@combeenation/3d-viewer 0.0.1-types

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Files changed (1530) hide show
  1. package/LICENSE +13 -0
  2. package/README.md +111 -0
  3. package/dist/types/declaration.tsconfig.tsbuildinfo +1 -0
  4. package/dist/types/node_modules/@babylonjs/core/Actions/abstractActionManager.d.ts +32 -0
  5. package/dist/types/node_modules/@babylonjs/core/Actions/action.d.ts +100 -0
  6. package/dist/types/node_modules/@babylonjs/core/Actions/actionEvent.d.ts +54 -0
  7. package/dist/types/node_modules/@babylonjs/core/Actions/actionManager.d.ts +109 -0
  8. package/dist/types/node_modules/@babylonjs/core/Actions/condition.d.ts +141 -0
  9. package/dist/types/node_modules/@babylonjs/core/Actions/directActions.d.ts +212 -0
  10. package/dist/types/node_modules/@babylonjs/core/Actions/directAudioActions.d.ts +35 -0
  11. package/dist/types/node_modules/@babylonjs/core/Actions/index.d.ts +8 -0
  12. package/dist/types/node_modules/@babylonjs/core/Actions/interpolateValueAction.d.ts +40 -0
  13. package/dist/types/node_modules/@babylonjs/core/Animations/animatable.d.ts +147 -0
  14. package/dist/types/node_modules/@babylonjs/core/Animations/animatable.interface.d.ts +1 -0
  15. package/dist/types/node_modules/@babylonjs/core/Animations/animation.d.ts +419 -0
  16. package/dist/types/node_modules/@babylonjs/core/Animations/animationEvent.d.ts +21 -0
  17. package/dist/types/node_modules/@babylonjs/core/Animations/animationGroup.d.ts +248 -0
  18. package/dist/types/node_modules/@babylonjs/core/Animations/animationKey.d.ts +4 -0
  19. package/dist/types/node_modules/@babylonjs/core/Animations/animationPropertiesOverride.d.ts +17 -0
  20. package/dist/types/node_modules/@babylonjs/core/Animations/animationRange.d.ts +20 -0
  21. package/dist/types/node_modules/@babylonjs/core/Animations/easing.d.ts +217 -0
  22. package/dist/types/node_modules/@babylonjs/core/Animations/index.d.ts +11 -0
  23. package/dist/types/node_modules/@babylonjs/core/Animations/pathCursor.d.ts +64 -0
  24. package/dist/types/node_modules/@babylonjs/core/Animations/runtimeAnimation.d.ts +161 -0
  25. package/dist/types/node_modules/@babylonjs/core/Audio/Interfaces/IAudioEngine.d.ts +1 -0
  26. package/dist/types/node_modules/@babylonjs/core/Audio/Interfaces/IAudioEngineOptions.d.ts +1 -0
  27. package/dist/types/node_modules/@babylonjs/core/Audio/Interfaces/ISoundOptions.d.ts +1 -0
  28. package/dist/types/node_modules/@babylonjs/core/Audio/analyser.d.ts +93 -0
  29. package/dist/types/node_modules/@babylonjs/core/Audio/audioEngine.d.ts +105 -0
  30. package/dist/types/node_modules/@babylonjs/core/Audio/audioSceneComponent.d.ts +98 -0
  31. package/dist/types/node_modules/@babylonjs/core/Audio/index.d.ts +8 -0
  32. package/dist/types/node_modules/@babylonjs/core/Audio/sound.d.ts +304 -0
  33. package/dist/types/node_modules/@babylonjs/core/Audio/soundTrack.d.ts +65 -0
  34. package/dist/types/node_modules/@babylonjs/core/Audio/weightedsound.d.ts +64 -0
  35. package/dist/types/node_modules/@babylonjs/core/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +73 -0
  36. package/dist/types/node_modules/@babylonjs/core/BakedVertexAnimation/index.d.ts +2 -0
  37. package/dist/types/node_modules/@babylonjs/core/BakedVertexAnimation/vertexAnimationBaker.d.ts +65 -0
  38. package/dist/types/node_modules/@babylonjs/core/Behaviors/Cameras/autoRotationBehavior.d.ts +93 -0
  39. package/dist/types/node_modules/@babylonjs/core/Behaviors/Cameras/bouncingBehavior.d.ts +77 -0
  40. package/dist/types/node_modules/@babylonjs/core/Behaviors/Cameras/framingBehavior.d.ts +192 -0
  41. package/dist/types/node_modules/@babylonjs/core/Behaviors/Cameras/index.d.ts +3 -0
  42. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/attachToBoxBehavior.d.ts +59 -0
  43. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +116 -0
  44. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/fadeInOutBehavior.d.ts +41 -0
  45. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/followBehavior.d.ts +131 -0
  46. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/handConstraintBehavior.d.ts +95 -0
  47. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/index.d.ts +9 -0
  48. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/multiPointerScaleBehavior.d.ts +32 -0
  49. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/pointerDragBehavior.d.ts +164 -0
  50. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/sixDofDragBehavior.d.ts +58 -0
  51. package/dist/types/node_modules/@babylonjs/core/Behaviors/Meshes/surfaceMagnetismBehavior.d.ts +84 -0
  52. package/dist/types/node_modules/@babylonjs/core/Behaviors/behavior.d.ts +1 -0
  53. package/dist/types/node_modules/@babylonjs/core/Behaviors/index.d.ts +3 -0
  54. package/dist/types/node_modules/@babylonjs/core/Bones/bone.d.ts +391 -0
  55. package/dist/types/node_modules/@babylonjs/core/Bones/boneIKController.d.ts +77 -0
  56. package/dist/types/node_modules/@babylonjs/core/Bones/boneLookController.d.ts +119 -0
  57. package/dist/types/node_modules/@babylonjs/core/Bones/index.d.ts +4 -0
  58. package/dist/types/node_modules/@babylonjs/core/Bones/skeleton.d.ts +242 -0
  59. package/dist/types/node_modules/@babylonjs/core/Buffers/buffer.d.ts +265 -0
  60. package/dist/types/node_modules/@babylonjs/core/Buffers/dataBuffer.d.ts +23 -0
  61. package/dist/types/node_modules/@babylonjs/core/Buffers/index.d.ts +3 -0
  62. package/dist/types/node_modules/@babylonjs/core/Buffers/storageBuffer.d.ts +43 -0
  63. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraMouseWheelInput.d.ts +83 -0
  64. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraPointersInput.d.ts +107 -0
  65. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraGamepadInput.d.ts +48 -0
  66. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +77 -0
  67. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraMouseWheelInput.d.ts +59 -0
  68. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraPointersInput.d.ts +107 -0
  69. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +46 -0
  70. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/flyCameraKeyboardInput.d.ts +63 -0
  71. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/flyCameraMouseInput.d.ts +72 -0
  72. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/followCameraKeyboardMoveInput.d.ts +125 -0
  73. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/followCameraMouseWheelInput.d.ts +49 -0
  74. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/followCameraPointersInput.d.ts +76 -0
  75. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +58 -0
  76. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraGamepadInput.d.ts +60 -0
  77. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +74 -0
  78. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseInput.d.ts +68 -0
  79. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseWheelInput.d.ts +142 -0
  80. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraTouchInput.d.ts +58 -0
  81. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraVirtualJoystickInput.d.ts +42 -0
  82. package/dist/types/node_modules/@babylonjs/core/Cameras/Inputs/index.d.ts +19 -0
  83. package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/index.d.ts +4 -0
  84. package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +4 -0
  85. package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/stereoscopicRigMode.d.ts +4 -0
  86. package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/vrRigMode.d.ts +4 -0
  87. package/dist/types/node_modules/@babylonjs/core/Cameras/RigModes/webVRRigMode.d.ts +4 -0
  88. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +20 -0
  89. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +17 -0
  90. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +17 -0
  91. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +17 -0
  92. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/index.d.ts +9 -0
  93. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +22 -0
  94. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +19 -0
  95. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +19 -0
  96. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +35 -0
  97. package/dist/types/node_modules/@babylonjs/core/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +19 -0
  98. package/dist/types/node_modules/@babylonjs/core/Cameras/VR/index.d.ts +6 -0
  99. package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrCameraMetrics.d.ts +44 -0
  100. package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +21 -0
  101. package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +18 -0
  102. package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +17 -0
  103. package/dist/types/node_modules/@babylonjs/core/Cameras/VR/vrExperienceHelper.d.ts +428 -0
  104. package/dist/types/node_modules/@babylonjs/core/Cameras/VR/webVRCamera.d.ts +162 -0
  105. package/dist/types/node_modules/@babylonjs/core/Cameras/arcRotateCamera.d.ts +347 -0
  106. package/dist/types/node_modules/@babylonjs/core/Cameras/arcRotateCameraInputsManager.d.ts +28 -0
  107. package/dist/types/node_modules/@babylonjs/core/Cameras/camera.d.ts +487 -0
  108. package/dist/types/node_modules/@babylonjs/core/Cameras/cameraInputsManager.d.ts +83 -0
  109. package/dist/types/node_modules/@babylonjs/core/Cameras/deviceOrientationCamera.d.ts +36 -0
  110. package/dist/types/node_modules/@babylonjs/core/Cameras/flyCamera.d.ts +161 -0
  111. package/dist/types/node_modules/@babylonjs/core/Cameras/flyCameraInputsManager.d.ts +23 -0
  112. package/dist/types/node_modules/@babylonjs/core/Cameras/followCamera.d.ts +113 -0
  113. package/dist/types/node_modules/@babylonjs/core/Cameras/followCameraInputsManager.d.ts +33 -0
  114. package/dist/types/node_modules/@babylonjs/core/Cameras/freeCamera.d.ts +123 -0
  115. package/dist/types/node_modules/@babylonjs/core/Cameras/freeCameraInputsManager.d.ts +54 -0
  116. package/dist/types/node_modules/@babylonjs/core/Cameras/gamepadCamera.d.ts +18 -0
  117. package/dist/types/node_modules/@babylonjs/core/Cameras/index.d.ts +20 -0
  118. package/dist/types/node_modules/@babylonjs/core/Cameras/targetCamera.d.ts +142 -0
  119. package/dist/types/node_modules/@babylonjs/core/Cameras/touchCamera.d.ts +30 -0
  120. package/dist/types/node_modules/@babylonjs/core/Cameras/universalCamera.d.ts +29 -0
  121. package/dist/types/node_modules/@babylonjs/core/Cameras/virtualJoysticksCamera.d.ts +19 -0
  122. package/dist/types/node_modules/@babylonjs/core/Collisions/collider.d.ts +67 -0
  123. package/dist/types/node_modules/@babylonjs/core/Collisions/collisionCoordinator.d.ts +13 -0
  124. package/dist/types/node_modules/@babylonjs/core/Collisions/index.d.ts +5 -0
  125. package/dist/types/node_modules/@babylonjs/core/Collisions/intersectionInfo.d.ts +11 -0
  126. package/dist/types/node_modules/@babylonjs/core/Collisions/meshCollisionData.d.ts +14 -0
  127. package/dist/types/node_modules/@babylonjs/core/Collisions/pickingInfo.d.ts +69 -0
  128. package/dist/types/node_modules/@babylonjs/core/Compat/compatibilityOptions.d.ts +8 -0
  129. package/dist/types/node_modules/@babylonjs/core/Compat/index.d.ts +1 -0
  130. package/dist/types/node_modules/@babylonjs/core/Compute/IComputeContext.d.ts +1 -0
