Files
DefinitelyTyped/babylonjs/babylon.d.ts
2016-01-04 15:58:35 -06:00

6328 lines
256 KiB
TypeScript

// Type definitions for BabylonJS v2.2
// Project: http://www.babylonjs.com/
// Definitions by: David Catuhe <https://github.com/deltakosh/>
// Definitions: https://github.com/borisyankov/babylonjs
declare module BABYLON {
class _DepthCullingState {
private _isDepthTestDirty;
private _isDepthMaskDirty;
private _isDepthFuncDirty;
private _isCullFaceDirty;
private _isCullDirty;
private _isZOffsetDirty;
private _depthTest;
private _depthMask;
private _depthFunc;
private _cull;
private _cullFace;
private _zOffset;
isDirty: boolean;
zOffset: number;
cullFace: number;
cull: boolean;
depthFunc: number;
depthMask: boolean;
depthTest: boolean;
reset(): void;
apply(gl: WebGLRenderingContext): void;
}
class _AlphaState {
private _isAlphaBlendDirty;
private _isBlendFunctionParametersDirty;
private _alphaBlend;
private _blendFunctionParameters;
isDirty: boolean;
alphaBlend: boolean;
setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
reset(): void;
apply(gl: WebGLRenderingContext): void;
}
class EngineCapabilities {
maxTexturesImageUnits: number;
maxTextureSize: number;
maxCubemapTextureSize: number;
maxRenderTextureSize: number;
standardDerivatives: boolean;
s3tc: any;
textureFloat: boolean;
textureAnisotropicFilterExtension: any;
maxAnisotropy: number;
instancedArrays: any;
uintIndices: boolean;
highPrecisionShaderSupported: boolean;
}
/**
* The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio.
*/
class Engine {
private static _ALPHA_DISABLE;
private static _ALPHA_ADD;
private static _ALPHA_COMBINE;
private static _ALPHA_SUBTRACT;
private static _ALPHA_MULTIPLY;
private static _ALPHA_MAXIMIZED;
private static _ALPHA_ONEONE;
private static _DELAYLOADSTATE_NONE;
private static _DELAYLOADSTATE_LOADED;
private static _DELAYLOADSTATE_LOADING;
private static _DELAYLOADSTATE_NOTLOADED;
private static _TEXTUREFORMAT_ALPHA;
private static _TEXTUREFORMAT_LUMINANCE;
private static _TEXTUREFORMAT_LUMINANCE_ALPHA;
private static _TEXTUREFORMAT_RGB;
private static _TEXTUREFORMAT_RGBA;
private static _TEXTURETYPE_UNSIGNED_INT;
private static _TEXTURETYPE_FLOAT;
static ALPHA_DISABLE: number;
static ALPHA_ONEONE: number;
static ALPHA_ADD: number;
static ALPHA_COMBINE: number;
static ALPHA_SUBTRACT: number;
static ALPHA_MULTIPLY: number;
static ALPHA_MAXIMIZED: number;
static DELAYLOADSTATE_NONE: number;
static DELAYLOADSTATE_LOADED: number;
static DELAYLOADSTATE_LOADING: number;
static DELAYLOADSTATE_NOTLOADED: number;
static TEXTUREFORMAT_ALPHA: number;
static TEXTUREFORMAT_LUMINANCE: number;
static TEXTUREFORMAT_LUMINANCE_ALPHA: number;
static TEXTUREFORMAT_RGB: number;
static TEXTUREFORMAT_RGBA: number;
static TEXTURETYPE_UNSIGNED_INT: number;
static TEXTURETYPE_FLOAT: number;
static Version: string;
static Epsilon: number;
static CollisionsEpsilon: number;
static CodeRepository: string;
static ShadersRepository: string;
isFullscreen: boolean;
isPointerLock: boolean;
cullBackFaces: boolean;
renderEvenInBackground: boolean;
enableOfflineSupport: boolean;
scenes: Scene[];
_gl: WebGLRenderingContext;
private _renderingCanvas;
private _windowIsBackground;
static audioEngine: AudioEngine;
private _onBlur;
private _onFocus;
private _onFullscreenChange;
private _onPointerLockChange;
private _hardwareScalingLevel;
private _caps;
private _pointerLockRequested;
private _alphaTest;
private _resizeLoadingUI;
private _loadingDiv;
private _loadingTextDiv;
private _loadingDivBackgroundColor;
private _drawCalls;
private _glVersion;
private _glRenderer;
private _glVendor;
private _videoTextureSupported;
private _renderingQueueLaunched;
private _activeRenderLoops;
private fpsRange;
private previousFramesDuration;
private fps;
private deltaTime;
private _depthCullingState;
private _alphaState;
private _alphaMode;
private _loadedTexturesCache;
_activeTexturesCache: BaseTexture[];
private _currentEffect;
private _compiledEffects;
private _vertexAttribArrays;
private _cachedViewport;
