mirror of
https://github.com/zhigang1992/DefinitelyTyped.git
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6328 lines
256 KiB
TypeScript
6328 lines
256 KiB
TypeScript
// Type definitions for BabylonJS v2.2
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// Project: http://www.babylonjs.com/
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// Definitions by: David Catuhe <https://github.com/deltakosh/>
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// Definitions: https://github.com/borisyankov/babylonjs
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declare module BABYLON {
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class _DepthCullingState {
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private _isDepthTestDirty;
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private _isDepthMaskDirty;
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private _isDepthFuncDirty;
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private _isCullFaceDirty;
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private _isCullDirty;
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private _isZOffsetDirty;
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private _depthTest;
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private _depthMask;
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private _depthFunc;
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private _cull;
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private _cullFace;
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private _zOffset;
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isDirty: boolean;
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zOffset: number;
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cullFace: number;
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cull: boolean;
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depthFunc: number;
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depthMask: boolean;
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depthTest: boolean;
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reset(): void;
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apply(gl: WebGLRenderingContext): void;
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}
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class _AlphaState {
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private _isAlphaBlendDirty;
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private _isBlendFunctionParametersDirty;
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private _alphaBlend;
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private _blendFunctionParameters;
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isDirty: boolean;
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alphaBlend: boolean;
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setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
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reset(): void;
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apply(gl: WebGLRenderingContext): void;
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}
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class EngineCapabilities {
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maxTexturesImageUnits: number;
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maxTextureSize: number;
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maxCubemapTextureSize: number;
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maxRenderTextureSize: number;
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standardDerivatives: boolean;
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s3tc: any;
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textureFloat: boolean;
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textureAnisotropicFilterExtension: any;
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maxAnisotropy: number;
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instancedArrays: any;
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uintIndices: boolean;
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highPrecisionShaderSupported: boolean;
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}
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/**
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* The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio.
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*/
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class Engine {
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private static _ALPHA_DISABLE;
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private static _ALPHA_ADD;
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private static _ALPHA_COMBINE;
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private static _ALPHA_SUBTRACT;
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private static _ALPHA_MULTIPLY;
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private static _ALPHA_MAXIMIZED;
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private static _ALPHA_ONEONE;
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private static _DELAYLOADSTATE_NONE;
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private static _DELAYLOADSTATE_LOADED;
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private static _DELAYLOADSTATE_LOADING;
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private static _DELAYLOADSTATE_NOTLOADED;
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private static _TEXTUREFORMAT_ALPHA;
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private static _TEXTUREFORMAT_LUMINANCE;
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private static _TEXTUREFORMAT_LUMINANCE_ALPHA;
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private static _TEXTUREFORMAT_RGB;
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private static _TEXTUREFORMAT_RGBA;
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private static _TEXTURETYPE_UNSIGNED_INT;
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private static _TEXTURETYPE_FLOAT;
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static ALPHA_DISABLE: number;
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static ALPHA_ONEONE: number;
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static ALPHA_ADD: number;
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static ALPHA_COMBINE: number;
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static ALPHA_SUBTRACT: number;
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static ALPHA_MULTIPLY: number;
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static ALPHA_MAXIMIZED: number;
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static DELAYLOADSTATE_NONE: number;
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static DELAYLOADSTATE_LOADED: number;
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static DELAYLOADSTATE_LOADING: number;
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static DELAYLOADSTATE_NOTLOADED: number;
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static TEXTUREFORMAT_ALPHA: number;
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static TEXTUREFORMAT_LUMINANCE: number;
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static TEXTUREFORMAT_LUMINANCE_ALPHA: number;
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static TEXTUREFORMAT_RGB: number;
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static TEXTUREFORMAT_RGBA: number;
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static TEXTURETYPE_UNSIGNED_INT: number;
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static TEXTURETYPE_FLOAT: number;
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static Version: string;
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static Epsilon: number;
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static CollisionsEpsilon: number;
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static CodeRepository: string;
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static ShadersRepository: string;
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isFullscreen: boolean;
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isPointerLock: boolean;
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cullBackFaces: boolean;
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renderEvenInBackground: boolean;
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enableOfflineSupport: boolean;
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scenes: Scene[];
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_gl: WebGLRenderingContext;
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private _renderingCanvas;
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private _windowIsBackground;
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static audioEngine: AudioEngine;
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private _onBlur;
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private _onFocus;
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private _onFullscreenChange;
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private _onPointerLockChange;
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private _hardwareScalingLevel;
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private _caps;
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private _pointerLockRequested;
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private _alphaTest;
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private _resizeLoadingUI;
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private _loadingDiv;
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private _loadingTextDiv;
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private _loadingDivBackgroundColor;
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private _drawCalls;
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private _glVersion;
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private _glRenderer;
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private _glVendor;
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private _videoTextureSupported;
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private _renderingQueueLaunched;
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private _activeRenderLoops;
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private fpsRange;
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private previousFramesDuration;
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private fps;
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private deltaTime;
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private _depthCullingState;
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private _alphaState;
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private _alphaMode;
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private _loadedTexturesCache;
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_activeTexturesCache: BaseTexture[];
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private _currentEffect;
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private _compiledEffects;
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private _vertexAttribArrays;
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private _cachedViewport;
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private _cachedVertexBuffers;
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private _cachedIndexBuffer;
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private _cachedEffectForVertexBuffers;
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private _currentRenderTarget;
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private _uintIndicesCurrentlySet;
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private _workingCanvas;
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private _workingContext;
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/**
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* @constructor
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* @param {HTMLCanvasElement} canvas - the canvas to be used for rendering
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* @param {boolean} [antialias] - enable antialias
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* @param options - further options to be sent to the getContext function
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*/
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constructor(canvas: HTMLCanvasElement, antialias?: boolean, options?: any);
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private _prepareWorkingCanvas();
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getGlInfo(): {
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vendor: string;
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renderer: string;
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version: string;
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};
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getAspectRatio(camera: Camera): number;
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getRenderWidth(): number;
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getRenderHeight(): number;
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getRenderingCanvas(): HTMLCanvasElement;
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getRenderingCanvasClientRect(): ClientRect;
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setHardwareScalingLevel(level: number): void;
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getHardwareScalingLevel(): number;
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getLoadedTexturesCache(): WebGLTexture[];
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getCaps(): EngineCapabilities;
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drawCalls: number;
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resetDrawCalls(): void;
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setDepthFunctionToGreater(): void;
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setDepthFunctionToGreaterOrEqual(): void;
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setDepthFunctionToLess(): void;
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setDepthFunctionToLessOrEqual(): void;
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/**
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* stop executing a render loop function and remove it from the execution array
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* @param {Function} [renderFunction] the function to be removed. If not provided all functions will be removed.
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*/
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stopRenderLoop(renderFunction?: () => void): void;
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_renderLoop(): void;
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/**
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* Register and execute a render loop. The engine can have more than one render function.
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* @param {Function} renderFunction - the function to continuesly execute starting the next render loop.
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* @example
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* engine.runRenderLoop(function () {
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* scene.render()
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* })
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*/
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runRenderLoop(renderFunction: () => void): void;
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/**
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* Toggle full screen mode.
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* @param {boolean} requestPointerLock - should a pointer lock be requested from the user
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*/
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switchFullscreen(requestPointerLock: boolean): void;
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clear(color: any, backBuffer: boolean, depthStencil: boolean): void;
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/**
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* Set the WebGL's viewport
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* @param {BABYLON.Viewport} viewport - the viewport element to be used.
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* @param {number} [requiredWidth] - the width required for rendering. If not provided the rendering canvas' width is used.
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* @param {number} [requiredHeight] - the height required for rendering. If not provided the rendering canvas' height is used.
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*/
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setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
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setDirectViewport(x: number, y: number, width: number, height: number): void;
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beginFrame(): void;
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endFrame(): void;
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/**
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* resize the view according to the canvas' size.
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* @example
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* window.addEventListener("resize", function () {
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* engine.resize();
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* });
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*/
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resize(): void;
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/**
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* force a specific size of the canvas
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* @param {number} width - the new canvas' width
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* @param {number} height - the new canvas' height
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*/
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setSize(width: number, height: number): void;
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bindFramebuffer(texture: WebGLTexture): void;
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unBindFramebuffer(texture: WebGLTexture): void;
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flushFramebuffer(): void;
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restoreDefaultFramebuffer(): void;
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private _resetVertexBufferBinding();
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createVertexBuffer(vertices: number[]): WebGLBuffer;
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createDynamicVertexBuffer(capacity: number): WebGLBuffer;
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updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: any, offset?: number): void;
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private _resetIndexBufferBinding();
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createIndexBuffer(indices: number[]): WebGLBuffer;
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bindBuffers(vertexBuffer: WebGLBuffer, indexBuffer: WebGLBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
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bindMultiBuffers(vertexBuffers: VertexBuffer[], indexBuffer: WebGLBuffer, effect: Effect): void;
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_releaseBuffer(buffer: WebGLBuffer): boolean;
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createInstancesBuffer(capacity: number): WebGLBuffer;
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deleteInstancesBuffer(buffer: WebGLBuffer): void;
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updateAndBindInstancesBuffer(instancesBuffer: WebGLBuffer, data: Float32Array, offsetLocations: number[]): void;
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unBindInstancesBuffer(instancesBuffer: WebGLBuffer, offsetLocations: number[]): void;
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applyStates(): void;
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draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
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drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
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_releaseEffect(effect: Effect): void;
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createEffect(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
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createEffectForParticles(fragmentName: string, uniformsNames?: string[], samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
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createShaderProgram(vertexCode: string, fragmentCode: string, defines: string): WebGLProgram;
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getUniforms(shaderProgram: WebGLProgram, uniformsNames: string[]): WebGLUniformLocation[];
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getAttributes(shaderProgram: WebGLProgram, attributesNames: string[]): number[];
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enableEffect(effect: Effect): void;
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setArray(uniform: WebGLUniformLocation, array: number[]): void;
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setArray2(uniform: WebGLUniformLocation, array: number[]): void;
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setArray3(uniform: WebGLUniformLocation, array: number[]): void;
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setArray4(uniform: WebGLUniformLocation, array: number[]): void;
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setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
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setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
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setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
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setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
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setFloat(uniform: WebGLUniformLocation, value: number): void;
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setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
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setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
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setBool(uniform: WebGLUniformLocation, bool: number): void;
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setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
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setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
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setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
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setState(culling: boolean, zOffset?: number, force?: boolean): void;
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setDepthBuffer(enable: boolean): void;
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getDepthWrite(): boolean;
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setDepthWrite(enable: boolean): void;
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setColorWrite(enable: boolean): void;
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setAlphaMode(mode: number): void;
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getAlphaMode(): number;
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setAlphaTesting(enable: boolean): void;
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getAlphaTesting(): boolean;
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wipeCaches(): void;
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setSamplingMode(texture: WebGLTexture, samplingMode: number): void;
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createTexture(url: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: () => void, onError?: () => void, buffer?: any): WebGLTexture;
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updateRawTexture(texture: WebGLTexture, data: ArrayBufferView, format: number, invertY: boolean, compression?: string): void;
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createRawTexture(data: ArrayBufferView, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: string): WebGLTexture;
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createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number, forceExponantOfTwo?: boolean): WebGLTexture;
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updateTextureSamplingMode(samplingMode: number, texture: WebGLTexture): void;
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updateDynamicTexture(texture: WebGLTexture, canvas: HTMLCanvasElement, invertY: boolean): void;
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updateVideoTexture(texture: WebGLTexture, video: HTMLVideoElement, invertY: boolean): void;
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createRenderTargetTexture(size: any, options: any): WebGLTexture;
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createCubeTexture(rootUrl: string, scene: Scene, extensions: string[], noMipmap?: boolean): WebGLTexture;
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_releaseTexture(texture: WebGLTexture): void;
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bindSamplers(effect: Effect): void;
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_bindTexture(channel: number, texture: WebGLTexture): void;
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setTextureFromPostProcess(channel: number, postProcess: PostProcess): void;
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setTexture(channel: number, texture: BaseTexture): void;
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_setAnisotropicLevel(key: number, texture: BaseTexture): void;
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readPixels(x: number, y: number, width: number, height: number): Uint8Array;
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dispose(): void;
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displayLoadingUI(): void;
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loadingUIText: string;
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loadingUIBackgroundColor: string;
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hideLoadingUI(): void;
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getFps(): number;
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getDeltaTime(): number;
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private _measureFps();
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static isSupported(): boolean;
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}
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}
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interface Window {
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mozIndexedDB(func: any): any;
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webkitIndexedDB(func: any): any;
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IDBTransaction(func: any): any;
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webkitIDBTransaction(func: any): any;
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msIDBTransaction(func: any): any;
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IDBKeyRange(func: any): any;
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webkitIDBKeyRange(func: any): any;
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msIDBKeyRange(func: any): any;
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webkitURL: HTMLURL;
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webkitRequestAnimationFrame(func: any): any;
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mozRequestAnimationFrame(func: any): any;
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oRequestAnimationFrame(func: any): any;
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WebGLRenderingContext: WebGLRenderingContext;
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MSGesture: MSGesture;
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CANNON: any;
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SIMD: any;
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AudioContext: AudioContext;
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webkitAudioContext: AudioContext;
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}
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interface HTMLURL {
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createObjectURL(param1: any, param2?: any): any;
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}
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interface Document {
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exitFullscreen(): void;
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webkitCancelFullScreen(): void;
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mozCancelFullScreen(): void;
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msCancelFullScreen(): void;
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mozFullScreen: boolean;
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msIsFullScreen: boolean;
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fullscreen: boolean;
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mozPointerLockElement: HTMLElement;
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msPointerLockElement: HTMLElement;
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webkitPointerLockElement: HTMLElement;
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}
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interface HTMLCanvasElement {
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requestPointerLock(): void;
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msRequestPointerLock(): void;
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mozRequestPointerLock(): void;
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webkitRequestPointerLock(): void;
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}
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interface CanvasRenderingContext2D {
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imageSmoothingEnabled: boolean;
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mozImageSmoothingEnabled: boolean;
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oImageSmoothingEnabled: boolean;
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webkitImageSmoothingEnabled: boolean;
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}
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interface WebGLTexture {
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isReady: boolean;
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isCube: boolean;
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url: string;
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noMipmap: boolean;
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samplingMode: number;
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references: number;
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generateMipMaps: boolean;
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_size: number;
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_baseWidth: number;
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_baseHeight: number;
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_width: number;
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_height: number;
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_workingCanvas: HTMLCanvasElement;
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_workingContext: CanvasRenderingContext2D;
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_framebuffer: WebGLFramebuffer;
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_depthBuffer: WebGLRenderbuffer;
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_cachedCoordinatesMode: number;
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_cachedWrapU: number;
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_cachedWrapV: number;
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_isDisabled: boolean;
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}
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interface WebGLBuffer {
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references: number;
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capacity: number;
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is32Bits: boolean;
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}
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interface MouseEvent {
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mozMovementX: number;
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mozMovementY: number;
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webkitMovementX: number;
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webkitMovementY: number;
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msMovementX: number;
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msMovementY: number;
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}
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interface MSStyleCSSProperties {
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webkitTransform: string;
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webkitTransition: string;
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}
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interface Navigator {
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getVRDevices: () => any;
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mozGetVRDevices: (any: any) => any;
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isCocoonJS: boolean;
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}
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interface Screen {
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orientation: string;
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mozOrientation: string;
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}
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declare module BABYLON {
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/**
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* Node is the basic class for all scene objects (Mesh, Light Camera).
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*/
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class Node {
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parent: Node;
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name: string;
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id: string;
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uniqueId: number;
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state: string;
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animations: Animation[];
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onReady: (node: Node) => void;
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private _childrenFlag;
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private _isEnabled;
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private _isReady;
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_currentRenderId: number;
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private _parentRenderId;
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_waitingParentId: string;
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private _scene;
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_cache: any;
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/**
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* @constructor
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* @param {string} name - the name and id to be given to this node
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* @param {BABYLON.Scene} the scene this node will be added to
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*/
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constructor(name: string, scene: Scene);
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getScene(): Scene;
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getEngine(): Engine;
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getWorldMatrix(): Matrix;
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_initCache(): void;
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updateCache(force?: boolean): void;
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_updateCache(ignoreParentClass?: boolean): void;
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_isSynchronized(): boolean;
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_markSyncedWithParent(): void;
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isSynchronizedWithParent(): boolean;
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isSynchronized(updateCache?: boolean): boolean;
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hasNewParent(update?: boolean): boolean;
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/**
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* Is this node ready to be used/rendered
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* @return {boolean} is it ready
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*/
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isReady(): boolean;
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/**
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* Is this node enabled.
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* If the node has a parent and is enabled, the parent will be inspected as well.
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* @return {boolean} whether this node (and its parent) is enabled.
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* @see setEnabled
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*/
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isEnabled(): boolean;
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/**
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* Set the enabled state of this node.
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* @param {boolean} value - the new enabled state
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* @see isEnabled
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*/
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setEnabled(value: boolean): void;
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/**
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* Is this node a descendant of the given node.
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* The function will iterate up the hierarchy until the ancestor was found or no more parents defined.
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* @param {BABYLON.Node} ancestor - The parent node to inspect
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* @see parent
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*/
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isDescendantOf(ancestor: Node): boolean;
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_getDescendants(list: Node[], results: Node[]): void;
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/**
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* Will return all nodes that have this node as parent.
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* @return {BABYLON.Node[]} all children nodes of all types.
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*/
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getDescendants(): Node[];
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_setReady(state: boolean): void;
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}
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}
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declare module BABYLON {
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interface IDisposable {
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dispose(): void;
|
|
}
|
|
/**
|
|
* Represents a scene to be rendered by the engine.
|
|
* @see http://doc.babylonjs.com/page.php?p=21911
|
|
*/
|
|
class Scene {
|
|
private static _FOGMODE_NONE;
|
|
private static _FOGMODE_EXP;
|
|
private static _FOGMODE_EXP2;
|
|
private static _FOGMODE_LINEAR;
|
|
static MinDeltaTime: number;
|
|
static MaxDeltaTime: number;
|
|
static FOGMODE_NONE: number;
|
|
static FOGMODE_EXP: number;
|
|
static FOGMODE_EXP2: number;
|
|
static FOGMODE_LINEAR: number;
|
|
autoClear: boolean;
|
|
clearColor: any;
|
|
ambientColor: Color3;
|
|
/**
|
|
* A function to be executed before rendering this scene
|
|
* @type {Function}
|
|
*/
|
|
beforeRender: () => void;
|
|
/**
|
|
* A function to be executed after rendering this scene
|
|
* @type {Function}
|
|
*/
|
|
afterRender: () => void;
|
|
/**
|
|
* A function to be executed when this scene is disposed.
|
|
* @type {Function}
|
|
*/
|
|
onDispose: () => void;
|
|
beforeCameraRender: (camera: Camera) => void;
|
|
afterCameraRender: (camera: Camera) => void;
|
|
forceWireframe: boolean;
|
|
forcePointsCloud: boolean;
|
|
forceShowBoundingBoxes: boolean;
|
|
clipPlane: Plane;
|
|
animationsEnabled: boolean;
|
|
private _onPointerMove;
|
|
private _onPointerDown;
|
|
private _onPointerUp;
|
|
onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo) => void;
|
|
onPointerUp: (evt: PointerEvent, pickInfo: PickingInfo) => void;
|
|
cameraToUseForPointers: Camera;
|
|
private _pointerX;
|
|
private _pointerY;
|
|
private _meshUnderPointer;
|
|
private _onKeyDown;
|
|
private _onKeyUp;
|
|
/**
|
|
* is fog enabled on this scene.
|
|
* @type {boolean}
|
|
*/
|
|
fogEnabled: boolean;
|
|
fogMode: number;
|
|
fogColor: Color3;
|
|
fogDensity: number;
|
|
fogStart: number;
|
|
fogEnd: number;
|
|
/**
|
|
* is shadow enabled on this scene.
|
|
* @type {boolean}
|
|
*/
|
|
shadowsEnabled: boolean;
|
|
/**
|
|
* is light enabled on this scene.
|
|
* @type {boolean}
|
|
*/
|
|
lightsEnabled: boolean;
|
|
/**
|
|
* All of the lights added to this scene.
|
|
* @see BABYLON.Light
|
|
* @type {BABYLON.Light[]}
|
|
*/
|
|
lights: Light[];
|
|
onNewLightAdded: (newLight?: Light, positionInArray?: number, scene?: Scene) => void;
|
|
onLightRemoved: (removedLight?: Light) => void;
|
|
/**
|
|
* All of the cameras added to this scene.
|
|
* @see BABYLON.Camera
|
|
* @type {BABYLON.Camera[]}
|
|
*/
|
|
cameras: Camera[];
|
|
onNewCameraAdded: (newCamera?: Camera, positionInArray?: number, scene?: Scene) => void;
|
|
onCameraRemoved: (removedCamera?: Camera) => void;
|
|
activeCameras: Camera[];
|
|
activeCamera: Camera;
|
|
/**
|
|
* All of the (abstract) meshes added to this scene.
|
|
* @see BABYLON.AbstractMesh
|
|
* @type {BABYLON.AbstractMesh[]}
|
|
*/
|
|
meshes: AbstractMesh[];
|
|
onNewMeshAdded: (newMesh?: AbstractMesh, positionInArray?: number, scene?: Scene) => void;
|
|
onMeshRemoved: (removedMesh?: AbstractMesh) => void;
|
|
private _geometries;
|
|
onGeometryAdded: (newGeometry?: Geometry) => void;
|
|
onGeometryRemoved: (removedGeometry?: Geometry) => void;
|
|
materials: Material[];
|
|
multiMaterials: MultiMaterial[];
|
|
defaultMaterial: StandardMaterial;
|
|
texturesEnabled: boolean;
|
|
textures: BaseTexture[];
|
|
particlesEnabled: boolean;
|
|
particleSystems: ParticleSystem[];
|
|
spritesEnabled: boolean;
|
|
spriteManagers: SpriteManager[];
|
|
layers: Layer[];
|
|
skeletonsEnabled: boolean;
|
|
skeletons: Skeleton[];
|
|
lensFlaresEnabled: boolean;
|
|
lensFlareSystems: LensFlareSystem[];
|
|
collisionsEnabled: boolean;
|
|
private _workerCollisions;
|
|
collisionCoordinator: ICollisionCoordinator;
|
|
gravity: Vector3;
|
|
postProcessesEnabled: boolean;
|
|
postProcessManager: PostProcessManager;
|
|
postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
|
|
renderTargetsEnabled: boolean;
|
|
dumpNextRenderTargets: boolean;
|
|
customRenderTargets: RenderTargetTexture[];
|
|
useDelayedTextureLoading: boolean;
|
|
importedMeshesFiles: String[];
|
|
database: any;
|
|
/**
|
|
* This scene's action manager
|
|
* @type {BABYLON.ActionManager}
|
|
*/
|
|
actionManager: ActionManager;
|
|
_actionManagers: ActionManager[];
|
|
private _meshesForIntersections;
|
|
proceduralTexturesEnabled: boolean;
|
|
_proceduralTextures: ProceduralTexture[];
|
|
mainSoundTrack: SoundTrack;
|
|
soundTracks: SoundTrack[];
|
|
private _audioEnabled;
|
|
private _headphone;
|
|
simplificationQueue: SimplificationQueue;
|
|
private _engine;
|
|
private _totalVertices;
|
|
_activeIndices: number;
|
|
_activeParticles: number;
|
|
private _lastFrameDuration;
|
|
private _evaluateActiveMeshesDuration;
|
|
private _renderTargetsDuration;
|
|
_particlesDuration: number;
|
|
private _renderDuration;
|
|
_spritesDuration: number;
|
|
private _animationRatio;
|
|
private _animationStartDate;
|
|
_cachedMaterial: Material;
|
|
private _renderId;
|
|
private _executeWhenReadyTimeoutId;
|
|
_toBeDisposed: SmartArray<IDisposable>;
|
|
private _onReadyCallbacks;
|
|
private _pendingData;
|
|
private _onBeforeRenderCallbacks;
|
|
private _onAfterRenderCallbacks;
|
|
private _activeMeshes;
|
|
private _processedMaterials;
|
|
private _renderTargets;
|
|
_activeParticleSystems: SmartArray<ParticleSystem>;
|
|
private _activeSkeletons;
|
|
private _softwareSkinnedMeshes;
|
|
_activeBones: number;
|
|
private _renderingManager;
|
|
private _physicsEngine;
|
|
_activeAnimatables: Animatable[];
|
|
private _transformMatrix;
|
|
private _pickWithRayInverseMatrix;
|
|
private _edgesRenderers;
|
|
private _boundingBoxRenderer;
|
|
private _outlineRenderer;
|
|
private _viewMatrix;
|
|
private _projectionMatrix;
|
|
private _frustumPlanes;
|
|
private _selectionOctree;
|
|
private _pointerOverMesh;
|
|
private _debugLayer;
|
|
private _depthRenderer;
|
|
private _uniqueIdCounter;
|
|
/**
|
|
* @constructor
|
|
* @param {BABYLON.Engine} engine - the engine to be used to render this scene.
|
|
*/
|
|
constructor(engine: Engine);
|
|
debugLayer: DebugLayer;
|
|
workerCollisions: boolean;
|
|
SelectionOctree: Octree<AbstractMesh>;
|
|
/**
|
|
* The mesh that is currently under the pointer.
|
|
* @return {BABYLON.AbstractMesh} mesh under the pointer/mouse cursor or null if none.
|
|
*/
|
|
meshUnderPointer: AbstractMesh;
|
|
/**
|
|
* Current on-screen X position of the pointer
|
|
* @return {number} X position of the pointer
|
|
*/
|
|
pointerX: number;
|
|
/**
|
|
* Current on-screen Y position of the pointer
|
|
* @return {number} Y position of the pointer
|
|
*/
|
|
pointerY: number;
|
|
getCachedMaterial(): Material;
|
|
getBoundingBoxRenderer(): BoundingBoxRenderer;
|
|
getOutlineRenderer(): OutlineRenderer;
|
|
getEngine(): Engine;
|
|
getTotalVertices(): number;
|
|
getActiveIndices(): number;
|
|
getActiveParticles(): number;
|
|
getActiveBones(): number;
|
|
getLastFrameDuration(): number;
|
|
getEvaluateActiveMeshesDuration(): number;
|
|
getActiveMeshes(): SmartArray<Mesh>;
|
|
getRenderTargetsDuration(): number;
|
|
getRenderDuration(): number;
|
|
getParticlesDuration(): number;
|
|
getSpritesDuration(): number;
|
|
getAnimationRatio(): number;
|
|
getRenderId(): number;
|
|
incrementRenderId(): void;
|
|
private _updatePointerPosition(evt);
|
|
attachControl(): void;
|
|
detachControl(): void;
|
|
isReady(): boolean;
|
|
resetCachedMaterial(): void;
|
|
registerBeforeRender(func: () => void): void;
|
|
unregisterBeforeRender(func: () => void): void;
|
|
registerAfterRender(func: () => void): void;
|
|
unregisterAfterRender(func: () => void): void;
|
|
_addPendingData(data: any): void;
|
|
_removePendingData(data: any): void;
|
|
getWaitingItemsCount(): number;
|
|
/**
|
|
* Registers a function to be executed when the scene is ready.
|
|
* @param {Function} func - the function to be executed.
|
|
*/
|
|
executeWhenReady(func: () => void): void;
|
|
_checkIsReady(): void;
|
|
/**
|
|
* Will start the animation sequence of a given target
|
|
* @param target - the target
|
|
* @param {number} from - from which frame should animation start
|
|
* @param {number} to - till which frame should animation run.
|
|
* @param {boolean} [loop] - should the animation loop
|
|
* @param {number} [speedRatio] - the speed in which to run the animation
|
|
* @param {Function} [onAnimationEnd] function to be executed when the animation ended.
|
|
* @param {BABYLON.Animatable} [animatable] an animatable object. If not provided a new one will be created from the given params.
|
|
* @return {BABYLON.Animatable} the animatable object created for this animation
|
|
* @see BABYLON.Animatable
|
|
* @see http://doc.babylonjs.com/page.php?p=22081
|
|
*/
|
|
beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable): Animatable;
|
|
beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Animatable;
|
|
getAnimatableByTarget(target: any): Animatable;
|
|
/**
|
|
* Will stop the animation of the given target
|
|
* @param target - the target
|
|
* @see beginAnimation
|
|
*/
|
|
stopAnimation(target: any): void;
|
|
private _animate();
|
|
getViewMatrix(): Matrix;
|
|
getProjectionMatrix(): Matrix;
|
|
getTransformMatrix(): Matrix;
|
|
setTransformMatrix(view: Matrix, projection: Matrix): void;
|
|
addMesh(newMesh: AbstractMesh): void;
|
|
removeMesh(toRemove: AbstractMesh): number;
|
|
removeLight(toRemove: Light): number;
|
|
removeCamera(toRemove: Camera): number;
|
|
addLight(newLight: Light): void;
|
|
addCamera(newCamera: Camera): void;
|
|
/**
|
|
* sets the active camera of the scene using its ID
|
|
* @param {string} id - the camera's ID
|
|
* @return {BABYLON.Camera|null} the new active camera or null if none found.
|
|
* @see activeCamera
|
|
*/
|
|
setActiveCameraByID(id: string): Camera;
|
|
/**
|
|
* sets the active camera of the scene using its name
|
|
* @param {string} name - the camera's name
|
|
* @return {BABYLON.Camera|null} the new active camera or null if none found.
|
|
* @see activeCamera
|
|
*/
|
|
setActiveCameraByName(name: string): Camera;
|
|
/**
|
|
* get a material using its id
|
|
* @param {string} the material's ID
|
|
* @return {BABYLON.Material|null} the material or null if none found.
|
|
*/
|
|
getMaterialByID(id: string): Material;
|
|
/**
|
|
* get a material using its name
|
|
* @param {string} the material's name
|
|
* @return {BABYLON.Material|null} the material or null if none found.
|
|
*/
|
|
getMaterialByName(name: string): Material;
|
|
getLensFlareSystemByName(name: string): LensFlareSystem;
|
|
getCameraByID(id: string): Camera;
|
|
getCameraByUniqueID(uniqueId: number): Camera;
|
|
/**
|
|
* get a camera using its name
|
|
* @param {string} the camera's name
|
|
* @return {BABYLON.Camera|null} the camera or null if none found.