  131. package/dist/types/node_modules/@babylonjs/core/Compute/IComputePipelineContext.d.ts +1 -0
  132. package/dist/types/node_modules/@babylonjs/core/Compute/computeEffect.d.ts +135 -0
  133. package/dist/types/node_modules/@babylonjs/core/Compute/computeShader.d.ts +122 -0
  134. package/dist/types/node_modules/@babylonjs/core/Compute/index.d.ts +2 -0
  135. package/dist/types/node_modules/@babylonjs/core/Culling/Octrees/index.d.ts +3 -0
  136. package/dist/types/node_modules/@babylonjs/core/Culling/Octrees/octree.d.ts +75 -0
  137. package/dist/types/node_modules/@babylonjs/core/Culling/Octrees/octreeBlock.d.ts +83 -0
  138. package/dist/types/node_modules/@babylonjs/core/Culling/Octrees/octreeSceneComponent.d.ts +60 -0
  139. package/dist/types/node_modules/@babylonjs/core/Culling/boundingBox.d.ts +152 -0
  140. package/dist/types/node_modules/@babylonjs/core/Culling/boundingInfo.d.ts +108 -0
  141. package/dist/types/node_modules/@babylonjs/core/Culling/boundingSphere.d.ts +90 -0
  142. package/dist/types/node_modules/@babylonjs/core/Culling/index.d.ts +5 -0
  143. package/dist/types/node_modules/@babylonjs/core/Culling/ray.d.ts +163 -0
  144. package/dist/types/node_modules/@babylonjs/core/Debug/ISkeletonViewer.d.ts +1 -0
  145. package/dist/types/node_modules/@babylonjs/core/Debug/axesViewer.d.ts +52 -0
  146. package/dist/types/node_modules/@babylonjs/core/Debug/boneAxesViewer.d.ts +30 -0
  147. package/dist/types/node_modules/@babylonjs/core/Debug/debugLayer.d.ts +67 -0
  148. package/dist/types/node_modules/@babylonjs/core/Debug/directionalLightFrustumViewer.d.ts +77 -0
  149. package/dist/types/node_modules/@babylonjs/core/Debug/index.d.ts +8 -0
  150. package/dist/types/node_modules/@babylonjs/core/Debug/physicsViewer.d.ts +52 -0
  151. package/dist/types/node_modules/@babylonjs/core/Debug/rayHelper.d.ts +61 -0
  152. package/dist/types/node_modules/@babylonjs/core/Debug/skeletonViewer.d.ts +131 -0
  153. package/dist/types/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceEnums.d.ts +26 -0
  154. package/dist/types/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSource.d.ts +26 -0
  155. package/dist/types/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSourceManager.d.ts +53 -0
  156. package/dist/types/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceTypes.d.ts +1 -0
  157. package/dist/types/node_modules/@babylonjs/core/DeviceInput/eventFactory.d.ts +90 -0
  158. package/dist/types/node_modules/@babylonjs/core/DeviceInput/index.d.ts +4 -0
  159. package/dist/types/node_modules/@babylonjs/core/DeviceInput/inputInterfaces.d.ts +1 -0
  160. package/dist/types/node_modules/@babylonjs/core/DeviceInput/internalDeviceSourceManager.d.ts +13 -0
  161. package/dist/types/node_modules/@babylonjs/core/DeviceInput/nativeDeviceInputSystem.d.ts +32 -0
  162. package/dist/types/node_modules/@babylonjs/core/DeviceInput/webDeviceInputSystem.d.ts +124 -0
  163. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.alpha.d.ts +1 -0
  164. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.computeShader.d.ts +2 -0
  165. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.cubeTexture.d.ts +1 -0
  166. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.debugging.d.ts +1 -0
  167. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicBuffer.d.ts +1 -0
  168. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicTexture.d.ts +1 -0
  169. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.externalTexture.d.ts +1 -0
  170. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.multiRender.d.ts +1 -0
  171. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.multiview.d.ts +1 -0
  172. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.query.d.ts +17 -0
  173. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.rawTexture.d.ts +1 -0
  174. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.readTexture.d.ts +9 -0
  175. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTarget.d.ts +1 -0
  176. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTargetCube.d.ts +1 -0
  177. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.storageBuffer.d.ts +1 -0
  178. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.textureSampler.d.ts +1 -0
  179. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.textureSelector.d.ts +1 -0
  180. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.transformFeedback.d.ts +2 -0
  181. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.uniformBuffer.d.ts +1 -0
  182. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.videoTexture.d.ts +1 -0
  183. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.views.d.ts +6 -0
  184. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/engine.webVR.d.ts +1 -0
  185. package/dist/types/node_modules/@babylonjs/core/Engines/Extensions/index.d.ts +22 -0
  186. package/dist/types/node_modules/@babylonjs/core/Engines/ICanvas.d.ts +1 -0
  187. package/dist/types/node_modules/@babylonjs/core/Engines/IDrawContext.d.ts +1 -0
  188. package/dist/types/node_modules/@babylonjs/core/Engines/IMaterialContext.d.ts +1 -0
  189. package/dist/types/node_modules/@babylonjs/core/Engines/IPipelineContext.d.ts +1 -0
  190. package/dist/types/node_modules/@babylonjs/core/Engines/Native/index.d.ts +2 -0
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  192. package/dist/types/node_modules/@babylonjs/core/Engines/Native/nativeInterfaces.d.ts +1 -0
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  210. package/dist/types/node_modules/@babylonjs/core/Engines/WebGL/webGL2ShaderProcessors.d.ts +8 -0
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  214. package/dist/types/node_modules/@babylonjs/core/Engines/WebGL/webGLShaderProcessors.d.ts +6 -0
  215. package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.alpha.d.ts +1 -0
  216. package/dist/types/node_modules/@babylonjs/core/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -0
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  1484. package/dist/types/src/api/manager/tagManager.d.ts +108 -0
  1485. package/dist/types/src/api/manager/textureLoadManager.d.ts +22 -0
  1486. package/dist/types/src/api/manager/variantInstanceManager.d.ts +103 -0
  1487. package/dist/types/src/api/store/specStorage.d.ts +32 -0
  1488. package/dist/types/src/api/util/babylonHelper.d.ts +235 -0
  1489. package/dist/types/src/api/util/globalTypes.d.ts +436 -0
  1490. package/dist/types/src/api/util/resourceHelper.d.ts +58 -0
  1491. package/dist/types/src/api/util/sceneLoaderHelper.d.ts +44 -0
  1492. package/dist/types/src/api/util/stringHelper.d.ts +13 -0
  1493. package/dist/types/src/api/util/structureHelper.d.ts +9 -0
  1494. package/dist/types/src/index.d.ts +27 -0
  1495. package/package.json +86 -0
  1496. package/src/api/classes/animationInterface.ts +10 -0
  1497. package/src/api/classes/dottedPath.ts +181 -0
  1498. package/src/api/classes/element.ts +731 -0
  1499. package/src/api/classes/event.ts +452 -0
  1500. package/src/api/classes/eventBroadcaster.ts +52 -0
  1501. package/src/api/classes/fuzzyMap.ts +21 -0
  1502. package/src/api/classes/parameter.ts +554 -0
  1503. package/src/api/classes/parameterObservable.ts +73 -0
  1504. package/src/api/classes/parameterizable.ts +87 -0
  1505. package/src/api/classes/placementAnimation.ts +162 -0
  1506. package/src/api/classes/variant.ts +933 -0
  1507. package/src/api/classes/variantInstance.ts +123 -0
  1508. package/src/api/classes/variantParameterizable.ts +85 -0
  1509. package/src/api/classes/viewer.ts +742 -0
  1510. package/src/api/classes/viewerLight.ts +339 -0
  1511. package/src/api/internal/debugViewer.ts +90 -0
  1512. package/src/api/internal/lensRendering.ts +9 -0
  1513. package/src/api/internal/sceneSetup.ts +205 -0
  1514. package/src/api/manager/animationManager.ts +143 -0
  1515. package/src/api/manager/gltfExportManager.ts +236 -0
  1516. package/src/api/manager/sceneManager.ts +136 -0
  1517. package/src/api/manager/tagManager.ts +451 -0
  1518. package/src/api/manager/textureLoadManager.ts +95 -0
  1519. package/src/api/manager/variantInstanceManager.ts +298 -0
  1520. package/src/api/store/specStorage.ts +68 -0
  1521. package/src/api/util/babylonHelper.ts +822 -0
  1522. package/src/api/util/globalTypes.ts +503 -0
  1523. package/src/api/util/resourceHelper.ts +191 -0
  1524. package/src/api/util/sceneLoaderHelper.ts +170 -0
  1525. package/src/api/util/stringHelper.ts +30 -0
  1526. package/src/api/util/structureHelper.ts +49 -0
  1527. package/src/buildinfo.json +3 -0
  1528. package/src/dev.ts +62 -0
  1529. package/src/index.ts +79 -0
  1530. package/src/types.d.ts +36 -0
@@ -0,0 +1,1997 @@
1
+ /**
2
+ * Define how the scene should favor performance over ease of use
3
+ */
4
+ export const ScenePerformancePriority: any;
5
+ /**
6
+ * Represents a scene to be rendered by the engine.
7
+ * @see https://doc.babylonjs.com/features/scene
8
+ */
9
+ export class Scene extends AbstractScene {
10
+ /**
11
+ * Factory used to create the default material.
12
+ * @param scene The scene to create the material for
13
+ * @returns The default material
14
+ */
15
+ static DefaultMaterialFactory(scene: any): void;
16
+ /**
17
+ * Factory used to create the a collision coordinator.
18
+ * @returns The collision coordinator
19
+ */
20
+ static CollisionCoordinatorFactory(): void;
21
+ static set DragMovementThreshold(arg: number);
22
+ /**
23
+ * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
24
+ */
25
+ static get DragMovementThreshold(): number;
26
+ static set LongPressDelay(arg: number);
27
+ /**
28
+ * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
29
+ */
30
+ static get LongPressDelay(): number;
31
+ static set DoubleClickDelay(arg: number);
32
+ /**
33
+ * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
34
+ */
35
+ static get DoubleClickDelay(): number;
36
+ static set ExclusiveDoubleClickMode(arg: boolean);
37
+ /** If you need to check double click without raising a single click at first click, enable this flag */
38
+ static get ExclusiveDoubleClickMode(): boolean;
39
+ /**
40
+ * Creates a new Scene
41
+ * @param engine defines the engine to use to render this scene
42
+ * @param options defines the scene options
43
+ */
44
+ constructor(engine: any, options: any);
45
+ /** @internal */
46
+ _inputManager: any;
47
+ /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
48
+ cameraToUseForPointers: any;
49
+ /** @internal */
50
+ _isScene: boolean;
51
+ /** @internal */
52
+ _blockEntityCollection: boolean;
53
+ /**
54
+ * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
55
+ */
56
+ autoClear: boolean;
57
+ /**
58
+ * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
59
+ */
60
+ autoClearDepthAndStencil: boolean;
61
+ /**
62
+ * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
63
+ */
64
+ clearColor: Color4;
65
+ /**
66
+ * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
67
+ */
68
+ ambientColor: Color3;
69
+ /**
70
+ * Intensity of the environment in all pbr material.
71
+ * This dims or reinforces the IBL lighting overall (reflection and diffuse).
72
+ * As in the majority of the scene they are the same (exception for multi room and so on),
73
+ * this is easier to reference from here than from all the materials.