private _cachedVertexBuffers;
private _cachedIndexBuffer;
private _cachedEffectForVertexBuffers;
private _currentRenderTarget;
private _uintIndicesCurrentlySet;
private _workingCanvas;
private _workingContext;
/**
* @constructor
* @param {HTMLCanvasElement} canvas - the canvas to be used for rendering
* @param {boolean} [antialias] - enable antialias
* @param options - further options to be sent to the getContext function
*/
constructor(canvas: HTMLCanvasElement, antialias?: boolean, options?: any);
private _prepareWorkingCanvas();
getGlInfo(): {
vendor: string;
renderer: string;
version: string;
};
getAspectRatio(camera: Camera): number;
getRenderWidth(): number;
getRenderHeight(): number;
getRenderingCanvas(): HTMLCanvasElement;
getRenderingCanvasClientRect(): ClientRect;
setHardwareScalingLevel(level: number): void;
getHardwareScalingLevel(): number;
getLoadedTexturesCache(): WebGLTexture[];
getCaps(): EngineCapabilities;
drawCalls: number;
resetDrawCalls(): void;
setDepthFunctionToGreater(): void;
setDepthFunctionToGreaterOrEqual(): void;
setDepthFunctionToLess(): void;
setDepthFunctionToLessOrEqual(): void;
/**
* stop executing a render loop function and remove it from the execution array
* @param {Function} [renderFunction] the function to be removed. If not provided all functions will be removed.
*/
stopRenderLoop(renderFunction?: () => void): void;
_renderLoop(): void;
/**
* Register and execute a render loop. The engine can have more than one render function.
* @param {Function} renderFunction - the function to continuesly execute starting the next render loop.
* @example
* engine.runRenderLoop(function () {
* scene.render()
* })
*/
runRenderLoop(renderFunction: () => void): void;
/**
* Toggle full screen mode.
* @param {boolean} requestPointerLock - should a pointer lock be requested from the user
*/
switchFullscreen(requestPointerLock: boolean): void;
clear(color: any, backBuffer: boolean, depthStencil: boolean): void;
/**
* Set the WebGL's viewport
* @param {BABYLON.Viewport} viewport - the viewport element to be used.
* @param {number} [requiredWidth] - the width required for rendering. If not provided the rendering canvas' width is used.
* @param {number} [requiredHeight] - the height required for rendering. If not provided the rendering canvas' height is used.
*/
setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
setDirectViewport(x: number, y: number, width: number, height: number): void;
beginFrame(): void;
endFrame(): void;
/**
* resize the view according to the canvas' size.
* @example
* window.addEventListener("resize", function () {
* engine.resize();
* });
*/
resize(): void;
/**
* force a specific size of the canvas
* @param {number} width - the new canvas' width
* @param {number} height - the new canvas' height
*/
setSize(width: number, height: number): void;
bindFramebuffer(texture: WebGLTexture): void;
unBindFramebuffer(texture: WebGLTexture): void;
flushFramebuffer(): void;
restoreDefaultFramebuffer(): void;
private _resetVertexBufferBinding();
createVertexBuffer(vertices: number[]): WebGLBuffer;
createDynamicVertexBuffer(capacity: number): WebGLBuffer;
updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: any, offset?: number): void;
private _resetIndexBufferBinding();
createIndexBuffer(indices: number[]): WebGLBuffer;
bindBuffers(vertexBuffer: WebGLBuffer, indexBuffer: WebGLBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
bindMultiBuffers(vertexBuffers: VertexBuffer[], indexBuffer: WebGLBuffer, effect: Effect): void;
_releaseBuffer(buffer: WebGLBuffer): boolean;
createInstancesBuffer(capacity: number): WebGLBuffer;
deleteInstancesBuffer(buffer: WebGLBuffer): void;
updateAndBindInstancesBuffer(instancesBuffer: WebGLBuffer, data: Float32Array, offsetLocations: number[]): void;
unBindInstancesBuffer(instancesBuffer: WebGLBuffer, offsetLocations: number[]): void;
applyStates(): void;
draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
_releaseEffect(effect: Effect): void;
createEffect(baseName: any, attributesNames: string[], uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
