: number;
  124735. /**
  124736. * Defines if mipmaps should not be generated (default is false)
  124737. */
  124738. noMipmap: boolean;
  124739. /**
  124740. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  124741. * but the standard material would require them in Gamma space) (default is true)
  124742. */
  124743. gammaSpace: boolean;
  124744. /**
  124745. * Gets the loaded texture
  124746. */
  124747. texture: EquiRectangularCubeTexture;
  124748. /**
  124749. * Callback called when the task is successful
  124750. */
  124751. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  124752. /**
  124753. * Callback called when the task is successful
  124754. */
  124755. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  124756. /**
  124757. * Creates a new EquiRectangularCubeTextureAssetTask object
  124758. * @param name defines the name of the task
  124759. * @param url defines the location of the file to load
  124760. * @param size defines the desired size (the more it increases the longer the generation will be)
  124761. * If the size is omitted this implies you are using a preprocessed cubemap.
  124762. * @param noMipmap defines if mipmaps should not be generated (default is false)
  124763. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  124764. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  124765. * (default is true)
  124766. */
  124767. constructor(
  124768. /**
  124769. * Defines the name of the task
  124770. */
  124771. name: string,
  124772. /**
  124773. * Defines the location of the file to load
  124774. */
  124775. url: string,
  124776. /**
  124777. * Defines the desired size (the more it increases the longer the generation will be)
  124778. */
  124779. size: number,
  124780. /**
  124781. * Defines if mipmaps should not be generated (default is false)
  124782. */
  124783. noMipmap?: boolean,
  124784. /**
  124785. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  124786. * but the standard material would require them in Gamma space) (default is true)
  124787. */
  124788. gammaSpace?: boolean);
  124789. /**
  124790. * Execute the current task
  124791. * @param scene defines the scene where you want your assets to be loaded
  124792. * @param onSuccess is a callback called when the task is successfully executed
  124793. * @param onError is a callback called if an error occurs
  124794. */
  124795. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  124796. }
  124797. /**
  124798. * This class can be used to easily import assets into a scene
  124799. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  124800. */
  124801. export class AssetsManager {
  124802. private _scene;
  124803. private _isLoading;
  124804. protected _tasks: AbstractAssetTask[];
  124805. protected _waitingTasksCount: number;
  124806. protected _totalTasksCount: number;
  124807. /**
  124808. * Callback called when all tasks are processed
  124809. */
  124810. onFinish: (tasks: AbstractAssetTask[]) => void;
  124811. /**
  124812. * Callback called when a task is successful
  124813. */
  124814. onTaskSuccess: (task: AbstractAssetTask) => void;
  124815. /**
  124816. * Callback called when a task had an error
  124817. */
  124818. onTaskError: (task: AbstractAssetTask) => void;
  124819. /**
  124820. * Callback called when a task is done (whatever the result is)
  124821. */
  124822. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  124823. /**
  124824. * Observable called when all tasks are processed
  124825. */
  124826. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  124827. /**
  124828. * Observable called when a task had an error
  124829. */
  124830. onTaskErrorObservable: Observable<AbstractAssetTask>;
  124831. /**
  124832. * Observable called when all tasks were executed
  124833. */
  124834. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  124835. /**
  124836. * Observable called when a task is done (whatever the result is)
  124837. */
  124838. onProgressObservable: Observable<IAssetsProgressEvent>;
  124839. /**
  124840. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  124841. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  124842. */
  124843. useDefaultLoadingScreen: boolean;
  124844. /**
  124845. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  124846. * when all assets have been downloaded.
  124847. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  124848. */
  124849. autoHideLoadingUI: boolean;
  124850. /**
  124851. * Creates a new AssetsManager
  124852. * @param scene defines the scene to work on
  124853. */
  124854. constructor(scene: Scene);
  124855. /**
  124856. * Add a MeshAssetTask to the list of active tasks
  124857. * @param taskName defines the name of the new task
  124858. * @param meshesNames defines the name of meshes to load
  124859. * @param rootUrl defines the root url to use to locate files
  124860. * @param sceneFilename defines the filename of the scene file
  124861. * @returns a new MeshAssetTask object
  124862. */
  124863. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  124864. /**
  124865. * Add a TextFileAssetTask to the list of active tasks
  124866. * @param taskName defines the name of the new task
  124867. * @param url defines the url of the file to load
  124868. * @returns a new TextFileAssetTask object
  124869. */
  124870. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  124871. /**
  124872. * Add a BinaryFileAssetTask to the list of active tasks
  124873. * @param taskName defines the name of the new task
  124874. * @param url defines the url of the file to load
  124875. * @returns a new BinaryFileAssetTask object
  124876. */
  124877. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  124878. /**
  124879. * Add a ImageAssetTask to the list of active tasks
  124880. * @param taskName defines the name of the new task
  124881. * @param url defines the url of the file to load
  124882. * @returns a new ImageAssetTask object
  124883. */
  124884. addImageTask(taskName: string, url: string): ImageAssetTask;
  124885. /**
  124886. * Add a TextureAssetTask to the list of active tasks
  124887. * @param taskName defines the name of the new task
  124888. * @param url defines the url of the file to load
  124889. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  124890. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  124891. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  124892. * @returns a new TextureAssetTask object
  124893. */
  124894. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  124895. /**
  124896. * Add a CubeTextureAssetTask to the list of active tasks
  124897. * @param taskName defines the name of the new task
  124898. * @param url defines the url of the file to load
  124899. * @param extensions defines the extension to use to load the cube map (can be null)
  124900. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  124901. * @param files defines the list of files to load (can be null)
  124902. * @returns a new CubeTextureAssetTask object
  124903. */
  124904. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  124905. /**
  124906. *
  124907. * Add a HDRCubeTextureAssetTask to the list of active tasks
  124908. * @param taskName defines the name of the new task
  124909. * @param url defines the url of the file to load
  124910. * @param size defines the size you want for the cubemap (can be null)
  124911. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  124912. * @param generateHarmonics defines if you want to automatically generate (true by default)
  124913. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  124914. * @param reserved Internal use only
  124915. * @returns a new HDRCubeTextureAssetTask object
  124916. */
  124917. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  124918. /**
  124919. *
  124920. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  124921. * @param taskName defines the name of the new task
  124922. * @param url defines the url of the file to load
  124923. * @param size defines the size you want for the cubemap (can be null)
  124924. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  124925. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  124926. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  124927. * @returns a new EquiRectangularCubeTextureAssetTask object
  124928. */
  124929. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  124930. /**
  124931. * Remove a task from the assets manager.