74
+ */
75
+ environmentIntensity: number;
76
+ _performancePriority: any;
77
+ _forceWireframe: boolean;
78
+ _skipFrustumClipping: boolean;
79
+ _forcePointsCloud: boolean;
80
+ /**
81
+ * Gets or sets a boolean indicating if animations are enabled
82
+ */
83
+ animationsEnabled: boolean;
84
+ _animationPropertiesOverride: any;
85
+ /**
86
+ * Gets or sets a boolean indicating if a constant deltatime has to be used
87
+ * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
88
+ */
89
+ useConstantAnimationDeltaTime: boolean;
90
+ /**
91
+ * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
92
+ * Please note that it requires to run a ray cast through the scene on every frame
93
+ */
94
+ constantlyUpdateMeshUnderPointer: boolean;
95
+ /**
96
+ * Defines the HTML cursor to use when hovering over interactive elements
97
+ */
98
+ hoverCursor: string;
99
+ /**
100
+ * Defines the HTML default cursor to use (empty by default)
101
+ */
102
+ defaultCursor: string;
103
+ /**
104
+ * Defines whether cursors are handled by the scene.
105
+ */
106
+ doNotHandleCursors: boolean;
107
+ /**
108
+ * This is used to call preventDefault() on pointer down
109
+ * in order to block unwanted artifacts like system double clicks
110
+ */
111
+ preventDefaultOnPointerDown: boolean;
112
+ /**
113
+ * This is used to call preventDefault() on pointer up
114
+ * in order to block unwanted artifacts like system double clicks
115
+ */
116
+ preventDefaultOnPointerUp: boolean;
117
+ /**
118
+ * Gets or sets user defined metadata
119
+ */
120
+ metadata: any;
121
+ /**
122
+ * For internal use only. Please do not use.
123
+ */
124
+ reservedDataStore: any;
125
+ /**
126
+ * Use this array to add regular expressions used to disable offline support for specific urls
127
+ */
128
+ disableOfflineSupportExceptionRules: any[];
129
+ /**
130
+ * An event triggered when the scene is disposed.
131
+ */
132
+ onDisposeObservable: Observable<any>;
133
+ _onDisposeObserver: import("@babylonjs/core").Nullable<import("./Misc/observable.js").Observer<any>>;
134
+ /**
135
+ * An event triggered before rendering the scene (right after animations and physics)
136
+ */
137
+ onBeforeRenderObservable: Observable<any>;
138
+ _onBeforeRenderObserver: import("@babylonjs/core").Nullable<import("./Misc/observable.js").Observer<any>>;
139
+ /**
140
+ * An event triggered after rendering the scene
141
+ */
142
+ onAfterRenderObservable: Observable<any>;
143
+ /**
144
+ * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
145
+ * This is triggered for each "sub" camera in a Camera Rig unlike onAfterCameraRenderObservable
146
+ */
147
+ onAfterRenderCameraObservable: Observable<any>;
148
+ _onAfterRenderObserver: import("@babylonjs/core").Nullable<import("./Misc/observable.js").Observer<any>>;
149
+ /**
150
+ * An event triggered before animating the scene
151
+ */
152
+ onBeforeAnimationsObservable: Observable<any>;
153
+ /**
154
+ * An event triggered after animations processing
155
+ */
156
+ onAfterAnimationsObservable: Observable<any>;
157
+ /**
158
+ * An event triggered before draw calls are ready to be sent
159
+ */
160
+ onBeforeDrawPhaseObservable: Observable<any>;
161
+ /**
162
+ * An event triggered after draw calls have been sent
163
+ */
164
+ onAfterDrawPhaseObservable: Observable<any>;
165
+ /**
166
+ * An event triggered when the scene is ready
167
+ */
168
+ onReadyObservable: Observable<any>;
169
+ /**
170
+ * An event triggered before rendering a camera
171
+ */
172
+ onBeforeCameraRenderObservable: Observable<any>;
173
+ _onBeforeCameraRenderObserver: import("@babylonjs/core").Nullable<import("./Misc/observable.js").Observer<any>>;
174
+ /**
175
+ * An event triggered after rendering a camera
176
+ * This is triggered for the full rig Camera only unlike onAfterRenderCameraObservable
177
+ */
178
+ onAfterCameraRenderObservable: Observable<any>;
179
+ _onAfterCameraRenderObserver: import("@babylonjs/core").Nullable<import("./Misc/observable.js").Observer<any>>;
180
+ /**
181
+ * An event triggered when active meshes evaluation is about to start
182
+ */
183
+ onBeforeActiveMeshesEvaluationObservable: Observable<any>;
184
+ /**
185
+ * An event triggered when active meshes evaluation is done
186
+ */
187
+ onAfterActiveMeshesEvaluationObservable: Observable<any>;
188
+ /**
189
+ * An event triggered when particles rendering is about to start
190
+ * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
191
+ */
192
+ onBeforeParticlesRenderingObservable: Observable<any>;
193
+ /**
194
+ * An event triggered when particles rendering is done
195
+ * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
196
+ */
197
+ onAfterParticlesRenderingObservable: Observable<any>;
198
+ /**
199
+ * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
200
+ */
201
+ onDataLoadedObservable: Observable<any>;
202
+ /**
203
+ * An event triggered when a camera is created
204
+ */
205
+ onNewCameraAddedObservable: Observable<any>;
206
+ /**
207
+ * An event triggered when a camera is removed
208
+ */
209
+ onCameraRemovedObservable: Observable<any>;
210
+ /**
211
+ * An event triggered when a light is created
212
+ */
213
+ onNewLightAddedObservable: Observable<any>;
214
+ /**
215
+ * An event triggered when a light is removed
216
+ */
217
+ onLightRemovedObservable: Observable<any>;
218
+ /**
219
+ * An event triggered when a geometry is created
220
+ */
221
+ onNewGeometryAddedObservable: Observable<any>;
222
+ /**
223
+ * An event triggered when a geometry is removed
224
+ */
225
+ onGeometryRemovedObservable: Observable<any>;
226
+ /**
227
+ * An event triggered when a transform node is created
228
+ */
229
+ onNewTransformNodeAddedObservable: Observable<any>;
230
+ /**
231
+ * An event triggered when a transform node is removed
232
+ */
233
+ onTransformNodeRemovedObservable: Observable<any>;
234
+ /**
235
+ * An event triggered when a mesh is created
236
+ */
237
+ onNewMeshAddedObservable: Observable<any>;
238
+ /**
239
+ * An event triggered when a mesh is removed
240
+ */
241
+ onMeshRemovedObservable: Observable<any>;
242
+ /**
243
+ * An event triggered when a skeleton is created
244
+ */
245
+ onNewSkeletonAddedObservable: Observable<any>;
246
+ /**
247
+ * An event triggered when a skeleton is removed
248
+ */
249
+ onSkeletonRemovedObservable: Observable<any>;
250
+ /**
251
+ * An event triggered when a material is created
252
+ */
253
+ onNewMaterialAddedObservable: Observable<any>;
254
+ /**
255
+ * An event triggered when a multi material is created
256
+ */
257
+ onNewMultiMaterialAddedObservable: Observable<any>;
258
+ /**
259
+ * An event triggered when a material is removed
260
+ */
261
+ onMaterialRemovedObservable: Observable<any>;
262
+ /**
263
+ * An event triggered when a multi material is removed
264
+ */
265
+ onMultiMaterialRemovedObservable: Observable<any>;
266
+ /**
267
+ * An event triggered when a texture is created
268
+ */
269
+ onNewTextureAddedObservable: Observable<any>;
270
+ /**
271
+ * An event triggered when a texture is removed
272
+ */
273
+ onTextureRemovedObservable: Observable<any>;
274
+ /**
275
+ * An event triggered when render targets are about to be rendered
276
+ * Can happen multiple times per frame.
277
+ */
278
+ onBeforeRenderTargetsRenderObservable: Observable<any>;
279
+ /**
280
+ * An event triggered when render targets were rendered.
281
+ * Can happen multiple times per frame.
282
+ */
283
+ onAfterRenderTargetsRenderObservable: Observable<any>;
284
+ /**
285
+ * An event triggered before calculating deterministic simulation step
286
+ */
287
+ onBeforeStepObservable: Observable<any>;
288
+ /**
289
+ * An event triggered after calculating deterministic simulation step
290
+ */
291
+ onAfterStepObservable: Observable<any>;
292
+ /**
293
+ * An event triggered when the activeCamera property is updated
294
+ */
295
+ onActiveCameraChanged: Observable<any>;
296
+ /**
297
+ * An event triggered when the activeCameras property is updated
298
+ */
299
+ onActiveCamerasChanged: Observable<any>;
300
+ /**
301
+ * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
302
+ * The RenderingGroupInfo class contains all the information about the context in which the observable is called
303
+ * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
304
+ */
305
+ onBeforeRenderingGroupObservable: Observable<any>;
306
+ /**
307
+ * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
308
+ * The RenderingGroupInfo class contains all the information about the context in which the observable is called
309
+ * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
310
+ */
311
+ onAfterRenderingGroupObservable: Observable<any>;
312
+ /**
313
+ * This Observable will when a mesh has been imported into the scene.
314
+ */
315
+ onMeshImportedObservable: Observable<any>;
316
+ /**
317
+ * This Observable will when an animation file has been imported into the scene.
318
+ */
319
+ onAnimationFileImportedObservable: Observable<any>;
320
+ /** @internal */
321
+ _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
322
+ /**
323
+ * Gets or sets a boolean indicating if the user want to entirely skip the picking phase when a pointer move event occurs.
324
+ */
325
+ skipPointerMovePicking: boolean;
326
+ /**
327
+ * Gets or sets a boolean indicating if the user want to entirely skip the picking phase when a pointer down event occurs.
328
+ */
329
+ skipPointerDownPicking: boolean;
330
+ /**
331
+ * Gets or sets a boolean indicating if the user want to entirely skip the picking phase when a pointer up event occurs. Off by default.