createEffectForParticles(fragmentName: string, uniformsNames?: string[], samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
createShaderProgram(vertexCode: string, fragmentCode: string, defines: string): WebGLProgram;
getUniforms(shaderProgram: WebGLProgram, uniformsNames: string[]): WebGLUniformLocation[];
getAttributes(shaderProgram: WebGLProgram, attributesNames: string[]): number[];
enableEffect(effect: Effect): void;
setArray(uniform: WebGLUniformLocation, array: number[]): void;
setArray2(uniform: WebGLUniformLocation, array: number[]): void;
setArray3(uniform: WebGLUniformLocation, array: number[]): void;
setArray4(uniform: WebGLUniformLocation, array: number[]): void;
setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
setFloat(uniform: WebGLUniformLocation, value: number): void;
setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
setBool(uniform: WebGLUniformLocation, bool: number): void;
setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
setState(culling: boolean, zOffset?: number, force?: boolean): void;
setDepthBuffer(enable: boolean): void;
getDepthWrite(): boolean;
setDepthWrite(enable: boolean): void;
setColorWrite(enable: boolean): void;
setAlphaMode(mode: number): void;
getAlphaMode(): number;
setAlphaTesting(enable: boolean): void;
getAlphaTesting(): boolean;
wipeCaches(): void;
setSamplingMode(texture: WebGLTexture, samplingMode: number): void;
createTexture(url: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: () => void, onError?: () => void, buffer?: any): WebGLTexture;
updateRawTexture(texture: WebGLTexture, data: ArrayBufferView, format: number, invertY: boolean, compression?: string): void;
createRawTexture(data: ArrayBufferView, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: string): WebGLTexture;
createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number, forceExponantOfTwo?: boolean): WebGLTexture;
updateTextureSamplingMode(samplingMode: number, texture: WebGLTexture): void;
updateDynamicTexture(texture: WebGLTexture, canvas: HTMLCanvasElement, invertY: boolean): void;
updateVideoTexture(texture: WebGLTexture, video: HTMLVideoElement, invertY: boolean): void;
createRenderTargetTexture(size: any, options: any): WebGLTexture;
createCubeTexture(rootUrl: string, scene: Scene, extensions: string[], noMipmap?: boolean): WebGLTexture;
_releaseTexture(texture: WebGLTexture): void;
bindSamplers(effect: Effect): void;
_bindTexture(channel: number, texture: WebGLTexture): void;
setTextureFromPostProcess(channel: number, postProcess: PostProcess): void;
setTexture(channel: number, texture: BaseTexture): void;
_setAnisotropicLevel(key: number, texture: BaseTexture): void;
readPixels(x: number, y: number, width: number, height: number): Uint8Array;
dispose(): void;
displayLoadingUI(): void;
loadingUIText: string;
loadingUIBackgroundColor: string;
hideLoadingUI(): void;
getFps(): number;
getDeltaTime(): number;
private _measureFps();
static isSupported(): boolean;
}
}
interface Window {
mozIndexedDB(func: any): any;
webkitIndexedDB(func: any): any;
IDBTransaction(func: any): any;
webkitIDBTransaction(func: any): any;
msIDBTransaction(func: any): any;
IDBKeyRange(func: any): any;
webkitIDBKeyRange(func: any): any;
msIDBKeyRange(func: any): any;
webkitURL: HTMLURL;
webkitRequestAnimationFrame(func: any): any;
mozRequestAnimationFrame(func: any): any;
oRequestAnimationFrame(func: any): any;
WebGLRenderingContext: WebGLRenderingContext;
MSGesture: MSGesture;
CANNON: any;
SIMD: any;
AudioContext: AudioContext;
webkitAudioContext: AudioContext;
}
interface HTMLURL {
createObjectURL(param1: any, param2?: any): any;
}
interface Document {
exitFullscreen(): void;
webkitCancelFullScreen(): void;
mozCancelFullScreen(): void;
msCancelFullScreen(): void;
mozFullScreen: boolean;
msIsFullScreen: boolean;
fullscreen: boolean;
mozPointerLockElement: HTMLElement;
msPointerLockElement: HTMLElement;
webkitPointerLockElement: HTMLElement;
}
interface HTMLCanvasElement {