  124932. * @param task the task to remove
  124933. */
  124934. removeTask(task: AbstractAssetTask): void;
  124935. private _decreaseWaitingTasksCount;
  124936. private _runTask;
  124937. /**
  124938. * Reset the AssetsManager and remove all tasks
  124939. * @return the current instance of the AssetsManager
  124940. */
  124941. reset(): AssetsManager;
  124942. /**
  124943. * Start the loading process
  124944. * @return the current instance of the AssetsManager
  124945. */
  124946. load(): AssetsManager;
  124947. /**
  124948. * Start the loading process as an async operation
  124949. * @return a promise returning the list of failed tasks
  124950. */
  124951. loadAsync(): Promise<void>;
  124952. }
  124953. }
  124954. declare module BABYLON {
  124955. /**
  124956. * Wrapper class for promise with external resolve and reject.
  124957. */
  124958. export class Deferred<T> {
  124959. /**
  124960. * The promise associated with this deferred object.
  124961. */
  124962. readonly promise: Promise<T>;
  124963. private _resolve;
  124964. private _reject;
  124965. /**
  124966. * The resolve method of the promise associated with this deferred object.
  124967. */
  124968. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  124969. /**
  124970. * The reject method of the promise associated with this deferred object.
  124971. */
  124972. readonly reject: (reason?: any) => void;
  124973. /**
  124974. * Constructor for this deferred object.
  124975. */
  124976. constructor();
  124977. }
  124978. }
  124979. declare module BABYLON {
  124980. /**
  124981. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  124982. */
  124983. export class MeshExploder {
  124984. private _centerMesh;
  124985. private _meshes;
  124986. private _meshesOrigins;
  124987. private _toCenterVectors;
  124988. private _scaledDirection;
  124989. private _newPosition;
  124990. private _centerPosition;
  124991. /**
  124992. * Explodes meshes from a center mesh.
  124993. * @param meshes The meshes to explode.
  124994. * @param centerMesh The mesh to be center of explosion.
  124995. */
  124996. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  124997. private _setCenterMesh;
  124998. /**
  124999. * Get class name
  125000. * @returns "MeshExploder"
  125001. */
  125002. getClassName(): string;
  125003. /**
  125004. * "Exploded meshes"
  125005. * @returns Array of meshes with the centerMesh at index 0.
  125006. */
  125007. getMeshes(): Array<Mesh>;
  125008. /**
  125009. * Explodes meshes giving a specific direction
  125010. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  125011. */
  125012. explode(direction?: number): void;
  125013. }
  125014. }
  125015. declare module BABYLON {
  125016. /**
  125017. * Class used to help managing file picking and drag'n'drop
  125018. */
  125019. export class FilesInput {
  125020. /**
  125021. * List of files ready to be loaded
  125022. */
  125023. static readonly FilesToLoad: {
  125024. [key: string]: File;
  125025. };
  125026. /**
  125027. * Callback called when a file is processed
  125028. */
  125029. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  125030. private _engine;
  125031. private _currentScene;
  125032. private _sceneLoadedCallback;
  125033. private _progressCallback;
  125034. private _additionalRenderLoopLogicCallback;
  125035. private _textureLoadingCallback;
  125036. private _startingProcessingFilesCallback;
  125037. private _onReloadCallback;
  125038. private _errorCallback;
  125039. private _elementToMonitor;
  125040. private _sceneFileToLoad;
  125041. private _filesToLoad;
  125042. /**
  125043. * Creates a new FilesInput
  125044. * @param engine defines the rendering engine
  125045. * @param scene defines the hosting scene
  125046. * @param sceneLoadedCallback callback called when scene is loaded
  125047. * @param progressCallback callback called to track progress
  125048. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  125049. * @param textureLoadingCallback callback called when a texture is loading
  125050. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  125051. * @param onReloadCallback callback called when a reload is requested
  125052. * @param errorCallback callback call if an error occurs
  125053. */
  125054. constructor(engine: Engine, scene: Scene, sceneLoadedCallback: (sceneFile: File, scene: Scene) => void, progressCallback: (progress: SceneLoaderProgressEvent) => void, additionalRenderLoopLogicCallback: () => void, textureLoadingCallback: (remaining: number) => void, startingProcessingFilesCallback: (files?: File[]) => void, onReloadCallback: (sceneFile: File) => void, errorCallback: (sceneFile: File, scene: Scene, message: string) => void);
  125055. private _dragEnterHandler;
  125056. private _dragOverHandler;
  125057. private _dropHandler;
  125058. /**
  125059. * Calls this function to listen to drag'n'drop events on a specific DOM element
  125060. * @param elementToMonitor defines the DOM element to track
  125061. */
  125062. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  125063. /**
  125064. * Release all associated resources
  125065. */
  125066. dispose(): void;
  125067. private renderFunction;
  125068. private drag;
  125069. private drop;
  125070. private _traverseFolder;
  125071. private _processFiles;
  125072. /**
  125073. * Load files from a drop event
  125074. * @param event defines the drop event to use as source
  125075. */
  125076. loadFiles(event: any): void;
  125077. private _processReload;
  125078. /**
  125079. * Reload the current scene from the loaded files
  125080. */
  125081. reload(): void;
  125082. }
  125083. }
  125084. declare module BABYLON {
  125085. /**
  125086. * Defines the root class used to create scene optimization to use with SceneOptimizer
  125087. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125088. */
  125089. export class SceneOptimization {
  125090. /**
  125091. * Defines the priority of this optimization (0 by default which means first in the list)
  125092. */
  125093. priority: number;
  125094. /**
  125095. * Gets a string describing the action executed by the current optimization
  125096. * @returns description string
  125097. */
  125098. getDescription(): string;
  125099. /**
  125100. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125101. * @param scene defines the current scene where to apply this optimization
  125102. * @param optimizer defines the current optimizer
  125103. * @returns true if everything that can be done was applied
  125104. */
  125105. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125106. /**
  125107. * Creates the SceneOptimization object
  125108. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  125109. * @param desc defines the description associated with the optimization
  125110. */
  125111. constructor(
  125112. /**
  125113. * Defines the priority of this optimization (0 by default which means first in the list)
  125114. */
  125115. priority?: number);
  125116. }
  125117. /**
  125118. * Defines an optimization used to reduce the size of render target textures
  125119. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125120. */
  125121. export class TextureOptimization extends SceneOptimization {
  125122. /**
  125123. * Defines the priority of this optimization (0 by default which means first in the list)
  125124. */
  125125. priority: number;
  125126. /**
  125127. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  125128. */
  125129. maximumSize: number;
  125130. /**
  125131. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  125132. */
  125133. step: number;
  125134. /**
  125135. * Gets a string describing the action executed by the current optimization
  125136. * @returns description string
  125137. */
  125138. getDescription(): string;
  125139. /**
  125140. * Creates the TextureOptimization object
  125141. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  125142. * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  125143. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  125144. */
  125145. constructor(
  125146. /**
  125147. * Defines the priority of this optimization (0 by default which means first in the list)
  125148. */
  125149. priority?: number,
  125150. /**
  125151. * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
  125152. */
  125153. maximumSize?: number,
  125154. /**
  125155. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  125156. */
  125157. step?: number);
  125158. /**