332
+ */
333
+ skipPointerUpPicking: boolean;
334
+ /**
335
+ * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
336
+ * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
337
+ */
338
+ onPrePointerObservable: Observable<any>;
339
+ /**
340
+ * Observable event triggered each time an input event is received from the rendering canvas
341
+ */
342
+ onPointerObservable: Observable<any>;
343
+ /**
344
+ * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
345
+ * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
346
+ */
347
+ onPreKeyboardObservable: Observable<any>;
348
+ /**
349
+ * Observable event triggered each time an keyboard event is received from the hosting window
350
+ */
351
+ onKeyboardObservable: Observable<any>;
352
+ _useRightHandedSystem: boolean;
353
+ _timeAccumulator: number;
354
+ _currentStepId: number;
355
+ _currentInternalStep: number;
356
+ _fogEnabled: boolean;
357
+ _fogMode: number;
358
+ /**
359
+ * Gets or sets the fog color to use
360
+ * @see https://doc.babylonjs.com/babylon101/environment#fog
361
+ * (Default is Color3(0.2, 0.2, 0.3))
362
+ */
363
+ fogColor: Color3;
364
+ /**
365
+ * Gets or sets the fog density to use
366
+ * @see https://doc.babylonjs.com/babylon101/environment#fog
367
+ * (Default is 0.1)
368
+ */
369
+ fogDensity: number;
370
+ /**
371
+ * Gets or sets the fog start distance to use
372
+ * @see https://doc.babylonjs.com/babylon101/environment#fog
373
+ * (Default is 0)
374
+ */
375
+ fogStart: number;
376
+ /**
377
+ * Gets or sets the fog end distance to use
378
+ * @see https://doc.babylonjs.com/babylon101/environment#fog
379
+ * (Default is 1000)
380
+ */
381
+ fogEnd: number;
382
+ /**
383
+ * Flag indicating if we need to store previous matrices when rendering
384
+ */
385
+ needsPreviousWorldMatrices: boolean;
386
+ _shadowsEnabled: boolean;
387
+ _lightsEnabled: boolean;
388
+ _unObserveActiveCameras: (() => void) | null;
389
+ _texturesEnabled: boolean;
390
+ /**
391
+ * Gets or sets a boolean indicating if physic engines are enabled on this scene
392
+ */
393
+ physicsEnabled: boolean;
394
+ /**
395
+ * Gets or sets a boolean indicating if particles are enabled on this scene
396
+ */
397
+ particlesEnabled: boolean;
398
+ /**
399
+ * Gets or sets a boolean indicating if sprites are enabled on this scene
400
+ */
401
+ spritesEnabled: boolean;
402
+ _skeletonsEnabled: boolean;
403
+ /**
404
+ * Gets or sets a boolean indicating if lens flares are enabled on this scene
405
+ */
406
+ lensFlaresEnabled: boolean;
407
+ /**
408
+ * Gets or sets a boolean indicating if collisions are enabled on this scene
409
+ * @see https://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
410
+ */
411
+ collisionsEnabled: boolean;
412
+ /**
413
+ * Defines the gravity applied to this scene (used only for collisions)
414
+ * @see https://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
415
+ */
416
+ gravity: Vector3;
417
+ /**
418
+ * Gets or sets a boolean indicating if postprocesses are enabled on this scene
419
+ */
420
+ postProcessesEnabled: boolean;
421
+ /**
422
+ * Gets or sets a boolean indicating if render targets are enabled on this scene
423
+ */
424
+ renderTargetsEnabled: boolean;
425
+ /**
426
+ * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
427
+ * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
428
+ */
429
+ dumpNextRenderTargets: boolean;
430
+ /**
431
+ * The list of user defined render targets added to the scene
432
+ */
433
+ customRenderTargets: any[];
434
+ /**
435
+ * Gets the list of meshes imported to the scene through SceneLoader
436
+ */
437
+ importedMeshesFiles: any[];
438
+ /**
439
+ * Gets or sets a boolean indicating if probes are enabled on this scene
440
+ */
441
+ probesEnabled: boolean;
442
+ _meshesForIntersections: SmartArrayNoDuplicate<any>;
443
+ /**
444
+ * Gets or sets a boolean indicating if procedural textures are enabled on this scene
445
+ */
446
+ proceduralTexturesEnabled: boolean;
447
+ _totalVertices: PerfCounter;
448
+ /** @internal */
449
+ _activeIndices: PerfCounter;
450
+ /** @internal */
451
+ _activeParticles: PerfCounter;
452
+ /** @internal */
453
+ _activeBones: PerfCounter;
454
+ /** @internal */
455
+ _animationTime: number;
456
+ /**
457
+ * Gets or sets a general scale for animation speed
458
+ * @see https://www.babylonjs-playground.com/#IBU2W7#3
459
+ */
460
+ animationTimeScale: number;
461
+ _renderId: number;
462
+ _frameId: number;
463
+ _executeWhenReadyTimeoutId: NodeJS.Timeout | null;
464
+ _intermediateRendering: boolean;
465
+ _defaultFrameBufferCleared: boolean;
466
+ _viewUpdateFlag: number;
467
+ _projectionUpdateFlag: number;
468
+ /** @internal */
469
+ _toBeDisposed: any[];
470
+ _activeRequests: any[];
471
+ /** @internal */
472
+ _pendingData: any[];
473
+ _isDisposed: boolean;
474
+ /**
475
+ * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
476
+ * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
477
+ */
478
+ dispatchAllSubMeshesOfActiveMeshes: boolean;
479
+ _activeMeshes: SmartArray<any>;
480
+ _processedMaterials: SmartArray<any>;
481
+ _renderTargets: SmartArrayNoDuplicate<any>;
482
+ _materialsRenderTargets: SmartArrayNoDuplicate<any>;
483
+ /** @internal */
484
+ _activeParticleSystems: SmartArray<any>;
485
+ _activeSkeletons: SmartArrayNoDuplicate<any>;
486
+ _softwareSkinnedMeshes: SmartArrayNoDuplicate<any>;
487
+ /** @internal */
488
+ _activeAnimatables: any[];
489
+ _transformMatrix: Matrix;
490
+ /**
491
+ * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
492
+ * This is useful if there are more lights that the maximum simulteanous authorized
493
+ */
494
+ requireLightSorting: boolean;
495
+ /**
496
+ * @internal
497
+ * Backing store of defined scene components.
498
+ */
499
+ _components: any[];
500
+ /**
501
+ * @internal
502
+ * Backing store of defined scene components.
503
+ */
504
+ _serializableComponents: any[];
505
+ /**
506
+ * List of components to register on the next registration step.
507
+ */
508
+ _transientComponents: any[];
509
+ /**
510
+ * @internal
511
+ * Defines the actions happening before camera updates.
512
+ */
513
+ _beforeCameraUpdateStage: Stage<Function>;
514
+ /**
515
+ * @internal
516
+ * Defines the actions happening before clear the canvas.
517
+ */
518
+ _beforeClearStage: Stage<Function>;
519
+ /**
520
+ * @internal
521
+ * Defines the actions happening before clear the canvas.
522
+ */
523
+ _beforeRenderTargetClearStage: Stage<Function>;
524
+ /**
525
+ * @internal
526
+ * Defines the actions when collecting render targets for the frame.
527
+ */
528
+ _gatherRenderTargetsStage: Stage<Function>;
529
+ /**
530
+ * @internal
531
+ * Defines the actions happening for one camera in the frame.
532
+ */
533
+ _gatherActiveCameraRenderTargetsStage: Stage<Function>;
534
+ /**
535
+ * @internal
536
+ * Defines the actions happening during the per mesh ready checks.
537
+ */
538
+ _isReadyForMeshStage: Stage<Function>;
539
+ /**
540
+ * @internal
541
+ * Defines the actions happening before evaluate active mesh checks.
542
+ */
543
+ _beforeEvaluateActiveMeshStage: Stage<Function>;
544
+ /**
545
+ * @internal
546
+ * Defines the actions happening during the evaluate sub mesh checks.
547
+ */
548
+ _evaluateSubMeshStage: Stage<Function>;
549
+ /**
550
+ * @internal
551
+ * Defines the actions happening during the active mesh stage.
552
+ */
553
+ _preActiveMeshStage: Stage<Function>;
554
+ /**
555
+ * @internal
556
+ * Defines the actions happening during the per camera render target step.
557
+ */
558
+ _cameraDrawRenderTargetStage: Stage<Function>;
559
+ /**
560
+ * @internal
561
+ * Defines the actions happening just before the active camera is drawing.
562
+ */
563
+ _beforeCameraDrawStage: Stage<Function>;
564
+ /**
565
+ * @internal
566
+ * Defines the actions happening just before a render target is drawing.
567
+ */
568
+ _beforeRenderTargetDrawStage: Stage<Function>;
569
+ /**
570
+ * @internal
571
+ * Defines the actions happening just before a rendering group is drawing.
572
+ */
573
+ _beforeRenderingGroupDrawStage: Stage<Function>;
574
+ /**
575
+ * @internal
576
+ * Defines the actions happening just before a mesh is drawing.
577
+ */
578
+ _beforeRenderingMeshStage: Stage<Function>;
579
+ /**
580
+ * @internal
581
+ * Defines the actions happening just after a mesh has been drawn.
582
+ */
583
+ _afterRenderingMeshStage: Stage<Function>;
584
+ /**
585
+ * @internal
586
+ * Defines the actions happening just after a rendering group has been drawn.
587
+ */
588
+ _afterRenderingGroupDrawStage: Stage<Function>;
589
+ /**
590
+ * @internal
591
+ * Defines the actions happening just after the active camera has been drawn.
592
+ */
593
+ _afterCameraDrawStage: Stage<Function>;
594
+ /**
595
+ * @internal
596
+ * Defines the actions happening just after the post processing
597
+ */
598
+ _afterCameraPostProcessStage: Stage<Function>;
599
+ /**
600
+ * @internal
601
+ * Defines the actions happening just after a render target has been drawn.
602
+ */
603
+ _afterRenderTargetDrawStage: Stage<Function>;
604
+ /**
605
+ * Defines the actions happening just after the post processing on a render target
606
+ */
607
+ _afterRenderTargetPostProcessStage: Stage<Function>;
608
+ /**
609
+ * @internal
610
+ * Defines the actions happening just after rendering all cameras and computing intersections.
611
+ */
612
+ _afterRenderStage: Stage<Function>;
613
+ /**
614
+ * @internal
615
+ * Defines the actions happening when a pointer move event happens.
616
+ */
617
+ _pointerMoveStage: Stage<Function>;
618
+ /**
619
+ * @internal
620
+ * Defines the actions happening when a pointer down event happens.
621
+ */
622
+ _pointerDownStage: Stage<Function>;
623
+ /**
624
+ * @internal
625
+ * Defines the actions happening when a pointer up event happens.
626
+ */
627
+ _pointerUpStage: Stage<Function>;
628
+ /**
629
+ * an optional map from Geometry Id to Geometry index in the 'geometries' array
630
+ */
631
+ _geometriesByUniqueId: {} | null;
632
+ _defaultMeshCandidates: {
633
+ data: never[];
634
+ length: number;
635
+ };
636
+ _defaultSubMeshCandidates: {
637
+ data: never[];
638
+ length: number;
639
+ };
640
+ _preventFreeActiveMeshesAndRenderingGroups: boolean;
641
+ /** @internal */
642
+ _activeMeshesFrozen: boolean;
643
+ _activeMeshesFrozenButKeepClipping: boolean;
644
+ _skipEvaluateActiveMeshesCompletely: boolean;
645
+ /** @internal */
646
+ _allowPostProcessClearColor: boolean;
647
+ /**
648
+ * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
649
+ */
650
+ getDeterministicFrameTime: () => any;
651
+ _blockMaterialDirtyMechanism: boolean;
652
+ /**
653
+ * Internal perfCollector instance used for sharing between inspector and playground.
654
+ * Marked as protected to allow sharing between prototype extensions, but disallow access at toplevel.
655
+ */
656
+ _perfCollector: any;
657
+ /**
658
+ * An event triggered when the cpu usage/speed meets certain thresholds.
659
+ * Note: Compute pressure is an experimental API.
660
+ */
661
+ onComputePressureChanged: Observable<any>;
662
+ set activeCameras(arg: any);
663
+ /** All of the active cameras added to this scene. */
664
+ get activeCameras(): any;
665
+ _engine: any;
666
+ _uid: string | null;
667
+ _renderingManager: any;
668
+ postProcessManager: any;
669
+ _imageProcessingConfiguration: ImageProcessingConfiguration | undefined;
670
+ useMaterialMeshMap: any;
671
+ useClonedMeshMap: any;
672
+ _computePressureObserver: ComputePressureObserverWrapper | undefined;
673
+ /**
674
+ * Texture used in all pbr material as the reflection texture.
675
+ * As in the majority of the scene they are the same (exception for multi room and so on),
676
+ * this is easier to set here than in all the materials.
677
+ */
678
+ set environmentTexture(arg: any);
679
+ /**
680
+ * Texture used in all pbr material as the reflection texture.
681
+ * As in the majority of the scene they are the same (exception for multi room and so on),
682
+ * this is easier to reference from here than from all the materials.
683
+ */
684
+ get environmentTexture(): any;
685
+ _environmentTexture: any;
686
+ /**
687
+ * Default image processing configuration used either in the rendering
688
+ * Forward main pass or through the imageProcessingPostProcess if present.
689
+ * As in the majority of the scene they are the same (exception for multi camera),
690
+ * this is easier to reference from here than from all the materials and post process.
691
+ *
692
+ * No setter as we it is a shared configuration, you can set the values instead.