|
|
*/
|
|
getCameraByName(name: string): Camera;
|
|
/**
|
|
* get a light node using its name
|
|
* @param {string} the light's name
|
|
* @return {BABYLON.Light|null} the light or null if none found.
|
|
*/
|
|
getLightByName(name: string): Light;
|
|
/**
|
|
* get a light node using its ID
|
|
* @param {string} the light's id
|
|
* @return {BABYLON.Light|null} the light or null if none found.
|
|
*/
|
|
getLightByID(id: string): Light;
|
|
/**
|
|
* get a light node using its scene-generated unique ID
|
|
* @param {number} the light's unique id
|
|
* @return {BABYLON.Light|null} the light or null if none found.
|
|
*/
|
|
getLightByUniqueID(uniqueId: number): Light;
|
|
/**
|
|
* get a geometry using its ID
|
|
* @param {string} the geometry's id
|
|
* @return {BABYLON.Geometry|null} the geometry or null if none found.
|
|
*/
|
|
getGeometryByID(id: string): Geometry;
|
|
/**
|
|
* add a new geometry to this scene.
|
|
* @param {BABYLON.Geometry} geometry - the geometry to be added to the scene.
|
|
* @param {boolean} [force] - force addition, even if a geometry with this ID already exists
|
|
* @return {boolean} was the geometry added or not
|
|
*/
|
|
pushGeometry(geometry: Geometry, force?: boolean): boolean;
|
|
/**
|
|
* Removes an existing geometry
|
|
* @param {BABYLON.Geometry} geometry - the geometry to be removed from the scene.
|
|
* @return {boolean} was the geometry removed or not
|
|
*/
|
|
removeGeometry(geometry: Geometry): boolean;
|
|
getGeometries(): Geometry[];
|
|
/**
|
|
* Get the first added mesh found of a given ID
|
|
* @param {string} id - the id to search for
|
|
* @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
|
|
*/
|
|
getMeshByID(id: string): AbstractMesh;
|
|
/**
|
|
* Get a mesh with its auto-generated unique id
|
|
* @param {number} uniqueId - the unique id to search for
|
|
* @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
|
|
*/
|
|
getMeshByUniqueID(uniqueId: number): AbstractMesh;
|
|
/**
|
|
* Get a the last added mesh found of a given ID
|
|
* @param {string} id - the id to search for
|
|
* @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
|
|
*/
|
|
getLastMeshByID(id: string): AbstractMesh;
|
|
/**
|
|
* Get a the last added node (Mesh, Camera, Light) found of a given ID
|
|
* @param {string} id - the id to search for
|
|
* @return {BABYLON.Node|null} the node found or null if not found at all.
|
|
*/
|
|
getLastEntryByID(id: string): Node;
|
|
getNodeByID(id: string): Node;
|
|
getNodeByName(name: string): Node;
|
|
getMeshByName(name: string): AbstractMesh;
|
|
getSoundByName(name: string): Sound;
|
|
getLastSkeletonByID(id: string): Skeleton;
|
|
getSkeletonById(id: string): Skeleton;
|
|
getSkeletonByName(name: string): Skeleton;
|
|
isActiveMesh(mesh: Mesh): boolean;
|
|
private _evaluateSubMesh(subMesh, mesh);
|
|
private _evaluateActiveMeshes();
|
|
private _activeMesh(mesh);
|
|
updateTransformMatrix(force?: boolean): void;
|
|
private _renderForCamera(camera);
|
|
private _processSubCameras(camera);
|
|
private _checkIntersections();
|
|
render(): void;
|
|
private _updateAudioParameters();
|
|
audioEnabled: boolean;
|
|
private _disableAudio();
|
|
private _enableAudio();
|
|
headphone: boolean;
|
|
private _switchAudioModeForHeadphones();
|
|
private _switchAudioModeForNormalSpeakers();
|
|
enableDepthRenderer(): DepthRenderer;
|
|
disableDepthRenderer(): void;
|
|
dispose(): void;
|
|
disposeSounds(): void;
|
|
getWorldExtends(): {
|
|
min: Vector3;
|
|
max: Vector3;
|
|
};
|
|
createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
|
|
createPickingRay(x: number, y: number, world: Matrix, camera: Camera): Ray;
|
|
private _internalPick(rayFunction, predicate, fastCheck?);
|
|
pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Camera): PickingInfo;
|
|
pickWithRay(ray: Ray, predicate: (mesh: Mesh) => boolean, fastCheck?: boolean): PickingInfo;
|
|
setPointerOverMesh(mesh: AbstractMesh): void;
|
|
getPointerOverMesh(): AbstractMesh;
|
|
getPhysicsEngine(): PhysicsEngine;
|
|
enablePhysics(gravity: Vector3, plugin?: IPhysicsEnginePlugin): boolean;
|
|
disablePhysicsEngine(): void;
|
|
isPhysicsEnabled(): boolean;
|
|
setGravity(gravity: Vector3): void;
|
|
createCompoundImpostor(parts: any, options: PhysicsBodyCreationOptions): any;
|
|
deleteCompoundImpostor(compound: any): void;
|
|
createDefaultCameraOrLight(): void;
|
|
private _getByTags(list, tagsQuery, forEach?);
|
|
getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
|
|
getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
|
|
getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
|
|
getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class Action {
|
|
triggerOptions: any;
|
|
trigger: number;
|
|
_actionManager: ActionManager;
|
|
private _nextActiveAction;
|
|
private _child;
|
|
private _condition;
|
|
private _triggerParameter;
|
|
constructor(triggerOptions: any, condition?: Condition);
|
|
_prepare(): void;
|
|
getTriggerParameter(): any;
|
|
_executeCurrent(evt: ActionEvent): void;
|
|
execute(evt: ActionEvent): void;
|
|
then(action: Action): Action;
|
|
_getProperty(propertyPath: string): string;
|
|
_getEffectiveTarget(target: any, propertyPath: string): any;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
/**
|
|
* ActionEvent is the event beint sent when an action is triggered.
|
|
*/
|
|
class ActionEvent {
|
|
source: AbstractMesh;
|
|
pointerX: number;
|
|
pointerY: number;
|
|
meshUnderPointer: AbstractMesh;
|
|
sourceEvent: any;
|
|
additionalData: any;
|
|
/**
|
|
* @constructor
|
|
* @param source The mesh that triggered the action.
|
|
* @param pointerX the X mouse cursor position at the time of the event
|
|
* @param pointerY the Y mouse cursor position at the time of the event
|
|
* @param meshUnderPointer The mesh that is currently pointed at (can be null)
|
|
* @param sourceEvent the original (browser) event that triggered the ActionEvent
|
|
*/
|
|
constructor(source: AbstractMesh, pointerX: number, pointerY: number, meshUnderPointer: AbstractMesh, sourceEvent?: any, additionalData?: any);
|
|
/**
|
|
* Helper function to auto-create an ActionEvent from a source mesh.
|
|
* @param source the source mesh that triggered the event
|
|
* @param evt {Event} The original (browser) event
|
|
*/
|
|
static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
|
|
/**
|
|
* Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
|
|
* @param scene the scene where the event occurred
|
|
* @param evt {Event} The original (browser) event
|
|
*/
|
|
static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
|
|
}
|
|
/**
|
|
* Action Manager manages all events to be triggered on a given mesh or the global scene.
|
|
* A single scene can have many Action Managers to handle predefined actions on specific meshes.
|
|
*/
|
|
class ActionManager {
|
|
private static _NothingTrigger;
|
|
private static _OnPickTrigger;
|
|
private static _OnLeftPickTrigger;
|
|
private static _OnRightPickTrigger;
|
|
private static _OnCenterPickTrigger;
|
|
private static _OnPointerOverTrigger;
|
|
private static _OnPointerOutTrigger;
|
|
private static _OnEveryFrameTrigger;
|
|
private static _OnIntersectionEnterTrigger;
|
|
private static _OnIntersectionExitTrigger;
|
|
private static _OnKeyDownTrigger;
|
|
private static _OnKeyUpTrigger;
|
|
private static _OnPickUpTrigger;
|
|
static NothingTrigger: number;
|
|
static OnPickTrigger: number;
|
|
static OnLeftPickTrigger: number;
|
|
static OnRightPickTrigger: number;
|
|
static OnCenterPickTrigger: number;
|
|
static OnPointerOverTrigger: number;
|
|
static OnPointerOutTrigger: number;
|
|
static OnEveryFrameTrigger: number;
|
|
static OnIntersectionEnterTrigger: number;
|
|
static OnIntersectionExitTrigger: number;
|
|
static OnKeyDownTrigger: number;
|
|
static OnKeyUpTrigger: number;
|
|
static OnPickUpTrigger: number;
|
|
actions: Action[];
|
|
private _scene;
|
|
constructor(scene: Scene);
|
|
dispose(): void;
|
|
getScene(): Scene;
|
|
/**
|
|
* Does this action manager handles actions of any of the given triggers
|
|
* @param {number[]} triggers - the triggers to be tested
|
|
* @return {boolean} whether one (or more) of the triggers is handeled
|
|
*/
|
|
hasSpecificTriggers(triggers: number[]): boolean;
|
|
/**
|
|
* Does this action manager handles actions of a given trigger
|
|
* @param {number} trigger - the trigger to be tested
|
|
* @return {boolean} whether the trigger is handeled
|
|
*/
|
|
hasSpecificTrigger(trigger: number): boolean;
|
|
/**
|
|
* Does this action manager has pointer triggers
|
|
* @return {boolean} whether or not it has pointer triggers
|
|
*/
|
|
hasPointerTriggers: boolean;
|
|
/**
|
|
* Does this action manager has pick triggers
|
|
* @return {boolean} whether or not it has pick triggers
|
|
*/
|
|
hasPickTriggers: boolean;
|
|
/**
|
|
* Registers an action to this action manager
|
|
* @param {BABYLON.Action} action - the action to be registered
|
|
* @return {BABYLON.Action} the action amended (prepared) after registration
|
|
*/
|
|
registerAction(action: Action): Action;
|
|
/**
|
|
* Process a specific trigger
|
|
* @param {number} trigger - the trigger to process
|
|
* @param evt {BABYLON.ActionEvent} the event details to be processed
|
|
*/
|
|
processTrigger(trigger: number, evt: ActionEvent): void;
|
|
_getEffectiveTarget(target: any, propertyPath: string): any;
|
|
_getProperty(propertyPath: string): string;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class Condition {
|
|
_actionManager: ActionManager;
|
|
_evaluationId: number;
|
|
_currentResult: boolean;
|
|
constructor(actionManager: ActionManager);
|
|
isValid(): boolean;
|
|
_getProperty(propertyPath: string): string;
|
|
_getEffectiveTarget(target: any, propertyPath: string): any;
|
|
}
|
|
class ValueCondition extends Condition {
|
|
propertyPath: string;
|
|
value: any;
|
|
operator: number;
|
|
private static _IsEqual;
|
|
private static _IsDifferent;
|
|
private static _IsGreater;
|
|
private static _IsLesser;
|
|
static IsEqual: number;
|
|
static IsDifferent: number;
|
|
static IsGreater: number;
|
|
static IsLesser: number;
|
|
_actionManager: ActionManager;
|
|
private _target;
|
|
private _property;
|
|
constructor(actionManager: ActionManager, target: any, propertyPath: string, value: any, operator?: number);
|
|
isValid(): boolean;
|
|
}
|
|
class PredicateCondition extends Condition {
|
|
predicate: () => boolean;
|
|
_actionManager: ActionManager;
|
|
constructor(actionManager: ActionManager, predicate: () => boolean);
|
|
isValid(): boolean;
|
|
}
|
|
class StateCondition extends Condition {
|
|
value: string;
|
|
_actionManager: ActionManager;
|
|
private _target;
|
|
constructor(actionManager: ActionManager, target: any, value: string);
|
|
isValid(): boolean;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class SwitchBooleanAction extends Action {
|
|
propertyPath: string;
|
|
private _target;
|
|
private _property;
|
|
constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
|
|
_prepare(): void;
|
|
execute(): void;
|
|
}
|
|
class SetStateAction extends Action {
|
|
value: string;
|
|
private _target;
|
|
constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
|
|
execute(): void;
|
|
}
|
|
class SetValueAction extends Action {
|
|
propertyPath: string;
|
|
value: any;
|
|
private _target;
|
|
private _property;
|
|
constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
|
|
_prepare(): void;
|
|
execute(): void;
|
|
}
|
|
class IncrementValueAction extends Action {
|
|
propertyPath: string;
|
|
value: any;
|
|
private _target;
|
|
private _property;
|
|
constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
|
|
_prepare(): void;
|
|
execute(): void;
|
|
}
|
|
class PlayAnimationAction extends Action {
|
|
from: number;
|
|
to: number;
|
|
loop: boolean;
|
|
private _target;
|
|
constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
|
|
_prepare(): void;
|
|
execute(): void;
|
|
}
|
|
class StopAnimationAction extends Action {
|
|
private _target;
|
|
constructor(triggerOptions: any, target: any, condition?: Condition);
|
|
_prepare(): void;
|
|
execute(): void;
|
|
}
|
|
class DoNothingAction extends Action {
|
|
constructor(triggerOptions?: any, condition?: Condition);
|
|
execute(): void;
|
|
}
|
|
class CombineAction extends Action {
|
|
children: Action[];
|
|
constructor(triggerOptions: any, children: Action[], condition?: Condition);
|
|
_prepare(): void;
|
|
execute(evt: ActionEvent): void;
|
|
}
|
|
class ExecuteCodeAction extends Action {
|
|
func: (evt: ActionEvent) => void;
|
|
constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
|
|
execute(evt: ActionEvent): void;
|
|
}
|
|
class SetParentAction extends Action {
|
|
private _parent;
|
|
private _target;
|
|
constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
|
|
_prepare(): void;
|
|
execute(): void;
|
|
}
|
|
class PlaySoundAction extends Action {
|
|
private _sound;
|
|
constructor(triggerOptions: any, sound: Sound, condition?: Condition);
|
|
_prepare(): void;
|
|
execute(): void;
|
|
}
|
|
class StopSoundAction extends Action {
|
|
private _sound;
|
|
constructor(triggerOptions: any, sound: Sound, condition?: Condition);
|
|
_prepare(): void;
|
|
execute(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class InterpolateValueAction extends Action {
|
|
propertyPath: string;
|
|
value: any;
|
|
duration: number;
|
|
stopOtherAnimations: boolean;
|
|
private _target;
|
|
private _property;
|
|
constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean);
|
|
_prepare(): void;
|
|
execute(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class Animatable {
|
|
target: any;
|
|
fromFrame: number;
|
|
toFrame: number;
|
|
loopAnimation: boolean;
|
|
speedRatio: number;
|
|
onAnimationEnd: any;
|
|
private _localDelayOffset;
|
|
private _pausedDelay;
|
|
private _animations;
|
|
private _paused;
|
|
private _scene;
|
|
animationStarted: boolean;
|
|
constructor(scene: Scene, target: any, fromFrame?: number, toFrame?: number, loopAnimation?: boolean, speedRatio?: number, onAnimationEnd?: any, animations?: any);
|
|
appendAnimations(target: any, animations: Animation[]): void;
|
|
getAnimationByTargetProperty(property: string): Animation;
|
|
reset(): void;
|
|
pause(): void;
|
|
restart(): void;
|
|
stop(): void;
|
|
_animate(delay: number): boolean;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class Animation {
|
|
name: string;
|
|
targetProperty: string;
|
|
framePerSecond: number;
|
|
dataType: number;
|
|
loopMode: number;
|
|
private _keys;
|
|
private _offsetsCache;
|
|
private _highLimitsCache;
|
|
private _stopped;
|
|
_target: any;
|
|
private _easingFunction;
|
|
targetPropertyPath: string[];
|
|
currentFrame: number;
|
|
allowMatricesInterpolation: boolean;
|
|
static CreateAndStartAnimation(name: string, mesh: AbstractMesh, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Animatable;
|
|
constructor(name: string, targetProperty: string, framePerSecond: number, dataType: number, loopMode?: number);
|
|
reset(): void;
|
|
isStopped(): boolean;
|
|
getKeys(): any[];
|
|
getEasingFunction(): IEasingFunction;
|
|
setEasingFunction(easingFunction: EasingFunction): void;
|
|
floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
|
|
quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
|
|
vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
|
|
vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
|
|
color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
|
|
matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number): Matrix;
|
|
clone(): Animation;
|
|
setKeys(values: Array<any>): void;
|
|
private _getKeyValue(value);
|
|
private _interpolate(currentFrame, repeatCount, loopMode, offsetValue?, highLimitValue?);
|
|
animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number): boolean;
|
|
private static _ANIMATIONTYPE_FLOAT;
|
|
private static _ANIMATIONTYPE_VECTOR3;
|
|
private static _ANIMATIONTYPE_QUATERNION;
|
|
private static _ANIMATIONTYPE_MATRIX;
|
|
private static _ANIMATIONTYPE_COLOR3;
|
|
private static _ANIMATIONTYPE_VECTOR2;
|
|
private static _ANIMATIONLOOPMODE_RELATIVE;
|
|
private static _ANIMATIONLOOPMODE_CYCLE;
|
|
private static _ANIMATIONLOOPMODE_CONSTANT;
|
|
static ANIMATIONTYPE_FLOAT: number;
|
|
static ANIMATIONTYPE_VECTOR3: number;
|
|
static ANIMATIONTYPE_VECTOR2: number;
|
|
static ANIMATIONTYPE_QUATERNION: number;
|
|
static ANIMATIONTYPE_MATRIX: number;
|
|
static ANIMATIONTYPE_COLOR3: number;
|
|
static ANIMATIONLOOPMODE_RELATIVE: number;
|
|
static ANIMATIONLOOPMODE_CYCLE: number;
|
|
static ANIMATIONLOOPMODE_CONSTANT: number;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
interface IEasingFunction {
|
|
ease(gradient: number): number;
|
|
}
|
|
class EasingFunction implements IEasingFunction {
|
|
private static _EASINGMODE_EASEIN;
|
|
private static _EASINGMODE_EASEOUT;
|
|
private static _EASINGMODE_EASEINOUT;
|
|
static EASINGMODE_EASEIN: number;
|
|
static EASINGMODE_EASEOUT: number;
|
|
static EASINGMODE_EASEINOUT: number;
|
|
private _easingMode;
|
|
setEasingMode(easingMode: number): void;
|
|
getEasingMode(): number;
|
|
easeInCore(gradient: number): number;
|
|
ease(gradient: number): number;
|
|
}
|
|
class CircleEase extends EasingFunction implements IEasingFunction {
|
|
easeInCore(gradient: number): number;
|
|
}
|
|
class BackEase extends EasingFunction implements IEasingFunction {
|
|
amplitude: number;
|
|
constructor(amplitude?: number);
|
|
easeInCore(gradient: number): number;
|
|
}
|
|
class BounceEase extends EasingFunction implements IEasingFunction {
|
|
bounces: number;
|
|
bounciness: number;
|
|
constructor(bounces?: number, bounciness?: number);
|
|
easeInCore(gradient: number): number;
|
|
}
|
|
class CubicEase extends EasingFunction implements IEasingFunction {
|
|
easeInCore(gradient: number): number;
|
|
}
|
|
class ElasticEase extends EasingFunction implements IEasingFunction {
|
|
oscillations: number;
|
|
springiness: number;
|
|
constructor(oscillations?: number, springiness?: number);
|
|
easeInCore(gradient: number): number;
|
|
}
|
|
class ExponentialEase extends EasingFunction implements IEasingFunction {
|
|
exponent: number;
|
|
constructor(exponent?: number);
|
|
easeInCore(gradient: number): number;
|
|
}
|
|
class PowerEase extends EasingFunction implements IEasingFunction {
|
|
power: number;
|
|
constructor(power?: number);
|
|
easeInCore(gradient: number): number;
|
|
}
|
|
class QuadraticEase extends EasingFunction implements IEasingFunction {
|
|
easeInCore(gradient: number): number;
|
|
}
|
|
class QuarticEase extends EasingFunction implements IEasingFunction {
|
|
easeInCore(gradient: number): number;
|
|
}
|
|
class QuinticEase extends EasingFunction implements IEasingFunction {
|
|
easeInCore(gradient: number): number;
|
|
}
|
|
class SineEase extends EasingFunction implements IEasingFunction {
|
|
easeInCore(gradient: number): number;
|
|
}
|
|
class BezierCurveEase extends EasingFunction implements IEasingFunction {
|
|
x1: number;
|
|
y1: number;
|
|
x2: number;
|
|
y2: number;
|
|
constructor(x1?: number, y1?: number, x2?: number, y2?: number);
|
|
easeInCore(gradient: number): number;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class Analyser {
|
|
SMOOTHING: number;
|
|
FFT_SIZE: number;
|
|
BARGRAPHAMPLITUDE: number;
|
|
DEBUGCANVASPOS: {
|
|
x: number;
|
|
y: number;
|
|
};
|
|
DEBUGCANVASSIZE: {
|
|
width: number;
|
|
height: number;
|
|
};
|
|
private _byteFreqs;
|
|
private _byteTime;
|
|
private _floatFreqs;
|
|
private _webAudioAnalyser;
|
|
private _debugCanvas;
|
|
private _debugCanvasContext;
|
|
private _scene;
|
|
private _registerFunc;
|
|
private _audioEngine;
|
|
constructor(scene: Scene);
|
|
getFrequencyBinCount(): number;
|
|
getByteFrequencyData(): Uint8Array;
|
|
getByteTimeDomainData(): Uint8Array;
|
|
getFloatFrequencyData(): Uint8Array;
|
|
drawDebugCanvas(): void;
|
|
stopDebugCanvas(): void;
|
|
connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
|
|
dispose(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class AudioEngine {
|
|
private _audioContext;
|
|
private _audioContextInitialized;
|
|
canUseWebAudio: boolean;
|
|
masterGain: GainNode;
|
|
private _connectedAnalyser;
|
|
WarnedWebAudioUnsupported: boolean;
|
|
audioContext: AudioContext;
|
|
constructor();
|
|
private _initializeAudioContext();
|
|
dispose(): void;
|
|
getGlobalVolume(): number;
|
|
setGlobalVolume(newVolume: number): void;
|
|
connectToAnalyser(analyser: Analyser): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class Sound {
|
|
name: string;
|
|
autoplay: boolean;
|
|
loop: boolean;
|
|
useCustomAttenuation: boolean;
|
|
soundTrackId: number;
|
|
spatialSound: boolean;
|
|
refDistance: number;
|
|
rolloffFactor: number;
|
|
maxDistance: number;
|
|
distanceModel: string;
|
|
private _panningModel;
|
|
onended: () => any;
|
|
private _playbackRate;
|
|
private _startTime;
|
|
private _startOffset;
|
|
private _position;
|
|
private _localDirection;
|
|
private _volume;
|
|
private _isLoaded;
|
|
private _isReadyToPlay;
|
|
isPlaying: boolean;
|
|
isPaused: boolean;
|
|
private _isDirectional;
|
|
private _readyToPlayCallback;
|
|
private _audioBuffer;
|
|
private _soundSource;
|
|
private _soundPanner;
|
|
private _soundGain;
|
|
private _inputAudioNode;
|
|
private _ouputAudioNode;
|
|
private _coneInnerAngle;
|
|
private _coneOuterAngle;
|
|
private _coneOuterGain;
|
|
private _scene;
|
|
private _connectedMesh;
|
|
private _customAttenuationFunction;
|
|
private _registerFunc;
|
|
private _isOutputConnected;
|
|
/**
|
|
* Create a sound and attach it to a scene
|
|
* @param name Name of your sound
|
|
* @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
|
|
* @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
|
|
* @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel
|
|
*/
|
|
constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: () => void, options?: any);
|
|
dispose(): void;
|
|
private _soundLoaded(audioData);
|
|
setAudioBuffer(audioBuffer: AudioBuffer): void;
|
|
updateOptions(options: any): void;
|
|
private _createSpatialParameters();
|
|
private _updateSpatialParameters();
|
|
switchPanningModelToHRTF(): void;
|
|
switchPanningModelToEqualPower(): void;
|
|
private _switchPanningModel();
|
|
connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
|
|
/**
|
|
* Transform this sound into a directional source
|
|
* @param coneInnerAngle Size of the inner cone in degree
|
|
* @param coneOuterAngle Size of the outer cone in degree
|
|
* @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
|
|
*/
|
|
setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
|
|
setPosition(newPosition: Vector3): void;
|
|
setLocalDirectionToMesh(newLocalDirection: Vector3): void;
|
|
private _updateDirection();
|
|
updateDistanceFromListener(): void;
|
|
setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
|
|
/**
|
|
* Play the sound
|
|
* @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
|
|
*/
|
|
play(time?: number): void;
|
|
private _onended();
|
|
/**
|
|
* Stop the sound
|
|
* @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
|
|
*/
|
|
stop(time?: number): void;
|
|
pause(): void;
|
|
setVolume(newVolume: number, time?: number): void;
|
|
setPlaybackRate(newPlaybackRate: number): void;
|
|
getVolume(): number;
|
|
attachToMesh(meshToConnectTo: AbstractMesh): void;
|
|
private _onRegisterAfterWorldMatrixUpdate(connectedMesh);
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class SoundTrack {
|
|
private _audioEngine;
|
|
private _outputAudioNode;
|
|
private _inputAudioNode;
|
|
private _trackConvolver;
|
|
private _scene;
|
|
id: number;
|
|
soundCollection: Array<Sound>;
|
|
private _isMainTrack;
|
|
private _connectedAnalyser;
|
|
constructor(scene: Scene, options?: any);
|
|
dispose(): void;
|
|
AddSound(sound: Sound): void;
|
|
RemoveSound(sound: Sound): void;
|
|
setVolume(newVolume: number): void;
|
|
switchPanningModelToHRTF(): void;
|
|
switchPanningModelToEqualPower(): void;
|
|
connectToAnalyser(analyser: Analyser): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class Bone extends Node {
|
|
name: string;
|
|
children: Bone[];
|
|
animations: Animation[];
|
|
private _skeleton;
|
|
private _matrix;
|
|
private _baseMatrix;
|
|
private _worldTransform;
|
|
private _absoluteTransform;
|
|
private _invertedAbsoluteTransform;
|
|
private _parent;
|
|
constructor(name: string, skeleton: Skeleton, parentBone: Bone, matrix: Matrix);
|
|
getParent(): Bone;
|
|
getLocalMatrix(): Matrix;
|
|
getBaseMatrix(): Matrix;
|
|
getWorldMatrix(): Matrix;
|
|
getInvertedAbsoluteTransform(): Matrix;
|
|
getAbsoluteMatrix(): Matrix;
|
|
updateMatrix(matrix: Matrix): void;
|
|
private _updateDifferenceMatrix();
|
|
markAsDirty(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class Skeleton {
|
|
name: string;
|
|
id: string;
|
|
bones: Bone[];
|
|
private _scene;
|
|
private _isDirty;
|
|
private _transformMatrices;
|
|
private _animatables;
|
|
private _identity;
|
|
constructor(name: string, id: string, scene: Scene);
|
|
getTransformMatrices(): Float32Array;
|
|
getScene(): Scene;
|
|
_markAsDirty(): void;
|
|
prepare(): void;
|
|
getAnimatables(): IAnimatable[];
|
|
clone(name: string, id: string): Skeleton;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class ArcRotateCamera extends TargetCamera {
|
|
alpha: number;
|
|
beta: number;
|
|
radius: number;
|
|
target: any;
|
|
inertialAlphaOffset: number;
|
|
inertialBetaOffset: number;
|
|
inertialRadiusOffset: number;
|
|
lowerAlphaLimit: any;
|
|
upperAlphaLimit: any;
|
|
lowerBetaLimit: number;
|
|
upperBetaLimit: number;
|
|
lowerRadiusLimit: any;
|
|
upperRadiusLimit: any;
|
|
angularSensibilityX: number;
|
|
angularSensibilityY: number;
|
|
wheelPrecision: number;
|
|
pinchPrecision: number;
|
|
panningSensibility: number;
|
|
inertialPanningX: number;
|
|
inertialPanningY: number;
|
|
keysUp: number[];
|
|
keysDown: number[];
|
|
keysLeft: number[];
|
|
keysRight: number[];
|
|
zoomOnFactor: number;
|
|
targetScreenOffset: Vector2;
|
|
pinchInwards: boolean;
|
|
allowUpsideDown: boolean;
|
|
private _keys;
|
|
_viewMatrix: Matrix;
|
|
private _attachedElement;
|
|
private _onContextMenu;
|
|
private _onPointerDown;
|
|
private _onPointerUp;
|
|
private _onPointerMove;
|
|
private _wheel;
|
|
private _onMouseMove;
|
|
private _onKeyDown;
|
|
private _onKeyUp;
|
|
private _onLostFocus;
|
|
_reset: () => void;
|
|
private _onGestureStart;
|
|
private _onGesture;
|
|
private _MSGestureHandler;
|
|
private _localDirection;
|
|
private _transformedDirection;
|
|
private _isRightClick;
|
|
private _isCtrlPushed;
|
|
onCollide: (collidedMesh: AbstractMesh) => void;
|
|
checkCollisions: boolean;
|
|
collisionRadius: Vector3;
|
|
private _collider;
|
|
private _previousPosition;
|
|
private _collisionVelocity;
|
|
private _newPosition;
|
|
private _previousAlpha;
|
|
private _previousBeta;
|
|
private _previousRadius;
|
|
private _collisionTriggered;
|
|
angularSensibility: number;
|
|
constructor(name: string, alpha: number, beta: number, radius: number, target: any, scene: Scene);
|
|
_getTargetPosition(): Vector3;
|
|
_initCache(): void;
|
|
_updateCache(ignoreParentClass?: boolean): void;
|
|
_isSynchronizedViewMatrix(): boolean;
|
|
attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean): void;
|
|
detachControl(element: HTMLElement): void;
|
|
_checkInputs(): void;
|
|
private _checkLimits();
|
|
setPosition(position: Vector3): void;
|
|
setTarget(target: Vector3): void;
|
|
_getViewMatrix(): Matrix;
|
|
private _onCollisionPositionChange;
|
|
zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