  125159. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125160. * @param scene defines the current scene where to apply this optimization
  125161. * @param optimizer defines the current optimizer
  125162. * @returns true if everything that can be done was applied
  125163. */
  125164. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125165. }
  125166. /**
  125167. * Defines an optimization used to increase or decrease the rendering resolution
  125168. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125169. */
  125170. export class HardwareScalingOptimization extends SceneOptimization {
  125171. /**
  125172. * Defines the priority of this optimization (0 by default which means first in the list)
  125173. */
  125174. priority: number;
  125175. /**
  125176. * Defines the maximum scale to use (2 by default)
  125177. */
  125178. maximumScale: number;
  125179. /**
  125180. * Defines the step to use between two passes (0.5 by default)
  125181. */
  125182. step: number;
  125183. private _currentScale;
  125184. private _directionOffset;
  125185. /**
  125186. * Gets a string describing the action executed by the current optimization
  125187. * @return description string
  125188. */
  125189. getDescription(): string;
  125190. /**
  125191. * Creates the HardwareScalingOptimization object
  125192. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  125193. * @param maximumScale defines the maximum scale to use (2 by default)
  125194. * @param step defines the step to use between two passes (0.5 by default)
  125195. */
  125196. constructor(
  125197. /**
  125198. * Defines the priority of this optimization (0 by default which means first in the list)
  125199. */
  125200. priority?: number,
  125201. /**
  125202. * Defines the maximum scale to use (2 by default)
  125203. */
  125204. maximumScale?: number,
  125205. /**
  125206. * Defines the step to use between two passes (0.5 by default)
  125207. */
  125208. step?: number);
  125209. /**
  125210. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125211. * @param scene defines the current scene where to apply this optimization
  125212. * @param optimizer defines the current optimizer
  125213. * @returns true if everything that can be done was applied
  125214. */
  125215. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125216. }
  125217. /**
  125218. * Defines an optimization used to remove shadows
  125219. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125220. */
  125221. export class ShadowsOptimization extends SceneOptimization {
  125222. /**
  125223. * Gets a string describing the action executed by the current optimization
  125224. * @return description string
  125225. */
  125226. getDescription(): string;
  125227. /**
  125228. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125229. * @param scene defines the current scene where to apply this optimization
  125230. * @param optimizer defines the current optimizer
  125231. * @returns true if everything that can be done was applied
  125232. */
  125233. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125234. }
  125235. /**
  125236. * Defines an optimization used to turn post-processes off
  125237. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125238. */
  125239. export class PostProcessesOptimization extends SceneOptimization {
  125240. /**
  125241. * Gets a string describing the action executed by the current optimization
  125242. * @return description string
  125243. */
  125244. getDescription(): string;
  125245. /**
  125246. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125247. * @param scene defines the current scene where to apply this optimization
  125248. * @param optimizer defines the current optimizer
  125249. * @returns true if everything that can be done was applied
  125250. */
  125251. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125252. }
  125253. /**
  125254. * Defines an optimization used to turn lens flares off
  125255. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125256. */
  125257. export class LensFlaresOptimization extends SceneOptimization {
  125258. /**
  125259. * Gets a string describing the action executed by the current optimization
  125260. * @return description string
  125261. */
  125262. getDescription(): string;
  125263. /**
  125264. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125265. * @param scene defines the current scene where to apply this optimization
  125266. * @param optimizer defines the current optimizer
  125267. * @returns true if everything that can be done was applied
  125268. */
  125269. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125270. }
  125271. /**
  125272. * Defines an optimization based on user defined callback.
  125273. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125274. */
  125275. export class CustomOptimization extends SceneOptimization {
  125276. /**
  125277. * Callback called to apply the custom optimization.
  125278. */
  125279. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  125280. /**
  125281. * Callback called to get custom description
  125282. */
  125283. onGetDescription: () => string;
  125284. /**
  125285. * Gets a string describing the action executed by the current optimization
  125286. * @returns description string
  125287. */
  125288. getDescription(): string;
  125289. /**
  125290. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125291. * @param scene defines the current scene where to apply this optimization
  125292. * @param optimizer defines the current optimizer
  125293. * @returns true if everything that can be done was applied
  125294. */
  125295. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125296. }
  125297. /**
  125298. * Defines an optimization used to turn particles off
  125299. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125300. */
  125301. export class ParticlesOptimization extends SceneOptimization {
  125302. /**
  125303. * Gets a string describing the action executed by the current optimization
  125304. * @return description string
  125305. */
  125306. getDescription(): string;
  125307. /**
  125308. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125309. * @param scene defines the current scene where to apply this optimization
  125310. * @param optimizer defines the current optimizer
  125311. * @returns true if everything that can be done was applied
  125312. */
  125313. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125314. }
  125315. /**
  125316. * Defines an optimization used to turn render targets off
  125317. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125318. */
  125319. export class RenderTargetsOptimization extends SceneOptimization {
  125320. /**
  125321. * Gets a string describing the action executed by the current optimization
  125322. * @return description string
  125323. */
  125324. getDescription(): string;
  125325. /**
  125326. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125327. * @param scene defines the current scene where to apply this optimization
  125328. * @param optimizer defines the current optimizer
  125329. * @returns true if everything that can be done was applied
  125330. */
  125331. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  125332. }
  125333. /**
  125334. * Defines an optimization used to merge meshes with compatible materials
  125335. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125336. */
  125337. export class MergeMeshesOptimization extends SceneOptimization {
  125338. private static _UpdateSelectionTree;
  125339. /**
  125340. * Gets or sets a boolean which defines if optimization octree has to be updated
  125341. */
  125342. /**
  125343. * Gets or sets a boolean which defines if optimization octree has to be updated
  125344. */
  125345. static UpdateSelectionTree: boolean;
  125346. /**
  125347. * Gets a string describing the action executed by the current optimization
  125348. * @return description string
  125349. */
  125350. getDescription(): string;
  125351. private _canBeMerged;
  125352. /**
  125353. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  125354. * @param scene defines the current scene where to apply this optimization
  125355. * @param optimizer defines the current optimizer
  125356. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  125357. * @returns true if everything that can be done was applied
  125358. */
  125359. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  125360. }
  125361. /**
  125362. * Defines a list of options used by SceneOptimizer