693
+ */
694
+ get imageProcessingConfiguration(): ImageProcessingConfiguration | undefined;
695
+ set performancePriority(arg: any);
696
+ /**
697
+ * Gets or sets a value indicating how to treat performance relatively to ease of use and backward compatibility
698
+ */
699
+ get performancePriority(): any;
700
+ /**
701
+ * Gets or sets a boolean indicating if we should skip the frustum clipping part of the active meshes selection
702
+ */
703
+ set skipFrustumClipping(arg: boolean);
704
+ get skipFrustumClipping(): boolean;
705
+ /**
706
+ * Gets or sets a boolean indicating if all rendering must be done in wireframe
707
+ */
708
+ set forceWireframe(arg: boolean);
709
+ get forceWireframe(): boolean;
710
+ /**
711
+ * Gets or sets a boolean indicating if all rendering must be done in point cloud
712
+ */
713
+ set forcePointsCloud(arg: boolean);
714
+ get forcePointsCloud(): boolean;
715
+ set animationPropertiesOverride(arg: any);
716
+ /**
717
+ * Gets or sets the animation properties override
718
+ */
719
+ get animationPropertiesOverride(): any;
720
+ /** Sets a function to be executed when this scene is disposed. */
721
+ set onDispose(arg: any);
722
+ /** Sets a function to be executed before rendering this scene */
723
+ set beforeRender(arg: any);
724
+ /** Sets a function to be executed after rendering this scene */
725
+ set afterRender(arg: any);
726
+ /** Sets a function to be executed before rendering a camera*/
727
+ set beforeCameraRender(arg: any);
728
+ /** Sets a function to be executed after rendering a camera*/
729
+ set afterCameraRender(arg: any);
730
+ /**
731
+ * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
732
+ */
733
+ get unTranslatedPointer(): any;
734
+ /**
735
+ * Bind the current view position to an effect.
736
+ * @param effect The effect to be bound
737
+ * @param variableName name of the shader variable that will hold the eye position
738
+ * @param isVector3 true to indicates that variableName is a Vector3 and not a Vector4
739
+ * @returns the computed eye position
740
+ */
741
+ bindEyePosition(effect: any, variableName?: string, isVector3?: boolean): import("./Maths/math.vector.js").Vector4;
742
+ /**
743
+ * Update the scene ubo before it can be used in rendering processing
744
+ * @returns the scene UniformBuffer
745
+ */
746
+ finalizeSceneUbo(): any;
747
+ /**
748
+ * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
749
+ */
750
+ set useRightHandedSystem(arg: boolean);
751
+ get useRightHandedSystem(): boolean;
752
+ /**
753
+ * Sets the step Id used by deterministic lock step
754
+ * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
755
+ * @param newStepId defines the step Id
756
+ */
757
+ setStepId(newStepId: any): void;
758
+ /**
759
+ * Gets the step Id used by deterministic lock step
760
+ * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
761
+ * @returns the step Id
762
+ */
763
+ getStepId(): number;
764
+ /**
765
+ * Gets the internal step used by deterministic lock step
766
+ * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
767
+ * @returns the internal step
768
+ */
769
+ getInternalStep(): number;
770
+ /**
771
+ * Gets or sets a boolean indicating if fog is enabled on this scene
772
+ * @see https://doc.babylonjs.com/babylon101/environment#fog
773
+ * (Default is true)
774
+ */
775
+ set fogEnabled(arg: boolean);
776
+ get fogEnabled(): boolean;
777
+ /**
778
+ * Gets or sets the fog mode to use
779
+ * @see https://doc.babylonjs.com/babylon101/environment#fog
780
+ * | mode | value |
781
+ * | --- | --- |
782
+ * | FOGMODE_NONE | 0 |
783
+ * | FOGMODE_EXP | 1 |
784
+ * | FOGMODE_EXP2 | 2 |
785
+ * | FOGMODE_LINEAR | 3 |
786
+ */
787
+ set fogMode(arg: number);
788
+ get fogMode(): number;
789
+ /**
790
+ * Flag indicating that the frame buffer binding is handled by another component
791
+ */
792
+ get prePass(): boolean;
793
+ /**
794
+ * Gets or sets a boolean indicating if shadows are enabled on this scene
795
+ */
796
+ set shadowsEnabled(arg: boolean);
797
+ get shadowsEnabled(): boolean;
798
+ /**
799
+ * Gets or sets a boolean indicating if lights are enabled on this scene
800
+ */
801
+ set lightsEnabled(arg: boolean);
802
+ get lightsEnabled(): boolean;
803
+ _activeCameras: any;
804
+ set activeCamera(arg: any);
805
+ /** Gets or sets the current active camera */
806
+ get activeCamera(): any;
807
+ _activeCamera: any;
808
+ /** The default material used on meshes when no material is affected */
809
+ set defaultMaterial(arg: any);
810
+ /** The default material used on meshes when no material is affected */
811
+ get defaultMaterial(): any;
812
+ _defaultMaterial: any;
813
+ /**
814
+ * Gets or sets a boolean indicating if textures are enabled on this scene
815
+ */
816
+ set texturesEnabled(arg: boolean);
817
+ get texturesEnabled(): boolean;
818
+ /**
819
+ * Gets or sets a boolean indicating if skeletons are enabled on this scene
820
+ */
821
+ set skeletonsEnabled(arg: boolean);
822
+ get skeletonsEnabled(): boolean;
823
+ /** @internal */
824
+ get collisionCoordinator(): void;
825
+ _collisionCoordinator: void | undefined;
826
+ /**
827
+ * Gets the scene's rendering manager
828
+ */
829
+ get renderingManager(): any;
830
+ /**
831
+ * Gets the list of frustum planes (built from the active camera)
832
+ */
833
+ get frustumPlanes(): import("@babylonjs/core").Plane[] | undefined;
834
+ /**
835
+ * Registers the transient components if needed.
836
+ */
837
+ _registerTransientComponents(): void;
838
+ /**
839
+ * @internal
840
+ * Add a component to the scene.
841
+ * Note that the ccomponent could be registered on th next frame if this is called after
842
+ * the register component stage.
843
+ * @param component Defines the component to add to the scene
844
+ */
845
+ _addComponent(component: any): void;
846
+ /**
847
+ * @internal
848
+ * Gets a component from the scene.
849
+ * @param name defines the name of the component to retrieve
850
+ * @returns the component or null if not present
851
+ */
852
+ _getComponent(name: any): any;
853
+ /**
854
+ * Gets a string identifying the name of the class
855
+ * @returns "Scene" string
856
+ */
857
+ getClassName(): string;
858
+ /**
859
+ * @internal
860
+ */
861
+ _getDefaultMeshCandidates(): {
862
+ data: never[];
863
+ length: number;
864
+ };
865
+ /**
866
+ * @internal
867
+ */
868
+ _getDefaultSubMeshCandidates(mesh: any): {
869
+ data: never[];
870
+ length: number;
871
+ };
872
+ /**
873
+ * Sets the default candidate providers for the scene.
874
+ * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
875
+ * and getCollidingSubMeshCandidates to their default function
876
+ */
877
+ setDefaultCandidateProviders(): void;
878
+ getActiveMeshCandidates: (() => {
879
+ data: never[];
880
+ length: number;
881
+ }) | undefined;
882
+ getActiveSubMeshCandidates: ((mesh: any) => {
883
+ data: never[];
884
+ length: number;
885
+ }) | undefined;
886
+ getIntersectingSubMeshCandidates: ((mesh: any) => {
887
+ data: never[];
888
+ length: number;
889
+ }) | undefined;
890
+ getCollidingSubMeshCandidates: ((mesh: any) => {
891
+ data: never[];
892
+ length: number;
893
+ }) | undefined;
894
+ /**
895
+ * Gets the mesh that is currently under the pointer
896
+ */
897
+ get meshUnderPointer(): any;
898
+ set pointerX(arg: any);
899
+ /**
900
+ * Gets or sets the current on-screen X position of the pointer
901
+ */
902
+ get pointerX(): any;
903
+ set pointerY(arg: any);
904
+ /**
905
+ * Gets or sets the current on-screen Y position of the pointer
906
+ */
907
+ get pointerY(): any;
908
+ /**
909
+ * Gets the cached material (ie. the latest rendered one)
910
+ * @returns the cached material
911
+ */
912
+ getCachedMaterial(): any;
913
+ /**
914
+ * Gets the cached effect (ie. the latest rendered one)
915
+ * @returns the cached effect
916
+ */
917
+ getCachedEffect(): any;
918
+ /**
919
+ * Gets the cached visibility state (ie. the latest rendered one)
920
+ * @returns the cached visibility state
921
+ */
922
+ getCachedVisibility(): any;
923
+ /**
924
+ * Gets a boolean indicating if the current material / effect / visibility must be bind again
925
+ * @param material defines the current material
926
+ * @param effect defines the current effect
927
+ * @param visibility defines the current visibility state
928
+ * @returns true if one parameter is not cached
929
+ */
930
+ isCachedMaterialInvalid(material: any, effect: any, visibility?: number): boolean;
931
+ /**
932
+ * Gets the engine associated with the scene
933
+ * @returns an Engine
934
+ */
935
+ getEngine(): any;
936
+ /**
937
+ * Gets the total number of vertices rendered per frame
938
+ * @returns the total number of vertices rendered per frame
939
+ */
940
+ getTotalVertices(): number;
941
+ /**
942
+ * Gets the performance counter for total vertices
943
+ * @see https://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
944
+ */
945
+ get totalVerticesPerfCounter(): PerfCounter;
946
+ /**
947
+ * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
948
+ * @returns the total number of active indices rendered per frame
949
+ */
950
+ getActiveIndices(): number;
951
+ /**
952
+ * Gets the performance counter for active indices
953
+ * @see https://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
954
+ */
955
+ get totalActiveIndicesPerfCounter(): PerfCounter;
956
+ /**
957
+ * Gets the total number of active particles rendered per frame
958
+ * @returns the total number of active particles rendered per frame
959
+ */
960
+ getActiveParticles(): number;
961
+ /**
962
+ * Gets the performance counter for active particles
963
+ * @see https://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
964
+ */
965
+ get activeParticlesPerfCounter(): PerfCounter;
966
+ /**
967
+ * Gets the total number of active bones rendered per frame
968
+ * @returns the total number of active bones rendered per frame
969
+ */
970
+ getActiveBones(): number;
971
+ /**
972
+ * Gets the performance counter for active bones
973
+ * @see https://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
974
+ */
975
+ get activeBonesPerfCounter(): PerfCounter;
976
+ /**
977
+ * Gets the array of active meshes
978
+ * @returns an array of AbstractMesh
979
+ */
980
+ getActiveMeshes(): SmartArray<any>;
981
+ /**
982
+ * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
983
+ * @returns a number
984
+ */
985
+ getAnimationRatio(): number;
986
+ /**
987
+ * Gets an unique Id for the current render phase
988
+ * @returns a number
989
+ */
990
+ getRenderId(): number;
991
+ /**
992
+ * Gets an unique Id for the current frame
993
+ * @returns a number
994
+ */
995
+ getFrameId(): number;
996
+ /** Call this function if you want to manually increment the render Id*/
997
+ incrementRenderId(): void;
998
+ _createUbo(): void;
999
+ /**
1000
+ * Use this method to simulate a pointer move on a mesh
1001
+ * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
1002
+ * @param pickResult pickingInfo of the object wished to simulate pointer event on
1003
+ * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
1004
+ * @returns the current scene
1005
+ */
1006
+ simulatePointerMove(pickResult: any, pointerEventInit: any): Scene;
1007
+ /**
1008
+ * Use this method to simulate a pointer down on a mesh
1009
+ * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
1010
+ * @param pickResult pickingInfo of the object wished to simulate pointer event on
1011
+ * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
1012
+ * @returns the current scene
1013
+ */
1014
+ simulatePointerDown(pickResult: any, pointerEventInit: any): Scene;
1015
+ /**
1016
+ * Use this method to simulate a pointer up on a mesh
1017
+ * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
1018
+ * @param pickResult pickingInfo of the object wished to simulate pointer event on
1019
+ * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
1020
+ * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
1021
+ * @returns the current scene
1022
+ */
1023
+ simulatePointerUp(pickResult: any, pointerEventInit: any, doubleTap: any): Scene;
1024
+ /**
1025
+ * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
1026
+ * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
1027
+ * @returns true if the pointer was captured
1028
+ */
1029
+ isPointerCaptured(pointerId?: number): any;
1030
+ /**
1031
+ * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
1032
+ * @param attachUp defines if you want to attach events to pointerup
1033
+ * @param attachDown defines if you want to attach events to pointerdown
1034
+ * @param attachMove defines if you want to attach events to pointermove
1035
+ */
1036
+ attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
1037
+ /** Detaches all event handlers*/
1038
+ detachControl(): void;
1039
+ /**
1040
+ * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
1041
+ * Delay loaded resources are not taking in account
1042
+ * @param checkRenderTargets true to also check that the meshes rendered as part of a render target are ready (default: true)
1043
+ * @returns true if all required resources are ready
1044
+ */
1045
+ isReady(checkRenderTargets?: boolean): boolean;
1046
+ /** Resets all cached information relative to material (including effect and visibility) */
1047
+ resetCachedMaterial(): void;
1048
+ _cachedMaterial: any;
1049
+ _cachedEffect: any;
1050
+ _cachedVisibility: any;
1051
+ /**
1052
+ * Registers a function to be called before every frame render
1053
+ * @param func defines the function to register
1054
+ */
1055
+ registerBeforeRender(func: any): void;
1056
+ /**
1057
+ * Unregisters a function called before every frame render
1058
+ * @param func defines the function to unregister
1059
+ */
1060
+ unregisterBeforeRender(func: any): void;
1061
+ /**
1062
+ * Registers a function to be called after every frame render
1063
+ * @param func defines the function to register
1064
+ */
1065
+ registerAfterRender(func: any): void;
1066
+ /**
1067
+ * Unregisters a function called after every frame render
1068
+ * @param func defines the function to unregister
1069
+ */
1070
+ unregisterAfterRender(func: any): void;
1071
+ _executeOnceBeforeRender(func: any): void;
1072
+ /**
1073
+ * The provided function will run before render once and will be disposed afterwards.