|
|
focusOn(meshesOrMinMaxVectorAndDistance: any, doNotUpdateMaxZ?: boolean): void;
|
|
/**
|
|
* @override
|
|
* Override Camera.createRigCamera
|
|
*/
|
|
createRigCamera(name: string, cameraIndex: number): Camera;
|
|
/**
|
|
* @override
|
|
* Override Camera._updateRigCameras
|
|
*/
|
|
_updateRigCameras(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class VRCameraMetrics {
|
|
hResolution: number;
|
|
vResolution: number;
|
|
hScreenSize: number;
|
|
vScreenSize: number;
|
|
vScreenCenter: number;
|
|
eyeToScreenDistance: number;
|
|
lensSeparationDistance: number;
|
|
interpupillaryDistance: number;
|
|
distortionK: number[];
|
|
chromaAbCorrection: number[];
|
|
postProcessScaleFactor: number;
|
|
lensCenterOffset: number;
|
|
compensateDistorsion: boolean;
|
|
aspectRatio: number;
|
|
aspectRatioFov: number;
|
|
leftHMatrix: Matrix;
|
|
rightHMatrix: Matrix;
|
|
leftPreViewMatrix: Matrix;
|
|
rightPreViewMatrix: Matrix;
|
|
static GetDefault(): VRCameraMetrics;
|
|
}
|
|
class Camera extends Node {
|
|
position: Vector3;
|
|
private static _PERSPECTIVE_CAMERA;
|
|
private static _ORTHOGRAPHIC_CAMERA;
|
|
private static _FOVMODE_VERTICAL_FIXED;
|
|
private static _FOVMODE_HORIZONTAL_FIXED;
|
|
private static _RIG_MODE_NONE;
|
|
private static _RIG_MODE_STEREOSCOPIC_ANAGLYPH;
|
|
private static _RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL;
|
|
private static _RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
|
|
private static _RIG_MODE_STEREOSCOPIC_OVERUNDER;
|
|
private static _RIG_MODE_VR;
|
|
static PERSPECTIVE_CAMERA: number;
|
|
static ORTHOGRAPHIC_CAMERA: number;
|
|
static FOVMODE_VERTICAL_FIXED: number;
|
|
static FOVMODE_HORIZONTAL_FIXED: number;
|
|
static RIG_MODE_NONE: number;
|
|
static RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
|
|
static RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
|
|
static RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
|
|
static RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
|
|
static RIG_MODE_VR: number;
|
|
upVector: Vector3;
|
|
orthoLeft: any;
|
|
orthoRight: any;
|
|
orthoBottom: any;
|
|
orthoTop: any;
|
|
fov: number;
|
|
minZ: number;
|
|
maxZ: number;
|
|
inertia: number;
|
|
mode: number;
|
|
isIntermediate: boolean;
|
|
viewport: Viewport;
|
|
layerMask: number;
|
|
fovMode: number;
|
|
cameraRigMode: number;
|
|
_cameraRigParams: any;
|
|
_rigCameras: Camera[];
|
|
private _computedViewMatrix;
|
|
_projectionMatrix: Matrix;
|
|
private _worldMatrix;
|
|
_postProcesses: PostProcess[];
|
|
_postProcessesTakenIndices: any[];
|
|
_activeMeshes: SmartArray<Mesh>;
|
|
private _globalPosition;
|
|
constructor(name: string, position: Vector3, scene: Scene);
|
|
globalPosition: Vector3;
|
|
getActiveMeshes(): SmartArray<Mesh>;
|
|
isActiveMesh(mesh: Mesh): boolean;
|
|
_initCache(): void;
|
|
_updateCache(ignoreParentClass?: boolean): void;
|
|
_updateFromScene(): void;
|
|
_isSynchronized(): boolean;
|
|
_isSynchronizedViewMatrix(): boolean;
|
|
_isSynchronizedProjectionMatrix(): boolean;
|
|
attachControl(element: HTMLElement): void;
|
|
detachControl(element: HTMLElement): void;
|
|
_update(): void;
|
|
_checkInputs(): void;
|
|
attachPostProcess(postProcess: PostProcess, insertAt?: number): number;
|
|
detachPostProcess(postProcess: PostProcess, atIndices?: any): number[];
|
|
getWorldMatrix(): Matrix;
|
|
_getViewMatrix(): Matrix;
|
|
getViewMatrix(force?: boolean): Matrix;
|
|
_computeViewMatrix(force?: boolean): Matrix;
|
|
getProjectionMatrix(force?: boolean): Matrix;
|
|
dispose(): void;
|
|
setCameraRigMode(mode: number, rigParams: any): void;
|
|
private _getVRProjectionMatrix();
|
|
setCameraRigParameter(name: string, value: any): void;
|
|
/**
|
|
* May needs to be overridden by children so sub has required properties to be copied
|
|
*/
|
|
createRigCamera(name: string, cameraIndex: number): Camera;
|
|
/**
|
|
* May needs to be overridden by children
|
|
*/
|
|
_updateRigCameras(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class DeviceOrientationCamera extends FreeCamera {
|
|
private _offsetX;
|
|
private _offsetY;
|
|
private _orientationGamma;
|
|
private _orientationBeta;
|
|
private _initialOrientationGamma;
|
|
private _initialOrientationBeta;
|
|
private _attachedCanvas;
|
|
private _orientationChanged;
|
|
angularSensibility: number;
|
|
moveSensibility: number;
|
|
constructor(name: string, position: Vector3, scene: Scene);
|
|
attachControl(canvas: HTMLCanvasElement, noPreventDefault: boolean): void;
|
|
detachControl(canvas: HTMLCanvasElement): void;
|
|
_checkInputs(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class FollowCamera extends TargetCamera {
|
|
radius: number;
|
|
rotationOffset: number;
|
|
heightOffset: number;
|
|
cameraAcceleration: number;
|
|
maxCameraSpeed: number;
|
|
target: AbstractMesh;
|
|
constructor(name: string, position: Vector3, scene: Scene);
|
|
private getRadians(degrees);
|
|
private follow(cameraTarget);
|
|
_checkInputs(): void;
|
|
}
|
|
class ArcFollowCamera extends TargetCamera {
|
|
alpha: number;
|
|
beta: number;
|
|
radius: number;
|
|
target: AbstractMesh;
|
|
private _cartesianCoordinates;
|
|
constructor(name: string, alpha: number, beta: number, radius: number, target: AbstractMesh, scene: Scene);
|
|
private follow();
|
|
_checkInputs(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class FreeCamera extends TargetCamera {
|
|
ellipsoid: Vector3;
|
|
keysUp: number[];
|
|
keysDown: number[];
|
|
keysLeft: number[];
|
|
keysRight: number[];
|
|
checkCollisions: boolean;
|
|
applyGravity: boolean;
|
|
angularSensibility: number;
|
|
onCollide: (collidedMesh: AbstractMesh) => void;
|
|
private _keys;
|
|
private _collider;
|
|
private _needMoveForGravity;
|
|
private _oldPosition;
|
|
private _diffPosition;
|
|
private _newPosition;
|
|
private _attachedElement;
|
|
private _localDirection;
|
|
private _transformedDirection;
|
|
private _onMouseDown;
|
|
private _onMouseUp;
|
|
private _onMouseOut;
|
|
private _onMouseMove;
|
|
private _onKeyDown;
|
|
private _onKeyUp;
|
|
_onLostFocus: (e: FocusEvent) => any;
|
|
_waitingLockedTargetId: string;
|
|
constructor(name: string, position: Vector3, scene: Scene);
|
|
attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
|
|
detachControl(element: HTMLElement): void;
|
|
_collideWithWorld(velocity: Vector3): void;
|
|
private _onCollisionPositionChange;
|
|
_checkInputs(): void;
|
|
_decideIfNeedsToMove(): boolean;
|
|
_updatePosition(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class GamepadCamera extends FreeCamera {
|
|
private _gamepad;
|
|
private _gamepads;
|
|
angularSensibility: number;
|
|
moveSensibility: number;
|
|
constructor(name: string, position: Vector3, scene: Scene);
|
|
private _onNewGameConnected(gamepad);
|
|
_checkInputs(): void;
|
|
dispose(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class AnaglyphFreeCamera extends FreeCamera {
|
|
constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
|
|
}
|
|
class AnaglyphArcRotateCamera extends ArcRotateCamera {
|
|
constructor(name: string, alpha: number, beta: number, radius: number, target: any, interaxialDistance: number, scene: Scene);
|
|
}
|
|
class AnaglyphGamepadCamera extends GamepadCamera {
|
|
constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
|
|
}
|
|
class StereoscopicFreeCamera extends FreeCamera {
|
|
constructor(name: string, position: Vector3, interaxialDistance: number, isSideBySide: boolean, scene: Scene);
|
|
}
|
|
class StereoscopicArcRotateCamera extends ArcRotateCamera {
|
|
constructor(name: string, alpha: number, beta: number, radius: number, target: any, interaxialDistance: number, isSideBySide: boolean, scene: Scene);
|
|
}
|
|
class StereoscopicGamepadCamera extends GamepadCamera {
|
|
constructor(name: string, position: Vector3, interaxialDistance: number, isSideBySide: boolean, scene: Scene);
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class TargetCamera extends Camera {
|
|
cameraDirection: Vector3;
|
|
cameraRotation: Vector2;
|
|
rotation: Vector3;
|
|
speed: number;
|
|
noRotationConstraint: boolean;
|
|
lockedTarget: any;
|
|
_currentTarget: Vector3;
|
|
_viewMatrix: Matrix;
|
|
_camMatrix: Matrix;
|
|
_cameraTransformMatrix: Matrix;
|
|
_cameraRotationMatrix: Matrix;
|
|
private _rigCamTransformMatrix;
|
|
_referencePoint: Vector3;
|
|
_transformedReferencePoint: Vector3;
|
|
_lookAtTemp: Matrix;
|
|
_tempMatrix: Matrix;
|
|
_reset: () => void;
|
|
_waitingLockedTargetId: string;
|
|
constructor(name: string, position: Vector3, scene: Scene);
|
|
getFrontPosition(distance: number): Vector3;
|
|
_getLockedTargetPosition(): Vector3;
|
|
_initCache(): void;
|
|
_updateCache(ignoreParentClass?: boolean): void;
|
|
_isSynchronizedViewMatrix(): boolean;
|
|
_computeLocalCameraSpeed(): number;
|
|
setTarget(target: Vector3): void;
|
|
getTarget(): Vector3;
|
|
_decideIfNeedsToMove(): boolean;
|
|
_updatePosition(): void;
|
|
_checkInputs(): void;
|
|
_getViewMatrix(): Matrix;
|
|
_getVRViewMatrix(): Matrix;
|
|
/**
|
|
* @override
|
|
* Override Camera.createRigCamera
|
|
*/
|
|
createRigCamera(name: string, cameraIndex: number): Camera;
|
|
/**
|
|
* @override
|
|
* Override Camera._updateRigCameras
|
|
*/
|
|
_updateRigCameras(): void;
|
|
private _getRigCamPosition(halfSpace, result);
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class TouchCamera extends FreeCamera {
|
|
private _offsetX;
|
|
private _offsetY;
|
|
private _pointerCount;
|
|
private _pointerPressed;
|
|
private _attachedCanvas;
|
|
private _onPointerDown;
|
|
private _onPointerUp;
|
|
private _onPointerMove;
|
|
angularSensibility: number;
|
|
moveSensibility: number;
|
|
constructor(name: string, position: Vector3, scene: Scene);
|
|
attachControl(canvas: HTMLCanvasElement, noPreventDefault: boolean): void;
|
|
detachControl(canvas: HTMLCanvasElement): void;
|
|
_checkInputs(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class VirtualJoysticksCamera extends FreeCamera {
|
|
private _leftjoystick;
|
|
private _rightjoystick;
|
|
constructor(name: string, position: Vector3, scene: Scene);
|
|
getLeftJoystick(): VirtualJoystick;
|
|
getRightJoystick(): VirtualJoystick;
|
|
_checkInputs(): void;
|
|
dispose(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class Collider {
|
|
radius: Vector3;
|
|
retry: number;
|
|
velocity: Vector3;
|
|
basePoint: Vector3;
|
|
epsilon: number;
|
|
collisionFound: boolean;
|
|
velocityWorldLength: number;
|
|
basePointWorld: Vector3;
|
|
velocityWorld: Vector3;
|
|
normalizedVelocity: Vector3;
|
|
initialVelocity: Vector3;
|
|
initialPosition: Vector3;
|
|
nearestDistance: number;
|
|
intersectionPoint: Vector3;
|
|
collidedMesh: AbstractMesh;
|
|
private _collisionPoint;
|
|
private _planeIntersectionPoint;
|
|
private _tempVector;
|
|
private _tempVector2;
|
|
private _tempVector3;
|
|
private _tempVector4;
|
|
private _edge;
|
|
private _baseToVertex;
|
|
private _destinationPoint;
|
|
private _slidePlaneNormal;
|
|
private _displacementVector;
|
|
_initialize(source: Vector3, dir: Vector3, e: number): void;
|
|
_checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
|
|
_canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
|
|
_testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean): void;
|
|
_collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: number[], indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean): void;
|
|
_getResponse(pos: Vector3, vel: Vector3): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
var CollisionWorker: string;
|
|
interface ICollisionCoordinator {
|
|
getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
|
|
init(scene: Scene): void;
|
|
destroy(): void;
|
|
onMeshAdded(mesh: AbstractMesh): any;
|
|
onMeshUpdated(mesh: AbstractMesh): any;
|
|
onMeshRemoved(mesh: AbstractMesh): any;
|
|
onGeometryAdded(geometry: Geometry): any;
|
|
onGeometryUpdated(geometry: Geometry): any;
|
|
onGeometryDeleted(geometry: Geometry): any;
|
|
}
|
|
interface SerializedMesh {
|
|
id: string;
|
|
name: string;
|
|
uniqueId: number;
|
|
geometryId: string;
|
|
sphereCenter: Array<number>;
|
|
sphereRadius: number;
|
|
boxMinimum: Array<number>;
|
|
boxMaximum: Array<number>;
|
|
worldMatrixFromCache: any;
|
|
subMeshes: Array<SerializedSubMesh>;
|
|
checkCollisions: boolean;
|
|
}
|
|
interface SerializedSubMesh {
|
|
position: number;
|
|
verticesStart: number;
|
|
verticesCount: number;
|
|
indexStart: number;
|
|
indexCount: number;
|
|
hasMaterial: boolean;
|
|
sphereCenter: Array<number>;
|
|
sphereRadius: number;
|
|
boxMinimum: Array<number>;
|
|
boxMaximum: Array<number>;
|
|
}
|
|
interface SerializedGeometry {
|
|
id: string;
|
|
positions: Float32Array;
|
|
indices: Int32Array;
|
|
normals: Float32Array;
|
|
}
|
|
interface BabylonMessage {
|
|
taskType: WorkerTaskType;
|
|
payload: InitPayload | CollidePayload | UpdatePayload;
|
|
}
|
|
interface SerializedColliderToWorker {
|
|
position: Array<number>;
|
|
velocity: Array<number>;
|
|
radius: Array<number>;
|
|
}
|
|
enum WorkerTaskType {
|
|
INIT = 0,
|
|
UPDATE = 1,
|
|
COLLIDE = 2,
|
|
}
|
|
interface WorkerReply {
|
|
error: WorkerReplyType;
|
|
taskType: WorkerTaskType;
|
|
payload?: any;
|
|
}
|
|
interface CollisionReplyPayload {
|
|
newPosition: Array<number>;
|
|
collisionId: number;
|
|
collidedMeshUniqueId: number;
|
|
}
|
|
interface InitPayload {
|
|
}
|
|
interface CollidePayload {
|
|
collisionId: number;
|
|
collider: SerializedColliderToWorker;
|
|
maximumRetry: number;
|
|
excludedMeshUniqueId?: number;
|
|
}
|
|
interface UpdatePayload {
|
|
updatedMeshes: {
|
|
[n: number]: SerializedMesh;
|
|
};
|
|
updatedGeometries: {
|
|
[s: string]: SerializedGeometry;
|
|
};
|
|
removedMeshes: Array<number>;
|
|
removedGeometries: Array<string>;
|
|
}
|
|
enum WorkerReplyType {
|
|
SUCCESS = 0,
|
|
UNKNOWN_ERROR = 1,
|
|
}
|
|
class CollisionCoordinatorWorker implements ICollisionCoordinator {
|
|
private _scene;
|
|
private _scaledPosition;
|
|
private _scaledVelocity;
|
|
private _collisionsCallbackArray;
|
|
private _init;
|
|
private _runningUpdated;
|
|
private _runningCollisionTask;
|
|
private _worker;
|
|
private _addUpdateMeshesList;
|
|
private _addUpdateGeometriesList;
|
|
private _toRemoveMeshesArray;
|
|
private _toRemoveGeometryArray;
|
|
constructor();
|
|
static SerializeMesh: (mesh: AbstractMesh) => SerializedMesh;
|
|
static SerializeGeometry: (geometry: Geometry) => SerializedGeometry;
|
|
getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
|
|
init(scene: Scene): void;
|
|
destroy(): void;
|
|
onMeshAdded(mesh: AbstractMesh): void;
|
|
onMeshUpdated: (mesh: AbstractMesh) => void;
|
|
onMeshRemoved(mesh: AbstractMesh): void;
|
|
onGeometryAdded(geometry: Geometry): void;
|
|
onGeometryUpdated: (geometry: Geometry) => void;
|
|
onGeometryDeleted(geometry: Geometry): void;
|
|
private _afterRender;
|
|
private _onMessageFromWorker;
|
|
}
|
|
class CollisionCoordinatorLegacy implements ICollisionCoordinator {
|
|
private _scene;
|
|
private _scaledPosition;
|
|
private _scaledVelocity;
|
|
private _finalPosition;
|
|
getNewPosition(position: Vector3, velocity: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh?: AbstractMesh) => void, collisionIndex: number): void;
|
|
init(scene: Scene): void;
|
|
destroy(): void;
|
|
onMeshAdded(mesh: AbstractMesh): void;
|
|
onMeshUpdated(mesh: AbstractMesh): void;
|
|
onMeshRemoved(mesh: AbstractMesh): void;
|
|
onGeometryAdded(geometry: Geometry): void;
|
|
onGeometryUpdated(geometry: Geometry): void;
|
|
onGeometryDeleted(geometry: Geometry): void;
|
|
private _collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh?);
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
var WorkerIncluded: boolean;
|
|
class CollisionCache {
|
|
private _meshes;
|
|
private _geometries;
|
|
getMeshes(): {
|
|
[n: number]: SerializedMesh;
|
|
};
|
|
getGeometries(): {
|
|
[s: number]: SerializedGeometry;
|
|
};
|
|
getMesh(id: any): SerializedMesh;
|
|
addMesh(mesh: SerializedMesh): void;
|
|
getGeometry(id: string): SerializedGeometry;
|
|
addGeometry(geometry: SerializedGeometry): void;
|
|
}
|
|
class CollideWorker {
|
|
collider: Collider;
|
|
private _collisionCache;
|
|
private finalPosition;
|
|
private collisionsScalingMatrix;
|
|
private collisionTranformationMatrix;
|
|
constructor(collider: Collider, _collisionCache: CollisionCache, finalPosition: Vector3);
|
|
collideWithWorld(position: Vector3, velocity: Vector3, maximumRetry: number, excludedMeshUniqueId?: number): void;
|
|
private checkCollision(mesh);
|
|
private processCollisionsForSubMeshes(transformMatrix, mesh);
|
|
private collideForSubMesh(subMesh, transformMatrix, meshGeometry);
|
|
private checkSubmeshCollision(subMesh);
|
|
}
|
|
interface ICollisionDetector {
|
|
onInit(payload: InitPayload): void;
|
|
onUpdate(payload: UpdatePayload): void;
|
|
onCollision(payload: CollidePayload): void;
|
|
}
|
|
class CollisionDetectorTransferable implements ICollisionDetector {
|
|
private _collisionCache;
|
|
onInit(payload: InitPayload): void;
|
|
onUpdate(payload: UpdatePayload): void;
|
|
onCollision(payload: CollidePayload): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class IntersectionInfo {
|
|
bu: number;
|
|
bv: number;
|
|
distance: number;
|
|
faceId: number;
|
|
subMeshId: number;
|
|
constructor(bu: number, bv: number, distance: number);
|
|
}
|
|
class PickingInfo {
|
|
hit: boolean;
|
|
distance: number;
|
|
pickedPoint: Vector3;
|
|
pickedMesh: AbstractMesh;
|
|
bu: number;
|
|
bv: number;
|
|
faceId: number;
|
|
subMeshId: number;
|
|
getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Vector3;
|
|
getTextureCoordinates(): Vector2;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class BoundingBox {
|
|
minimum: Vector3;
|
|
maximum: Vector3;
|
|
vectors: Vector3[];
|
|
center: Vector3;
|
|
extendSize: Vector3;
|
|
directions: Vector3[];
|
|
vectorsWorld: Vector3[];
|
|
minimumWorld: Vector3;
|
|
maximumWorld: Vector3;
|
|
private _worldMatrix;
|
|
constructor(minimum: Vector3, maximum: Vector3);
|
|
getWorldMatrix(): Matrix;
|
|
_update(world: Matrix): void;
|
|
isInFrustum(frustumPlanes: Plane[]): boolean;
|
|
isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
|
|
intersectsPoint(point: Vector3): boolean;
|
|
intersectsSphere(sphere: BoundingSphere): boolean;
|
|
intersectsMinMax(min: Vector3, max: Vector3): boolean;
|
|
static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
|
|
static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
|
|
static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
|
|
static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class BoundingInfo {
|
|
minimum: Vector3;
|
|
maximum: Vector3;
|
|
boundingBox: BoundingBox;
|
|
boundingSphere: BoundingSphere;
|
|
constructor(minimum: Vector3, maximum: Vector3);
|
|
_update(world: Matrix): void;
|
|
isInFrustum(frustumPlanes: Plane[]): boolean;
|
|
isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
|
|
_checkCollision(collider: Collider): boolean;
|
|
intersectsPoint(point: Vector3): boolean;
|
|
intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class BoundingSphere {
|
|
minimum: Vector3;
|
|
maximum: Vector3;
|
|
center: Vector3;
|
|
radius: number;
|
|
centerWorld: Vector3;
|
|
radiusWorld: number;
|
|
private _tempRadiusVector;
|
|
constructor(minimum: Vector3, maximum: Vector3);
|
|
_update(world: Matrix): void;
|
|
isInFrustum(frustumPlanes: Plane[]): boolean;
|
|
intersectsPoint(point: Vector3): boolean;
|
|
static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class DebugLayer {
|
|
private _scene;
|
|
private _camera;
|
|
private _transformationMatrix;
|
|
private _enabled;
|
|
private _labelsEnabled;
|
|
private _displayStatistics;
|
|
private _displayTree;
|
|
private _displayLogs;
|
|
private _globalDiv;
|
|
private _statsDiv;
|
|
private _statsSubsetDiv;
|
|
private _optionsDiv;
|
|
private _optionsSubsetDiv;
|
|
private _logDiv;
|
|
private _logSubsetDiv;
|
|
private _treeDiv;
|
|
private _treeSubsetDiv;
|
|
private _drawingCanvas;
|
|
private _drawingContext;
|
|
private _syncPositions;
|
|
private _syncData;
|
|
private _syncUI;
|
|
private _onCanvasClick;
|
|
private _clickPosition;
|
|
private _ratio;
|
|
private _identityMatrix;
|
|
private _showUI;
|
|
private _needToRefreshMeshesTree;
|
|
shouldDisplayLabel: (node: Node) => boolean;
|
|
shouldDisplayAxis: (mesh: Mesh) => boolean;
|
|
axisRatio: number;
|
|
accentColor: string;
|
|
customStatsFunction: () => string;
|
|
constructor(scene: Scene);
|
|
private _refreshMeshesTreeContent();
|
|
private _renderSingleAxis(zero, unit, unitText, label, color);
|
|
private _renderAxis(projectedPosition, mesh, globalViewport);
|
|
private _renderLabel(text, projectedPosition, labelOffset, onClick, getFillStyle);
|
|
private _isClickInsideRect(x, y, width, height);
|
|
isVisible(): boolean;
|
|
hide(): void;
|
|
show(showUI?: boolean, camera?: Camera): void;
|
|
private _clearLabels();
|
|
private _generateheader(root, text);
|
|
private _generateTexBox(root, title, color);
|
|
private _generateAdvancedCheckBox(root, leftTitle, rightTitle, initialState, task, tag?);
|
|
private _generateCheckBox(root, title, initialState, task, tag?);
|
|
private _generateButton(root, title, task, tag?);
|
|
private _generateRadio(root, title, name, initialState, task, tag?);
|
|
private _generateDOMelements();
|
|
private _displayStats();
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class Layer {
|
|
name: string;
|
|
texture: Texture;
|
|
isBackground: boolean;
|
|
color: Color4;
|
|
onDispose: () => void;
|
|
private _scene;
|
|
private _vertexDeclaration;
|
|
private _vertexStrideSize;
|
|
private _vertexBuffer;
|
|
private _indexBuffer;
|
|
private _effect;
|
|
constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
|
|
render(): void;
|
|
dispose(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class LensFlare {
|
|
size: number;
|
|
position: number;
|
|
color: Color3;
|
|
texture: Texture;
|
|
private _system;
|
|
constructor(size: number, position: number, color: any, imgUrl: string, system: LensFlareSystem);
|
|
dispose: () => void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class LensFlareSystem {
|
|
name: string;
|
|
lensFlares: LensFlare[];
|
|
borderLimit: number;
|
|
meshesSelectionPredicate: (mesh: Mesh) => boolean;
|
|
layerMask: number;
|
|
private _scene;
|
|
private _emitter;
|
|
private _vertexDeclaration;
|
|
private _vertexStrideSize;
|
|
private _vertexBuffer;
|
|
private _indexBuffer;
|
|
private _effect;
|
|
private _positionX;
|
|
private _positionY;
|
|
private _isEnabled;
|
|
constructor(name: string, emitter: any, scene: Scene);
|
|
isEnabled: boolean;
|
|
getScene(): Scene;
|
|
getEmitter(): any;
|
|
setEmitter(newEmitter: any): void;
|
|
getEmitterPosition(): Vector3;
|
|
computeEffectivePosition(globalViewport: Viewport): boolean;
|
|
_isVisible(): boolean;
|
|
render(): boolean;
|
|
dispose(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class DirectionalLight extends Light implements IShadowLight {
|
|
direction: Vector3;
|
|
position: Vector3;
|
|
private _transformedDirection;
|
|
transformedPosition: Vector3;
|
|
private _worldMatrix;
|
|
shadowOrthoScale: number;
|
|
constructor(name: string, direction: Vector3, scene: Scene);
|
|
getAbsolutePosition(): Vector3;
|
|
setDirectionToTarget(target: Vector3): Vector3;
|
|
setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
|
|
supportsVSM(): boolean;
|
|
needRefreshPerFrame(): boolean;
|
|
computeTransformedPosition(): boolean;
|
|
transferToEffect(effect: Effect, directionUniformName: string): void;
|
|
_getWorldMatrix(): Matrix;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class HemisphericLight extends Light {
|
|
direction: Vector3;
|
|
groundColor: Color3;
|
|
private _worldMatrix;
|
|
constructor(name: string, direction: Vector3, scene: Scene);
|
|
setDirectionToTarget(target: Vector3): Vector3;
|
|
getShadowGenerator(): ShadowGenerator;
|
|
transferToEffect(effect: Effect, directionUniformName: string, groundColorUniformName: string): void;
|
|
_getWorldMatrix(): Matrix;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
interface IShadowLight {
|
|
position: Vector3;
|
|
direction: Vector3;
|
|
transformedPosition: Vector3;
|
|
name: string;
|
|
computeTransformedPosition(): boolean;
|
|
getScene(): Scene;
|
|
setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
|
|
supportsVSM(): boolean;
|
|
needRefreshPerFrame(): boolean;
|
|
_shadowGenerator: ShadowGenerator;
|
|
}
|
|
class Light extends Node {
|
|
diffuse: Color3;
|
|
specular: Color3;
|
|
intensity: number;
|
|
range: number;
|
|
includeOnlyWithLayerMask: number;
|
|
includedOnlyMeshes: AbstractMesh[];
|
|
excludedMeshes: AbstractMesh[];
|
|
excludeWithLayerMask: number;
|
|
_shadowGenerator: ShadowGenerator;
|
|
private _parentedWorldMatrix;
|
|
_excludedMeshesIds: string[];
|
|
_includedOnlyMeshesIds: string[];
|
|
constructor(name: string, scene: Scene);
|
|
getShadowGenerator(): ShadowGenerator;
|
|
getAbsolutePosition(): Vector3;
|
|
transferToEffect(effect: Effect, uniformName0?: string, uniformName1?: string): void;
|
|
_getWorldMatrix(): Matrix;
|
|
canAffectMesh(mesh: AbstractMesh): boolean;
|
|
getWorldMatrix(): Matrix;
|
|
dispose(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class PointLight extends Light {
|
|
position: Vector3;
|
|
private _worldMatrix;
|
|
private _transformedPosition;
|
|
constructor(name: string, position: Vector3, scene: Scene);
|
|
getAbsolutePosition(): Vector3;
|
|
transferToEffect(effect: Effect, positionUniformName: string): void;
|
|
getShadowGenerator(): ShadowGenerator;
|
|
_getWorldMatrix(): Matrix;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class SpotLight extends Light implements IShadowLight {
|
|
position: Vector3;
|
|
direction: Vector3;
|
|
angle: number;
|
|
exponent: number;
|
|
transformedPosition: Vector3;
|
|
private _transformedDirection;
|
|
private _worldMatrix;
|
|
constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
|
|
getAbsolutePosition(): Vector3;
|
|
setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
|
|
supportsVSM(): boolean;
|
|
needRefreshPerFrame(): boolean;
|
|
setDirectionToTarget(target: Vector3): Vector3;
|
|
computeTransformedPosition(): boolean;
|
|
transferToEffect(effect: Effect, positionUniformName: string, directionUniformName: string): void;
|
|
_getWorldMatrix(): Matrix;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
interface ISceneLoaderPlugin {
|
|
extensions: string;
|
|
importMesh: (meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => boolean;
|
|
load: (scene: Scene, data: string, rootUrl: string) => boolean;
|
|
}
|
|
class SceneLoader {
|
|
private static _ForceFullSceneLoadingForIncremental;
|
|
private static _ShowLoadingScreen;
|
|
static ForceFullSceneLoadingForIncremental: boolean;
|
|
static ShowLoadingScreen: boolean;
|
|
private static _registeredPlugins;
|
|
private static _getPluginForFilename(sceneFilename);
|
|
static RegisterPlugin(plugin: ISceneLoaderPlugin): void;
|
|
static ImportMesh(meshesNames: any, rootUrl: string, sceneFilename: string, scene: Scene, onsuccess?: (meshes: AbstractMesh[], particleSystems: ParticleSystem[], skeletons: Skeleton[]) => void, progressCallBack?: () => void, onerror?: (scene: Scene, e: any) => void): void;
|
|
/**
|
|
* Load a scene
|
|
* @param rootUrl a string that defines the root url for scene and resources
|
|
* @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
|
|
* @param engine is the instance of BABYLON.Engine to use to create the scene
|
|
*/
|
|