  125363. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125364. */
  125365. export class SceneOptimizerOptions {
  125366. /**
  125367. * Defines the target frame rate to reach (60 by default)
  125368. */
  125369. targetFrameRate: number;
  125370. /**
  125371. * Defines the interval between two checkes (2000ms by default)
  125372. */
  125373. trackerDuration: number;
  125374. /**
  125375. * Gets the list of optimizations to apply
  125376. */
  125377. optimizations: SceneOptimization[];
  125378. /**
  125379. * Creates a new list of options used by SceneOptimizer
  125380. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  125381. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  125382. */
  125383. constructor(
  125384. /**
  125385. * Defines the target frame rate to reach (60 by default)
  125386. */
  125387. targetFrameRate?: number,
  125388. /**
  125389. * Defines the interval between two checkes (2000ms by default)
  125390. */
  125391. trackerDuration?: number);
  125392. /**
  125393. * Add a new optimization
  125394. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  125395. * @returns the current SceneOptimizerOptions
  125396. */
  125397. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  125398. /**
  125399. * Add a new custom optimization
  125400. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  125401. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  125402. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  125403. * @returns the current SceneOptimizerOptions
  125404. */
  125405. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  125406. /**
  125407. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  125408. * @param targetFrameRate defines the target frame rate (60 by default)
  125409. * @returns a SceneOptimizerOptions object
  125410. */
  125411. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  125412. /**
  125413. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  125414. * @param targetFrameRate defines the target frame rate (60 by default)
  125415. * @returns a SceneOptimizerOptions object
  125416. */
  125417. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  125418. /**
  125419. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  125420. * @param targetFrameRate defines the target frame rate (60 by default)
  125421. * @returns a SceneOptimizerOptions object
  125422. */
  125423. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  125424. }
  125425. /**
  125426. * Class used to run optimizations in order to reach a target frame rate
  125427. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  125428. */
  125429. export class SceneOptimizer implements IDisposable {
  125430. private _isRunning;
  125431. private _options;
  125432. private _scene;
  125433. private _currentPriorityLevel;
  125434. private _targetFrameRate;
  125435. private _trackerDuration;
  125436. private _currentFrameRate;
  125437. private _sceneDisposeObserver;
  125438. private _improvementMode;
  125439. /**
  125440. * Defines an observable called when the optimizer reaches the target frame rate
  125441. */
  125442. onSuccessObservable: Observable<SceneOptimizer>;
  125443. /**
  125444. * Defines an observable called when the optimizer enables an optimization
  125445. */
  125446. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  125447. /**
  125448. * Defines an observable called when the optimizer is not able to reach the target frame rate
  125449. */
  125450. onFailureObservable: Observable<SceneOptimizer>;
  125451. /**
  125452. * Gets a boolean indicating if the optimizer is in improvement mode
  125453. */
  125454. readonly isInImprovementMode: boolean;
  125455. /**
  125456. * Gets the current priority level (0 at start)
  125457. */
  125458. readonly currentPriorityLevel: number;
  125459. /**
  125460. * Gets the current frame rate checked by the SceneOptimizer
  125461. */
  125462. readonly currentFrameRate: number;
  125463. /**
  125464. * Gets or sets the current target frame rate (60 by default)
  125465. */
  125466. /**
  125467. * Gets or sets the current target frame rate (60 by default)
  125468. */
  125469. targetFrameRate: number;
  125470. /**
  125471. * Gets or sets the current interval between two checks (every 2000ms by default)
  125472. */
  125473. /**
  125474. * Gets or sets the current interval between two checks (every 2000ms by default)
  125475. */
  125476. trackerDuration: number;
  125477. /**
  125478. * Gets the list of active optimizations
  125479. */
  125480. readonly optimizations: SceneOptimization[];
  125481. /**
  125482. * Creates a new SceneOptimizer
  125483. * @param scene defines the scene to work on
  125484. * @param options defines the options to use with the SceneOptimizer
  125485. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  125486. * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)
  125487. */
  125488. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  125489. /**
  125490. * Stops the current optimizer
  125491. */
  125492. stop(): void;
  125493. /**
  125494. * Reset the optimizer to initial step (current priority level = 0)
  125495. */
  125496. reset(): void;
  125497. /**
  125498. * Start the optimizer. By default it will try to reach a specific framerate
  125499. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  125500. */
  125501. start(): void;
  125502. private _checkCurrentState;
  125503. /**
  125504. * Release all resources
  125505. */
  125506. dispose(): void;
  125507. /**
  125508. * Helper function to create a SceneOptimizer with one single line of code
  125509. * @param scene defines the scene to work on
  125510. * @param options defines the options to use with the SceneOptimizer
  125511. * @param onSuccess defines a callback to call on success
  125512. * @param onFailure defines a callback to call on failure
  125513. * @returns the new SceneOptimizer object
  125514. */
  125515. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  125516. }
  125517. }
  125518. declare module BABYLON {
  125519. /**
  125520. * Class used to serialize a scene into a string
  125521. */
  125522. export class SceneSerializer {
  125523. /**
  125524. * Clear cache used by a previous serialization
  125525. */
  125526. static ClearCache(): void;
  125527. /**
  125528. * Serialize a scene into a JSON compatible object
  125529. * @param scene defines the scene to serialize
  125530. * @returns a JSON compatible object
  125531. */
  125532. static Serialize(scene: Scene): any;
  125533. /**
  125534. * Serialize a mesh into a JSON compatible object
  125535. * @param toSerialize defines the mesh to serialize
  125536. * @param withParents defines if parents must be serialized as well
  125537. * @param withChildren defines if children must be serialized as well
  125538. * @returns a JSON compatible object
  125539. */
  125540. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  125541. }
  125542. }
  125543. declare module BABYLON {
  125544. /**
  125545. * Class used to host texture specific utilities
  125546. */
  125547. export class TextureTools {
  125548. /**
  125549. * Uses the GPU to create a copy texture rescaled at a given size
  125550. * @param texture Texture to copy from
  125551. * @param width defines the desired width
  125552. * @param height defines the desired height
  125553. * @param useBilinearMode defines if bilinear mode has to be used
  125554. * @return the generated texture
  125555. */
  125556. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  125557. }
  125558. }
  125559. declare module BABYLON {
  125560. /**
  125561. * This represents the different options available for the video capture.
  125562. */
  125563. export interface VideoRecorderOptions {
  125564. /** Defines the mime type of the video. */
  125565. mimeType: string;
  125566. /** Defines the FPS the video should be recorded at. */
  125567. fps: number;
  125568. /** Defines the chunk size for the recording data. */
  125569. recordChunckSize: number;
  125570. /** The audio tracks to attach to the recording. */
  125571. audioTracks?: MediaStreamTrack[];
  125572. }
  125573. /**
  125574. * This can help with recording videos from BabylonJS.
  125575. * This is based on the available WebRTC functionalities of the browser.
  125576. *
  125577. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  125578. */
  125579. export class VideoRecorder {
  125580. private static readonly _defaultOptions;
  125581. /**
  125582. * Returns whether or not the VideoRecorder is available in your browser.