1074
+ * A timeout delay can be provided so that the function will be executed in N ms.
1075
+ * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
1076
+ * @param func The function to be executed.
1077
+ * @param timeout optional delay in ms
1078
+ */
1079
+ executeOnceBeforeRender(func: any, timeout: any): void;
1080
+ /**
1081
+ * This function can help adding any object to the list of data awaited to be ready in order to check for a complete scene loading.
1082
+ * @param data defines the object to wait for
1083
+ */
1084
+ addPendingData(data: any): void;
1085
+ /**
1086
+ * Remove a pending data from the loading list which has previously been added with addPendingData.
1087
+ * @param data defines the object to remove from the pending list
1088
+ */
1089
+ removePendingData(data: any): void;
1090
+ /**
1091
+ * Returns the number of items waiting to be loaded
1092
+ * @returns the number of items waiting to be loaded
1093
+ */
1094
+ getWaitingItemsCount(): number;
1095
+ /**
1096
+ * Returns a boolean indicating if the scene is still loading data
1097
+ */
1098
+ get isLoading(): boolean;
1099
+ /**
1100
+ * Registers a function to be executed when the scene is ready
1101
+ * @param {Function} func - the function to be executed
1102
+ * @param checkRenderTargets true to also check that the meshes rendered as part of a render target are ready (default: false)
1103
+ */
1104
+ executeWhenReady(func: Function, checkRenderTargets?: boolean): void;
1105
+ /**
1106
+ * Returns a promise that resolves when the scene is ready
1107
+ * @param checkRenderTargets true to also check that the meshes rendered as part of a render target are ready (default: false)
1108
+ * @returns A promise that resolves when the scene is ready
1109
+ */
1110
+ whenReadyAsync(checkRenderTargets?: boolean): Promise<any>;
1111
+ /**
1112
+ * @internal
1113
+ */
1114
+ _checkIsReady(checkRenderTargets?: boolean): void;
1115
+ /**
1116
+ * Gets all animatable attached to the scene
1117
+ */
1118
+ get animatables(): any[];
1119
+ /**
1120
+ * Resets the last animation time frame.
1121
+ * Useful to override when animations start running when loading a scene for the first time.
1122
+ */
1123
+ resetLastAnimationTimeFrame(): void;
1124
+ _animationTimeLast: number | undefined;
1125
+ /**
1126
+ * Gets the current view matrix
1127
+ * @returns a Matrix
1128
+ */
1129
+ getViewMatrix(): any;
1130
+ /**
1131
+ * Gets the current projection matrix
1132
+ * @returns a Matrix
1133
+ */
1134
+ getProjectionMatrix(): any;
1135
+ /**
1136
+ * Gets the current transform matrix
1137
+ * @returns a Matrix made of View * Projection
1138
+ */
1139
+ getTransformMatrix(): Matrix;
1140
+ /**
1141
+ * Sets the current transform matrix
1142
+ * @param viewL defines the View matrix to use
1143
+ * @param projectionL defines the Projection matrix to use
1144
+ * @param viewR defines the right View matrix to use (if provided)
1145
+ * @param projectionR defines the right Projection matrix to use (if provided)
1146
+ */
1147
+ setTransformMatrix(viewL: any, projectionL: any, viewR: any, projectionR: any): void;
1148
+ _multiviewSceneUbo: any;
1149
+ _viewMatrix: any;
1150
+ _projectionMatrix: any;
1151
+ _frustumPlanes: import("@babylonjs/core").Plane[] | undefined;
1152
+ /**
1153
+ * Gets the uniform buffer used to store scene data
1154
+ * @returns a UniformBuffer
1155
+ */
1156
+ getSceneUniformBuffer(): any;
1157
+ /**
1158
+ * Creates a scene UBO
1159
+ * @param name name of the uniform buffer (optional, for debugging purpose only)
1160
+ * @returns a new ubo
1161
+ */
1162
+ createSceneUniformBuffer(name: any): UniformBuffer;
1163
+ /**
1164
+ * Sets the scene ubo
1165
+ * @param ubo the ubo to set for the scene
1166
+ */
1167
+ setSceneUniformBuffer(ubo: any): void;
1168
+ _sceneUbo: any;
1169
+ /**
1170
+ * Gets an unique (relatively to the current scene) Id
1171
+ * @returns an unique number for the scene
1172
+ */
1173
+ getUniqueId(): number;
1174
+ /**
1175
+ * Add a mesh to the list of scene's meshes
1176
+ * @param newMesh defines the mesh to add
1177
+ * @param recursive if all child meshes should also be added to the scene
1178
+ */
1179
+ addMesh(newMesh: any, recursive?: boolean): void;
1180
+ /**
1181
+ * Remove a mesh for the list of scene's meshes
1182
+ * @param toRemove defines the mesh to remove
1183
+ * @param recursive if all child meshes should also be removed from the scene
1184
+ * @returns the index where the mesh was in the mesh list
1185
+ */
1186
+ removeMesh(toRemove: any, recursive?: boolean): number;
1187
+ /**
1188
+ * Add a transform node to the list of scene's transform nodes
1189
+ * @param newTransformNode defines the transform node to add
1190
+ */
1191
+ addTransformNode(newTransformNode: any): void;
1192
+ /**
1193
+ * Remove a transform node for the list of scene's transform nodes
1194
+ * @param toRemove defines the transform node to remove
1195
+ * @returns the index where the transform node was in the transform node list
1196
+ */
1197
+ removeTransformNode(toRemove: any): any;
1198
+ /**
1199
+ * Remove a skeleton for the list of scene's skeletons
1200
+ * @param toRemove defines the skeleton to remove
1201
+ * @returns the index where the skeleton was in the skeleton list
1202
+ */
1203
+ removeSkeleton(toRemove: any): number;
1204
+ /**
1205
+ * Remove a morph target for the list of scene's morph targets
1206
+ * @param toRemove defines the morph target to remove
1207
+ * @returns the index where the morph target was in the morph target list
1208
+ */
1209
+ removeMorphTargetManager(toRemove: any): number;
1210
+ /**
1211
+ * Remove a light for the list of scene's lights
1212
+ * @param toRemove defines the light to remove
1213
+ * @returns the index where the light was in the light list
1214
+ */
1215
+ removeLight(toRemove: any): number;
1216
+ /**
1217
+ * Remove a camera for the list of scene's cameras
1218
+ * @param toRemove defines the camera to remove
1219
+ * @returns the index where the camera was in the camera list
1220
+ */
1221
+ removeCamera(toRemove: any): number;
1222
+ /**
1223
+ * Remove a particle system for the list of scene's particle systems
1224
+ * @param toRemove defines the particle system to remove
1225
+ * @returns the index where the particle system was in the particle system list
1226
+ */
1227
+ removeParticleSystem(toRemove: any): number;
1228
+ /**
1229
+ * Remove a animation for the list of scene's animations
1230
+ * @param toRemove defines the animation to remove
1231
+ * @returns the index where the animation was in the animation list
1232
+ */
1233
+ removeAnimation(toRemove: any): number;
1234
+ /**
1235
+ * Will stop the animation of the given target
1236
+ * @param target - the target
1237
+ * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
1238
+ * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
1239
+ */
1240
+ stopAnimation(target: any, animationName: any, targetMask: any): void;
1241
+ /**
1242
+ * Removes the given animation group from this scene.
1243
+ * @param toRemove The animation group to remove
1244
+ * @returns The index of the removed animation group
1245
+ */
1246
+ removeAnimationGroup(toRemove: any): number;
1247
+ /**
1248
+ * Removes the given multi-material from this scene.
1249
+ * @param toRemove The multi-material to remove
1250
+ * @returns The index of the removed multi-material
1251
+ */
1252
+ removeMultiMaterial(toRemove: any): number;
1253
+ /**
1254
+ * Removes the given material from this scene.
1255
+ * @param toRemove The material to remove
1256
+ * @returns The index of the removed material
1257
+ */
1258
+ removeMaterial(toRemove: any): any;
1259
+ /**
1260
+ * Removes the given action manager from this scene.
1261
+ * @deprecated
1262
+ * @param toRemove The action manager to remove
1263
+ * @returns The index of the removed action manager
1264
+ */
1265
+ removeActionManager(toRemove: any): number;
1266
+ /**
1267
+ * Removes the given texture from this scene.
1268
+ * @param toRemove The texture to remove
1269
+ * @returns The index of the removed texture
1270
+ */
1271
+ removeTexture(toRemove: any): number;
1272
+ /**
1273
+ * Adds the given light to this scene
1274
+ * @param newLight The light to add
1275
+ */
1276
+ addLight(newLight: any): void;
1277
+ /**
1278
+ * Sorts the list list based on light priorities
1279
+ */
1280
+ sortLightsByPriority(): void;
1281
+ /**
1282
+ * Adds the given camera to this scene
1283
+ * @param newCamera The camera to add
1284
+ */
1285
+ addCamera(newCamera: any): void;
1286
+ /**
1287
+ * Adds the given skeleton to this scene
1288
+ * @param newSkeleton The skeleton to add
1289
+ */
1290
+ addSkeleton(newSkeleton: any): void;
1291
+ /**
1292
+ * Adds the given particle system to this scene
1293
+ * @param newParticleSystem The particle system to add
1294
+ */
1295
+ addParticleSystem(newParticleSystem: any): void;
1296
+ /**
1297
+ * Adds the given animation to this scene
1298
+ * @param newAnimation The animation to add
1299
+ */
1300
+ addAnimation(newAnimation: any): void;
1301
+ /**
1302
+ * Adds the given animation group to this scene.