static Load(rootUrl: string, sceneFilename: any, engine: Engine, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
|
|
/**
|
|
* Append a scene
|
|
* @param rootUrl a string that defines the root url for scene and resources
|
|
* @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
|
|
* @param scene is the instance of BABYLON.Scene to append to
|
|
*/
|
|
static Append(rootUrl: string, sceneFilename: any, scene: Scene, onsuccess?: (scene: Scene) => void, progressCallBack?: any, onerror?: (scene: Scene) => void): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class EffectFallbacks {
|
|
private _defines;
|
|
private _currentRank;
|
|
private _maxRank;
|
|
addFallback(rank: number, define: string): void;
|
|
isMoreFallbacks: boolean;
|
|
reduce(currentDefines: string): string;
|
|
}
|
|
class Effect {
|
|
name: any;
|
|
defines: string;
|
|
onCompiled: (effect: Effect) => void;
|
|
onError: (effect: Effect, errors: string) => void;
|
|
onBind: (effect: Effect) => void;
|
|
private _engine;
|
|
private _uniformsNames;
|
|
private _samplers;
|
|
private _isReady;
|
|
private _compilationError;
|
|
private _attributesNames;
|
|
private _attributes;
|
|
private _uniforms;
|
|
_key: string;
|
|
private _program;
|
|
private _valueCache;
|
|
constructor(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], engine: any, defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void);
|
|
isReady(): boolean;
|
|
getProgram(): WebGLProgram;
|
|
getAttributesNames(): string[];
|
|
getAttributeLocation(index: number): number;
|
|
getAttributeLocationByName(name: string): number;
|
|
getAttributesCount(): number;
|
|
getUniformIndex(uniformName: string): number;
|
|
getUniform(uniformName: string): WebGLUniformLocation;
|
|
getSamplers(): string[];
|
|
getCompilationError(): string;
|
|
_loadVertexShader(vertex: any, callback: (data: any) => void): void;
|
|
_loadFragmentShader(fragment: any, callback: (data: any) => void): void;
|
|
private _prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks?);
|
|
_bindTexture(channel: string, texture: WebGLTexture): void;
|
|
setTexture(channel: string, texture: BaseTexture): void;
|
|
setTextureFromPostProcess(channel: string, postProcess: PostProcess): void;
|
|
_cacheFloat2(uniformName: string, x: number, y: number): void;
|
|
_cacheFloat3(uniformName: string, x: number, y: number, z: number): void;
|
|
_cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): void;
|
|
setArray(uniformName: string, array: number[]): Effect;
|
|
setArray2(uniformName: string, array: number[]): Effect;
|
|
setArray3(uniformName: string, array: number[]): Effect;
|
|
setArray4(uniformName: string, array: number[]): Effect;
|
|
setMatrices(uniformName: string, matrices: Float32Array): Effect;
|
|
setMatrix(uniformName: string, matrix: Matrix): Effect;
|
|
setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
|
|
setMatrix2x2(uniformname: string, matrix: Float32Array): Effect;
|
|
setFloat(uniformName: string, value: number): Effect;
|
|
setBool(uniformName: string, bool: boolean): Effect;
|
|
setVector2(uniformName: string, vector2: Vector2): Effect;
|
|
setFloat2(uniformName: string, x: number, y: number): Effect;
|
|
setVector3(uniformName: string, vector3: Vector3): Effect;
|
|
setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
|
|
setVector4(uniformName: string, vector4: Vector4): Effect;
|
|
setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
|
|
setColor3(uniformName: string, color3: Color3): Effect;
|
|
setColor4(uniformName: string, color3: Color3, alpha: number): Effect;
|
|
static ShadersStore: {};
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class Material {
|
|
name: string;
|
|
private static _TriangleFillMode;
|
|
private static _WireFrameFillMode;
|
|
private static _PointFillMode;
|
|
static TriangleFillMode: number;
|
|
static WireFrameFillMode: number;
|
|
static PointFillMode: number;
|
|
id: string;
|
|
checkReadyOnEveryCall: boolean;
|
|
checkReadyOnlyOnce: boolean;
|
|
state: string;
|
|
alpha: number;
|
|
backFaceCulling: boolean;
|
|
onCompiled: (effect: Effect) => void;
|
|
onError: (effect: Effect, errors: string) => void;
|
|
onDispose: () => void;
|
|
onBind: (material: Material, mesh: Mesh) => void;
|
|
getRenderTargetTextures: () => SmartArray<RenderTargetTexture>;
|
|
alphaMode: number;
|
|
disableDepthWrite: boolean;
|
|
_effect: Effect;
|
|
_wasPreviouslyReady: boolean;
|
|
private _scene;
|
|
private _fillMode;
|
|
private _cachedDepthWriteState;
|
|
pointSize: number;
|
|
zOffset: number;
|
|
wireframe: boolean;
|
|
pointsCloud: boolean;
|
|
fillMode: number;
|
|
constructor(name: string, scene: Scene, doNotAdd?: boolean);
|
|
isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
|
|
getEffect(): Effect;
|
|
getScene(): Scene;
|
|
needAlphaBlending(): boolean;
|
|
needAlphaTesting(): boolean;
|
|
getAlphaTestTexture(): BaseTexture;
|
|
trackCreation(onCompiled: (effect: Effect) => void, onError: (effect: Effect, errors: string) => void): void;
|
|
_preBind(): void;
|
|
bind(world: Matrix, mesh?: Mesh): void;
|
|
bindOnlyWorldMatrix(world: Matrix): void;
|
|
unbind(): void;
|
|
clone(name: string): Material;
|
|
dispose(forceDisposeEffect?: boolean): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class MultiMaterial extends Material {
|
|
subMaterials: Material[];
|
|
constructor(name: string, scene: Scene);
|
|
getSubMaterial(index: any): Material;
|
|
isReady(mesh?: AbstractMesh): boolean;
|
|
clone(name: string): MultiMaterial;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class ShaderMaterial extends Material {
|
|
private _shaderPath;
|
|
private _options;
|
|
private _textures;
|
|
private _floats;
|
|
private _floatsArrays;
|
|
private _colors3;
|
|
private _colors4;
|
|
private _vectors2;
|
|
private _vectors3;
|
|
private _vectors4;
|
|
private _matrices;
|
|
private _matrices3x3;
|
|
private _matrices2x2;
|
|
private _cachedWorldViewMatrix;
|
|
private _renderId;
|
|
constructor(name: string, scene: Scene, shaderPath: any, options: any);
|
|
needAlphaBlending(): boolean;
|
|
needAlphaTesting(): boolean;
|
|
private _checkUniform(uniformName);
|
|
setTexture(name: string, texture: Texture): ShaderMaterial;
|
|
setFloat(name: string, value: number): ShaderMaterial;
|
|
setFloats(name: string, value: number[]): ShaderMaterial;
|
|
setColor3(name: string, value: Color3): ShaderMaterial;
|
|
setColor4(name: string, value: Color4): ShaderMaterial;
|
|
setVector2(name: string, value: Vector2): ShaderMaterial;
|
|
setVector3(name: string, value: Vector3): ShaderMaterial;
|
|
setVector4(name: string, value: Vector4): ShaderMaterial;
|
|
setMatrix(name: string, value: Matrix): ShaderMaterial;
|
|
setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
|
|
setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
|
|
isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
|
|
bindOnlyWorldMatrix(world: Matrix): void;
|
|
bind(world: Matrix, mesh?: Mesh): void;
|
|
clone(name: string): ShaderMaterial;
|
|
dispose(forceDisposeEffect?: boolean): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class FresnelParameters {
|
|
isEnabled: boolean;
|
|
leftColor: Color3;
|
|
rightColor: Color3;
|
|
bias: number;
|
|
power: number;
|
|
}
|
|
class StandardMaterial extends Material {
|
|
diffuseTexture: BaseTexture;
|
|
ambientTexture: BaseTexture;
|
|
opacityTexture: BaseTexture;
|
|
reflectionTexture: BaseTexture;
|
|
emissiveTexture: BaseTexture;
|
|
specularTexture: BaseTexture;
|
|
bumpTexture: BaseTexture;
|
|
ambientColor: Color3;
|
|
diffuseColor: Color3;
|
|
specularColor: Color3;
|
|
specularPower: number;
|
|
emissiveColor: Color3;
|
|
useAlphaFromDiffuseTexture: boolean;
|
|
useEmissiveAsIllumination: boolean;
|
|
useReflectionFresnelFromSpecular: boolean;
|
|
useSpecularOverAlpha: boolean;
|
|
fogEnabled: boolean;
|
|
roughness: number;
|
|
diffuseFresnelParameters: FresnelParameters;
|
|
opacityFresnelParameters: FresnelParameters;
|
|
reflectionFresnelParameters: FresnelParameters;
|
|
emissiveFresnelParameters: FresnelParameters;
|
|
useGlossinessFromSpecularMapAlpha: boolean;
|
|
private _renderTargets;
|
|
private _worldViewProjectionMatrix;
|
|
private _globalAmbientColor;
|
|
private _scaledDiffuse;
|
|
private _scaledSpecular;
|
|
private _renderId;
|
|
private _defines;
|
|
private _cachedDefines;
|
|
constructor(name: string, scene: Scene);
|
|
needAlphaBlending(): boolean;
|
|
needAlphaTesting(): boolean;
|
|
private _shouldUseAlphaFromDiffuseTexture();
|
|
getAlphaTestTexture(): BaseTexture;
|
|
isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
|
|
unbind(): void;
|
|
bindOnlyWorldMatrix(world: Matrix): void;
|
|
bind(world: Matrix, mesh?: Mesh): void;
|
|
getAnimatables(): IAnimatable[];
|
|
dispose(forceDisposeEffect?: boolean): void;
|
|
clone(name: string): StandardMaterial;
|
|
static DiffuseTextureEnabled: boolean;
|
|
static AmbientTextureEnabled: boolean;
|
|
static OpacityTextureEnabled: boolean;
|
|
static ReflectionTextureEnabled: boolean;
|
|
static EmissiveTextureEnabled: boolean;
|
|
static SpecularTextureEnabled: boolean;
|
|
static BumpTextureEnabled: boolean;
|
|
static FresnelEnabled: boolean;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class Color3 {
|
|
r: number;
|
|
g: number;
|
|
b: number;
|
|
constructor(r?: number, g?: number, b?: number);
|
|
toString(): string;
|
|
toArray(array: number[], index?: number): Color3;
|
|
toColor4(alpha?: number): Color4;
|
|
asArray(): number[];
|
|
toLuminance(): number;
|
|
multiply(otherColor: Color3): Color3;
|
|
multiplyToRef(otherColor: Color3, result: Color3): Color3;
|
|
equals(otherColor: Color3): boolean;
|
|
equalsFloats(r: number, g: number, b: number): boolean;
|
|
scale(scale: number): Color3;
|
|
scaleToRef(scale: number, result: Color3): Color3;
|
|
add(otherColor: Color3): Color3;
|
|
addToRef(otherColor: Color3, result: Color3): Color3;
|
|
subtract(otherColor: Color3): Color3;
|
|
subtractToRef(otherColor: Color3, result: Color3): Color3;
|
|
clone(): Color3;
|
|
copyFrom(source: Color3): Color3;
|
|
copyFromFloats(r: number, g: number, b: number): Color3;
|
|
toHexString(): string;
|
|
static FromHexString(hex: string): Color3;
|
|
static FromArray(array: number[], offset?: number): Color3;
|
|
static FromInts(r: number, g: number, b: number): Color3;
|
|
static Lerp(start: Color3, end: Color3, amount: number): Color3;
|
|
static Red(): Color3;
|
|
static Green(): Color3;
|
|
static Blue(): Color3;
|
|
static Black(): Color3;
|
|
static White(): Color3;
|
|
static Purple(): Color3;
|
|
static Magenta(): Color3;
|
|
static Yellow(): Color3;
|
|
static Gray(): Color3;
|
|
}
|
|
class Color4 {
|
|
r: number;
|
|
g: number;
|
|
b: number;
|
|
a: number;
|
|
constructor(r: number, g: number, b: number, a: number);
|
|
addInPlace(right: any): Color4;
|
|
asArray(): number[];
|
|
toArray(array: number[], index?: number): Color4;
|
|
add(right: Color4): Color4;
|
|
subtract(right: Color4): Color4;
|
|
subtractToRef(right: Color4, result: Color4): Color4;
|
|
scale(scale: number): Color4;
|
|
scaleToRef(scale: number, result: Color4): Color4;
|
|
toString(): string;
|
|
clone(): Color4;
|
|
copyFrom(source: Color4): Color4;
|
|
toHexString(): string;
|
|
static FromHexString(hex: string): Color4;
|
|
static Lerp(left: Color4, right: Color4, amount: number): Color4;
|
|
static LerpToRef(left: Color4, right: Color4, amount: number, result: Color4): void;
|
|
static FromArray(array: number[], offset?: number): Color4;
|
|
static FromInts(r: number, g: number, b: number, a: number): Color4;
|
|
}
|
|
class Vector2 {
|
|
x: number;
|
|
y: number;
|
|
constructor(x: number, y: number);
|
|
toString(): string;
|
|
toArray(array: number[], index?: number): Vector2;
|
|
asArray(): number[];
|
|
copyFrom(source: Vector2): Vector2;
|
|
copyFromFloats(x: number, y: number): Vector2;
|
|
add(otherVector: Vector2): Vector2;
|
|
addVector3(otherVector: Vector3): Vector2;
|
|
subtract(otherVector: Vector2): Vector2;
|
|
subtractInPlace(otherVector: Vector2): Vector2;
|
|
multiplyInPlace(otherVector: Vector2): Vector2;
|
|
multiply(otherVector: Vector2): Vector2;
|
|
multiplyToRef(otherVector: Vector2, result: Vector2): Vector2;
|
|
multiplyByFloats(x: number, y: number): Vector2;
|
|
divide(otherVector: Vector2): Vector2;
|
|
divideToRef(otherVector: Vector2, result: Vector2): Vector2;
|
|
negate(): Vector2;
|
|
scaleInPlace(scale: number): Vector2;
|
|
scale(scale: number): Vector2;
|
|
equals(otherVector: Vector2): boolean;
|
|
equalsWithEpsilon(otherVector: Vector2, epsilon?: number): boolean;
|
|
length(): number;
|
|
lengthSquared(): number;
|
|
normalize(): Vector2;
|
|
clone(): Vector2;
|
|
static Zero(): Vector2;
|
|
static FromArray(array: number[], offset?: number): Vector2;
|
|
static FromArrayToRef(array: number[], offset: number, result: Vector2): void;
|
|
static CatmullRom(value1: Vector2, value2: Vector2, value3: Vector2, value4: Vector2, amount: number): Vector2;
|
|
static Clamp(value: Vector2, min: Vector2, max: Vector2): Vector2;
|
|
static Hermite(value1: Vector2, tangent1: Vector2, value2: Vector2, tangent2: Vector2, amount: number): Vector2;
|
|
static Lerp(start: Vector2, end: Vector2, amount: number): Vector2;
|
|
static Dot(left: Vector2, right: Vector2): number;
|
|
static Normalize(vector: Vector2): Vector2;
|
|
static Minimize(left: Vector2, right: Vector2): Vector2;
|
|
static Maximize(left: Vector2, right: Vector2): Vector2;
|
|
static Transform(vector: Vector2, transformation: Matrix): Vector2;
|
|
static Distance(value1: Vector2, value2: Vector2): number;
|
|
static DistanceSquared(value1: Vector2, value2: Vector2): number;
|
|
}
|
|
class Vector3 {
|
|
x: number;
|
|
y: number;
|
|
z: number;
|
|
constructor(x: number, y: number, z: number);
|
|
toString(): string;
|
|
asArray(): number[];
|
|
toArray(array: number[], index?: number): Vector3;
|
|
toQuaternion(): Quaternion;
|
|
addInPlace(otherVector: Vector3): Vector3;
|
|
add(otherVector: Vector3): Vector3;
|
|
addToRef(otherVector: Vector3, result: Vector3): Vector3;
|
|
subtractInPlace(otherVector: Vector3): Vector3;
|
|
subtract(otherVector: Vector3): Vector3;
|
|
subtractToRef(otherVector: Vector3, result: Vector3): Vector3;
|
|
subtractFromFloats(x: number, y: number, z: number): Vector3;
|
|
subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
|
|
negate(): Vector3;
|
|
scaleInPlace(scale: number): Vector3;
|
|
scale(scale: number): Vector3;
|
|
scaleToRef(scale: number, result: Vector3): void;
|
|
equals(otherVector: Vector3): boolean;
|
|
equalsWithEpsilon(otherVector: Vector3, epsilon?: number): boolean;
|
|
equalsToFloats(x: number, y: number, z: number): boolean;
|
|
multiplyInPlace(otherVector: Vector3): Vector3;
|
|
multiply(otherVector: Vector3): Vector3;
|
|
multiplyToRef(otherVector: Vector3, result: Vector3): Vector3;
|
|
multiplyByFloats(x: number, y: number, z: number): Vector3;
|
|
divide(otherVector: Vector3): Vector3;
|
|
divideToRef(otherVector: Vector3, result: Vector3): Vector3;
|
|
MinimizeInPlace(other: Vector3): Vector3;
|
|
MaximizeInPlace(other: Vector3): Vector3;
|
|
length(): number;
|
|
lengthSquared(): number;
|
|
normalize(): Vector3;
|
|
clone(): Vector3;
|
|
copyFrom(source: Vector3): Vector3;
|
|
copyFromFloats(x: number, y: number, z: number): Vector3;
|
|
static GetClipFactor(vector0: Vector3, vector1: Vector3, axis: Vector3, size: any): number;
|
|
static FromArray(array: number[], offset?: number): Vector3;
|
|
static FromFloatArray(array: Float32Array, offset?: number): Vector3;
|
|
static FromArrayToRef(array: number[], offset: number, result: Vector3): void;
|
|
static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector3): void;
|
|
static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
|
|
static Zero(): Vector3;
|
|
static Up(): Vector3;
|
|
static TransformCoordinates(vector: Vector3, transformation: Matrix): Vector3;
|
|
static TransformCoordinatesToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
|
|
static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
|
|
static TransformCoordinatesToRefSIMD(vector: Vector3, transformation: Matrix, result: Vector3): void;
|
|
static TransformCoordinatesFromFloatsToRefSIMD(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
|
|
static TransformNormal(vector: Vector3, transformation: Matrix): Vector3;
|
|
static TransformNormalToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
|
|
static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
|
|
static CatmullRom(value1: Vector3, value2: Vector3, value3: Vector3, value4: Vector3, amount: number): Vector3;
|
|
static Clamp(value: Vector3, min: Vector3, max: Vector3): Vector3;
|
|
static Hermite(value1: Vector3, tangent1: Vector3, value2: Vector3, tangent2: Vector3, amount: number): Vector3;
|
|
static Lerp(start: Vector3, end: Vector3, amount: number): Vector3;
|
|
static Dot(left: Vector3, right: Vector3): number;
|
|
static Cross(left: Vector3, right: Vector3): Vector3;
|
|
static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
|
|
static Normalize(vector: Vector3): Vector3;
|
|
static NormalizeToRef(vector: Vector3, result: Vector3): void;
|
|
static Project(vector: Vector3, world: Matrix, transform: Matrix, viewport: Viewport): Vector3;
|
|
static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, transform: Matrix): Vector3;
|
|
static Unproject(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Vector3;
|
|
static Minimize(left: Vector3, right: Vector3): Vector3;
|
|
static Maximize(left: Vector3, right: Vector3): Vector3;
|
|
static Distance(value1: Vector3, value2: Vector3): number;
|
|
static DistanceSquared(value1: Vector3, value2: Vector3): number;
|
|
static Center(value1: Vector3, value2: Vector3): Vector3;
|
|
/**
|
|
* Given three orthogonal left-handed oriented Vector3 axis in space (target system),
|
|
* RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
|
|
* to something in order to rotate it from its local system to the given target system.
|
|
*/
|
|
static RotationFromAxis(axis1: Vector3, axis2: Vector3, axis3: Vector3): Vector3;
|
|
/**
|
|
* The same than RotationFromAxis but updates the passed ref Vector3 parameter.
|
|
*/
|
|
static RotationFromAxisToRef(axis1: Vector3, axis2: Vector3, axis3: Vector3, ref: Vector3): void;
|
|
}
|
|
class Vector4 {
|
|
x: number;
|
|
y: number;
|
|
z: number;
|
|
w: number;
|
|
constructor(x: number, y: number, z: number, w: number);
|
|
toString(): string;
|
|
asArray(): number[];
|
|
toArray(array: number[], index?: number): Vector4;
|
|
addInPlace(otherVector: Vector4): Vector4;
|
|
add(otherVector: Vector4): Vector4;
|
|
addToRef(otherVector: Vector4, result: Vector4): Vector4;
|
|
subtractInPlace(otherVector: Vector4): Vector4;
|
|
subtract(otherVector: Vector4): Vector4;
|
|
subtractToRef(otherVector: Vector4, result: Vector4): Vector4;
|
|
subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
|
|
subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
|
|
negate(): Vector4;
|
|
scaleInPlace(scale: number): Vector4;
|
|
scale(scale: number): Vector4;
|
|
scaleToRef(scale: number, result: Vector4): void;
|
|
equals(otherVector: Vector4): boolean;
|
|
equalsWithEpsilon(otherVector: Vector4, epsilon?: number): boolean;
|
|
equalsToFloats(x: number, y: number, z: number, w: number): boolean;
|
|
multiplyInPlace(otherVector: Vector4): Vector4;
|
|
multiply(otherVector: Vector4): Vector4;
|
|
multiplyToRef(otherVector: Vector4, result: Vector4): Vector4;
|
|
multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
|
|
divide(otherVector: Vector4): Vector4;
|
|
divideToRef(otherVector: Vector4, result: Vector4): Vector4;
|
|
MinimizeInPlace(other: Vector4): Vector4;
|
|
MaximizeInPlace(other: Vector4): Vector4;
|
|
length(): number;
|
|
lengthSquared(): number;
|
|
normalize(): Vector4;
|
|
clone(): Vector4;
|
|
copyFrom(source: Vector4): Vector4;
|
|
copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
|
|
static FromArray(array: number[], offset?: number): Vector4;
|
|
static FromArrayToRef(array: number[], offset: number, result: Vector4): void;
|
|
static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector4): void;
|
|
static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
|
|
static Zero(): Vector4;
|
|
static Normalize(vector: Vector4): Vector4;
|
|
static NormalizeToRef(vector: Vector4, result: Vector4): void;
|
|
static Minimize(left: Vector4, right: Vector4): Vector4;
|
|
static Maximize(left: Vector4, right: Vector4): Vector4;
|
|
static Distance(value1: Vector4, value2: Vector4): number;
|
|
static DistanceSquared(value1: Vector4, value2: Vector4): number;
|
|
static Center(value1: Vector4, value2: Vector4): Vector4;
|
|
}
|
|
class Quaternion {
|
|
x: number;
|
|
y: number;
|
|
z: number;
|
|
w: number;
|
|
constructor(x?: number, y?: number, z?: number, w?: number);
|
|
toString(): string;
|
|
asArray(): number[];
|
|
equals(otherQuaternion: Quaternion): boolean;
|
|
clone(): Quaternion;
|
|
copyFrom(other: Quaternion): Quaternion;
|
|
copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
|
|
add(other: Quaternion): Quaternion;
|
|
subtract(other: Quaternion): Quaternion;
|
|
scale(value: number): Quaternion;
|
|
multiply(q1: Quaternion): Quaternion;
|
|
multiplyToRef(q1: Quaternion, result: Quaternion): Quaternion;
|
|
length(): number;
|
|
normalize(): Quaternion;
|
|
toEulerAngles(): Vector3;
|
|
toEulerAnglesToRef(result: Vector3): Quaternion;
|
|
toRotationMatrix(result: Matrix): Quaternion;
|
|
fromRotationMatrix(matrix: Matrix): Quaternion;
|
|
static FromRotationMatrix(matrix: Matrix): Quaternion;
|
|
static FromRotationMatrixToRef(matrix: Matrix, result: Quaternion): void;
|
|
static Inverse(q: Quaternion): Quaternion;
|
|
static Identity(): Quaternion;
|
|
static RotationAxis(axis: Vector3, angle: number): Quaternion;
|
|
static FromArray(array: number[], offset?: number): Quaternion;
|
|
static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
|
|
static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
|
|
static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
|
|
static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
|
|
static Slerp(left: Quaternion, right: Quaternion, amount: number): Quaternion;
|
|
}
|
|
class Matrix {
|
|
private static _tempQuaternion;
|
|
private static _xAxis;
|
|
private static _yAxis;
|
|
private static _zAxis;
|
|
m: Float32Array;
|
|
isIdentity(): boolean;
|
|
determinant(): number;
|
|
toArray(): Float32Array;
|
|
asArray(): Float32Array;
|
|
invert(): Matrix;
|
|
reset(): Matrix;
|
|
add(other: Matrix): Matrix;
|
|
addToRef(other: Matrix, result: Matrix): Matrix;
|
|
addToSelf(other: Matrix): Matrix;
|
|
invertToRef(other: Matrix): Matrix;
|
|
invertToRefSIMD(other: Matrix): Matrix;
|
|
setTranslation(vector3: Vector3): Matrix;
|
|
multiply(other: Matrix): Matrix;
|
|
copyFrom(other: Matrix): Matrix;
|
|
copyToArray(array: Float32Array, offset?: number): Matrix;
|
|
multiplyToRef(other: Matrix, result: Matrix): Matrix;
|
|
multiplyToArray(other: Matrix, result: Float32Array, offset: number): Matrix;
|
|
multiplyToArraySIMD(other: Matrix, result: Matrix, offset?: number): void;
|
|
equals(value: Matrix): boolean;
|
|
clone(): Matrix;
|
|
decompose(scale: Vector3, rotation: Quaternion, translation: Vector3): boolean;
|
|
static FromArray(array: number[], offset?: number): Matrix;
|
|
static FromArrayToRef(array: number[], offset: number, result: Matrix): void;
|
|
static FromFloat32ArrayToRefScaled(array: Float32Array, offset: number, scale: number, result: Matrix): void;
|
|
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;
|
|
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;
|
|
static Compose(scale: Vector3, rotation: Quaternion, translation: Vector3): Matrix;
|
|
static Identity(): Matrix;
|
|
static IdentityToRef(result: Matrix): void;
|
|
static Zero(): Matrix;
|
|
static RotationX(angle: number): Matrix;
|
|
static Invert(source: Matrix): Matrix;
|
|
static RotationXToRef(angle: number, result: Matrix): void;
|
|
static RotationY(angle: number): Matrix;
|
|
static RotationYToRef(angle: number, result: Matrix): void;
|
|
static RotationZ(angle: number): Matrix;
|
|
static RotationZToRef(angle: number, result: Matrix): void;
|
|
static RotationAxis(axis: Vector3, angle: number): Matrix;
|
|
static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
|
|
static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
|
|
static Scaling(x: number, y: number, z: number): Matrix;
|
|
static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
|
|
static Translation(x: number, y: number, z: number): Matrix;
|
|
static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
|
|
static LookAtLH(eye: Vector3, target: Vector3, up: Vector3): Matrix;
|
|
static LookAtLHToRef(eye: Vector3, target: Vector3, up: Vector3, result: Matrix): void;
|
|
static LookAtLHToRefSIMD(eyeRef: Vector3, targetRef: Vector3, upRef: Vector3, result: Matrix): void;
|
|
static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
|
|
static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
|
|
static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
|
|
static OrthoOffCenterLHToRef(left: number, right: any, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
|
|
static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
|
|
static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
|
|
static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, fovMode?: number): void;
|
|
static GetFinalMatrix(viewport: Viewport, world: Matrix, view: Matrix, projection: Matrix, zmin: number, zmax: number): Matrix;
|
|
static GetAsMatrix2x2(matrix: Matrix): Float32Array;
|
|
static GetAsMatrix3x3(matrix: Matrix): Float32Array;
|
|
static Transpose(matrix: Matrix): Matrix;
|
|
static Reflection(plane: Plane): Matrix;
|
|
static ReflectionToRef(plane: Plane, result: Matrix): void;
|
|
}
|
|
class Plane {
|
|
normal: Vector3;
|
|
d: number;
|
|
constructor(a: number, b: number, c: number, d: number);
|
|
asArray(): number[];
|
|
clone(): Plane;
|
|
normalize(): Plane;
|
|
transform(transformation: Matrix): Plane;
|
|
dotCoordinate(point: any): number;
|
|
copyFromPoints(point1: Vector3, point2: Vector3, point3: Vector3): Plane;
|
|
isFrontFacingTo(direction: Vector3, epsilon: number): boolean;
|
|
signedDistanceTo(point: Vector3): number;
|
|
static FromArray(array: number[]): Plane;
|
|
static FromPoints(point1: any, point2: any, point3: any): Plane;
|
|
static FromPositionAndNormal(origin: Vector3, normal: Vector3): Plane;
|
|
static SignedDistanceToPlaneFromPositionAndNormal(origin: Vector3, normal: Vector3, point: Vector3): number;
|
|
}
|
|
class Viewport {
|
|
x: number;
|
|
y: number;
|
|
width: number;
|
|
height: number;
|
|
constructor(x: number, y: number, width: number, height: number);
|
|
toGlobal(engine: any): Viewport;
|
|
}
|
|
class Frustum {
|
|
static GetPlanes(transform: Matrix): Plane[];
|
|
static GetPlanesToRef(transform: Matrix, frustumPlanes: Plane[]): void;
|
|
}
|
|
class Ray {
|
|
origin: Vector3;
|
|
direction: Vector3;
|
|
length: number;
|
|
private _edge1;
|
|
private _edge2;
|
|
private _pvec;
|
|
private _tvec;
|
|
private _qvec;
|
|
constructor(origin: Vector3, direction: Vector3, length?: number);
|
|
intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
|
|
intersectsBox(box: BoundingBox): boolean;
|
|
intersectsSphere(sphere: any): boolean;
|
|
intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo;
|
|
static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
|
|
/**
|
|
* 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
|
|
* transformed to the given world matrix.