  125583. * @param engine Defines the Babylon Engine.
  125584. * @returns true if supported otherwise false.
  125585. */
  125586. static IsSupported(engine: Engine): boolean;
  125587. private readonly _options;
  125588. private _canvas;
  125589. private _mediaRecorder;
  125590. private _recordedChunks;
  125591. private _fileName;
  125592. private _resolve;
  125593. private _reject;
  125594. /**
  125595. * True when a recording is already in progress.
  125596. */
  125597. readonly isRecording: boolean;
  125598. /**
  125599. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  125600. * @param engine Defines the BabylonJS Engine you wish to record.
  125601. * @param options Defines options that can be used to customize the capture.
  125602. */
  125603. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  125604. /**
  125605. * Stops the current recording before the default capture timeout passed in the startRecording function.
  125606. */
  125607. stopRecording(): void;
  125608. /**
  125609. * Starts recording the canvas for a max duration specified in parameters.
  125610. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  125611. * If null no automatic download will start and you can rely on the promise to get the data back.
  125612. * @param maxDuration Defines the maximum recording time in seconds.
  125613. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  125614. * @return A promise callback at the end of the recording with the video data in Blob.
  125615. */
  125616. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  125617. /**
  125618. * Releases internal resources used during the recording.
  125619. */
  125620. dispose(): void;
  125621. private _handleDataAvailable;
  125622. private _handleError;
  125623. private _handleStop;
  125624. }
  125625. }
  125626. declare module BABYLON {
  125627. /**
  125628. * Class containing a set of static utilities functions for screenshots
  125629. */
  125630. export class ScreenshotTools {
  125631. /**
  125632. * Captures a screenshot of the current rendering
  125633. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  125634. * @param engine defines the rendering engine
  125635. * @param camera defines the source camera
  125636. * @param size This parameter can be set to a single number or to an object with the
  125637. * following (optional) properties: precision, width, height. If a single number is passed,
  125638. * it will be used for both width and height. If an object is passed, the screenshot size
  125639. * will be derived from the parameters. The precision property is a multiplier allowing
  125640. * rendering at a higher or lower resolution
  125641. * @param successCallback defines the callback receives a single parameter which contains the
  125642. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  125643. * src parameter of an <img> to display it
  125644. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  125645. * Check your browser for supported MIME types
  125646. */
  125647. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  125648. /**
  125649. * Captures a screenshot of the current rendering
  125650. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  125651. * @param engine defines the rendering engine
  125652. * @param camera defines the source camera
  125653. * @param size This parameter can be set to a single number or to an object with the
  125654. * following (optional) properties: precision, width, height. If a single number is passed,
  125655. * it will be used for both width and height. If an object is passed, the screenshot size
  125656. * will be derived from the parameters. The precision property is a multiplier allowing
  125657. * rendering at a higher or lower resolution
  125658. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  125659. * Check your browser for supported MIME types
  125660. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  125661. * to the src parameter of an <img> to display it
  125662. */
  125663. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  125664. /**
  125665. * Generates an image screenshot from the specified camera.
  125666. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  125667. * @param engine The engine to use for rendering
  125668. * @param camera The camera to use for rendering
  125669. * @param size This parameter can be set to a single number or to an object with the
  125670. * following (optional) properties: precision, width, height. If a single number is passed,
  125671. * it will be used for both width and height. If an object is passed, the screenshot size
  125672. * will be derived from the parameters. The precision property is a multiplier allowing
  125673. * rendering at a higher or lower resolution
  125674. * @param successCallback The callback receives a single parameter which contains the
  125675. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  125676. * src parameter of an <img> to display it
  125677. * @param mimeType The MIME type of the screenshot image (default: image/png).
  125678. * Check your browser for supported MIME types
  125679. * @param samples Texture samples (default: 1)
  125680. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  125681. * @param fileName A name for for the downloaded file.
  125682. */
  125683. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  125684. /**
  125685. * Generates an image screenshot from the specified camera.
  125686. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  125687. * @param engine The engine to use for rendering
  125688. * @param camera The camera to use for rendering
  125689. * @param size This parameter can be set to a single number or to an object with the
  125690. * following (optional) properties: precision, width, height. If a single number is passed,
  125691. * it will be used for both width and height. If an object is passed, the screenshot size
  125692. * will be derived from the parameters. The precision property is a multiplier allowing
  125693. * rendering at a higher or lower resolution
  125694. * @param mimeType The MIME type of the screenshot image (default: image/png).
  125695. * Check your browser for supported MIME types
  125696. * @param samples Texture samples (default: 1)
  125697. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  125698. * @param fileName A name for for the downloaded file.
  125699. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  125700. * to the src parameter of an <img> to display it
  125701. */
  125702. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  125703. /**
  125704. * Gets height and width for screenshot size
  125705. * @private
  125706. */
  125707. private static _getScreenshotSize;
  125708. }
  125709. }
  125710. declare module BABYLON {
  125711. /**
  125712. * A cursor which tracks a point on a path
  125713. */
  125714. export class PathCursor {
  125715. private path;
  125716. /**
  125717. * Stores path cursor callbacks for when an onchange event is triggered
  125718. */
  125719. private _onchange;
  125720. /**
  125721. * The value of the path cursor
  125722. */
  125723. value: number;
  125724. /**
  125725. * The animation array of the path cursor
  125726. */
  125727. animations: Animation[];
  125728. /**
  125729. * Initializes the path cursor
  125730. * @param path The path to track
  125731. */
  125732. constructor(path: Path2);
  125733. /**
  125734. * Gets the cursor point on the path
  125735. * @returns A point on the path cursor at the cursor location
  125736. */
  125737. getPoint(): Vector3;
  125738. /**