1303
+ * @param newAnimationGroup The animation group to add
1304
+ */
1305
+ addAnimationGroup(newAnimationGroup: any): void;
1306
+ /**
1307
+ * Adds the given multi-material to this scene
1308
+ * @param newMultiMaterial The multi-material to add
1309
+ */
1310
+ addMultiMaterial(newMultiMaterial: any): void;
1311
+ /**
1312
+ * Adds the given material to this scene
1313
+ * @param newMaterial The material to add
1314
+ */
1315
+ addMaterial(newMaterial: any): void;
1316
+ /**
1317
+ * Adds the given morph target to this scene
1318
+ * @param newMorphTargetManager The morph target to add
1319
+ */
1320
+ addMorphTargetManager(newMorphTargetManager: any): void;
1321
+ /**
1322
+ * Adds the given geometry to this scene
1323
+ * @param newGeometry The geometry to add
1324
+ */
1325
+ addGeometry(newGeometry: any): void;
1326
+ /**
1327
+ * Adds the given action manager to this scene
1328
+ * @deprecated
1329
+ * @param newActionManager The action manager to add
1330
+ */
1331
+ addActionManager(newActionManager: any): void;
1332
+ /**
1333
+ * Adds the given texture to this scene.
1334
+ * @param newTexture The texture to add
1335
+ */
1336
+ addTexture(newTexture: any): void;
1337
+ /**
1338
+ * Switch active camera
1339
+ * @param newCamera defines the new active camera
1340
+ * @param attachControl defines if attachControl must be called for the new active camera (default: true)
1341
+ */
1342
+ switchActiveCamera(newCamera: any, attachControl?: boolean): void;
1343
+ /**
1344
+ * sets the active camera of the scene using its Id
1345
+ * @param id defines the camera's Id
1346
+ * @returns the new active camera or null if none found.
1347
+ */
1348
+ setActiveCameraById(id: any): import("@babylonjs/core").Camera | null;
1349
+ /**
1350
+ * sets the active camera of the scene using its name
1351
+ * @param name defines the camera's name
1352
+ * @returns the new active camera or null if none found.
1353
+ */
1354
+ setActiveCameraByName(name: any): import("@babylonjs/core").Camera | null;
1355
+ /**
1356
+ * get an animation group using its name
1357
+ * @param name defines the material's name
1358
+ * @returns the animation group or null if none found.
1359
+ */
1360
+ getAnimationGroupByName(name: any): import("@babylonjs/core").AnimationGroup | null;
1361
+ /**
1362
+ * Get a material using its unique id
1363
+ * @param uniqueId defines the material's unique id
1364
+ * @returns the material or null if none found.
1365
+ */
1366
+ getMaterialByUniqueID(uniqueId: any): import("@babylonjs/core").Material | null;
1367
+ /**
1368
+ * get a material using its id
1369
+ * @param id defines the material's Id
1370
+ * @returns the material or null if none found.
1371
+ */
1372
+ getMaterialById(id: any): import("@babylonjs/core").Material | null;
1373
+ /**
1374
+ * Gets a the last added material using a given id
1375
+ * @param id defines the material's Id
1376
+ * @param allowMultiMaterials determines whether multimaterials should be considered
1377
+ * @returns the last material with the given id or null if none found.
1378
+ */
1379
+ getLastMaterialById(id: any, allowMultiMaterials?: boolean): import("@babylonjs/core").Material | import("@babylonjs/core").MultiMaterial | null;
1380
+ /**
1381
+ * Gets a material using its name
1382
+ * @param name defines the material's name
1383
+ * @returns the material or null if none found.
1384
+ */
1385
+ getMaterialByName(name: any): import("@babylonjs/core").Material | null;
1386
+ /**
1387
+ * Get a texture using its unique id
1388
+ * @param uniqueId defines the texture's unique id
1389
+ * @returns the texture or null if none found.
1390
+ */
1391
+ getTextureByUniqueId(uniqueId: any): import("@babylonjs/core").BaseTexture | null;
1392
+ /**
1393
+ * Gets a texture using its name
1394
+ * @param name defines the texture's name
1395
+ * @returns the texture or null if none found.
1396
+ */
1397
+ getTextureByName(name: any): import("@babylonjs/core").BaseTexture | null;
1398
+ /**
1399
+ * Gets a camera using its Id
1400
+ * @param id defines the Id to look for
1401
+ * @returns the camera or null if not found
1402
+ */
1403
+ getCameraById(id: any): import("@babylonjs/core").Camera | null;
1404
+ /**
1405
+ * Gets a camera using its unique Id
1406
+ * @param uniqueId defines the unique Id to look for
1407
+ * @returns the camera or null if not found
1408
+ */
1409
+ getCameraByUniqueId(uniqueId: any): import("@babylonjs/core").Camera | null;
1410
+ /**
1411
+ * Gets a camera using its name
1412
+ * @param name defines the camera's name
1413
+ * @returns the camera or null if none found.
1414
+ */
1415
+ getCameraByName(name: any): import("@babylonjs/core").Camera | null;
1416
+ /**
1417
+ * Gets a bone using its Id
1418
+ * @param id defines the bone's Id
1419
+ * @returns the bone or null if not found
1420
+ */
1421
+ getBoneById(id: any): import("@babylonjs/core").Bone | null;
1422
+ /**
1423
+ * Gets a bone using its id
1424
+ * @param name defines the bone's name
1425
+ * @returns the bone or null if not found
1426
+ */
1427
+ getBoneByName(name: any): import("@babylonjs/core").Bone | null;
1428
+ /**
1429
+ * Gets a light node using its name
1430
+ * @param name defines the the light's name
1431
+ * @returns the light or null if none found.
1432
+ */
1433
+ getLightByName(name: any): import("@babylonjs/core").Light | null;
1434
+ /**
1435
+ * Gets a light node using its Id
1436
+ * @param id defines the light's Id
1437
+ * @returns the light or null if none found.
1438
+ */
1439
+ getLightById(id: any): import("@babylonjs/core").Light | null;
1440
+ /**
1441
+ * Gets a light node using its scene-generated unique Id
1442
+ * @param uniqueId defines the light's unique Id
1443
+ * @returns the light or null if none found.
1444
+ */
1445
+ getLightByUniqueId(uniqueId: any): import("@babylonjs/core").Light | null;
1446
+ /**
1447
+ * Gets a particle system by Id
1448
+ * @param id defines the particle system Id
1449
+ * @returns the corresponding system or null if none found
1450
+ */
1451
+ getParticleSystemById(id: any): import("@babylonjs/core").IParticleSystem | null;
1452
+ /**
1453
+ * Gets a geometry using its Id
1454
+ * @param id defines the geometry's Id
1455
+ * @returns the geometry or null if none found.
1456
+ */
1457
+ getGeometryById(id: any): import("@babylonjs/core").Geometry | null;
1458
+ _getGeometryByUniqueId(uniqueId: any): import("@babylonjs/core").Geometry | null;
1459
+ /**
1460
+ * Add a new geometry to this scene
1461
+ * @param geometry defines the geometry to be added to the scene.
1462
+ * @param force defines if the geometry must be pushed even if a geometry with this id already exists
1463
+ * @returns a boolean defining if the geometry was added or not
1464
+ */
1465
+ pushGeometry(geometry: any, force: any): boolean;
1466
+ /**
1467
+ * Removes an existing geometry
1468
+ * @param geometry defines the geometry to be removed from the scene
1469
+ * @returns a boolean defining if the geometry was removed or not
1470
+ */
1471
+ removeGeometry(geometry: any): boolean;
1472
+ /**
1473
+ * Gets the list of geometries attached to the scene
1474
+ * @returns an array of Geometry
1475
+ */
1476
+ getGeometries(): import("@babylonjs/core").Geometry[];
1477
+ /**
1478
+ * Gets the first added mesh found of a given Id
1479
+ * @param id defines the Id to search for
1480
+ * @returns the mesh found or null if not found at all
1481
+ */
1482
+ getMeshById(id: any): import("@babylonjs/core").AbstractMesh | null;
1483
+ /**
1484
+ * Gets a list of meshes using their Id
1485
+ * @param id defines the Id to search for
1486
+ * @returns a list of meshes
1487
+ */
1488
+ getMeshesById(id: any): import("@babylonjs/core").AbstractMesh[];
1489
+ /**
1490
+ * Gets the first added transform node found of a given Id
1491
+ * @param id defines the Id to search for
1492
+ * @returns the found transform node or null if not found at all.
1493
+ */
1494
+ getTransformNodeById(id: any): import("@babylonjs/core").TransformNode | null;
1495
+ /**
1496
+ * Gets a transform node with its auto-generated unique Id
1497
+ * @param uniqueId defines the unique Id to search for
1498
+ * @returns the found transform node or null if not found at all.
1499
+ */
1500
+ getTransformNodeByUniqueId(uniqueId: any): import("@babylonjs/core").TransformNode | null;
1501
+ /**
1502
+ * Gets a list of transform nodes using their Id
1503
+ * @param id defines the Id to search for
1504
+ * @returns a list of transform nodes
1505
+ */
1506
+ getTransformNodesById(id: any): import("@babylonjs/core").TransformNode[];
1507
+ /**
1508
+ * Gets a mesh with its auto-generated unique Id
1509
+ * @param uniqueId defines the unique Id to search for
1510
+ * @returns the found mesh or null if not found at all.
1511
+ */
1512
+ getMeshByUniqueId(uniqueId: any): import("@babylonjs/core").AbstractMesh | null;
1513
+ /**
1514
+ * Gets a the last added mesh using a given Id
1515
+ * @param id defines the Id to search for
1516
+ * @returns the found mesh or null if not found at all.
1517
+ */
1518
+ getLastMeshById(id: any): import("@babylonjs/core").AbstractMesh | null;
1519
+ /**
1520
+ * Gets a the last added node (Mesh, Camera, Light) using a given Id
1521
+ * @param id defines the Id to search for
1522
+ * @returns the found node or null if not found at all
1523
+ */
1524
+ getLastEntryById(id: any): import("@babylonjs/core").TransformNode | import("@babylonjs/core").Camera | import("@babylonjs/core").Light | null;
1525
+ /**
1526
+ * Gets a node (Mesh, Camera, Light) using a given Id
1527
+ * @param id defines the Id to search for
1528
+ * @returns the found node or null if not found at all
1529
+ */
1530
+ getNodeById(id: any): import("@babylonjs/core").TransformNode | import("@babylonjs/core").Camera | import("@babylonjs/core").Light | import("@babylonjs/core").Bone | null;
1531
+ /**
1532
+ * Gets a node (Mesh, Camera, Light) using a given name
1533
+ * @param name defines the name to search for
1534
+ * @returns the found node or null if not found at all.
1535
+ */
1536
+ getNodeByName(name: any): import("@babylonjs/core").TransformNode | import("@babylonjs/core").Camera | import("@babylonjs/core").Light | import("@babylonjs/core").Bone | null;
1537
+ /**
1538
+ * Gets a mesh using a given name
1539
+ * @param name defines the name to search for
1540
+ * @returns the found mesh or null if not found at all.
1541
+ */
1542
+ getMeshByName(name: any): import("@babylonjs/core").AbstractMesh | null;
1543
+ /**
1544
+ * Gets a transform node using a given name
1545
+ * @param name defines the name to search for
1546
+ * @returns the found transform node or null if not found at all.