|
|
* @param origin The origin point
|
|
* @param end The end point
|
|
* @param world a matrix to transform the ray to. Default is the identity matrix.
|
|
*/
|
|
static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
|
|
static Transform(ray: Ray, matrix: Matrix): Ray;
|
|
}
|
|
enum Space {
|
|
LOCAL = 0,
|
|
WORLD = 1,
|
|
}
|
|
class Axis {
|
|
static X: Vector3;
|
|
static Y: Vector3;
|
|
static Z: Vector3;
|
|
}
|
|
class BezierCurve {
|
|
static interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
|
|
}
|
|
enum Orientation {
|
|
CW = 0,
|
|
CCW = 1,
|
|
}
|
|
class Angle {
|
|
private _radians;
|
|
constructor(radians: number);
|
|
degrees: () => number;
|
|
radians: () => number;
|
|
static BetweenTwoPoints(a: Vector2, b: Vector2): Angle;
|
|
static FromRadians(radians: number): Angle;
|
|
static FromDegrees(degrees: number): Angle;
|
|
}
|
|
class Arc2 {
|
|
startPoint: Vector2;
|
|
midPoint: Vector2;
|
|
endPoint: Vector2;
|
|
centerPoint: Vector2;
|
|
radius: number;
|
|
angle: Angle;
|
|
startAngle: Angle;
|
|
orientation: Orientation;
|
|
constructor(startPoint: Vector2, midPoint: Vector2, endPoint: Vector2);
|
|
}
|
|
class PathCursor {
|
|
private path;
|
|
private _onchange;
|
|
value: number;
|
|
animations: Animation[];
|
|
constructor(path: Path2);
|
|
getPoint(): Vector3;
|
|
moveAhead(step?: number): PathCursor;
|
|
moveBack(step?: number): PathCursor;
|
|
move(step: number): PathCursor;
|
|
private ensureLimits();
|
|
private markAsDirty(propertyName);
|
|
private raiseOnChange();
|
|
onchange(f: (cursor: PathCursor) => void): PathCursor;
|
|
}
|
|
class Path2 {
|
|
private _points;
|
|
private _length;
|
|
closed: boolean;
|
|
constructor(x: number, y: number);
|
|
addLineTo(x: number, y: number): Path2;
|
|
addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
|
|
close(): Path2;
|
|
length(): number;
|
|
getPoints(): Vector2[];
|
|
getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
|
|
static StartingAt(x: number, y: number): Path2;
|
|
}
|
|
class Path3D {
|
|
path: Vector3[];
|
|
private _curve;
|
|
private _distances;
|
|
private _tangents;
|
|
private _normals;
|
|
private _binormals;
|
|
private _raw;
|
|
/**
|
|
* new Path3D(path, normal, raw)
|
|
* path : an array of Vector3, the curve axis of the Path3D
|
|
* normal (optional) : Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
|
|
* raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
|
|
*/
|
|
constructor(path: Vector3[], firstNormal?: Vector3, raw?: boolean);
|
|
getCurve(): Vector3[];
|
|
getTangents(): Vector3[];
|
|
getNormals(): Vector3[];
|
|
getBinormals(): Vector3[];
|
|
getDistances(): number[];
|
|
update(path: Vector3[], firstNormal?: Vector3): Path3D;
|
|
private _compute(firstNormal);
|
|
private _getFirstNonNullVector(index);
|
|
private _getLastNonNullVector(index);
|
|
private _normalVector(v0, vt, va);
|
|
}
|
|
class Curve3 {
|
|
private _points;
|
|
private _length;
|
|
static CreateQuadraticBezier(v0: Vector3, v1: Vector3, v2: Vector3, nbPoints: number): Curve3;
|
|
static CreateCubicBezier(v0: Vector3, v1: Vector3, v2: Vector3, v3: Vector3, nbPoints: number): Curve3;
|
|
static CreateHermiteSpline(p1: Vector3, t1: Vector3, p2: Vector3, t2: Vector3, nbPoints: number): Curve3;
|
|
constructor(points: Vector3[]);
|
|
getPoints(): Vector3[];
|
|
length(): number;
|
|
continue(curve: Curve3): Curve3;
|
|
private _computeLength(path);
|
|
}
|
|
class PositionNormalVertex {
|
|
position: Vector3;
|
|
normal: Vector3;
|
|
constructor(position?: Vector3, normal?: Vector3);
|
|
clone(): PositionNormalVertex;
|
|
}
|
|
class PositionNormalTextureVertex {
|
|
position: Vector3;
|
|
normal: Vector3;
|
|
uv: Vector2;
|
|
constructor(position?: Vector3, normal?: Vector3, uv?: Vector2);
|
|
clone(): PositionNormalTextureVertex;
|
|
}
|
|
class SIMDHelper {
|
|
private static _isEnabled;
|
|
static IsEnabled: boolean;
|
|
static DisableSIMD(): void;
|
|
static EnableSIMD(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class AbstractMesh extends Node implements IDisposable {
|
|
private static _BILLBOARDMODE_NONE;
|
|
private static _BILLBOARDMODE_X;
|
|
private static _BILLBOARDMODE_Y;
|
|
private static _BILLBOARDMODE_Z;
|
|
private static _BILLBOARDMODE_ALL;
|
|
static BILLBOARDMODE_NONE: number;
|
|
static BILLBOARDMODE_X: number;
|
|
static BILLBOARDMODE_Y: number;
|
|
static BILLBOARDMODE_Z: number;
|
|
static BILLBOARDMODE_ALL: number;
|
|
definedFacingForward: boolean;
|
|
position: Vector3;
|
|
rotation: Vector3;
|
|
rotationQuaternion: Quaternion;
|
|
scaling: Vector3;
|
|
billboardMode: number;
|
|
visibility: number;
|
|
alphaIndex: number;
|
|
infiniteDistance: boolean;
|
|
isVisible: boolean;
|
|
isPickable: boolean;
|
|
showBoundingBox: boolean;
|
|
showSubMeshesBoundingBox: boolean;
|
|
onDispose: any;
|
|
isBlocker: boolean;
|
|
skeleton: Skeleton;
|
|
renderingGroupId: number;
|
|
material: Material;
|
|
receiveShadows: boolean;
|
|
actionManager: ActionManager;
|
|
renderOutline: boolean;
|
|
outlineColor: Color3;
|
|
outlineWidth: number;
|
|
renderOverlay: boolean;
|
|
overlayColor: Color3;
|
|
overlayAlpha: number;
|
|
hasVertexAlpha: boolean;
|
|
useVertexColors: boolean;
|
|
applyFog: boolean;
|
|
computeBonesUsingShaders: boolean;
|
|
useOctreeForRenderingSelection: boolean;
|
|
useOctreeForPicking: boolean;
|
|
useOctreeForCollisions: boolean;
|
|
layerMask: number;
|
|
alwaysSelectAsActiveMesh: boolean;
|
|
_physicImpostor: number;
|
|
_physicsMass: number;
|
|
_physicsFriction: number;
|
|
_physicRestitution: number;
|
|
private _checkCollisions;
|
|
ellipsoid: Vector3;
|
|
ellipsoidOffset: Vector3;
|
|
private _collider;
|
|
private _oldPositionForCollisions;
|
|
private _diffPositionForCollisions;
|
|
private _newPositionForCollisions;
|
|
onCollide: (collidedMesh: AbstractMesh) => void;
|
|
private _meshToBoneReferal;
|
|
edgesWidth: number;
|
|
edgesColor: Color4;
|
|
_edgesRenderer: EdgesRenderer;
|
|
private _localScaling;
|
|
private _localRotation;
|
|
private _localTranslation;
|
|
private _localBillboard;
|
|
private _localPivotScaling;
|
|
private _localPivotScalingRotation;
|
|
private _localMeshReferalTransform;
|
|
private _localWorld;
|
|
_worldMatrix: Matrix;
|
|
private _rotateYByPI;
|
|
private _absolutePosition;
|
|
private _collisionsTransformMatrix;
|
|
private _collisionsScalingMatrix;
|
|
_positions: Vector3[];
|
|
private _isDirty;
|
|
_masterMesh: AbstractMesh;
|
|
_boundingInfo: BoundingInfo;
|
|
private _pivotMatrix;
|
|
_isDisposed: boolean;
|
|
_renderId: number;
|
|
subMeshes: SubMesh[];
|
|
_submeshesOctree: Octree<SubMesh>;
|
|
_intersectionsInProgress: AbstractMesh[];
|
|
private _onAfterWorldMatrixUpdate;
|
|
private _isWorldMatrixFrozen;
|
|
_waitingActions: any;
|
|
_waitingFreezeWorldMatrix: boolean;
|
|
constructor(name: string, scene: Scene);
|
|
disableEdgesRendering(): void;
|
|
enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): void;
|
|
isBlocked: boolean;
|
|
getLOD(camera: Camera): AbstractMesh;
|
|
getTotalVertices(): number;
|
|
getIndices(): number[];
|
|
getVerticesData(kind: string): number[];
|
|
isVerticesDataPresent(kind: string): boolean;
|
|
getBoundingInfo(): BoundingInfo;
|
|
useBones: boolean;
|
|
_preActivate(): void;
|
|
_activate(renderId: number): void;
|
|
getWorldMatrix(): Matrix;
|
|
worldMatrixFromCache: Matrix;
|
|
absolutePosition: Vector3;
|
|
freezeWorldMatrix(): void;
|
|
unfreezeWorldMatrix(): void;
|
|
isWorldMatrixFrozen: boolean;
|
|
rotate(axis: Vector3, amount: number, space: Space): void;
|
|
translate(axis: Vector3, distance: number, space: Space): void;
|
|
getAbsolutePosition(): Vector3;
|
|
setAbsolutePosition(absolutePosition: Vector3): void;
|
|
/**
|
|
* Perform relative position change from the point of view of behind the front of the mesh.
|
|
* This is performed taking into account the meshes current rotation, so you do not have to care.
|
|
* Supports definition of mesh facing forward or backward.
|
|
* @param {number} amountRight
|
|
* @param {number} amountUp
|
|
* @param {number} amountForward
|
|
*/
|
|
movePOV(amountRight: number, amountUp: number, amountForward: number): void;
|
|
/**
|
|
* Calculate relative position change from the point of view of behind the front of the mesh.
|
|
* This is performed taking into account the meshes current rotation, so you do not have to care.
|
|
* Supports definition of mesh facing forward or backward.
|
|
* @param {number} amountRight
|
|
* @param {number} amountUp
|
|
* @param {number} amountForward
|
|
*/
|
|
calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
|
|
/**
|
|
* Perform relative rotation change from the point of view of behind the front of the mesh.
|
|
* Supports definition of mesh facing forward or backward.
|
|
* @param {number} flipBack
|
|
* @param {number} twirlClockwise
|
|
* @param {number} tiltRight
|
|
*/
|
|
rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): void;
|
|
/**
|
|
* Calculate relative rotation change from the point of view of behind the front of the mesh.
|
|
* Supports definition of mesh facing forward or backward.
|
|
* @param {number} flipBack
|
|
* @param {number} twirlClockwise
|
|
* @param {number} tiltRight
|
|
*/
|
|
calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
|
|
setPivotMatrix(matrix: Matrix): void;
|
|
getPivotMatrix(): Matrix;
|
|
_isSynchronized(): boolean;
|
|
_initCache(): void;
|
|
markAsDirty(property: string): void;
|
|
_updateBoundingInfo(): void;
|
|
_updateSubMeshesBoundingInfo(matrix: Matrix): void;
|
|
computeWorldMatrix(force?: boolean): Matrix;
|
|
/**
|
|
* If you'd like to be callbacked after the mesh position, rotation or scaling has been updated
|
|
* @param func: callback function to add
|
|
*/
|
|
registerAfterWorldMatrixUpdate(func: (mesh: AbstractMesh) => void): void;
|
|
unregisterAfterWorldMatrixUpdate(func: (mesh: AbstractMesh) => void): void;
|
|
setPositionWithLocalVector(vector3: Vector3): void;
|
|
getPositionExpressedInLocalSpace(): Vector3;
|
|
locallyTranslate(vector3: Vector3): void;
|
|
lookAt(targetPoint: Vector3, yawCor: number, pitchCor: number, rollCor: number): void;
|
|
attachToBone(bone: Bone, affectedMesh: AbstractMesh): void;
|
|
detachFromBone(): void;
|
|
isInFrustum(frustumPlanes: Plane[]): boolean;
|
|
isCompletelyInFrustum(camera?: Camera): boolean;
|
|
intersectsMesh(mesh: AbstractMesh, precise?: boolean): boolean;
|
|
intersectsPoint(point: Vector3): boolean;
|
|
setPhysicsState(impostor?: any, options?: PhysicsBodyCreationOptions): any;
|
|
getPhysicsImpostor(): number;
|
|
getPhysicsMass(): number;
|
|
getPhysicsFriction(): number;
|
|
getPhysicsRestitution(): number;
|
|
getPositionInCameraSpace(camera?: Camera): Vector3;
|
|
getDistanceToCamera(camera?: Camera): number;
|
|
applyImpulse(force: Vector3, contactPoint: Vector3): void;
|
|
setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): void;
|
|
updatePhysicsBodyPosition(): void;
|
|
checkCollisions: boolean;
|
|
moveWithCollisions(velocity: Vector3): void;
|
|
private _onCollisionPositionChange;
|
|
/**
|
|
* This function will create an octree to help select the right submeshes for rendering, picking and collisions
|
|
* Please note that you must have a decent number of submeshes to get performance improvements when using octree
|
|
*/
|
|
createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
|
|
_collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): void;
|
|
_processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): void;
|
|
_checkCollision(collider: Collider): void;
|
|
_generatePointsArray(): boolean;
|
|
intersects(ray: Ray, fastCheck?: boolean): PickingInfo;
|
|
clone(name: string, newParent: Node, doNotCloneChildren?: boolean): AbstractMesh;
|
|
releaseSubMeshes(): void;
|
|
dispose(doNotRecurse?: boolean): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class CSG {
|
|
private polygons;
|
|
matrix: Matrix;
|
|
position: Vector3;
|
|
rotation: Vector3;
|
|
rotationQuaternion: Quaternion;
|
|
scaling: Vector3;
|
|
static FromMesh(mesh: Mesh): CSG;
|
|
private static FromPolygons(polygons);
|
|
clone(): CSG;
|
|
private toPolygons();
|
|
union(csg: CSG): CSG;
|
|
unionInPlace(csg: CSG): void;
|
|
subtract(csg: CSG): CSG;
|
|
subtractInPlace(csg: CSG): void;
|
|
intersect(csg: CSG): CSG;
|
|
intersectInPlace(csg: CSG): void;
|
|
inverse(): CSG;
|
|
inverseInPlace(): void;
|
|
copyTransformAttributes(csg: CSG): CSG;
|
|
buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
|
|
toMesh(name: string, material: Material, scene: Scene, keepSubMeshes: boolean): Mesh;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class Geometry implements IGetSetVerticesData {
|
|
id: string;
|
|
delayLoadState: number;
|
|
delayLoadingFile: string;
|
|
onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
|
|
private _scene;
|
|
private _engine;
|
|
private _meshes;
|
|
private _totalVertices;
|
|
private _indices;
|
|
private _vertexBuffers;
|
|
private _isDisposed;
|
|
_delayInfo: any;
|
|
private _indexBuffer;
|
|
_boundingInfo: BoundingInfo;
|
|
_delayLoadingFunction: (any: any, geometry: Geometry) => void;
|
|
constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Mesh);
|
|
getScene(): Scene;
|
|
getEngine(): Engine;
|
|
isReady(): boolean;
|
|
setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
|
|
setVerticesData(kind: string, data: number[], updatable?: boolean, stride?: number): void;
|
|
updateVerticesDataDirectly(kind: string, data: Float32Array, offset: number): void;
|
|
updateVerticesData(kind: string, data: number[], updateExtends?: boolean): void;
|
|
getTotalVertices(): number;
|
|
getVerticesData(kind: string, copyWhenShared?: boolean): number[];
|
|
getVertexBuffer(kind: string): VertexBuffer;
|
|
getVertexBuffers(): VertexBuffer[];
|
|
isVerticesDataPresent(kind: string): boolean;
|
|
getVerticesDataKinds(): string[];
|
|
setIndices(indices: number[], totalVertices?: number): void;
|
|
getTotalIndices(): number;
|
|
getIndices(copyWhenShared?: boolean): number[];
|
|
getIndexBuffer(): any;
|
|
releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
|
|
applyToMesh(mesh: Mesh): void;
|
|
private _applyToMesh(mesh);
|
|
private notifyUpdate(kind?);
|
|
load(scene: Scene, onLoaded?: () => void): void;
|
|
isDisposed(): boolean;
|
|
dispose(): void;
|
|
copy(id: string): Geometry;
|
|
static ExtractFromMesh(mesh: Mesh, id: string): Geometry;
|
|
static RandomId(): string;
|
|
}
|
|
module Geometry.Primitives {
|
|
class _Primitive extends Geometry {
|
|
private _beingRegenerated;
|
|
private _canBeRegenerated;
|
|
constructor(id: string, scene: Scene, vertexData?: VertexData, canBeRegenerated?: boolean, mesh?: Mesh);
|
|
canBeRegenerated(): boolean;
|
|
regenerate(): void;
|
|
asNewGeometry(id: string): Geometry;
|
|
setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
|
|
setVerticesData(kind: string, data: number[], updatable?: boolean): void;
|
|
_regenerateVertexData(): VertexData;
|
|
copy(id: string): Geometry;
|
|
}
|
|
class Ribbon extends _Primitive {
|
|
pathArray: Vector3[][];
|
|
closeArray: boolean;
|
|
closePath: boolean;
|
|
offset: number;
|
|
side: number;
|
|
constructor(id: string, scene: Scene, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, canBeRegenerated?: boolean, mesh?: Mesh, side?: number);
|
|
_regenerateVertexData(): VertexData;
|
|
copy(id: string): Geometry;
|
|
}
|
|
class Box extends _Primitive {
|
|
size: number;
|
|
side: number;
|
|
constructor(id: string, scene: Scene, size: number, canBeRegenerated?: boolean, mesh?: Mesh, side?: number);
|
|
_regenerateVertexData(): VertexData;
|
|
copy(id: string): Geometry;
|
|
}
|
|
class Sphere extends _Primitive {
|
|
segments: number;
|
|
diameter: number;
|
|
side: number;
|
|
constructor(id: string, scene: Scene, segments: number, diameter: number, canBeRegenerated?: boolean, mesh?: Mesh, side?: number);
|
|
_regenerateVertexData(): VertexData;
|
|
copy(id: string): Geometry;
|
|
}
|
|
class Cylinder extends _Primitive {
|
|
height: number;
|
|
diameterTop: number;
|
|
diameterBottom: number;
|
|
tessellation: number;
|
|
subdivisions: number;
|
|
side: number;
|
|
constructor(id: string, scene: Scene, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions?: number, canBeRegenerated?: boolean, mesh?: Mesh, side?: number);
|
|
_regenerateVertexData(): VertexData;
|
|
copy(id: string): Geometry;
|
|
}
|
|
class Torus extends _Primitive {
|
|
diameter: number;
|
|
thickness: number;
|
|
tessellation: number;
|
|
side: number;
|
|
constructor(id: string, scene: Scene, diameter: number, thickness: number, tessellation: number, canBeRegenerated?: boolean, mesh?: Mesh, side?: number);
|
|
_regenerateVertexData(): VertexData;
|
|
copy(id: string): Geometry;
|
|
}
|
|
class Ground extends _Primitive {
|
|
width: number;
|
|
height: number;
|
|
subdivisions: number;
|
|
constructor(id: string, scene: Scene, width: number, height: number, subdivisions: number, canBeRegenerated?: boolean, mesh?: Mesh);
|
|
_regenerateVertexData(): VertexData;
|
|
copy(id: string): Geometry;
|
|
}
|
|
class TiledGround extends _Primitive {
|
|
xmin: number;
|
|
zmin: number;
|
|
xmax: number;
|
|
zmax: number;
|
|
subdivisions: {
|
|
w: number;
|
|
h: number;
|
|
};
|
|
precision: {
|
|
w: number;
|
|
h: number;
|
|
};
|
|
constructor(id: string, scene: Scene, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
|
|
w: number;
|
|
h: number;
|
|
}, precision: {
|
|
w: number;
|
|
h: number;
|
|
}, canBeRegenerated?: boolean, mesh?: Mesh);
|
|
_regenerateVertexData(): VertexData;
|
|
copy(id: string): Geometry;
|
|
}
|
|
class Plane extends _Primitive {
|
|
size: number;
|
|
side: number;
|
|
constructor(id: string, scene: Scene, size: number, canBeRegenerated?: boolean, mesh?: Mesh, side?: number);
|
|
_regenerateVertexData(): VertexData;
|
|
copy(id: string): Geometry;
|
|
}
|
|
class TorusKnot extends _Primitive {
|
|
radius: number;
|
|
tube: number;
|
|
radialSegments: number;
|
|
tubularSegments: number;
|
|
p: number;
|
|
q: number;
|
|
side: number;
|
|
constructor(id: string, scene: Scene, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, canBeRegenerated?: boolean, mesh?: Mesh, side?: number);
|
|
_regenerateVertexData(): VertexData;
|
|
copy(id: string): Geometry;
|
|
}
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class GroundMesh extends Mesh {
|
|
generateOctree: boolean;
|
|
private _worldInverse;
|
|
_subdivisions: number;
|
|
constructor(name: string, scene: Scene);
|
|
subdivisions: number;
|
|
optimize(chunksCount: number, octreeBlocksSize?: number): void;
|
|
getHeightAtCoordinates(x: number, z: number): number;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
/**
|
|
* Creates an instance based on a source mesh.
|
|
*/
|
|
class InstancedMesh extends AbstractMesh {
|
|
private _sourceMesh;
|
|
private _currentLOD;
|
|
constructor(name: string, source: Mesh);
|
|
receiveShadows: boolean;
|
|
material: Material;
|
|
visibility: number;
|
|
skeleton: Skeleton;
|
|
getTotalVertices(): number;
|
|
sourceMesh: Mesh;
|
|
getVerticesData(kind: string): number[];
|
|
isVerticesDataPresent(kind: string): boolean;
|
|
getIndices(): number[];
|
|
_positions: Vector3[];
|
|
refreshBoundingInfo(): void;
|
|
_preActivate(): void;
|
|
_activate(renderId: number): void;
|
|
getLOD(camera: Camera): AbstractMesh;
|
|
_syncSubMeshes(): void;
|
|
_generatePointsArray(): boolean;
|
|
clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
|
|
dispose(doNotRecurse?: boolean): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class LinesMesh extends Mesh {
|
|
color: Color3;
|
|
alpha: number;
|
|
private _colorShader;
|
|
constructor(name: string, scene: Scene, parent?: Node, source?: Mesh, doNotCloneChildren?: boolean);
|
|
material: Material;
|
|
isPickable: boolean;
|
|
checkCollisions: boolean;
|
|
_bind(subMesh: SubMesh, effect: Effect, fillMode: number): void;
|
|
_draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): void;
|
|
intersects(ray: Ray, fastCheck?: boolean): any;
|
|
dispose(doNotRecurse?: boolean): void;
|
|
clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class _InstancesBatch {
|
|
mustReturn: boolean;
|
|
visibleInstances: InstancedMesh[][];
|
|
renderSelf: boolean[];
|
|
}
|
|
class Mesh extends AbstractMesh implements IGetSetVerticesData {
|
|
static _FRONTSIDE: number;
|
|
static _BACKSIDE: number;
|
|
static _DOUBLESIDE: number;
|
|
static _DEFAULTSIDE: number;
|
|
static _NO_CAP: number;
|
|
static _CAP_START: number;
|
|
static _CAP_END: number;
|
|
static _CAP_ALL: number;
|
|
static FRONTSIDE: number;
|
|
static BACKSIDE: number;
|
|
static DOUBLESIDE: number;
|
|
static DEFAULTSIDE: number;
|
|
static NO_CAP: number;
|
|
static CAP_START: number;
|
|
static CAP_END: number;
|
|
static CAP_ALL: number;
|
|
delayLoadState: number;
|
|
instances: InstancedMesh[];
|
|
delayLoadingFile: string;
|
|
_binaryInfo: any;
|
|
private _LODLevels;
|
|
onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Mesh) => void;
|
|
_geometry: Geometry;
|
|
private _onBeforeRenderCallbacks;
|
|
private _onAfterRenderCallbacks;
|
|
_delayInfo: any;
|
|
_delayLoadingFunction: (any: any, mesh: Mesh) => void;
|
|
_visibleInstances: any;
|
|
private _renderIdForInstances;
|
|
private _batchCache;
|
|
private _worldMatricesInstancesBuffer;
|
|
private _worldMatricesInstancesArray;
|
|
private _instancesBufferSize;
|
|
_shouldGenerateFlatShading: boolean;
|
|
private _preActivateId;
|
|
private _sideOrientation;
|
|
private _areNormalsFrozen;
|
|
private _sourcePositions;
|
|
private _sourceNormals;
|
|
/**
|
|
* @constructor
|
|
* @param {string} name - The value used by scene.getMeshByName() to do a lookup.
|
|
* @param {Scene} scene - The scene to add this mesh to.
|
|
* @param {Node} parent - The parent of this mesh, if it has one
|
|
* @param {Mesh} source - An optional Mesh from which geometry is shared, cloned.
|
|
* @param {boolean} doNotCloneChildren - When cloning, skip cloning child meshes of source, default False.
|
|
* When false, achieved by calling a clone(), also passing False.
|
|
* This will make creation of children, recursive.
|
|
*/
|
|
constructor(name: string, scene: Scene, parent?: Node, source?: Mesh, doNotCloneChildren?: boolean);
|
|
hasLODLevels: boolean;
|
|
private _sortLODLevels();
|
|
/**
|
|
* Add a mesh as LOD level triggered at the given distance.
|
|
* @param {number} distance - the distance from the center of the object to show this level
|
|
* @param {BABYLON.Mesh} mesh - the mesh to be added as LOD level
|
|
* @return {BABYLON.Mesh} this mesh (for chaining)
|
|
*/
|
|
addLODLevel(distance: number, mesh: Mesh): Mesh;
|
|
getLODLevelAtDistance(distance: number): Mesh;
|
|
/**
|
|
* Remove a mesh from the LOD array
|
|
* @param {BABYLON.Mesh} mesh - the mesh to be removed.
|
|
* @return {BABYLON.Mesh} this mesh (for chaining)
|
|
*/
|
|
removeLODLevel(mesh: Mesh): Mesh;
|
|
getLOD(camera: Camera, boundingSphere?: BoundingSphere): AbstractMesh;
|
|
geometry: Geometry;
|
|
getTotalVertices(): number;
|
|
getVerticesData(kind: string, copyWhenShared?: boolean): number[];
|
|
getVertexBuffer(kind: any): VertexBuffer;
|
|
isVerticesDataPresent(kind: string): boolean;
|
|
getVerticesDataKinds(): string[];
|
|
getTotalIndices(): number;
|
|
getIndices(copyWhenShared?: boolean): number[];
|
|
isBlocked: boolean;
|
|
isReady(): boolean;
|
|
isDisposed(): boolean;
|
|
sideOrientation: number;
|
|
areNormalsFrozen: boolean;
|
|
/** This function affects parametric shapes on update only : ribbons, tubes, etc. It has no effect at all on other shapes */
|
|
freezeNormals(): void;
|
|
/** This function affects parametric shapes on update only : ribbons, tubes, etc. It has no effect at all on other shapes */
|
|
unfreezeNormals(): void;
|
|
_preActivate(): void;
|
|
_registerInstanceForRenderId(instance: InstancedMesh, renderId: number): void;
|
|
refreshBoundingInfo(): void;
|
|
_createGlobalSubMesh(): SubMesh;
|
|
subdivide(count: number): void;
|
|
setVerticesData(kind: any, data: any, updatable?: boolean, stride?: number): void;
|
|
updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
|
|
updateVerticesDataDirectly(kind: string, data: Float32Array, offset?: number, makeItUnique?: boolean): void;
|
|
updateMeshPositions(positionFunction: any, computeNormals?: boolean): void;
|
|
makeGeometryUnique(): void;
|
|
setIndices(indices: number[], totalVertices?: number): void;
|
|
_bind(subMesh: SubMesh, effect: Effect, fillMode: number): void;
|
|
_draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): void;
|
|
registerBeforeRender(func: (mesh: AbstractMesh) => void): void;
|
|
unregisterBeforeRender(func: (mesh: AbstractMesh) => void): void;
|
|
registerAfterRender(func: (mesh: AbstractMesh) => void): void;
|
|
unregisterAfterRender(func: (mesh: AbstractMesh) => void): void;
|
|
_getInstancesRenderList(subMeshId: number): _InstancesBatch;
|
|
_renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): void;
|
|
_processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix) => void): void;
|
|
render(subMesh: SubMesh, enableAlphaMode: boolean): void;
|
|
getEmittedParticleSystems(): ParticleSystem[];
|
|
getHierarchyEmittedParticleSystems(): ParticleSystem[];
|
|
getChildren(): Node[];
|
|
_checkDelayState(): void;
|
|
isInFrustum(frustumPlanes: Plane[]): boolean;
|
|
setMaterialByID(id: string): void;
|
|
getAnimatables(): IAnimatable[];
|
|
bakeTransformIntoVertices(transform: Matrix): void;
|
|
bakeCurrentTransformIntoVertices(): void;
|
|
_resetPointsArrayCache(): void;
|
|
_generatePointsArray(): boolean;
|
|
clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): Mesh;
|
|
dispose(doNotRecurse?: boolean): void;
|
|
applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void): void;
|
|
applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number): void;
|
|
convertToFlatShadedMesh(): void;
|
|
flipFaces(flipNormals?: boolean): void;
|
|
createInstance(name: string): InstancedMesh;
|
|
synchronizeInstances(): void;
|
|
/**
|
|
* Simplify the mesh according to the given array of settings.
|
|
* Function will return immediately and will simplify async.
|
|
* @param settings a collection of simplification settings.
|
|
* @param parallelProcessing should all levels calculate parallel or one after the other.
|
|
* @param type the type of simplification to run.