  125739. * Moves the cursor ahead by the step amount
  125740. * @param step The amount to move the cursor forward
  125741. * @returns This path cursor
  125742. */
  125743. moveAhead(step?: number): PathCursor;
  125744. /**
  125745. * Moves the cursor behind by the step amount
  125746. * @param step The amount to move the cursor back
  125747. * @returns This path cursor
  125748. */
  125749. moveBack(step?: number): PathCursor;
  125750. /**
  125751. * Moves the cursor by the step amount
  125752. * If the step amount is greater than one, an exception is thrown
  125753. * @param step The amount to move the cursor
  125754. * @returns This path cursor
  125755. */
  125756. move(step: number): PathCursor;
  125757. /**
  125758. * Ensures that the value is limited between zero and one
  125759. * @returns This path cursor
  125760. */
  125761. private ensureLimits;
  125762. /**
  125763. * Runs onchange callbacks on change (used by the animation engine)
  125764. * @returns This path cursor
  125765. */
  125766. private raiseOnChange;
  125767. /**
  125768. * Executes a function on change
  125769. * @param f A path cursor onchange callback
  125770. * @returns This path cursor
  125771. */
  125772. onchange(f: (cursor: PathCursor) => void): PathCursor;
  125773. }
  125774. }
  125775. declare module BABYLON {
  125776. /** @hidden */
  125777. export var blurPixelShader: {
  125778. name: string;
  125779. shader: string;
  125780. };
  125781. }
  125782. declare module BABYLON {
  125783. /** @hidden */
  125784. export var pointCloudVertexDeclaration: {
  125785. name: string;
  125786. shader: string;
  125787. };
  125788. }
  125789. // Mixins
  125790. interface Window {
  125791. mozIndexedDB: IDBFactory;
  125792. webkitIndexedDB: IDBFactory;
  125793. msIndexedDB: IDBFactory;
  125794. webkitURL: typeof URL;
  125795. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  125796. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  125797. WebGLRenderingContext: WebGLRenderingContext;
  125798. MSGesture: MSGesture;
  125799. CANNON: any;
  125800. AudioContext: AudioContext;
  125801. webkitAudioContext: AudioContext;
  125802. PointerEvent: any;
  125803. Math: Math;
  125804. Uint8Array: Uint8ArrayConstructor;
  125805. Float32Array: Float32ArrayConstructor;
  125806. mozURL: typeof URL;
  125807. msURL: typeof URL;
  125808. VRFrameData: any; // WebVR, from specs 1.1
  125809. DracoDecoderModule: any;
  125810. setImmediate(handler: (...args: any[]) => void): number;
  125811. }
  125812. interface HTMLCanvasElement {
  125813. requestPointerLock(): void;
  125814. msRequestPointerLock?(): void;
  125815. mozRequestPointerLock?(): void;
  125816. webkitRequestPointerLock?(): void;
  125817. /** Track wether a record is in progress */
  125818. isRecording: boolean;
  125819. /** Capture Stream method defined by some browsers */
  125820. captureStream(fps?: number): MediaStream;
  125821. }
  125822. interface CanvasRenderingContext2D {
  125823. msImageSmoothingEnabled: boolean;
  125824. }
  125825. interface MouseEvent {
  125826. mozMovementX: number;
  125827. mozMovementY: number;
  125828. webkitMovementX: number;
  125829. webkitMovementY: number;
  125830. msMovementX: number;
  125831. msMovementY: number;
  125832. }
  125833. interface Navigator {
  125834. mozGetVRDevices: (any: any) => any;
  125835. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  125836. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  125837. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  125838. webkitGetGamepads(): Gamepad[];
  125839. msGetGamepads(): Gamepad[];
  125840. webkitGamepads(): Gamepad[];
  125841. }
  125842. interface HTMLVideoElement {
  125843. mozSrcObject: any;
  125844. }
  125845. interface Math {
  125846. fround(x: number): number;
  125847. imul(a: number, b: number): number;
  125848. }
  125849. interface WebGLRenderingContext {
  125850. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  125851. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  125852. vertexAttribDivisor(index: number, divisor: number): void;
  125853. createVertexArray(): any;
  125854. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  125855. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  125856. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  125857. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  125858. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  125859. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  125860. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  125861. // Queries
  125862. createQuery(): WebGLQuery;
  125863. deleteQuery(query: WebGLQuery): void;
  125864. beginQuery(target: number, query: WebGLQuery): void;
  125865. endQuery(target: number): void;
  125866. getQueryParameter(query: WebGLQuery, pname: number): any;
  125867. getQuery(target: number, pname: number): any;
  125868. MAX_SAMPLES: number;
  125869. RGBA8: number;
  125870. READ_FRAMEBUFFER: number;
  125871. DRAW_FRAMEBUFFER: number;
  125872. UNIFORM_BUFFER: number;
  125873. HALF_FLOAT_OES: number;
  125874. RGBA16F: number;
  125875. RGBA32F: number;
  125876. R32F: number;
  125877. RG32F: number;
  125878. RGB32F: number;
  125879. R16F: number;
  125880. RG16F: number;
  125881. RGB16F: number;
  125882. RED: number;
  125883. RG: number;
  125884. R8: number;
  125885. RG8: number;
  125886. UNSIGNED_INT_24_8: number;
  125887. DEPTH24_STENCIL8: number;
  125888. /* Multiple Render Targets */
  125889. drawBuffers(buffers: number[]): void;
  125890. readBuffer(src: number): void;
  125891. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  125892. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  125893. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  125894. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  125895. // Occlusion Query
  125896. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  125897. ANY_SAMPLES_PASSED: number;
  125898. QUERY_RESULT_AVAILABLE: number;
  125899. QUERY_RESULT: number;
  125900. }
  125901. interface WebGLProgram {
  125902. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  125903. }
  125904. interface EXT_disjoint_timer_query {
  125905. QUERY_COUNTER_BITS_EXT: number;
  125906. TIME_ELAPSED_EXT: number;
  125907. TIMESTAMP_EXT: number;
  125908. GPU_DISJOINT_EXT: number;
  125909. QUERY_RESULT_EXT: number;
  125910. QUERY_RESULT_AVAILABLE_EXT: number;
  125911. queryCounterEXT(query: WebGLQuery, target: number): void;
  125912. createQueryEXT(): WebGLQuery;
  125913. beginQueryEXT(target: number, query: WebGLQuery): void;
  125914. endQueryEXT(target: number): void;
  125915. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  125916. deleteQueryEXT(query: WebGLQuery): void;
  125917. }
  125918. interface WebGLUniformLocation {
  125919. _currentState: any;
  125920. }
  125921. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  125922. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  125923. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  125924. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  125925. interface WebGLRenderingContext {
  125926. readonly RASTERIZER_DISCARD: number;
  125927. readonly DEPTH_COMPONENT24: number;
  125928. readonly TEXTURE_3D: number;
  125929. readonly TEXTURE_2D_ARRAY: number;
  125930. readonly TEXTURE_COMPARE_FUNC: number;
  125931. readonly TEXTURE_COMPARE_MODE: number;
  125932. readonly COMPARE_REF_TO_TEXTURE: number;
  125933. readonly TEXTURE_WRAP_R: number;
  125934. readonly HALF_FLOAT: number;
  125935. readonly RGB8: number;
  125936. readonly RED_INTEGER: number;
  125937. readonly RG_INTEGER: number;