requestPointerLock(): void;
msRequestPointerLock(): void;
mozRequestPointerLock(): void;
webkitRequestPointerLock(): void;
}
interface CanvasRenderingContext2D {
imageSmoothingEnabled: boolean;
mozImageSmoothingEnabled: boolean;
oImageSmoothingEnabled: boolean;
webkitImageSmoothingEnabled: boolean;
}
interface WebGLTexture {
isReady: boolean;
isCube: boolean;
url: string;
noMipmap: boolean;
samplingMode: number;
references: number;
generateMipMaps: boolean;
_size: number;
_baseWidth: number;
_baseHeight: number;
_width: number;
_height: number;
_workingCanvas: HTMLCanvasElement;
_workingContext: CanvasRenderingContext2D;
_framebuffer: WebGLFramebuffer;
_depthBuffer: WebGLRenderbuffer;
_cachedCoordinatesMode: number;
_cachedWrapU: number;
_cachedWrapV: number;
_isDisabled: boolean;
}
interface WebGLBuffer {
references: number;
capacity: number;
is32Bits: boolean;
}
interface MouseEvent {
mozMovementX: number;
mozMovementY: number;
webkitMovementX: number;
webkitMovementY: number;
msMovementX: number;
msMovementY: number;
}
interface MSStyleCSSProperties {
webkitTransform: string;
webkitTransition: string;
}
interface Navigator {
getVRDevices: () => any;
mozGetVRDevices: (any: any) => any;
isCocoonJS: boolean;
}
interface Screen {
orientation: string;
mozOrientation: string;
}
declare module BABYLON {
/**
* Node is the basic class for all scene objects (Mesh, Light Camera).
*/
class Node {
parent: Node;
name: string;
id: string;
uniqueId: number;
state: string;
animations: Animation[];
onReady: (node: Node) => void;
private _childrenFlag;
private _isEnabled;
private _isReady;
_currentRenderId: number;
private _parentRenderId;
_waitingParentId: string;
private _scene;
_cache: any;
/**
* @constructor
* @param {string} name - the name and id to be given to this node
* @param {BABYLON.Scene} the scene this node will be added to
*/
constructor(name: string, scene: Scene);
getScene(): Scene;
getEngine(): Engine;
getWorldMatrix(): Matrix;
_initCache(): void;
updateCache(force?: boolean): void;
_updateCache(ignoreParentClass?: boolean): void;
_isSynchronized(): boolean;
_markSyncedWithParent(): void;
isSynchronizedWithParent(): boolean;
isSynchronized(updateCache?: boolean): boolean;
hasNewParent(update?: boolean): boolean;
/**
* Is this node ready to be used/rendered
* @return {boolean} is it ready
*/
isReady(): boolean;
/**
* Is this node enabled.
* If the node has a parent and is enabled, the parent will be inspected as well.
* @return {boolean} whether this node (and its parent) is enabled.
* @see setEnabled
*/
isEnabled(): boolean;
/**
* Set the enabled state of this node.
* @param {boolean} value - the new enabled state
* @see isEnabled
*/
setEnabled(value: boolean): void;
/**
* Is this node a descendant of the given node.
* The function will iterate up the hierarchy until the ancestor was found or no more parents defined.
* @param {BABYLON.Node} ancestor - The parent node to inspect
* @see parent
*/
isDescendantOf(ancestor: Node): boolean;
_getDescendants(list: Node[], results: Node[]): void;
/**
* Will return all nodes that have this node as parent.
* @return {BABYLON.Node[]} all children nodes of all types.
*/
getDescendants(): Node[];
_setReady(state: boolean): void;
}
}
declare module BABYLON {
interface IDisposable {
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);
setTexture(name: string, texture: Texture): ProceduralTexture;
setFloat(name: string, value: number): ProceduralTexture;
setFloats(name: string, value: number[]): ProceduralTexture;
setColor3(name: string, value: Color3): ProceduralTexture;
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;
clone(): ProceduralTexture;
dispose(): void;
}
}
declare module BABYLON {
class WoodProceduralTexture extends ProceduralTexture {
private _ampScale;
private _woodColor;
constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
updateShaderUniforms(): void;
ampScale: number;
woodColor: Color3;
}
class FireProceduralTexture extends ProceduralTexture {
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;
}
}