|
|
* @param successCallback optional success callback to be called after the simplification finished processing all settings.
|
|
*/
|
|
simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): void;
|
|
/**
|
|
* Optimization of the mesh's indices, in case a mesh has duplicated vertices.
|
|
* The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
|
|
* This should be used together with the simplification to avoid disappearing triangles.
|
|
* @param successCallback an optional success callback to be called after the optimization finished.
|
|
*/
|
|
optimizeIndices(successCallback?: (mesh?: Mesh) => void): void;
|
|
static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene: Scene, updatable?: boolean, sideOrientation?: number, ribbonInstance?: Mesh): Mesh;
|
|
static CreateDisc(name: string, radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
|
|
static CreateBox(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
|
|
static CreateBox(name: string, options: {
|
|
width?: number;
|
|
height?: number;
|
|
depth?: number;
|
|
faceUV?: Vector4[];
|
|
faceColors?: Color4[];
|
|
sideOrientation?: number;
|
|
updatable?: boolean;
|
|
}, scene: Scene): Mesh;
|
|
static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
|
|
static CreateSphere(name: string, options: {
|
|
segments?: number;
|
|
diameterX?: number;
|
|
diameterY?: number;
|
|
diameterZ?: number;
|
|
sideOrientation?: number;
|
|
updatable?: boolean;
|
|
}, scene: any): Mesh;
|
|
static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene: Scene, updatable?: any, sideOrientation?: number): Mesh;
|
|
static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
|
|
static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
|
|
static CreateLines(name: string, points: Vector3[], scene: Scene, updatable?: boolean, linesInstance?: LinesMesh): LinesMesh;
|
|
static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene: Scene, updatable?: boolean, linesInstance?: LinesMesh): LinesMesh;
|
|
static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, extrudedInstance?: Mesh): Mesh;
|
|
static ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: any, rotationFunction: any, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, extrudedInstance?: Mesh): Mesh;
|
|
private static _ExtrudeShapeGeneric(name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance);
|
|
static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
|
|
static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
|
|
static CreatePlane(name: string, options: {
|
|
width?: number;
|
|
height?: number;
|
|
sideOrientation?: number;
|
|
updatable?: boolean;
|
|
}, scene: Scene): Mesh;
|
|
static CreateGround(name: string, width: number, height: number, subdivisions: number, scene: Scene, updatable?: boolean): Mesh;
|
|
static CreateGround(name: string, options: {
|
|
width?: number;
|
|
height?: number;
|
|
subdivisions?: number;
|
|
sideOrientation?: number;
|
|
updatable?: boolean;
|
|
}, scene: any): Mesh;
|
|
static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
|
|
w: number;
|
|
h: number;
|
|
}, precision: {
|
|
w: number;
|
|
h: number;
|
|
}, scene: Scene, updatable?: boolean): Mesh;
|
|
static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void): GroundMesh;
|
|
static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
|
|
(i: number, distance: number): number;
|
|
}, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, tubeInstance?: Mesh): Mesh;
|
|
static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle?: number): Mesh;
|
|
/**
|
|
* Update the vertex buffers by applying transformation from the bones
|
|
* @param {skeleton} skeleton to apply
|
|
*/
|
|
applySkeleton(skeleton: Skeleton): Mesh;
|
|
static MinMax(meshes: AbstractMesh[]): {
|
|
min: Vector3;
|
|
max: Vector3;
|
|
};
|
|
static Center(meshesOrMinMaxVector: any): Vector3;
|
|
/**
|
|
* Merge the array of meshes into a single mesh for performance reasons.
|
|
* @param {Array<Mesh>} meshes - The vertices source. They should all be of the same material. Entries can empty
|
|
* @param {boolean} disposeSource - When true (default), dispose of the vertices from the source meshes
|
|
* @param {boolean} allow32BitsIndices - When the sum of the vertices > 64k, this must be set to true.
|
|
* @param {Mesh} meshSubclass - When set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
|
|
*/
|
|
static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh): Mesh;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
interface IGetSetVerticesData {
|
|
isVerticesDataPresent(kind: string): boolean;
|
|
getVerticesData(kind: string, copyWhenShared?: boolean): number[];
|
|
getIndices(copyWhenShared?: boolean): number[];
|
|
setVerticesData(kind: string, data: number[], updatable?: boolean): void;
|
|
updateVerticesData(kind: string, data: number[], updateExtends?: boolean, makeItUnique?: boolean): void;
|
|
setIndices(indices: number[]): void;
|
|
}
|
|
class VertexData {
|
|
positions: number[];
|
|
normals: number[];
|
|
uvs: number[];
|
|
uvs2: number[];
|
|
uvs3: number[];
|
|
uvs4: number[];
|
|
uvs5: number[];
|
|
uvs6: number[];
|
|
colors: number[];
|
|
matricesIndices: number[];
|
|
matricesWeights: number[];
|
|
indices: number[];
|
|
set(data: number[], kind: string): void;
|
|
applyToMesh(mesh: Mesh, updatable?: boolean): void;
|
|
applyToGeometry(geometry: Geometry, updatable?: boolean): void;
|
|
updateMesh(mesh: Mesh, updateExtends?: boolean, makeItUnique?: boolean): void;
|
|
updateGeometry(geometry: Geometry, updateExtends?: boolean, makeItUnique?: boolean): void;
|
|
private _applyTo(meshOrGeometry, updatable?);
|
|
private _update(meshOrGeometry, updateExtends?, makeItUnique?);
|
|
transform(matrix: Matrix): void;
|
|
merge(other: VertexData): void;
|
|
static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean): VertexData;
|
|
static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean): VertexData;
|
|
private static _ExtractFrom(meshOrGeometry, copyWhenShared?);
|
|
static CreateRibbon(pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, sideOrientation?: number): VertexData;
|
|
static CreateBox(options: {
|
|
width?: number;
|
|
height?: number;
|
|
depth?: number;
|
|
faceUV?: Vector4[];
|
|
faceColors?: Color4[];
|
|
sideOrientation?: number;
|
|
}): VertexData;
|
|
static CreateBox(size: number, sideOrientation?: number): VertexData;
|
|
static CreateSphere(options: {
|
|
segments?: number;
|
|
diameterX?: number;
|
|
diameterY?: number;
|
|
diameterZ?: number;
|
|
sideOrientation?: number;
|
|
}): VertexData;
|
|
static CreateSphere(segments: number, diameter?: number, sideOrientation?: number): VertexData;
|
|
static CreateCylinder(height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions?: number, sideOrientation?: number): VertexData;
|
|
static CreateTorus(diameter: any, thickness: any, tessellation: any, sideOrientation?: number): VertexData;
|
|
static CreateLines(points: Vector3[]): VertexData;
|
|
static CreateDashedLines(points: Vector3[], dashSize: number, gapSize: number, dashNb: number): VertexData;
|
|
static CreateGround(options: {
|
|
width?: number;
|
|
height?: number;
|
|
subdivisions?: number;
|
|
sideOrientation?: number;
|
|
}): VertexData;
|
|
static CreateGround(width: number, height: number, subdivisions?: number): VertexData;
|
|
static CreateTiledGround(xmin: number, zmin: number, xmax: number, zmax: number, subdivisions?: {
|
|
w: number;
|
|
h: number;
|
|
}, precision?: {
|
|
w: number;
|
|
h: number;
|
|
}): VertexData;
|
|
static CreateGroundFromHeightMap(width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, buffer: Uint8Array, bufferWidth: number, bufferHeight: number): VertexData;
|
|
static CreatePlane(options: {
|
|
width?: number;
|
|
height?: number;
|
|
sideOrientation?: number;
|
|
}): VertexData;
|
|
static CreatePlane(size: number, sideOrientation?: number): VertexData;
|
|
static CreateDisc(radius: number, tessellation: number, sideOrientation?: number): VertexData;
|
|
static CreateTorusKnot(radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, sideOrientation?: number): VertexData;
|
|
/**
|
|
* @param {any} - positions (number[] or Float32Array)
|
|
* @param {any} - indices (number[] or Uint16Array)
|
|
* @param {any} - normals (number[] or Float32Array)
|
|
*/
|
|
static ComputeNormals(positions: any, indices: any, normals: any): void;
|
|
private static _ComputeSides(sideOrientation, positions, indices, normals, uvs);
|
|
}
|
|
}
|
|
|
|
declare module BABYLON.Internals {
|
|
class MeshLODLevel {
|
|
distance: number;
|
|
mesh: Mesh;
|
|
constructor(distance: number, mesh: Mesh);
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
/**
|
|
* A simplifier interface for future simplification implementations.
|
|
*/
|
|
interface ISimplifier {
|
|
/**
|
|
* Simplification of a given mesh according to the given settings.
|
|
* Since this requires computation, it is assumed that the function runs async.
|
|
* @param settings The settings of the simplification, including quality and distance
|
|
* @param successCallback A callback that will be called after the mesh was simplified.
|
|
* @param errorCallback in case of an error, this callback will be called. optional.
|
|
*/
|
|
simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
|
|
}
|
|
/**
|
|
* Expected simplification settings.
|
|
* Quality should be between 0 and 1 (1 being 100%, 0 being 0%);
|
|
*/
|
|
interface ISimplificationSettings {
|
|
quality: number;
|
|
distance: number;
|
|
optimizeMesh?: boolean;
|
|
}
|
|
class SimplificationSettings implements ISimplificationSettings {
|
|
quality: number;
|
|
distance: number;
|
|
optimizeMesh: boolean;
|
|
constructor(quality: number, distance: number, optimizeMesh?: boolean);
|
|
}
|
|
interface ISimplificationTask {
|
|
settings: Array<ISimplificationSettings>;
|
|
simplificationType: SimplificationType;
|
|
mesh: Mesh;
|
|
successCallback?: () => void;
|
|
parallelProcessing: boolean;
|
|
}
|
|
class SimplificationQueue {
|
|
private _simplificationArray;
|
|
running: any;
|
|
constructor();
|
|
addTask(task: ISimplificationTask): void;
|
|
executeNext(): void;
|
|
runSimplification(task: ISimplificationTask): void;
|
|
private getSimplifier(task);
|
|
}
|
|
/**
|
|
* The implemented types of simplification.
|
|
* At the moment only Quadratic Error Decimation is implemented.
|
|
*/
|
|
enum SimplificationType {
|
|
QUADRATIC = 0,
|
|
}
|
|
class DecimationTriangle {
|
|
vertices: Array<DecimationVertex>;
|
|
normal: Vector3;
|
|
error: Array<number>;
|
|
deleted: boolean;
|
|
isDirty: boolean;
|
|
borderFactor: number;
|
|
deletePending: boolean;
|
|
originalOffset: number;
|
|
constructor(vertices: Array<DecimationVertex>);
|
|
}
|
|
class DecimationVertex {
|
|
position: Vector3;
|
|
id: any;
|
|
q: QuadraticMatrix;
|
|
isBorder: boolean;
|
|
triangleStart: number;
|
|
triangleCount: number;
|
|
originalOffsets: Array<number>;
|
|
constructor(position: Vector3, id: any);
|
|
updatePosition(newPosition: Vector3): void;
|
|
}
|
|
class QuadraticMatrix {
|
|
data: Array<number>;
|
|
constructor(data?: Array<number>);
|
|
det(a11: any, a12: any, a13: any, a21: any, a22: any, a23: any, a31: any, a32: any, a33: any): number;
|
|
addInPlace(matrix: QuadraticMatrix): void;
|
|
addArrayInPlace(data: Array<number>): void;
|
|
add(matrix: QuadraticMatrix): QuadraticMatrix;
|
|
static FromData(a: number, b: number, c: number, d: number): QuadraticMatrix;
|
|
static DataFromNumbers(a: number, b: number, c: number, d: number): number[];
|
|
}
|
|
class Reference {
|
|
vertexId: number;
|
|
triangleId: number;
|
|
constructor(vertexId: number, triangleId: number);
|
|
}
|
|
/**
|
|
* An implementation of the Quadratic Error simplification algorithm.
|
|
* Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
|
|
* Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
|
|
* @author RaananW
|
|
*/
|
|
class QuadraticErrorSimplification implements ISimplifier {
|
|
private _mesh;
|
|
private triangles;
|
|
private vertices;
|
|
private references;
|
|
private initialized;
|
|
private _reconstructedMesh;
|
|
syncIterations: number;
|
|
aggressiveness: number;
|
|
decimationIterations: number;
|
|
boundingBoxEpsilon: number;
|
|
constructor(_mesh: Mesh);
|
|
simplify(settings: ISimplificationSettings, successCallback: (simplifiedMesh: Mesh) => void): void;
|
|
private isTriangleOnBoundingBox(triangle);
|
|
private runDecimation(settings, submeshIndex, successCallback);
|
|
private initWithMesh(submeshIndex, callback, optimizeMesh?);
|
|
private init(callback);
|
|
private reconstructMesh(submeshIndex);
|
|
private initDecimatedMesh();
|
|
private isFlipped(vertex1, vertex2, point, deletedArray, borderFactor, delTr);
|
|
private updateTriangles(origVertex, vertex, deletedArray, deletedTriangles);
|
|
private identifyBorder();
|
|
private updateMesh(identifyBorders?);
|
|
private vertexError(q, point);
|
|
private calculateError(vertex1, vertex2, pointResult?, normalResult?, uvResult?, colorResult?);
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class Polygon {
|
|
static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
|
|
static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
|
|
static Parse(input: string): Vector2[];
|
|
static StartingAt(x: number, y: number): Path2;
|
|
}
|
|
class PolygonMeshBuilder {
|
|
private _swctx;
|
|
private _points;
|
|
private _outlinepoints;
|
|
private _holes;
|
|
private _name;
|
|
private _scene;
|
|
constructor(name: string, contours: Path2, scene: Scene);
|
|
constructor(name: string, contours: Vector2[], scene: Scene);
|
|
addHole(hole: Vector2[]): PolygonMeshBuilder;
|
|
build(updatable?: boolean, depth?: number): Mesh;
|
|
private addSide(positions, normals, uvs, indices, bounds, points, depth, flip);
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class SubMesh {
|
|
materialIndex: number;
|
|
verticesStart: number;
|
|
verticesCount: number;
|
|
indexStart: any;
|
|
indexCount: number;
|
|
linesIndexCount: number;
|
|
private _mesh;
|
|
private _renderingMesh;
|
|
private _boundingInfo;
|
|
private _linesIndexBuffer;
|
|
_lastColliderWorldVertices: Vector3[];
|
|
_trianglePlanes: Plane[];
|
|
_lastColliderTransformMatrix: Matrix;
|
|
_renderId: number;
|
|
_alphaIndex: number;
|
|
_distanceToCamera: number;
|
|
_id: number;
|
|
constructor(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: any, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
|
|
getBoundingInfo(): BoundingInfo;
|
|
getMesh(): AbstractMesh;
|
|
getRenderingMesh(): Mesh;
|
|
getMaterial(): Material;
|
|
refreshBoundingInfo(): void;
|
|
_checkCollision(collider: Collider): boolean;
|
|
updateBoundingInfo(world: Matrix): void;
|
|
isInFrustum(frustumPlanes: Plane[]): boolean;
|
|
render(enableAlphaMode: boolean): void;
|
|
getLinesIndexBuffer(indices: number[], engine: any): WebGLBuffer;
|
|
canIntersects(ray: Ray): boolean;
|
|
intersects(ray: Ray, positions: Vector3[], indices: number[], fastCheck?: boolean): IntersectionInfo;
|
|
clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
|
|
dispose(): void;
|
|
static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class VertexBuffer {
|
|
private _mesh;
|
|
private _engine;
|
|
private _buffer;
|
|
private _data;
|
|
private _updatable;
|
|
private _kind;
|
|
private _strideSize;
|
|
constructor(engine: any, data: number[], kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number);
|
|
isUpdatable(): boolean;
|
|
getData(): number[];
|
|
getBuffer(): WebGLBuffer;
|
|
getStrideSize(): number;
|
|
create(data?: number[]): void;
|
|
update(data: number[]): void;
|
|
updateDirectly(data: Float32Array, offset: number): void;
|
|
dispose(): void;
|
|
private static _PositionKind;
|
|
private static _NormalKind;
|
|
private static _UVKind;
|
|
private static _UV2Kind;
|
|
private static _UV3Kind;
|
|
private static _UV4Kind;
|
|
private static _UV5Kind;
|
|
private static _UV6Kind;
|
|
private static _ColorKind;
|
|
private static _MatricesIndicesKind;
|
|
private static _MatricesWeightsKind;
|
|
static PositionKind: string;
|
|
static NormalKind: string;
|
|
static UVKind: string;
|
|
static UV2Kind: string;
|
|
static UV3Kind: string;
|
|
static UV4Kind: string;
|
|
static UV5Kind: string;
|
|
static UV6Kind: string;
|
|
static ColorKind: string;
|
|
static MatricesIndicesKind: string;
|
|
static MatricesWeightsKind: string;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class Particle {
|
|
position: Vector3;
|
|
direction: Vector3;
|
|
color: Color4;
|
|
colorStep: Color4;
|
|
lifeTime: number;
|
|
age: number;
|
|
size: number;
|
|
angle: number;
|
|
angularSpeed: number;
|
|
copyTo(other: Particle): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class ParticleSystem implements IDisposable {
|
|
name: string;
|
|
static BLENDMODE_ONEONE: number;
|
|
static BLENDMODE_STANDARD: number;
|
|
id: string;
|
|
renderingGroupId: number;
|
|
emitter: any;
|
|
emitRate: number;
|
|
manualEmitCount: number;
|
|
updateSpeed: number;
|
|
targetStopDuration: number;
|
|
disposeOnStop: boolean;
|
|
minEmitPower: number;
|
|
maxEmitPower: number;
|
|
minLifeTime: number;
|
|
maxLifeTime: number;
|
|
minSize: number;
|
|
maxSize: number;
|
|
minAngularSpeed: number;
|
|
maxAngularSpeed: number;
|
|
particleTexture: Texture;
|
|
layerMask: number;
|
|
onDispose: () => void;
|
|
updateFunction: (particles: Particle[]) => void;
|
|
blendMode: number;
|
|
forceDepthWrite: boolean;
|
|
gravity: Vector3;
|
|
direction1: Vector3;
|
|
direction2: Vector3;
|
|
minEmitBox: Vector3;
|
|
maxEmitBox: Vector3;
|
|
color1: Color4;
|
|
color2: Color4;
|
|
colorDead: Color4;
|
|
textureMask: Color4;
|
|
startDirectionFunction: (emitPower: number, worldMatrix: Matrix, directionToUpdate: Vector3) => void;
|
|
startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3) => void;
|
|
private particles;
|
|
private _capacity;
|
|
private _scene;
|
|
private _vertexDeclaration;
|
|
private _vertexStrideSize;
|
|
private _stockParticles;
|
|
private _newPartsExcess;
|
|
private _vertexBuffer;
|
|
private _indexBuffer;
|
|
private _vertices;
|
|
private _effect;
|
|
private _customEffect;
|
|
private _cachedDefines;
|
|
private _scaledColorStep;
|
|
private _colorDiff;
|
|
private _scaledDirection;
|
|
private _scaledGravity;
|
|
private _currentRenderId;
|
|
private _alive;
|
|
private _started;
|
|
private _stopped;
|
|
private _actualFrame;
|
|
private _scaledUpdateSpeed;
|
|
constructor(name: string, capacity: number, scene: Scene, customEffect?: Effect);
|
|
recycleParticle(particle: Particle): void;
|
|
getCapacity(): number;
|
|
isAlive(): boolean;
|
|
isStarted(): boolean;
|
|
start(): void;
|
|
stop(): void;
|
|
_appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
|
|
private _update(newParticles);
|
|
private _getEffect();
|
|
animate(): void;
|
|
render(): number;
|
|
dispose(): void;
|
|
clone(name: string, newEmitter: any): ParticleSystem;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
interface IPhysicsEnginePlugin {
|
|
initialize(iterations?: number): any;
|
|
setGravity(gravity: Vector3): void;
|
|
runOneStep(delta: number): void;
|
|
registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
|
|
registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
|
|
unregisterMesh(mesh: AbstractMesh): any;
|
|
applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
|
|
createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
|
|
dispose(): void;
|
|
isSupported(): boolean;
|
|
updateBodyPosition(mesh: AbstractMesh): void;
|
|
}
|
|
interface PhysicsBodyCreationOptions {
|
|
mass: number;
|
|
friction: number;
|
|
restitution: number;
|
|
}
|
|
interface PhysicsCompoundBodyPart {
|
|
mesh: Mesh;
|
|
impostor: number;
|
|
}
|
|
class PhysicsEngine {
|
|
gravity: Vector3;
|
|
private _currentPlugin;
|
|
constructor(plugin?: IPhysicsEnginePlugin);
|
|
_initialize(gravity?: Vector3): void;
|
|
_runOneStep(delta: number): void;
|
|
_setGravity(gravity: Vector3): void;
|
|
_registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
|
|
_registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
|
|
_unregisterMesh(mesh: AbstractMesh): void;
|
|
_applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
|
|
_createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
|
|
_updateBodyPosition(mesh: AbstractMesh): void;
|
|
dispose(): void;
|
|
isSupported(): boolean;
|
|
static NoImpostor: number;
|
|
static SphereImpostor: number;
|
|
static BoxImpostor: number;
|
|
static PlaneImpostor: number;
|
|
static MeshImpostor: number;
|
|
static CapsuleImpostor: number;
|
|
static ConeImpostor: number;
|
|
static CylinderImpostor: number;
|
|
static ConvexHullImpostor: number;
|
|
static Epsilon: number;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class BoundingBoxRenderer {
|
|
frontColor: Color3;
|
|
backColor: Color3;
|
|
showBackLines: boolean;
|
|
renderList: SmartArray<BoundingBox>;
|
|
private _scene;
|
|
private _colorShader;
|
|
private _vb;
|
|
private _ib;
|
|
constructor(scene: Scene);
|
|
private _prepareRessources();
|
|
reset(): void;
|
|
render(): void;
|
|
dispose(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class DepthRenderer {
|
|
private _scene;
|
|
private _depthMap;
|
|
private _effect;
|
|
private _viewMatrix;
|
|
private _projectionMatrix;
|
|
private _transformMatrix;
|
|
private _worldViewProjection;
|
|
private _cachedDefines;
|
|
constructor(scene: Scene, type?: number);
|
|
isReady(subMesh: SubMesh, useInstances: boolean): boolean;
|
|
getDepthMap(): RenderTargetTexture;
|
|
dispose(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class EdgesRenderer {
|
|
private _source;
|
|
private _linesPositions;
|
|
private _linesNormals;
|
|
private _linesIndices;
|
|
private _epsilon;
|
|
private _indicesCount;
|
|
private _lineShader;
|
|
private _vb0;
|
|
private _vb1;
|
|
private _ib;
|
|
private _buffers;
|
|
private _checkVerticesInsteadOfIndices;
|
|
constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
|
|
private _prepareRessources();
|
|
dispose(): void;
|
|
private _processEdgeForAdjacencies(pa, pb, p0, p1, p2);
|
|
private _processEdgeForAdjacenciesWithVertices(pa, pb, p0, p1, p2);
|
|
private _checkEdge(faceIndex, edge, faceNormals, p0, p1);
|
|
_generateEdgesLines(): void;
|
|
render(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class OutlineRenderer {
|
|
private _scene;
|
|
private _effect;
|
|
private _cachedDefines;
|
|
constructor(scene: Scene);
|
|
render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
|
|
isReady(subMesh: SubMesh, useInstances: boolean): boolean;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class RenderingGroup {
|
|
index: number;
|
|
private _scene;
|
|
private _opaqueSubMeshes;
|
|
private _transparentSubMeshes;
|
|
private _alphaTestSubMeshes;
|
|
private _activeVertices;
|
|
constructor(index: number, scene: Scene);
|
|
render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void): boolean;
|
|
prepare(): void;
|
|
dispatch(subMesh: SubMesh): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class RenderingManager {
|
|
static MAX_RENDERINGGROUPS: number;
|
|
private _scene;
|
|
private _renderingGroups;
|
|
private _depthBufferAlreadyCleaned;
|
|
constructor(scene: Scene);
|
|
private _renderParticles(index, activeMeshes);
|
|
private _renderSprites(index);
|
|
private _clearDepthBuffer();
|
|
render(customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>) => void, activeMeshes: AbstractMesh[], renderParticles: boolean, renderSprites: boolean): void;
|
|
reset(): void;
|
|
dispatch(subMesh: SubMesh): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class AnaglyphPostProcess extends PostProcess {
|
|
constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class BlackAndWhitePostProcess extends PostProcess {
|
|
constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class BlurPostProcess extends PostProcess {
|
|
direction: Vector2;
|
|
blurWidth: number;
|
|
constructor(name: string, direction: Vector2, blurWidth: number, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class ColorCorrectionPostProcess extends PostProcess {
|
|
private _colorTableTexture;
|
|
constructor(name: string, colorTableUrl: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class ConvolutionPostProcess extends PostProcess {
|
|
kernel: number[];
|
|
constructor(name: string, kernel: number[], ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
|
|
static EdgeDetect0Kernel: number[];
|
|
static EdgeDetect1Kernel: number[];
|
|
static EdgeDetect2Kernel: number[];
|
|
static SharpenKernel: number[];
|
|
static EmbossKernel: number[];
|
|
static GaussianKernel: number[];
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class DisplayPassPostProcess extends PostProcess {
|
|
constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class FilterPostProcess extends PostProcess {
|
|
kernelMatrix: Matrix;
|
|
constructor(name: string, kernelMatrix: Matrix, ratio: number, camera?: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class FxaaPostProcess extends PostProcess {
|
|
texelWidth: number;
|
|
texelHeight: number;
|
|
constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class HDRRenderingPipeline extends PostProcessRenderPipeline implements IDisposable {
|
|
/**
|
|
* Public members
|
|
*/
|
|
/**
|
|
* Gaussian blur coefficient
|
|
* @type {number}
|
|
*/
|
|
gaussCoeff: number;
|
|
/**
|
|
* Gaussian blur mean
|
|
* @type {number}
|
|
*/
|
|
gaussMean: number;
|
|
/**
|
|
* Gaussian blur standard deviation
|
|
* @type {number}
|
|
*/
|
|
gaussStandDev: number;
|
|
/**
|
|
* Exposure, controls the overall intensity of the pipeline
|
|
* @type {number}
|
|
*/
|
|
exposure: number;
|
|
/**
|
|
* Minimum luminance that the post-process can output. Luminance is >= 0
|
|
* @type {number}
|
|
*/
|
|
minimumLuminance: number;
|
|
/**
|
|
* Maximum luminance that the post-process can output. Must be suprerior to minimumLuminance
|
|
* @type {number}
|
|
*/
|
|
maximumLuminance: number;
|
|
/**
|
|
* Increase rate for luminance: eye adaptation speed to dark
|
|
* @type {number}
|
|
*/
|
|
luminanceIncreaserate: number;
|
|
/**
|
|
* Decrease rate for luminance: eye adaptation speed to bright
|
|
* @type {number}
|
|
*/
|
|
luminanceDecreaseRate: number;
|
|
/**
|
|
* Minimum luminance needed to compute HDR
|
|
* @type {number}
|
|
*/
|
|
brightThreshold: number;
|
|
/**
|
|
* Private members
|
|
*/
|
|
private _guassianBlurHPostProcess;
|
|
private _guassianBlurVPostProcess;
|
|
private _brightPassPostProcess;
|
|
private _textureAdderPostProcess;
|
|
private _downSampleX4PostProcess;
|
|
private _originalPostProcess;
|
|
private _hdrPostProcess;
|
|
private _hdrCurrentLuminance;
|
|
private _hdrOutputLuminance;
|
|
static LUM_STEPS: number;
|
|
private _downSamplePostProcesses;
|
|
private _scene;
|
|
private _needUpdate;
|
|
/**
|
|
* @constructor
|
|
* @param {string} name - The rendering pipeline name
|
|
* @param {BABYLON.Scene} scene - The scene linked to this pipeline
|
|
* @param {any} 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)
|
|
* @param {BABYLON.PostProcess} originalPostProcess - the custom original color post-process. Must be "reusable". Can be null.