  125938. readonly RGB_INTEGER: number;
  125939. readonly RGBA_INTEGER: number;
  125940. readonly R8_SNORM: number;
  125941. readonly RG8_SNORM: number;
  125942. readonly RGB8_SNORM: number;
  125943. readonly RGBA8_SNORM: number;
  125944. readonly R8I: number;
  125945. readonly RG8I: number;
  125946. readonly RGB8I: number;
  125947. readonly RGBA8I: number;
  125948. readonly R8UI: number;
  125949. readonly RG8UI: number;
  125950. readonly RGB8UI: number;
  125951. readonly RGBA8UI: number;
  125952. readonly R16I: number;
  125953. readonly RG16I: number;
  125954. readonly RGB16I: number;
  125955. readonly RGBA16I: number;
  125956. readonly R16UI: number;
  125957. readonly RG16UI: number;
  125958. readonly RGB16UI: number;
  125959. readonly RGBA16UI: number;
  125960. readonly R32I: number;
  125961. readonly RG32I: number;
  125962. readonly RGB32I: number;
  125963. readonly RGBA32I: number;
  125964. readonly R32UI: number;
  125965. readonly RG32UI: number;
  125966. readonly RGB32UI: number;
  125967. readonly RGBA32UI: number;
  125968. readonly RGB10_A2UI: number;
  125969. readonly R11F_G11F_B10F: number;
  125970. readonly RGB9_E5: number;
  125971. readonly RGB10_A2: number;
  125972. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  125973. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  125974. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  125975. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  125976. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  125977. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  125978. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ImageBitmap | ImageData | HTMLVideoElement | HTMLImageElement | HTMLCanvasElement): void;
  125979. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  125980. readonly TRANSFORM_FEEDBACK: number;
  125981. readonly INTERLEAVED_ATTRIBS: number;
  125982. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  125983. createTransformFeedback(): WebGLTransformFeedback;
  125984. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  125985. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  125986. beginTransformFeedback(primitiveMode: number): void;
  125987. endTransformFeedback(): void;
  125988. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  125989. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  125990. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  125991. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  125992. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  125993. }
  125994. interface ImageBitmap {
  125995. readonly width: number;
  125996. readonly height: number;
  125997. close(): void;
  125998. }
  125999. interface WebGLQuery extends WebGLObject {
  126000. }
  126001. declare var WebGLQuery: {
  126002. prototype: WebGLQuery;
  126003. new(): WebGLQuery;
  126004. };
  126005. interface WebGLSampler extends WebGLObject {
  126006. }
  126007. declare var WebGLSampler: {
  126008. prototype: WebGLSampler;
  126009. new(): WebGLSampler;
  126010. };
  126011. interface WebGLSync extends WebGLObject {
  126012. }
  126013. declare var WebGLSync: {
  126014. prototype: WebGLSync;
  126015. new(): WebGLSync;
  126016. };
  126017. interface WebGLTransformFeedback extends WebGLObject {
  126018. }
  126019. declare var WebGLTransformFeedback: {
  126020. prototype: WebGLTransformFeedback;
  126021. new(): WebGLTransformFeedback;
  126022. };
  126023. interface WebGLVertexArrayObject extends WebGLObject {
  126024. }
  126025. declare var WebGLVertexArrayObject: {
  126026. prototype: WebGLVertexArrayObject;
  126027. new(): WebGLVertexArrayObject;
  126028. };
  126029. // Type definitions for WebVR API
  126030. // Project: https://w3c.github.io/webvr/
  126031. // Definitions by: six a <https://github.com/lostfictions>
  126032. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  126033. interface VRDisplay extends EventTarget {
  126034. /**
  126035. * Dictionary of capabilities describing the VRDisplay.
  126036. */
  126037. readonly capabilities: VRDisplayCapabilities;
  126038. /**
  126039. * z-depth defining the far plane of the eye view frustum
  126040. * enables mapping of values in the render target depth
  126041. * attachment to scene coordinates. Initially set to 10000.0.
  126042. */
  126043. depthFar: number;
  126044. /**
  126045. * z-depth defining the near plane of the eye view frustum
  126046. * enables mapping of values in the render target depth
  126047. * attachment to scene coordinates. Initially set to 0.01.
  126048. */
  126049. depthNear: number;
  126050. /**
  126051. * An identifier for this distinct VRDisplay. Used as an
  126052. * association point in the Gamepad API.
  126053. */
  126054. readonly displayId: number;
  126055. /**
  126056. * A display name, a user-readable name identifying it.
  126057. */
  126058. readonly displayName: string;
  126059. readonly isConnected: boolean;
  126060. readonly isPresenting: boolean;
  126061. /**
  126062. * If this VRDisplay supports room-scale experiences, the optional
  126063. * stage attribute contains details on the room-scale parameters.
  126064. */
  126065. readonly stageParameters: VRStageParameters | null;
  126066. /**
  126067. * Passing the value returned by `requestAnimationFrame` to
  126068. * `cancelAnimationFrame` will unregister the callback.
  126069. * @param handle Define the hanle of the request to cancel
  126070. */
  126071. cancelAnimationFrame(handle: number): void;
  126072. /**
  126073. * Stops presenting to the VRDisplay.
  126074. * @returns a promise to know when it stopped
  126075. */
  126076. exitPresent(): Promise<void>;
  126077. /**
  126078. * Return the current VREyeParameters for the given eye.
  126079. * @param whichEye Define the eye we want the parameter for
  126080. * @returns the eye parameters
  126081. */
  126082. getEyeParameters(whichEye: string): VREyeParameters;
  126083. /**
  126084. * Populates the passed VRFrameData with the information required to render
  126085. * the current frame.
  126086. * @param frameData Define the data structure to populate
  126087. * @returns true if ok otherwise false
  126088. */
  126089. getFrameData(frameData: VRFrameData): boolean;
  126090. /**
  126091. * Get the layers currently being presented.
  126092. * @returns the list of VR layers
  126093. */
  126094. getLayers(): VRLayer[];
  126095. /**
  126096. * Return a VRPose containing the future predicted pose of the VRDisplay
  126097. * when the current frame will be presented. The value returned will not
  126098. * change until JavaScript has returned control to the browser.
  126099. *
  126100. * The VRPose will contain the position, orientation, velocity,
  126101. * and acceleration of each of these properties.
  126102. * @returns the pose object
  126103. */
  126104. getPose(): VRPose;
  126105. /**
  126106. * Return the current instantaneous pose of the VRDisplay, with no
  126107. * prediction applied.
  126108. * @returns the current instantaneous pose
  126109. */
  126110. getImmediatePose(): VRPose;
  126111. /**
  126112. * The callback passed to `requestAnimationFrame` will be called
  126113. * any time a new frame should be rendered. When the VRDisplay is
  126114. * presenting the callback will be called at the native refresh
  126115. * rate of the HMD. When not presenting this function acts
  126116. * identically to how window.requestAnimationFrame acts. Content should
  126117. * make no assumptions of frame rate or vsync behavior as the HMD runs
  126118. * asynchronously from other displays and at differing refresh rates.
  126119. * @param callback Define the eaction to run next frame
  126120. * @returns the request handle it
  126121. */
  126122. requestAnimationFrame(callback: FrameRequestCallback): number;
  126123. /**
  126124. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  126125. * Repeat calls while already presenting will update the VRLayers being displayed.
  126126. * @param layers Define the list of layer to present
  126127. * @returns a promise to know when the request has been fulfilled
  126128. */
  126129. requestPresent(layers: VRLayer[]): Promise<void>;
  126130. /**
  126131. * Reset the pose for this display, treating its current position and
  126132. * orientation as the "origin/zero" values. VRPose.position,
  126133. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  126134. * updated when calling resetPose(). This should be called in only
  126135. * sitting-space experiences.
  126136. */
  126137. resetPose(): void;
  126138. /**
  126139. * The VRLayer provided to the VRDisplay will be captured and presented
  126140. * in the HMD. Calling this function has the same effect on the source
  126141. * canvas as any other operation that uses its source image, and canvases
  126142. * created without preserveDrawingBuffer set to true will be cleared.
  126143. * @param pose Define the pose to submit
  126144. */
  126145. submitFrame(pose?: VRPose): void;
  126146. }
  126147. declare var VRDisplay: {
  126148. prototype: VRDisplay;
  126149. new(): VRDisplay;
  126150. };
  126151. interface VRLayer {
  126152. leftBounds?: number[] | Float32Array | null;
  126153. rightBounds?: number[] | Float32Array | null;
  126154. source?: HTMLCanvasElement | null;
  126155. }
  126156. interface VRDisplayCapabilities {
  126157. readonly canPresent: boolean;
  126158. readonly hasExternalDisplay: boolean;
  126159. readonly hasOrientation: boolean;
  126160. readonly hasPosition: boolean;
  126161. readonly maxLayers: number;
  126162. }
  126163. interface VREyeParameters {
  126164. /** @deprecated */
  126165. readonly fieldOfView: VRFieldOfView;
  126166. readonly offset: Float32Array;
  126167. readonly renderHeight: number;
  126168. readonly renderWidth: number;
  126169. }
  126170. interface VRFieldOfView {
  126171. readonly downDegrees: number;
  126172. readonly leftDegrees: number;
  126173. readonly rightDegrees: number;
  126174. readonly upDegrees: number;
  126175. }
  126176. interface VRFrameData {
  126177. readonly leftProjectionMatrix: Float32Array;
  126178. readonly leftViewMatrix: Float32Array;
  126179. readonly pose: VRPose;
  126180. readonly rightProjectionMatrix: Float32Array;
  126181. readonly rightViewMatrix: Float32Array;
  126182. readonly timestamp: number;
  126183. }
  126184. interface VRPose {
  126185. readonly angularAcceleration: Float32Array | null;
  126186. readonly angularVelocity: Float32Array | null;
  126187. readonly linearAcceleration: Float32Array | null;
  126188. readonly linearVelocity: Float32Array | null;
  126189. readonly orientation: Float32Array | null;
  126190. readonly position: Float32Array | null;
  126191. readonly timestamp: number;
  126192. }
  126193. interface VRStageParameters {
  126194. sittingToStandingTransform?: Float32Array;
  126195. sizeX?: number;
  126196. sizeY?: number;
  126197. }
  126198. interface Navigator {
  126199. getVRDisplays(): Promise<VRDisplay[]>;
  126200. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  126201. }
  126202. interface Window {
  126203. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  126204. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  126205. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  126206. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  126207. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  126208. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  126209. }
  126210. interface Gamepad {
  126211. readonly displayId: number;
  126212. }
  126213. type XRSessionMode =
  126214. | "inline"
  126215. | "immersive-vr"
  126216. | "immersive-ar";
  126217. type XRReferenceSpaceType =
  126218. | "viewer"
  126219. | "local"
  126220. | "local-floor"
  126221. | "bounded-floor"
  126222. | "unbounded";
  126223. type XREnvironmentBlendMode =
  126224. | "opaque"
  126225. | "additive"
  126226. | "alpha-blend";
  126227. type XRVisibilityState =
  126228. | "visible"
  126229. | "visible-blurred"
  126230. | "hidden";
  126231. type XRHandedness =
  126232. | "none"
  126233. | "left"
  126234. | "right";
  126235. type XRTargetRayMode =
  126236. | "gaze"
  126237. | "tracked-pointer"
  126238. | "screen";
  126239. type XREye =
  126240. | "none"
  126241. | "left"
  126242. | "right";
  126243. interface XRSpace extends EventTarget {
  126244. }
  126245. interface XRRenderState {
  126246. depthNear?: number;
  126247. depthFar?: number;
  126248. inlineVerticalFieldOfView?: number;
  126249. baseLayer?: XRWebGLLayer;
  126250. }
  126251. interface XRInputSource {
  126252. handedness: XRHandedness;
  126253. targetRayMode: XRTargetRayMode;
  126254. targetRaySpace: XRSpace;
  126255. gripSpace: XRSpace | undefined;
  126256. gamepad: Gamepad | undefined;
  126257. profiles: Array<string>;
  126258. }
  126259. interface XRSession {
  126260. addEventListener: Function;
  126261. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  126262. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  126263. requestAnimationFrame: Function;
  126264. end(): Promise<void>;
  126265. renderState: XRRenderState;
  126266. inputSources: Array<XRInputSource>;
  126267. }
  126268. interface XRReferenceSpace extends XRSpace {
  126269. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  126270. onreset: any;
  126271. }
  126272. interface XRFrame {
  126273. session: XRSession;
  126274. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  126275. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  126276. }
  126277. interface XRViewerPose extends XRPose {
  126278. views: Array<XRView>;
  126279. }
  126280. interface XRPose {
  126281. transform: XRRigidTransform;
  126282. emulatedPosition: boolean;
  126283. }
  126284. declare var XRWebGLLayer: {
  126285. prototype: XRWebGLLayer;
  126286. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  126287. };
  126288. interface XRWebGLLayer {
  126289. framebuffer: WebGLFramebuffer;
  126290. framebufferWidth: number;
  126291. framebufferHeight: number;
  126292. getViewport: Function;
  126293. }
  126294. interface XRRigidTransform {
  126295. position: DOMPointReadOnly;
  126296. orientation: DOMPointReadOnly;
  126297. matrix: Float32Array;
  126298. inverse: XRRigidTransform;
  126299. }
  126300. interface XRView {
  126301. eye: XREye;
  126302. projectionMatrix: Float32Array;
  126303. transform: XRRigidTransform;
  126304. }
  126305. interface XRInputSourceChangeEvent {
  126306. session: XRSession;
  126307. removed: Array<XRInputSource>;
  126308. added: Array<XRInputSource>;
  126309. }