|
|
* @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
|
|
*/
|
|
constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: PostProcess, cameras?: Camera[]);
|
|
/**
|
|
* Tells the pipeline to update its post-processes
|
|
*/
|
|
update(): void;
|
|
/**
|
|
* Returns the current calculated luminance
|
|
*/
|
|
getCurrentLuminance(): number;
|
|
/**
|
|
* Returns the currently drawn luminance
|
|
*/
|
|
getOutputLuminance(): number;
|
|
/**
|
|
* Releases the rendering pipeline and its internal effects. Detaches pipeline from cameras
|
|
*/
|
|
dispose(): void;
|
|
/**
|
|
* Creates the HDR post-process and computes the luminance adaptation
|
|
*/
|
|
private _createHDRPostProcess(scene, ratio);
|
|
/**
|
|
* Texture Adder post-process
|
|
*/
|
|
private _createTextureAdderPostProcess(scene, ratio);
|
|
/**
|
|
* Down sample X4 post-process
|
|
*/
|
|
private _createDownSampleX4PostProcess(scene, ratio);
|
|
/**
|
|
* Bright pass post-process
|
|
*/
|
|
private _createBrightPassPostProcess(scene, ratio);
|
|
/**
|
|
* Luminance generator. Creates the luminance post-process and down sample post-processes
|
|
*/
|
|
private _createLuminanceGeneratorPostProcess(scene);
|
|
/**
|
|
* Gaussian blur post-processes. Horizontal and Vertical
|
|
*/
|
|
private _createGaussianBlurPostProcess(scene, ratio);
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class LensRenderingPipeline extends PostProcessRenderPipeline {
|
|
/**
|
|
* The chromatic aberration PostProcess id in the pipeline
|
|
* @type {string}
|
|
*/
|
|
LensChromaticAberrationEffect: string;
|
|
/**
|
|
* The highlights enhancing PostProcess id in the pipeline
|
|
* @type {string}
|
|
*/
|
|
HighlightsEnhancingEffect: string;
|
|
/**
|
|
* The depth-of-field PostProcess id in the pipeline
|
|
* @type {string}
|
|
*/
|
|
LensDepthOfFieldEffect: string;
|
|
private _scene;
|
|
private _depthTexture;
|
|
private _grainTexture;
|
|
private _chromaticAberrationPostProcess;
|
|
private _highlightsPostProcess;
|
|
private _depthOfFieldPostProcess;
|
|
private _edgeBlur;
|
|
private _grainAmount;
|
|
private _chromaticAberration;
|
|
private _distortion;
|
|
private _highlightsGain;
|
|
private _highlightsThreshold;
|
|
private _dofDistance;
|
|
private _dofAperture;
|
|
private _dofDarken;
|
|
private _dofPentagon;
|
|
private _blurNoise;
|
|
/**
|
|
* @constructor
|
|
*
|
|
* Effect parameters are as follow:
|
|
* {
|
|
* chromatic_aberration: number; // from 0 to x (1 for realism)
|
|
* edge_blur: number; // from 0 to x (1 for realism)
|
|
* distortion: number; // from 0 to x (1 for realism)
|
|
* grain_amount: number; // from 0 to 1
|
|
* grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
|
|
* dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
|
|
* dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
|
|
* dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
|
|
* dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
|
|
* dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
|
|
* dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
|
|
* blur_noise: boolean; // add a little bit of noise to the blur (default: true)
|
|
* }
|
|
* Note: if an effect parameter is unset, effect is disabled
|
|
*
|
|
* @param {string} name - The rendering pipeline name
|
|
* @param {object} parameters - An object containing all parameters (see above)
|
|
* @param {BABYLON.Scene} scene - The scene linked to this pipeline
|
|
* @param {number} 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)
|
|
* @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
|
|
*/
|
|
constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
|
|
setEdgeBlur(amount: number): void;
|
|
disableEdgeBlur(): void;
|
|
setGrainAmount(amount: number): void;
|
|
disableGrain(): void;
|
|
setChromaticAberration(amount: number): void;
|
|
disableChromaticAberration(): void;
|
|
setEdgeDistortion(amount: number): void;
|
|
disableEdgeDistortion(): void;
|
|
setFocusDistance(amount: number): void;
|
|
disableDepthOfField(): void;
|
|
setAperture(amount: number): void;
|
|
setDarkenOutOfFocus(amount: number): void;
|
|
enablePentagonBokeh(): void;
|
|
disablePentagonBokeh(): void;
|
|
enableNoiseBlur(): void;
|
|
disableNoiseBlur(): void;
|
|
setHighlightsGain(amount: number): void;
|
|
setHighlightsThreshold(amount: number): void;
|
|
disableHighlights(): void;
|
|
/**
|
|
* Removes the internal pipeline assets and detaches the pipeline from the scene cameras
|
|
*/
|
|
dispose(disableDepthRender?: boolean): void;
|
|
private _createChromaticAberrationPostProcess(ratio);
|
|
private _createHighlightsPostProcess(ratio);
|
|
private _createDepthOfFieldPostProcess(ratio);
|
|
private _createGrainTexture();
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class PassPostProcess extends PostProcess {
|
|
constructor(name: string, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class PostProcess {
|
|
name: string;
|
|
onApply: (effect: Effect) => void;
|
|
onBeforeRender: (effect: Effect) => void;
|
|
onAfterRender: (effect: Effect) => void;
|
|
onSizeChanged: () => void;
|
|
onActivate: (camera: Camera) => void;
|
|
width: number;
|
|
height: number;
|
|
renderTargetSamplingMode: number;
|
|
clearColor: Color4;
|
|
private _camera;
|
|
private _scene;
|
|
private _engine;
|
|
private _renderRatio;
|
|
private _reusable;
|
|
private _textureType;
|
|
_textures: SmartArray<WebGLTexture>;
|
|
_currentRenderTextureInd: number;
|
|
private _effect;
|
|
constructor(name: string, fragmentUrl: string, parameters: string[], samplers: string[], ratio: number | any, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: string, textureType?: number);
|
|
isReusable(): boolean;
|
|
activate(camera: Camera, sourceTexture?: WebGLTexture): void;
|
|
apply(): Effect;
|
|
dispose(camera?: Camera): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class PostProcessManager {
|
|
private _scene;
|
|
private _indexBuffer;
|
|
private _vertexDeclaration;
|
|
private _vertexStrideSize;
|
|
private _vertexBuffer;
|
|
constructor(scene: Scene);
|
|
private _prepareBuffers();
|
|
_prepareFrame(sourceTexture?: WebGLTexture): boolean;
|
|
directRender(postProcesses: PostProcess[], targetTexture?: WebGLTexture): void;
|
|
_finalizeFrame(doNotPresent?: boolean, targetTexture?: WebGLTexture, postProcesses?: PostProcess[]): void;
|
|
dispose(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class RefractionPostProcess extends PostProcess {
|
|
color: Color3;
|
|
depth: number;
|
|
colorLevel: number;
|
|
private _refRexture;
|
|
constructor(name: string, refractionTextureUrl: string, color: Color3, depth: number, colorLevel: number, ratio: number, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
|
|
dispose(camera: Camera): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class SSAORenderingPipeline extends PostProcessRenderPipeline {
|
|
/**
|
|
* The PassPostProcess id in the pipeline that contains the original scene color
|
|
* @type {string}
|
|
*/
|
|
SSAOOriginalSceneColorEffect: string;
|
|
/**
|
|
* The SSAO PostProcess id in the pipeline
|
|
* @type {string}
|
|
*/
|
|
SSAORenderEffect: string;
|
|
/**
|
|
* The horizontal blur PostProcess id in the pipeline
|
|
* @type {string}
|
|
*/
|
|
SSAOBlurHRenderEffect: string;
|
|
/**
|
|
* The vertical blur PostProcess id in the pipeline
|
|
* @type {string}
|
|
*/
|
|
SSAOBlurVRenderEffect: string;
|
|
/**
|
|
* The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
|
|
* @type {string}
|
|
*/
|
|
SSAOCombineRenderEffect: string;
|
|
/**
|
|
* The output strength of the SSAO post-process. Default value is 1.0.
|
|
* @type {number}
|
|
*/
|
|
totalStrength: number;
|
|
/**
|
|
* The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0002
|
|
* @type {number}
|
|
*/
|
|
radius: number;
|
|
/**
|
|
* Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
|
|
* Must not be equal to fallOff and superior to fallOff.
|
|
* Default value is 0.0075
|
|
* @type {number}
|
|
*/
|
|
area: number;
|
|
/**
|
|
* Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
|
|
* Must not be equal to area and inferior to area.
|
|
* Default value is 0.0002
|
|
* @type {number}
|
|
*/
|
|
fallOff: number;
|
|
private _scene;
|
|
private _depthTexture;
|
|
private _randomTexture;
|
|
private _originalColorPostProcess;
|
|
private _ssaoPostProcess;
|
|
private _blurHPostProcess;
|
|
private _blurVPostProcess;
|
|
private _ssaoCombinePostProcess;
|
|
private _firstUpdate;
|
|
/**
|
|
* @constructor
|
|
* @param {string} name - The rendering pipeline name
|
|
* @param {BABYLON.Scene} scene - The scene linked to this pipeline
|
|
* @param {any} 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 }
|
|
* @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
|
|
*/
|
|
constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
|
|
/**
|
|
* Returns the horizontal blur PostProcess
|
|
* @return {BABYLON.BlurPostProcess} The horizontal blur post-process
|
|
*/
|
|
getBlurHPostProcess(): BlurPostProcess;
|
|
/**
|
|
* Returns the vertical blur PostProcess
|
|
* @return {BABYLON.BlurPostProcess} The vertical blur post-process
|
|
*/
|
|
getBlurVPostProcess(): BlurPostProcess;
|
|
/**
|
|
* Removes the internal pipeline assets and detatches the pipeline from the scene cameras
|
|
*/
|
|
dispose(disableDepthRender?: boolean): void;
|
|
private _createSSAOPostProcess(ratio);
|
|
private _createSSAOCombinePostProcess(ratio);
|
|
private _createRandomTexture();
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class StereoscopicInterlacePostProcess extends PostProcess {
|
|
private _stepSize;
|
|
constructor(name: string, camB: Camera, postProcessA: PostProcess, isStereoscopicHoriz: boolean, samplingMode?: number);
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
enum TonemappingOperator {
|
|
Hable = 0,
|
|
Reinhard = 1,
|
|
HejiDawson = 2,
|
|
Photographic = 3,
|
|
}
|
|
class TonemapPostProcess extends PostProcess {
|
|
private _operator;
|
|
private _exposureAdjustment;
|
|
constructor(name: string, operator: TonemappingOperator, exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class VolumetricLightScatteringPostProcess extends PostProcess {
|
|
private _volumetricLightScatteringPass;
|
|
private _volumetricLightScatteringRTT;
|
|
private _viewPort;
|
|
private _screenCoordinates;
|
|
private _cachedDefines;
|
|
private _customMeshPosition;
|
|
/**
|
|
* Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
|
|
* @type {boolean}
|
|
*/
|
|
useCustomMeshPosition: boolean;
|
|
/**
|
|
* If the post-process should inverse the light scattering direction
|
|
* @type {boolean}
|
|
*/
|
|
invert: boolean;
|
|
/**
|
|
* The internal mesh used by the post-process
|
|
* @type {boolean}
|
|
*/
|
|
mesh: Mesh;
|
|
/**
|
|
* Set to true to use the diffuseColor instead of the diffuseTexture
|
|
* @type {boolean}
|
|
*/
|
|
useDiffuseColor: boolean;
|
|
/**
|
|
* Array containing the excluded meshes not rendered in the internal pass
|
|
*/
|
|
excludedMeshes: AbstractMesh[];
|
|
/**
|
|
* Controls the overall intensity of the post-process
|
|
* @type {number}
|
|
*/
|
|
exposure: number;
|
|
/**
|
|
* Dissipates each sample's contribution in range [0, 1]
|
|
* @type {number}
|
|
*/
|
|
decay: number;
|
|
/**
|
|
* Controls the overall intensity of each sample
|
|
* @type {number}
|
|
*/
|
|
weight: number;
|
|
/**
|
|
* Controls the density of each sample
|
|
* @type {number}
|
|
*/
|
|
density: number;
|
|
/**
|
|
* @constructor
|
|
* @param {string} name - The post-process name
|
|
* @param {any} 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)
|
|
* @param {BABYLON.Camera} camera - The camera that the post-process will be attached to
|
|
* @param {BABYLON.Mesh} mesh - The mesh used to create the light scattering
|
|
* @param {number} samples - The post-process quality, default 100
|
|
* @param {number} samplingMode - The post-process filtering mode
|
|
* @param {BABYLON.Engine} engine - The babylon engine
|
|
* @param {boolean} reusable - If the post-process is reusable
|
|
* @param {BABYLON.Scene} scene - The constructor needs a scene reference to initialize internal components. If "camera" is null (RenderPipelineà, "scene" must be provided
|
|
*/
|
|
constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
|
|
isReady(subMesh: SubMesh, useInstances: boolean): boolean;
|
|
/**
|
|
* Sets the new light position for light scattering effect
|
|
* @param {BABYLON.Vector3} The new custom light position
|
|
*/
|
|
setCustomMeshPosition(position: Vector3): void;
|
|
/**
|
|
* Returns the light position for light scattering effect
|
|
* @return {BABYLON.Vector3} The custom light position
|
|
*/
|
|
getCustomMeshPosition(): Vector3;
|
|
/**
|
|
* Disposes the internal assets and detaches the post-process from the camera
|
|
*/
|
|
dispose(camera: Camera): void;
|
|
/**
|
|
* Returns the render target texture used by the post-process
|
|
* @return {BABYLON.RenderTargetTexture} The render target texture used by the post-process
|
|
*/
|
|
getPass(): RenderTargetTexture;
|
|
private _meshExcluded(mesh);
|
|
private _createPass(scene, ratio);
|
|
private _updateMeshScreenCoordinates(scene);
|
|
/**
|
|
* Creates a default mesh for the Volumeric Light Scattering post-process
|
|
* @param {string} The mesh name
|
|
* @param {BABYLON.Scene} The scene where to create the mesh
|
|
* @return {BABYLON.Mesh} the default mesh
|
|
*/
|
|
static CreateDefaultMesh(name: string, scene: Scene): Mesh;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class VRDistortionCorrectionPostProcess extends PostProcess {
|
|
aspectRatio: number;
|
|
private _isRightEye;
|
|
private _distortionFactors;
|
|
private _postProcessScaleFactor;
|
|
private _lensCenterOffset;
|
|
private _scaleIn;
|
|
private _scaleFactor;
|
|
private _lensCenter;
|
|
constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class Sprite {
|
|
name: string;
|
|
position: Vector3;
|
|
color: Color4;
|
|
width: number;
|
|
height: number;
|
|
angle: number;
|
|
cellIndex: number;
|
|
invertU: number;
|
|
invertV: number;
|
|
disposeWhenFinishedAnimating: boolean;
|
|
animations: Animation[];
|
|
private _animationStarted;
|
|
private _loopAnimation;
|
|
private _fromIndex;
|
|
private _toIndex;
|
|
private _delay;
|
|
private _direction;
|
|
private _frameCount;
|
|
private _manager;
|
|
private _time;
|
|
size: number;
|
|
constructor(name: string, manager: SpriteManager);
|
|
playAnimation(from: number, to: number, loop: boolean, delay: number): void;
|
|
stopAnimation(): void;
|
|
_animate(deltaTime: number): void;
|
|
dispose(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class SpriteManager {
|
|
name: string;
|
|
cellSize: number;
|
|
sprites: Sprite[];
|
|
renderingGroupId: number;
|
|
layerMask: number;
|
|
onDispose: () => void;
|
|
fogEnabled: boolean;
|
|
private _capacity;
|
|
private _spriteTexture;
|
|
private _epsilon;
|
|
private _scene;
|
|
private _vertexDeclaration;
|
|
private _vertexStrideSize;
|
|
private _vertexBuffer;
|
|
private _indexBuffer;
|
|
private _vertices;
|
|
private _effectBase;
|
|
private _effectFog;
|
|
constructor(name: string, imgUrl: string, capacity: number, cellSize: number, scene: Scene, epsilon?: number, samplingMode?: number);
|
|
private _appendSpriteVertex(index, sprite, offsetX, offsetY, rowSize);
|
|
render(): void;
|
|
dispose(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON.Internals {
|
|
class AndOrNotEvaluator {
|
|
static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
|
|
private static _HandleParenthesisContent(parenthesisContent, evaluateCallback);
|
|
private static _SimplifyNegation(booleanString);
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
interface IAssetTask {
|
|
onSuccess: (task: IAssetTask) => void;
|
|
onError: (task: IAssetTask) => void;
|
|
isCompleted: boolean;
|
|
run(scene: Scene, onSuccess: () => void, onError: () => void): any;
|
|
}
|
|
class MeshAssetTask implements IAssetTask {
|
|
name: string;
|
|
meshesNames: any;
|
|
rootUrl: string;
|
|
sceneFilename: string;
|
|
loadedMeshes: Array<AbstractMesh>;
|
|
loadedParticleSystems: Array<ParticleSystem>;
|
|
loadedSkeletons: Array<Skeleton>;
|
|
onSuccess: (task: IAssetTask) => void;
|
|
onError: (task: IAssetTask) => void;
|
|
isCompleted: boolean;
|
|
constructor(name: string, meshesNames: any, rootUrl: string, sceneFilename: string);
|
|
run(scene: Scene, onSuccess: () => void, onError: () => void): void;
|
|
}
|
|
class TextFileAssetTask implements IAssetTask {
|
|
name: string;
|
|
url: string;
|
|
onSuccess: (task: IAssetTask) => void;
|
|
onError: (task: IAssetTask) => void;
|
|
isCompleted: boolean;
|
|
text: string;
|
|
constructor(name: string, url: string);
|
|
run(scene: Scene, onSuccess: () => void, onError: () => void): void;
|
|
}
|
|
class BinaryFileAssetTask implements IAssetTask {
|
|
name: string;
|
|
url: string;
|
|
onSuccess: (task: IAssetTask) => void;
|
|
onError: (task: IAssetTask) => void;
|
|
isCompleted: boolean;
|
|
data: ArrayBuffer;
|
|
constructor(name: string, url: string);
|
|
run(scene: Scene, onSuccess: () => void, onError: () => void): void;
|
|
}
|
|
class ImageAssetTask implements IAssetTask {
|
|
name: string;
|
|
url: string;
|
|
onSuccess: (task: IAssetTask) => void;
|
|
onError: (task: IAssetTask) => void;
|
|
isCompleted: boolean;
|
|
image: HTMLImageElement;
|
|
constructor(name: string, url: string);
|
|
run(scene: Scene, onSuccess: () => void, onError: () => void): void;
|
|
}
|
|
class TextureAssetTask implements IAssetTask {
|
|
name: string;
|
|
url: string;
|
|
noMipmap: boolean;
|
|
invertY: boolean;
|
|
samplingMode: number;
|
|
onSuccess: (task: IAssetTask) => void;
|
|
onError: (task: IAssetTask) => void;
|
|
isCompleted: boolean;
|
|
texture: Texture;
|
|
constructor(name: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number);
|
|
run(scene: Scene, onSuccess: () => void, onError: () => void): void;
|
|
}
|
|
class AssetsManager {
|
|
private _tasks;
|
|
private _scene;
|
|
private _waitingTasksCount;
|
|
onFinish: (tasks: IAssetTask[]) => void;
|
|
onTaskSuccess: (task: IAssetTask) => void;
|
|
onTaskError: (task: IAssetTask) => void;
|
|
useDefaultLoadingScreen: boolean;
|
|
constructor(scene: Scene);
|
|
addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): IAssetTask;
|
|
addTextFileTask(taskName: string, url: string): IAssetTask;
|
|
addBinaryFileTask(taskName: string, url: string): IAssetTask;
|
|
addImageTask(taskName: string, url: string): IAssetTask;
|
|
addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): IAssetTask;
|
|
private _decreaseWaitingTasksCount();
|
|
private _runTask(task);
|
|
reset(): AssetsManager;
|
|
load(): AssetsManager;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class Database {
|
|
private callbackManifestChecked;
|
|
private currentSceneUrl;
|
|
private db;
|
|
private enableSceneOffline;
|
|
private enableTexturesOffline;
|
|
private manifestVersionFound;
|
|
private mustUpdateRessources;
|
|
private hasReachedQuota;
|
|
private isSupported;
|
|
private idbFactory;
|
|
static IsUASupportingBlobStorage: boolean;
|
|
static IDBStorageEnabled: boolean;
|
|
constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any);
|
|
static parseURL: (url: string) => string;
|
|
static ReturnFullUrlLocation: (url: string) => string;
|
|
checkManifestFile(): void;
|
|
openAsync(successCallback: any, errorCallback: any): void;
|
|
loadImageFromDB(url: string, image: HTMLImageElement): void;
|
|
private _loadImageFromDBAsync(url, image, notInDBCallback);
|
|
private _saveImageIntoDBAsync(url, image);
|
|
private _checkVersionFromDB(url, versionLoaded);
|
|
private _loadVersionFromDBAsync(url, callback, updateInDBCallback);
|
|
private _saveVersionIntoDBAsync(url, callback);
|
|
private loadFileFromDB(url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer?);
|
|
private _loadFileFromDBAsync(url, callback, notInDBCallback, useArrayBuffer?);
|
|
private _saveFileIntoDBAsync(url, callback, progressCallback, useArrayBuffer?);
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class FilesInput {
|
|
private _engine;
|
|
private _currentScene;
|
|
private _canvas;
|
|
private _sceneLoadedCallback;
|
|
private _progressCallback;
|
|
private _additionnalRenderLoopLogicCallback;
|
|
private _textureLoadingCallback;
|
|
private _startingProcessingFilesCallback;
|
|
private _elementToMonitor;
|
|
static FilesTextures: any[];
|
|
static FilesToLoad: any[];
|
|
private _sceneFileToLoad;
|
|
private _filesToLoad;
|
|
constructor(p_engine: Engine, p_scene: Scene, p_canvas: HTMLCanvasElement, p_sceneLoadedCallback: any, p_progressCallback: any, p_additionnalRenderLoopLogicCallback: any, p_textureLoadingCallback: any, p_startingProcessingFilesCallback: any);
|
|
monitorElementForDragNDrop(p_elementToMonitor: HTMLElement): void;
|
|
private renderFunction();
|
|
private drag(e);
|
|
private drop(eventDrop);
|
|
loadFiles(event: any): void;
|
|
reload(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class Gamepads {
|
|
private babylonGamepads;
|
|
private oneGamepadConnected;
|
|
private isMonitoring;
|
|
private gamepadEventSupported;
|
|
private gamepadSupportAvailable;
|
|
private _callbackGamepadConnected;
|
|
private buttonADataURL;
|
|
private static gamepadDOMInfo;
|
|
constructor(ongamedpadconnected: (gamepad: Gamepad) => void);
|
|
private _insertGamepadDOMInstructions();
|
|
private _insertGamepadDOMNotSupported();
|
|
dispose(): void;
|
|
private _onGamepadConnected(evt);
|
|
private _addNewGamepad(gamepad);
|
|
private _onGamepadDisconnected(evt);
|
|
private _startMonitoringGamepads();
|
|
private _stopMonitoringGamepads();
|
|
private _checkGamepadsStatus();
|
|
private _updateGamepadObjects();
|
|
}
|
|
class StickValues {
|
|
x: any;
|
|
y: any;
|
|
constructor(x: any, y: any);
|
|
}
|
|
class Gamepad {
|
|
id: string;
|
|
index: number;
|
|
browserGamepad: any;
|
|
private _leftStick;
|
|
private _rightStick;
|
|
private _onleftstickchanged;
|
|
private _onrightstickchanged;
|
|
constructor(id: string, index: number, browserGamepad: any);
|
|
onleftstickchanged(callback: (values: StickValues) => void): void;
|
|
onrightstickchanged(callback: (values: StickValues) => void): void;
|
|
leftStick: StickValues;
|
|
rightStick: StickValues;
|
|
update(): void;
|
|
}
|
|
class GenericPad extends Gamepad {
|
|
id: string;
|
|
index: number;
|
|
gamepad: any;
|
|
private _buttons;
|
|
private _onbuttondown;
|
|
private _onbuttonup;
|
|
onbuttondown(callback: (buttonPressed: number) => void): void;
|
|
onbuttonup(callback: (buttonReleased: number) => void): void;
|
|
constructor(id: string, index: number, gamepad: any);
|
|
private _setButtonValue(newValue, currentValue, buttonIndex);
|
|
update(): void;
|
|
}
|
|
enum Xbox360Button {
|
|
A = 0,
|
|
B = 1,
|
|
X = 2,
|
|
Y = 3,
|
|
Start = 4,
|
|
Back = 5,
|
|
LB = 6,
|
|
RB = 7,
|
|
LeftStick = 8,
|
|
RightStick = 9,
|
|
}
|
|
enum Xbox360Dpad {
|
|
Up = 0,
|
|
Down = 1,
|
|
Left = 2,
|
|
Right = 3,
|
|
}
|
|
class Xbox360Pad extends Gamepad {
|
|
private _leftTrigger;
|
|
private _rightTrigger;
|
|
private _onlefttriggerchanged;
|
|
private _onrighttriggerchanged;
|
|
private _onbuttondown;
|
|
private _onbuttonup;
|
|
private _ondpaddown;
|
|
private _ondpadup;
|
|
private _buttonA;
|
|
private _buttonB;
|
|
private _buttonX;
|
|
private _buttonY;
|
|
private _buttonBack;
|
|
private _buttonStart;
|
|
private _buttonLB;
|
|
private _buttonRB;
|
|
private _buttonLeftStick;
|
|
private _buttonRightStick;
|
|
private _dPadUp;
|
|
private _dPadDown;
|
|
private _dPadLeft;
|
|
private _dPadRight;
|
|
onlefttriggerchanged(callback: (value: number) => void): void;
|
|
onrighttriggerchanged(callback: (value: number) => void): void;
|
|
leftTrigger: number;
|
|
rightTrigger: number;
|
|
onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
|
|
onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
|
|
ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
|
|
ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
|
|
private _setButtonValue(newValue, currentValue, buttonType);
|
|
private _setDPadValue(newValue, currentValue, buttonType);
|
|
buttonA: number;
|
|
buttonB: number;
|
|
buttonX: number;
|
|
buttonY: number;
|
|
buttonStart: number;
|
|
buttonBack: number;
|
|
buttonLB: number;
|
|
buttonRB: number;
|
|
buttonLeftStick: number;
|
|
buttonRightStick: number;
|
|
dPadUp: number;
|
|
dPadDown: number;
|
|
dPadLeft: number;
|
|
dPadRight: number;
|
|
update(): void;
|
|
}
|
|
}
|
|
interface Navigator {
|
|
getGamepads(func?: any): any;
|
|
webkitGetGamepads(func?: any): any;
|
|
msGetGamepads(func?: any): any;
|
|
webkitGamepads(func?: any): any;
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class SceneOptimization {
|
|
priority: number;
|
|
apply: (scene: Scene) => boolean;
|
|
constructor(priority?: number);
|
|
}
|
|
class TextureOptimization extends SceneOptimization {
|
|
priority: number;
|
|
maximumSize: number;
|
|
constructor(priority?: number, maximumSize?: number);
|
|
apply: (scene: Scene) => boolean;
|
|
}
|
|
class HardwareScalingOptimization extends SceneOptimization {
|
|
priority: number;
|
|
maximumScale: number;
|
|
private _currentScale;
|
|
constructor(priority?: number, maximumScale?: number);
|
|
apply: (scene: Scene) => boolean;
|
|
}
|
|
class ShadowsOptimization extends SceneOptimization {
|
|
apply: (scene: Scene) => boolean;
|
|
}
|
|
class PostProcessesOptimization extends SceneOptimization {
|
|
apply: (scene: Scene) => boolean;
|
|
}
|
|
class LensFlaresOptimization extends SceneOptimization {
|
|
apply: (scene: Scene) => boolean;
|
|
}
|
|
class ParticlesOptimization extends SceneOptimization {
|
|
apply: (scene: Scene) => boolean;
|
|
}
|
|
class RenderTargetsOptimization extends SceneOptimization {
|
|
apply: (scene: Scene) => boolean;
|
|
}
|
|
class MergeMeshesOptimization extends SceneOptimization {
|
|
static _UpdateSelectionTree: boolean;
|
|
static UpdateSelectionTree: boolean;
|
|
private _canBeMerged;
|
|
apply: (scene: Scene, updateSelectionTree?: boolean) => boolean;
|
|
}
|
|
class SceneOptimizerOptions {
|
|
targetFrameRate: number;
|
|
trackerDuration: number;
|
|
optimizations: SceneOptimization[];
|
|
constructor(targetFrameRate?: number, trackerDuration?: number);
|
|
static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
|
|
static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
|
|
static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
|
|
}
|
|
class SceneOptimizer {
|
|
static _CheckCurrentState(scene: Scene, options: SceneOptimizerOptions, currentPriorityLevel: number, onSuccess?: () => void, onFailure?: () => void): void;
|
|
static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class SceneSerializer {
|
|
static Serialize(scene: Scene): any;
|
|
static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class SmartArray<T> {
|
|
data: Array<T>;
|
|
length: number;
|
|
private _id;
|
|
private _duplicateId;
|
|
constructor(capacity: number);
|
|
push(value: any): void;
|
|
pushNoDuplicate(value: any): void;
|
|
sort(compareFn: any): void;
|
|
reset(): void;
|
|
concat(array: any): void;
|
|
concatWithNoDuplicate(array: any): void;
|
|
indexOf(value: any): number;
|
|
private static _GlobalId;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class SmartCollection {
|
|
count: number;
|
|
items: any;
|
|
private _keys;
|
|
private _initialCapacity;
|
|
constructor(capacity?: number);
|
|
add(key: any, item: any): number;
|
|
remove(key: any): number;
|
|
removeItemOfIndex(index: number): number;
|
|
indexOf(key: any): number;
|
|
item(key: any): any;
|
|
getAllKeys(): any[];
|
|
getKeyByIndex(index: number): any;
|
|
getItemByIndex(index: number): any;
|
|
empty(): void;
|
|
forEach(block: (item: any) => void): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class Tags {
|
|
static EnableFor(obj: any): void;
|
|
static DisableFor(obj: any): void;
|
|
static HasTags(obj: any): boolean;
|
|
static GetTags(obj: any): any;
|
|
static AddTagsTo(obj: any, tagsString: string): void;
|
|
static _AddTagTo(obj: any, tag: string): void;
|
|
static RemoveTagsFrom(obj: any, tagsString: string): void;
|
|
static _RemoveTagFrom(obj: any, tag: string): void;
|
|
static MatchesQuery(obj: any, tagsQuery: string): boolean;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON.Internals {
|
|
interface DDSInfo {
|
|
width: number;
|
|
height: number;
|
|
mipmapCount: number;
|
|
isFourCC: boolean;
|
|
isRGB: boolean;
|
|
isLuminance: boolean;
|
|
isCube: boolean;
|
|
}
|
|
class DDSTools {
|
|
static GetDDSInfo(arrayBuffer: any): DDSInfo;
|
|
private static GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
|
|
private static GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
|
|
private static GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
|
|
static UploadDDSLevels(gl: WebGLRenderingContext, ext: any, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON.Internals {
|
|
class TGATools {
|
|
private static _TYPE_NO_DATA;
|
|
private static _TYPE_INDEXED;
|
|
private static _TYPE_RGB;
|
|
private static _TYPE_GREY;
|
|
private static _TYPE_RLE_INDEXED;
|
|
private static _TYPE_RLE_RGB;
|
|
private static _TYPE_RLE_GREY;
|
|
private static _ORIGIN_MASK;
|
|
private static _ORIGIN_SHIFT;
|
|
private static _ORIGIN_BL;
|
|
private static _ORIGIN_BR;
|
|
private static _ORIGIN_UL;
|
|
private static _ORIGIN_UR;
|
|
static GetTGAHeader(data: Uint8Array): any;
|
|
static UploadContent(gl: WebGLRenderingContext, data: Uint8Array): void;
|
|
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;
|
|
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;
|
|
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;
|
|
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;
|
|
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;
|
|
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;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
interface IAnimatable {
|
|
animations: Array<Animation>;
|
|
}
|
|
interface ISize {
|
|
width: number;
|
|
height: number;
|
|
}
|
|
class Tools {
|
|
static BaseUrl: string;
|
|
static ToHex(i: number): string;
|
|
static SetImmediate(action: () => void): void;
|
|
static IsExponantOfTwo(value: number): boolean;
|
|
static GetExponantOfTwo(value: number, max: number): number;
|
|
static GetFilename(path: string): string;
|
|
static GetDOMTextContent(element: HTMLElement): string;
|
|
static ToDegrees(angle: number): number;
|
|
static ToRadians(angle: number): number;
|
|
static ExtractMinAndMaxIndexed(positions: number[], indices: number[], indexStart: number, indexCount: number): {
|
|
minimum: Vector3;
|
|
maximum: Vector3;
|
|
};
|
|
static ExtractMinAndMax(positions: number[], start: number, count: number): {
|
|
minimum: Vector3;
|
|
maximum: Vector3;
|
|
};
|
|
static MakeArray(obj: any, allowsNullUndefined?: boolean): Array<any>;
|
|
static GetPointerPrefix(): string;
|
|
static QueueNewFrame(func: any): void;
|
|
static RequestFullscreen(element: any): void;
|
|
static ExitFullscreen(): void;
|
|
static CleanUrl(url: string): string;
|
|
static LoadImage(url: string, onload: any, onerror: any, database: any): HTMLImageElement;
|
|
static LoadFile(url: string, callback: (data: any) => void, progressCallBack?: () => void, database?: any, useArrayBuffer?: boolean, onError?: () => void): void;
|
|
static ReadFileAsDataURL(fileToLoad: any, callback: any, progressCallback: any): void;
|
|
static ReadFile(fileToLoad: any, callback: any, progressCallBack: any, useArrayBuffer?: boolean): void;
|
|
static Clamp(value: number, min?: number, max?: number): number;
|
|
static Sign(value: number): number;
|
|
static Format(value: number, decimals?: number): string;
|
|
static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
|
|
static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
|
|
static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
|
|
static IsEmpty(obj: any): boolean;
|
|
static RegisterTopRootEvents(events: {
|
|
name: string;
|
|
handler: EventListener;
|
|
}[]): void;
|
|
static UnregisterTopRootEvents(events: {
|
|
name: string;
|
|
handler: EventListener;
|
|
}[]): void;
|
|
static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: String) => void): void;
|
|
static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: String) => void): void;
|
|
static ValidateXHRData(xhr: XMLHttpRequest, dataType?: number): boolean;
|
|
private static _NoneLogLevel;
|
|
private static _MessageLogLevel;
|
|
private static _WarningLogLevel;
|
|
private static _ErrorLogLevel;
|
|
private static _LogCache;
|
|
static errorsCount: number;
|
|
static OnNewCacheEntry: (entry: string) => void;
|
|
static NoneLogLevel: number;
|
|
static MessageLogLevel: number;
|
|
static WarningLogLevel: number;
|
|
static ErrorLogLevel: number;
|
|
static AllLogLevel: number;
|
|
private static _AddLogEntry(entry);
|
|
private static _FormatMessage(message);
|
|
static Log: (message: string) => void;
|
|
private static _LogDisabled(message);
|
|
private static _LogEnabled(message);
|
|
static Warn: (message: string) => void;
|
|
private static _WarnDisabled(message);
|
|
private static _WarnEnabled(message);
|
|
static Error: (message: string) => void;
|
|
private static _ErrorDisabled(message);
|
|
private static _ErrorEnabled(message);
|
|
static LogCache: string;
|
|
static ClearLogCache(): void;
|
|
static LogLevels: number;
|
|
private static _PerformanceNoneLogLevel;
|
|
private static _PerformanceUserMarkLogLevel;
|
|
private static _PerformanceConsoleLogLevel;
|
|
private static _performance;
|
|
static PerformanceNoneLogLevel: number;
|
|
static PerformanceUserMarkLogLevel: number;
|
|
static PerformanceConsoleLogLevel: number;
|
|
static PerformanceLogLevel: number;
|
|
static _StartPerformanceCounterDisabled(counterName: string, condition?: boolean): void;
|
|
static _EndPerformanceCounterDisabled(counterName: string, condition?: boolean): void;
|
|
static _StartUserMark(counterName: string, condition?: boolean): void;
|
|
static _EndUserMark(counterName: string, condition?: boolean): void;
|
|
static _StartPerformanceConsole(counterName: string, condition?: boolean): void;
|
|
static _EndPerformanceConsole(counterName: string, condition?: boolean): void;
|
|
static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
|
|
static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
|
|
static Now: number;
|
|
static GetFps(): number;
|
|
}
|
|
/**
|
|
* An implementation of a loop for asynchronous functions.
|
|
*/
|
|
class AsyncLoop {
|
|
iterations: number;
|
|
private _fn;
|
|
private _successCallback;
|
|
index: number;
|
|
private _done;
|
|
/**
|
|
* Constroctor.
|
|
* @param iterations the number of iterations.
|
|
* @param _fn the function to run each iteration
|
|
* @param _successCallback the callback that will be called upon succesful execution
|
|
* @param offset starting offset.
|
|
*/
|
|
constructor(iterations: number, _fn: (asyncLoop: AsyncLoop) => void, _successCallback: () => void, offset?: number);
|
|
/**
|
|
* Execute the next iteration. Must be called after the last iteration was finished.
|
|
*/
|
|
executeNext(): void;
|
|
/**
|
|
* Break the loop and run the success callback.
|
|
*/
|
|
breakLoop(): void;
|
|
/**
|
|
* Helper function
|
|
*/
|
|
static Run(iterations: number, _fn: (asyncLoop: AsyncLoop) => void, _successCallback: () => void, offset?: number): AsyncLoop;
|
|
/**
|
|
* A for-loop that will run a given number of iterations synchronous and the rest async.
|
|
* @param iterations total number of iterations
|
|
* @param syncedIterations number of synchronous iterations in each async iteration.
|
|
* @param fn the function to call each iteration.
|
|
* @param callback a success call back that will be called when iterating stops.
|
|
* @param breakFunction a break condition (optional)
|
|
* @param timeout timeout settings for the setTimeout function. default - 0.
|
|
* @constructor
|
|
*/
|
|
static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
enum JoystickAxis {
|
|
X = 0,
|
|
Y = 1,
|
|
Z = 2,
|
|
}
|
|
class VirtualJoystick {
|
|
reverseLeftRight: boolean;
|
|
reverseUpDown: boolean;
|
|
deltaPosition: Vector3;
|
|
pressed: boolean;
|
|
private static _globalJoystickIndex;
|
|
private static vjCanvas;
|
|
private static vjCanvasContext;
|
|
private static vjCanvasWidth;
|
|
private static vjCanvasHeight;
|
|
private static halfWidth;
|
|
private static halfHeight;
|
|
private _action;
|
|
private _axisTargetedByLeftAndRight;
|
|
private _axisTargetedByUpAndDown;
|
|
private _joystickSensibility;
|
|
private _inversedSensibility;
|
|
private _rotationSpeed;
|
|
private _inverseRotationSpeed;
|
|
private _rotateOnAxisRelativeToMesh;
|
|
private _joystickPointerID;
|
|
private _joystickColor;
|
|
private _joystickPointerPos;
|
|
private _joystickPreviousPointerPos;
|
|
private _joystickPointerStartPos;
|
|
private _deltaJoystickVector;
|
|
private _leftJoystick;
|
|
private _joystickIndex;
|
|
private _touches;
|
|
private _onPointerDownHandlerRef;
|
|
private _onPointerMoveHandlerRef;
|
|
private _onPointerUpHandlerRef;
|
|
private _onPointerOutHandlerRef;
|
|
private _onResize;
|
|
constructor(leftJoystick?: boolean);
|
|
setJoystickSensibility(newJoystickSensibility: number): void;
|
|
private _onPointerDown(e);
|
|
private _onPointerMove(e);
|
|
private _onPointerUp(e);
|
|
/**
|
|
* Change the color of the virtual joystick
|
|
* @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
|
|
*/
|
|
setJoystickColor(newColor: string): void;
|
|
setActionOnTouch(action: () => any): void;
|
|
setAxisForLeftRight(axis: JoystickAxis): void;
|
|
setAxisForUpDown(axis: JoystickAxis): void;
|
|
private _clearCanvas();
|
|
private _drawVirtualJoystick();
|
|
releaseCanvas(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class VRDeviceOrientationFreeCamera extends FreeCamera {
|
|
_alpha: number;
|
|
_beta: number;
|
|
_gamma: number;
|
|
private _offsetOrientation;
|
|
private _deviceOrientationHandler;
|
|
constructor(name: string, position: Vector3, scene: Scene, compensateDistorsion?: boolean);
|
|
_onOrientationEvent(evt: DeviceOrientationEvent): void;
|
|
attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
|
|
detachControl(element: HTMLElement): void;
|
|
}
|
|
}
|
|
|
|
declare var HMDVRDevice: any;
|
|
declare var PositionSensorVRDevice: any;
|
|
declare module BABYLON {
|
|
class WebVRFreeCamera extends FreeCamera {
|
|
_hmdDevice: any;
|
|
_sensorDevice: any;
|
|
_cacheState: any;
|
|
_cacheQuaternion: Quaternion;
|
|
_cacheRotation: Vector3;
|
|
_vrEnabled: boolean;
|
|
constructor(name: string, position: Vector3, scene: Scene, compensateDistorsion?: boolean);
|
|
private _getWebVRDevices(devices);
|
|
_checkInputs(): void;
|
|
attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
|
|
detachControl(element: HTMLElement): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
interface IOctreeContainer<T> {
|
|
blocks: Array<OctreeBlock<T>>;
|
|
}
|
|
class Octree<T> {
|
|
maxDepth: number;
|
|
blocks: Array<OctreeBlock<T>>;
|
|
dynamicContent: T[];
|
|
private _maxBlockCapacity;
|
|
private _selectionContent;
|
|
private _creationFunc;
|
|
constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number, maxDepth?: number);
|
|
update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
|
|
addMesh(entry: T): void;
|
|
select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
|
|
intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
|
|
intersectsRay(ray: Ray): SmartArray<T>;
|
|
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;
|
|
static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
|
|
static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class OctreeBlock<T> {
|
|
entries: T[];
|
|
blocks: Array<OctreeBlock<T>>;
|
|
private _depth;
|
|
private _maxDepth;
|
|
private _capacity;
|
|
private _minPoint;
|
|
private _maxPoint;
|
|
private _boundingVectors;
|
|
private _creationFunc;
|
|
constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
|
|
capacity: number;
|
|
minPoint: Vector3;
|
|
maxPoint: Vector3;
|
|
addEntry(entry: T): void;
|
|
addEntries(entries: T[]): void;
|
|
select(frustumPlanes: Plane[], selection: SmartArray<T>, allowDuplicate?: boolean): void;
|
|
intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArray<T>, allowDuplicate?: boolean): void;
|
|
intersectsRay(ray: Ray, selection: SmartArray<T>): void;
|
|
createInnerBlocks(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class ShadowGenerator {
|
|
private static _FILTER_NONE;
|
|
private static _FILTER_VARIANCESHADOWMAP;
|
|
private static _FILTER_POISSONSAMPLING;
|
|
private static _FILTER_BLURVARIANCESHADOWMAP;
|
|
static FILTER_NONE: number;
|
|
static FILTER_VARIANCESHADOWMAP: number;
|
|
static FILTER_POISSONSAMPLING: number;
|
|
static FILTER_BLURVARIANCESHADOWMAP: number;
|
|
private _filter;
|
|
blurScale: number;
|
|
private _blurBoxOffset;
|
|
private _bias;
|
|
private _lightDirection;
|
|
bias: number;
|
|
blurBoxOffset: number;
|
|
filter: number;
|
|
useVarianceShadowMap: boolean;
|
|
usePoissonSampling: boolean;
|
|
useBlurVarianceShadowMap: boolean;
|
|
private _light;
|
|
private _scene;
|
|
private _shadowMap;
|
|
private _shadowMap2;
|
|
private _darkness;
|
|
private _transparencyShadow;
|
|
private _effect;
|
|
private _viewMatrix;
|
|
private _projectionMatrix;
|
|
private _transformMatrix;
|
|
private _worldViewProjection;
|
|
private _cachedPosition;
|
|
private _cachedDirection;
|
|
private _cachedDefines;
|
|
private _currentRenderID;
|
|
private _downSamplePostprocess;
|
|
private _boxBlurPostprocess;
|
|
private _mapSize;
|
|
constructor(mapSize: number, light: IShadowLight);
|
|
isReady(subMesh: SubMesh, useInstances: boolean): boolean;
|
|
getShadowMap(): RenderTargetTexture;
|
|
getShadowMapForRendering(): RenderTargetTexture;
|
|
getLight(): IShadowLight;
|
|
getTransformMatrix(): Matrix;
|
|
getDarkness(): number;
|
|
setDarkness(darkness: number): void;
|
|
setTransparencyShadow(hasShadow: boolean): void;
|
|
private _packHalf(depth);
|
|
dispose(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON.Internals {
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class BaseTexture {
|
|
name: string;
|
|
delayLoadState: number;
|
|
hasAlpha: boolean;
|
|
getAlphaFromRGB: boolean;
|
|
level: number;
|
|
isCube: boolean;
|
|
isRenderTarget: boolean;
|
|
animations: Animation[];
|
|
onDispose: () => void;
|
|
coordinatesIndex: number;
|
|
coordinatesMode: number;
|
|
wrapU: number;
|
|
wrapV: number;
|
|
uScale: number;
|
|
vScale: number;
|
|
anisotropicFilteringLevel: number;
|
|
_cachedAnisotropicFilteringLevel: number;
|
|
private _scene;
|
|
_texture: WebGLTexture;
|
|
constructor(scene: Scene);
|
|
getScene(): Scene;
|
|
getTextureMatrix(): Matrix;
|
|
getReflectionTextureMatrix(): Matrix;
|
|
getInternalTexture(): WebGLTexture;
|
|
isReady(): boolean;
|
|
getSize(): ISize;
|
|
getBaseSize(): ISize;
|
|
scale(ratio: number): void;
|
|
canRescale: boolean;
|
|
_removeFromCache(url: string, noMipmap: boolean): void;
|
|
_getFromCache(url: string, noMipmap: boolean, sampling?: number): WebGLTexture;
|
|
delayLoad(): void;
|
|
releaseInternalTexture(): void;
|
|
clone(): BaseTexture;
|
|
dispose(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class CubeTexture extends BaseTexture {
|
|
url: string;
|
|
coordinatesMode: number;
|
|
private _noMipmap;
|
|
private _extensions;
|
|
private _textureMatrix;
|
|
constructor(rootUrl: string, scene: Scene, extensions?: string[], noMipmap?: boolean);
|
|
clone(): CubeTexture;
|
|
delayLoad(): void;
|
|
getReflectionTextureMatrix(): Matrix;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class DynamicTexture extends Texture {
|
|
private _generateMipMaps;
|
|
private _canvas;
|
|
private _context;
|
|
constructor(name: string, options: any, scene: Scene, generateMipMaps: boolean, samplingMode?: number);
|
|
canRescale: boolean;
|
|
scale(ratio: number): void;
|
|
getContext(): CanvasRenderingContext2D;
|
|
clear(): void;
|
|
update(invertY?: boolean): void;
|
|
drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
|
|
clone(): DynamicTexture;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class MirrorTexture extends RenderTargetTexture {
|
|
mirrorPlane: Plane;
|
|
private _transformMatrix;
|
|
private _mirrorMatrix;
|
|
private _savedViewMatrix;
|
|
constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
|
|
clone(): MirrorTexture;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class RawTexture extends Texture {
|
|
format: number;
|
|
constructor(data: ArrayBufferView, width: number, height: number, format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number);
|
|
update(data: ArrayBufferView): void;
|
|
static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
|
|
static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
|
|
static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
|
|
static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
|
|
static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class RenderTargetTexture extends Texture {
|
|
renderList: AbstractMesh[];
|
|
renderParticles: boolean;
|
|
renderSprites: boolean;
|
|
coordinatesMode: number;
|
|
onBeforeRender: () => void;
|
|
onAfterRender: () => void;
|
|
onAfterUnbind: () => void;
|
|
onClear: (engine: Engine) => void;
|
|
activeCamera: Camera;
|
|
customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
|
|
private _size;
|
|
_generateMipMaps: boolean;
|
|
private _renderingManager;
|
|
_waitingRenderList: string[];
|
|
private _doNotChangeAspectRatio;
|
|
private _currentRefreshId;
|
|
private _refreshRate;
|
|
constructor(name: string, size: any, scene: Scene, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number);
|
|
resetRefreshCounter(): void;
|
|
refreshRate: number;
|
|
_shouldRender(): boolean;
|
|
isReady(): boolean;
|
|
getRenderSize(): number;
|
|
canRescale: boolean;
|
|
scale(ratio: number): void;
|
|
resize(size: any, generateMipMaps?: boolean): void;
|
|
render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
|
|
clone(): RenderTargetTexture;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class Texture extends BaseTexture {
|
|
static NEAREST_SAMPLINGMODE: number;
|
|
static BILINEAR_SAMPLINGMODE: number;
|
|
static TRILINEAR_SAMPLINGMODE: number;
|
|
static EXPLICIT_MODE: number;
|
|
static SPHERICAL_MODE: number;
|
|
static PLANAR_MODE: number;
|
|
static CUBIC_MODE: number;
|
|
static PROJECTION_MODE: number;
|
|
static SKYBOX_MODE: number;
|
|
static CLAMP_ADDRESSMODE: number;
|
|
static WRAP_ADDRESSMODE: number;
|
|
static MIRROR_ADDRESSMODE: number;
|
|
url: string;
|
|
uOffset: number;
|
|
vOffset: number;
|
|
uScale: number;
|
|
vScale: number;
|
|
uAng: number;
|
|
vAng: number;
|
|
wAng: number;
|
|
private _noMipmap;
|
|
_invertY: boolean;
|
|
private _rowGenerationMatrix;
|
|
private _cachedTextureMatrix;
|
|
private _projectionModeMatrix;
|
|
private _t0;
|
|
private _t1;
|
|
private _t2;
|
|
private _cachedUOffset;
|
|
private _cachedVOffset;
|
|
private _cachedUScale;
|
|
private _cachedVScale;
|
|
private _cachedUAng;
|
|
private _cachedVAng;
|
|
private _cachedWAng;
|
|
private _cachedCoordinatesMode;
|
|
_samplingMode: number;
|
|
private _buffer;
|
|
private _deleteBuffer;
|
|
constructor(url: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: () => void, onError?: () => void, buffer?: any, deleteBuffer?: boolean);
|
|
delayLoad(): void;
|
|
updateSamplingMode(samplingMode: number): void;
|
|
private _prepareRowForTextureGeneration(x, y, z, t);
|
|
getTextureMatrix(): Matrix;
|
|
getReflectionTextureMatrix(): Matrix;
|
|
clone(): Texture;
|
|
static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: () => void, onError?: () => void): Texture;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class VideoTexture extends Texture {
|
|
video: HTMLVideoElement;
|
|
private _autoLaunch;
|
|
private _lastUpdate;
|
|
constructor(name: string, urls: string[], scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number);
|
|
update(): boolean;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class CannonJSPlugin implements IPhysicsEnginePlugin {
|
|
checkWithEpsilon: (value: number) => number;
|
|
private _world;
|
|
private _registeredMeshes;
|
|
private _physicsMaterials;
|
|
initialize(iterations?: number): void;
|
|
private _checkWithEpsilon(value);
|
|
runOneStep(delta: number): void;
|
|
setGravity(gravity: Vector3): void;
|
|
registerMesh(mesh: AbstractMesh, impostor: number, options?: PhysicsBodyCreationOptions): any;
|
|
private _createSphere(radius, mesh, options?);
|
|
private _createBox(x, y, z, mesh, options?);
|
|
private _createPlane(mesh, options?);
|
|
private _createConvexPolyhedron(rawVerts, rawFaces, mesh, options?);
|
|
private _addMaterial(friction, restitution);
|
|
private _createRigidBodyFromShape(shape, mesh, mass, friction, restitution);
|
|
registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
|
|
private _unbindBody(body);
|
|
unregisterMesh(mesh: AbstractMesh): void;
|
|
applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
|
|
updateBodyPosition: (mesh: AbstractMesh) => void;
|
|
createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3): boolean;
|
|
dispose(): void;
|
|
isSupported(): boolean;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class OimoJSPlugin implements IPhysicsEnginePlugin {
|
|
private _world;
|
|
private _registeredMeshes;
|
|
private _checkWithEpsilon(value);
|
|
initialize(iterations?: number): void;
|
|
setGravity(gravity: Vector3): void;
|
|
registerMesh(mesh: AbstractMesh, impostor: number, options: PhysicsBodyCreationOptions): any;
|
|
registerMeshesAsCompound(parts: PhysicsCompoundBodyPart[], options: PhysicsBodyCreationOptions): any;
|
|
private _createBodyAsCompound(part, options, initialMesh);
|
|
unregisterMesh(mesh: AbstractMesh): void;
|
|
private _unbindBody(body);
|
|
/**
|
|
* Update the body position according to the mesh position
|
|
* @param mesh
|
|
*/
|
|
updateBodyPosition: (mesh: AbstractMesh) => void;
|
|
applyImpulse(mesh: AbstractMesh, force: Vector3, contactPoint: Vector3): void;
|
|
createLink(mesh1: AbstractMesh, mesh2: AbstractMesh, pivot1: Vector3, pivot2: Vector3, options?: any): boolean;
|
|
dispose(): void;
|
|
isSupported(): boolean;
|
|
private _getLastShape(body);
|
|
runOneStep(time: number): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class PostProcessRenderEffect {
|
|
private _engine;
|
|
private _postProcesses;
|
|
private _getPostProcess;
|
|
private _singleInstance;
|
|
private _cameras;
|
|
private _indicesForCamera;
|
|
private _renderPasses;
|
|
private _renderEffectAsPasses;
|
|
_name: string;
|
|
applyParameters: (postProcess: PostProcess) => void;
|
|
constructor(engine: Engine, name: string, getPostProcess: () => PostProcess, singleInstance?: boolean);
|
|
_update(): void;
|
|
addPass(renderPass: PostProcessRenderPass): void;
|
|
removePass(renderPass: PostProcessRenderPass): void;
|
|
addRenderEffectAsPass(renderEffect: PostProcessRenderEffect): void;
|
|
getPass(passName: string): void;
|
|
emptyPasses(): void;
|
|
_attachCameras(cameras: Camera): any;
|
|
_attachCameras(cameras: Camera[]): any;
|
|
_detachCameras(cameras: Camera): any;
|
|
_detachCameras(cameras: Camera[]): any;
|
|
_enable(cameras: Camera): any;
|
|
_enable(cameras: Camera[]): any;
|
|
_disable(cameras: Camera): any;
|
|
_disable(cameras: Camera[]): any;
|
|
getPostProcess(camera?: Camera): PostProcess;
|
|
private _linkParameters();
|
|
private _linkTextures(effect);
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class PostProcessRenderPass {
|
|
private _enabled;
|
|
private _renderList;
|
|
private _renderTexture;
|
|
private _scene;
|
|
private _refCount;
|
|
_name: string;
|
|
constructor(scene: Scene, name: string, size: number, renderList: Mesh[], beforeRender: () => void, afterRender: () => void);
|
|
_incRefCount(): number;
|
|
_decRefCount(): number;
|
|
_update(): void;
|
|
setRenderList(renderList: Mesh[]): void;
|
|
getRenderTexture(): RenderTargetTexture;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class PostProcessRenderPipeline {
|
|
private _engine;
|
|
private _renderEffects;
|
|
private _renderEffectsForIsolatedPass;
|
|
private _cameras;
|
|
_name: string;
|
|
private static PASS_EFFECT_NAME;
|
|
private static PASS_SAMPLER_NAME;
|
|
constructor(engine: Engine, name: string);
|
|
addEffect(renderEffect: PostProcessRenderEffect): void;
|
|
_enableEffect(renderEffectName: string, cameras: Camera): any;
|
|
_enableEffect(renderEffectName: string, cameras: Camera[]): any;
|
|
_disableEffect(renderEffectName: string, cameras: Camera): any;
|
|
_disableEffect(renderEffectName: string, cameras: Camera[]): any;
|
|
_attachCameras(cameras: Camera, unique: boolean): any;
|
|
_attachCameras(cameras: Camera[], unique: boolean): any;
|
|
_detachCameras(cameras: Camera): any;
|
|
_detachCameras(cameras: Camera[]): any;
|
|
_enableDisplayOnlyPass(passName: any, cameras: Camera): any;
|
|
_enableDisplayOnlyPass(passName: any, cameras: Camera[]): any;
|
|
_disableDisplayOnlyPass(cameras: Camera): any;
|
|
_disableDisplayOnlyPass(cameras: Camera[]): any;
|
|
_update(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class PostProcessRenderPipelineManager {
|
|
private _renderPipelines;
|
|
constructor();
|
|
addPipeline(renderPipeline: PostProcessRenderPipeline): void;
|
|
attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera, unique?: boolean): any;
|
|
attachCamerasToRenderPipeline(renderPipelineName: string, cameras: Camera[], unique?: boolean): any;
|
|
detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera): any;
|
|
detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: Camera[]): any;
|
|
enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): any;
|
|
enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): any;
|
|
disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera): any;
|
|
disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: Camera[]): any;
|
|
enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera): any;
|
|
enableDisplayOnlyPassInPipeline(renderPipelineName: string, passName: string, cameras: Camera[]): any;
|
|
disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera): any;
|
|
disableDisplayOnlyPassInPipeline(renderPipelineName: string, cameras: Camera[]): any;
|
|
update(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class CustomProceduralTexture extends ProceduralTexture {
|
|
private _animate;
|
|
private _time;
|
|
private _config;
|
|
private _texturePath;
|
|
constructor(name: string, texturePath: any, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
|
|
private loadJson(jsonUrl);
|
|
isReady(): boolean;
|
|
render(useCameraPostProcess?: boolean): void;
|
|
updateTextures(): void;
|
|
updateShaderUniforms(): void;
|
|
animate: boolean;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
|
|
class ProceduralTexture extends Texture {
|
|
private _size;
|
|
_generateMipMaps: boolean;
|
|
isEnabled: boolean;
|
|
private _doNotChangeAspectRatio;
|
|
private _currentRefreshId;
|
|
private _refreshRate;
|
|
private _vertexBuffer;
|
|
private _indexBuffer;
|
|
private _effect;
|
|
private _vertexDeclaration;
|
|
private _vertexStrideSize;
|
|
private _uniforms;
|
|
private _samplers;
|
|
private _fragment;
|
|
_textures: Texture[];
|
|
private _floats;
|
|
private _floatsArrays;
|
|
private _colors3;
|
|
private _colors4;
|
|
private _vectors2;
|
|
private _vectors3;
|
|
private _matrices;
|
|
private _fallbackTexture;
|
|
private _fallbackTextureUsed;
|
|
constructor(name: string, size: any, fragment: any, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
|
|
reset(): void;
|
|
isReady(): boolean;
|
|
resetRefreshCounter(): void;
|
|
setFragment(fragment: any): void;
|
|
refreshRate: number;
|
|
_shouldRender(): boolean;
|
|
getRenderSize(): number;
|
|
resize(size: any, generateMipMaps: any): void;
|
|
private _checkUniform(uniformName);
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setTexture(name: string, texture: Texture): ProceduralTexture;
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setFloat(name: string, value: number): ProceduralTexture;
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|
setFloats(name: string, value: number[]): ProceduralTexture;
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|
setColor3(name: string, value: Color3): ProceduralTexture;
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|
setColor4(name: string, value: Color4): ProceduralTexture;
|
|
setVector2(name: string, value: Vector2): ProceduralTexture;
|
|
setVector3(name: string, value: Vector3): ProceduralTexture;
|
|
setMatrix(name: string, value: Matrix): ProceduralTexture;
|
|
render(useCameraPostProcess?: boolean): void;
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|
clone(): ProceduralTexture;
|
|
dispose(): void;
|
|
}
|
|
}
|
|
|
|
declare module BABYLON {
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|
class WoodProceduralTexture extends ProceduralTexture {
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|
private _ampScale;
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|
private _woodColor;
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|
constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
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|
updateShaderUniforms(): void;
|
|
ampScale: number;
|
|
woodColor: Color3;
|
|
}
|
|
class FireProceduralTexture extends ProceduralTexture {
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|
private _time;
|
|
private _speed;
|
|
private _autoGenerateTime;
|
|
private _fireColors;
|
|
private _alphaThreshold;
|
|
constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
|
|
updateShaderUniforms(): void;
|
|
render(useCameraPostProcess?: boolean): void;
|
|
static PurpleFireColors: Color3[];
|
|
static GreenFireColors: Color3[];
|
|
static RedFireColors: Color3[];
|
|
static BlueFireColors: Color3[];
|
|
fireColors: Color3[];
|
|
time: number;
|
|
speed: Vector2;
|
|
alphaThreshold: number;
|
|
}
|
|
class CloudProceduralTexture extends ProceduralTexture {
|
|
private _skyColor;
|
|
private _cloudColor;
|
|
constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
|
|
updateShaderUniforms(): void;
|
|
skyColor: Color4;
|
|
cloudColor: Color4;
|
|
}
|
|
class GrassProceduralTexture extends ProceduralTexture {
|
|
private _grassColors;
|
|
private _herb1;
|
|
private _herb2;
|
|
private _herb3;
|
|
private _groundColor;
|
|
constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
|
|
updateShaderUniforms(): void;
|
|
grassColors: Color3[];
|
|
groundColor: Color3;
|
|
}
|
|
class RoadProceduralTexture extends ProceduralTexture {
|
|
private _roadColor;
|
|
constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
|
|
updateShaderUniforms(): void;
|
|
roadColor: Color3;
|
|
}
|
|
class BrickProceduralTexture extends ProceduralTexture {
|
|
private _numberOfBricksHeight;
|
|
private _numberOfBricksWidth;
|
|
private _jointColor;
|
|
private _brickColor;
|
|
constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
|
|
updateShaderUniforms(): void;
|
|
numberOfBricksHeight: number;
|
|
numberOfBricksWidth: number;
|
|
jointColor: Color3;
|
|
brickColor: Color3;
|
|
}
|
|
class MarbleProceduralTexture extends ProceduralTexture {
|
|
private _numberOfTilesHeight;
|
|
private _numberOfTilesWidth;
|
|
private _amplitude;
|
|
private _marbleColor;
|
|
private _jointColor;
|
|
constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
|
|
updateShaderUniforms(): void;
|
|
numberOfTilesHeight: number;
|
|
numberOfTilesWidth: number;
|
|
jointColor: Color3;
|
|
marbleColor: Color3;
|
|
}
|
|
}
|