1547
+ */
1548
+ getTransformNodeByName(name: any): import("@babylonjs/core").TransformNode | null;
1549
+ /**
1550
+ * Gets a skeleton using a given Id (if many are found, this function will pick the last one)
1551
+ * @param id defines the Id to search for
1552
+ * @returns the found skeleton or null if not found at all.
1553
+ */
1554
+ getLastSkeletonById(id: any): import("@babylonjs/core").Skeleton | null;
1555
+ /**
1556
+ * Gets a skeleton using a given auto generated unique id
1557
+ * @param uniqueId defines the unique id to search for
1558
+ * @returns the found skeleton or null if not found at all.
1559
+ */
1560
+ getSkeletonByUniqueId(uniqueId: any): import("@babylonjs/core").Skeleton | null;
1561
+ /**
1562
+ * Gets a skeleton using a given id (if many are found, this function will pick the first one)
1563
+ * @param id defines the id to search for
1564
+ * @returns the found skeleton or null if not found at all.
1565
+ */
1566
+ getSkeletonById(id: any): import("@babylonjs/core").Skeleton | null;
1567
+ /**
1568
+ * Gets a skeleton using a given name
1569
+ * @param name defines the name to search for
1570
+ * @returns the found skeleton or null if not found at all.
1571
+ */
1572
+ getSkeletonByName(name: any): import("@babylonjs/core").Skeleton | null;
1573
+ /**
1574
+ * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
1575
+ * @param id defines the id to search for
1576
+ * @returns the found morph target manager or null if not found at all.
1577
+ */
1578
+ getMorphTargetManagerById(id: any): import("@babylonjs/core").MorphTargetManager | null;
1579
+ /**
1580
+ * Gets a morph target using a given id (if many are found, this function will pick the first one)
1581
+ * @param id defines the id to search for
1582
+ * @returns the found morph target or null if not found at all.
1583
+ */
1584
+ getMorphTargetById(id: any): import("@babylonjs/core").MorphTarget | null;
1585
+ /**
1586
+ * Gets a morph target using a given name (if many are found, this function will pick the first one)
1587
+ * @param name defines the name to search for
1588
+ * @returns the found morph target or null if not found at all.
1589
+ */
1590
+ getMorphTargetByName(name: any): import("@babylonjs/core").MorphTarget | null;
1591
+ /**
1592
+ * Gets a post process using a given name (if many are found, this function will pick the first one)
1593
+ * @param name defines the name to search for
1594
+ * @returns the found post process or null if not found at all.
1595
+ */
1596
+ getPostProcessByName(name: any): import("@babylonjs/core").PostProcess | null;
1597
+ /**
1598
+ * Gets a boolean indicating if the given mesh is active
1599
+ * @param mesh defines the mesh to look for
1600
+ * @returns true if the mesh is in the active list
1601
+ */
1602
+ isActiveMesh(mesh: any): boolean;
1603
+ /**
1604
+ * Return a unique id as a string which can serve as an identifier for the scene
1605
+ */
1606
+ get uid(): string;
1607
+ /**
1608
+ * Add an externally attached data from its key.
1609
+ * This method call will fail and return false, if such key already exists.
1610
+ * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
1611
+ * @param key the unique key that identifies the data
1612
+ * @param data the data object to associate to the key for this Engine instance
1613
+ * @returns true if no such key were already present and the data was added successfully, false otherwise
1614
+ */
1615
+ addExternalData(key: any, data: any): boolean;
1616
+ _externalData: StringDictionary<any> | undefined;
1617
+ /**
1618
+ * Get an externally attached data from its key
1619
+ * @param key the unique key that identifies the data
1620
+ * @returns the associated data, if present (can be null), or undefined if not present
1621
+ */
1622
+ getExternalData(key: any): any;
1623
+ /**
1624
+ * Get an externally attached data from its key, create it using a factory if it's not already present
1625
+ * @param key the unique key that identifies the data
1626
+ * @param factory the factory that will be called to create the instance if and only if it doesn't exists
1627
+ * @returns the associated data, can be null if the factory returned null.
1628
+ */
1629
+ getOrAddExternalDataWithFactory(key: any, factory: any): any;
1630
+ /**
1631
+ * Remove an externally attached data from the Engine instance
1632
+ * @param key the unique key that identifies the data
1633
+ * @returns true if the data was successfully removed, false if it doesn't exist
1634
+ */
1635
+ removeExternalData(key: any): boolean;
1636
+ _evaluateSubMesh(subMesh: any, mesh: any, initialMesh: any, forcePush: any): void;
1637
+ /**
1638
+ * Clear the processed materials smart array preventing retention point in material dispose.
1639
+ */
1640
+ freeProcessedMaterials(): void;
1641
+ set blockfreeActiveMeshesAndRenderingGroups(arg: boolean);
1642
+ /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
1643
+ * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
1644
+ * when disposing several meshes in a row or a hierarchy of meshes.
1645
+ * When used, it is the responsibility of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
1646
+ */
1647
+ get blockfreeActiveMeshesAndRenderingGroups(): boolean;
1648
+ /**
1649
+ * Clear the active meshes smart array preventing retention point in mesh dispose.
1650
+ */
1651
+ freeActiveMeshes(): void;
1652
+ /**
1653
+ * Clear the info related to rendering groups preventing retention points during dispose.
1654
+ */
1655
+ freeRenderingGroups(): void;
1656
+ /** @internal */
1657
+ _isInIntermediateRendering(): boolean;
1658
+ /**
1659
+ * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
1660
+ * @param skipEvaluateActiveMeshes defines an optional boolean indicating that the evaluate active meshes step must be completely skipped
1661
+ * @param onSuccess optional success callback
1662
+ * @param onError optional error callback
1663
+ * @param freezeMeshes defines if meshes should be frozen (true by default)
1664
+ * @param keepFrustumCulling defines if you want to keep running the frustum clipping (false by default)
1665
+ * @returns the current scene
1666
+ */
1667
+ freezeActiveMeshes(skipEvaluateActiveMeshes: boolean | undefined, onSuccess: any, onError: any, freezeMeshes?: boolean, keepFrustumCulling?: boolean): Scene;
1668
+ /**
1669
+ * Use this function to restart evaluating active meshes on every frame
1670
+ * @returns the current scene
1671
+ */
1672
+ unfreezeActiveMeshes(): Scene;
1673
+ _executeActiveContainerCleanup(container: any): void;
1674
+ _evaluateActiveMeshes(): void;
1675
+ _activeMesh(sourceMesh: any, mesh: any): void;
1676
+ /**
1677
+ * Update the transform matrix to update from the current active camera
1678
+ * @param force defines a boolean used to force the update even if cache is up to date
1679
+ */
1680
+ updateTransformMatrix(force: any): void;
1681
+ _bindFrameBuffer(camera: any, clear?: boolean): void;
1682
+ _clearFrameBuffer(camera: any): void;
1683
+ /**
1684
+ * @internal
1685
+ */
1686
+ _renderForCamera(camera: any, rigParent: any, bindFrameBuffer?: boolean): void;
1687
+ _processSubCameras(camera: any, bindFrameBuffer?: boolean): void;
1688
+ _checkIntersections(): void;
1689
+ /**
1690
+ * @internal
1691
+ */
1692
+ _advancePhysicsEngineStep(step: any): void;
1693
+ /** @internal */
1694
+ _animate(): void;
1695
+ /** Execute all animations (for a frame) */
1696
+ animate(): void;
1697
+ _animationRatio: number | undefined;
1698
+ _clear(): void;
1699
+ _checkCameraRenderTarget(camera: any): void;
1700
+ /**
1701
+ * Resets the draw wrappers cache of all meshes
1702
+ * @param passId If provided, releases only the draw wrapper corresponding to this render pass id
1703
+ */
1704
+ resetDrawCache(passId: any): void;
1705
+ /**
1706
+ * Render the scene
1707
+ * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
1708
+ * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
1709
+ */
1710
+ render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
1711
+ /**
1712
+ * Freeze all materials
1713
+ * A frozen material will not be updatable but should be faster to render
1714
+ */
1715
+ freezeMaterials(): void;
1716
+ /**
1717
+ * Unfreeze all materials
1718
+ * A frozen material will not be updatable but should be faster to render
1719
+ */
1720
+ unfreezeMaterials(): void;
1721
+ /**
1722
+ * Releases all held resources
1723
+ */
1724
+ dispose(): void;
1725
+ _disposeList(items: any, callback: any): void;
1726
+ /**
1727
+ * Gets if the scene is already disposed
1728
+ */
1729
+ get isDisposed(): boolean;
1730
+ /**
1731
+ * Call this function to reduce memory footprint of the scene.
1732
+ * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
1733
+ */
1734
+ clearCachedVertexData(): void;
1735
+ /**
1736
+ * This function will remove the local cached buffer data from texture.
1737
+ * It will save memory but will prevent the texture from being rebuilt
1738
+ */
1739
+ cleanCachedTextureBuffer(): void;
1740
+ /**
1741
+ * Get the world extend vectors with an optional filter
1742
+ *
1743
+ * @param filterPredicate the predicate - which meshes should be included when calculating the world size
1744
+ * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
1745
+ */
1746
+ getWorldExtends(filterPredicate: any): {
1747
+ min: Vector3;
1748
+ max: Vector3;
1749
+ };
1750
+ /**
1751
+ * Creates a ray that can be used to pick in the scene
1752
+ * @param x defines the x coordinate of the origin (on-screen)
1753
+ * @param y defines the y coordinate of the origin (on-screen)
1754
+ * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
1755
+ * @param camera defines the camera to use for the picking
1756
+ * @param cameraViewSpace defines if picking will be done in view space (false by default)
1757
+ * @returns a Ray
1758
+ */
1759
+ createPickingRay(x: any, y: any, world: any, camera: any, cameraViewSpace?: boolean): void;
1760
+ /**
1761
+ * Creates a ray that can be used to pick in the scene
1762
+ * @param x defines the x coordinate of the origin (on-screen)
1763
+ * @param y defines the y coordinate of the origin (on-screen)
1764
+ * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
1765
+ * @param result defines the ray where to store the picking ray
1766
+ * @param camera defines the camera to use for the picking
1767
+ * @param cameraViewSpace defines if picking will be done in view space (false by default)
1768
+ * @param enableDistantPicking defines if picking should handle large values for mesh position/scaling (false by default)
1769
+ * @returns the current scene
1770
+ */
1771
+ createPickingRayToRef(x: any, y: any, world: any, result: any, camera: any, cameraViewSpace?: boolean, enableDistantPicking?: boolean): void;
1772
+ /**
1773
+ * Creates a ray that can be used to pick in the scene
1774
+ * @param x defines the x coordinate of the origin (on-screen)
1775
+ * @param y defines the y coordinate of the origin (on-screen)
1776
+ * @param camera defines the camera to use for the picking
1777
+ * @returns a Ray
1778
+ */
1779
+ createPickingRayInCameraSpace(x: any, y: any, camera: any): void;
1780
+ /**
1781
+ * Creates a ray that can be used to pick in the scene
1782
+ * @param x defines the x coordinate of the origin (on-screen)
1783
+ * @param y defines the y coordinate of the origin (on-screen)
1784
+ * @param result defines the ray where to store the picking ray
1785
+ * @param camera defines the camera to use for the picking
1786
+ * @returns the current scene
1787
+ */
1788
+ createPickingRayInCameraSpaceToRef(x: any, y: any, result: any, camera: any): void;
1789
+ /** Launch a ray to try to pick a mesh in the scene
1790
+ * @param x position on screen
1791
+ * @param y position on screen
1792
+ * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
1793
+ * @param fastCheck defines if the first intersection will be used (and not the closest)
1794
+ * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
1795
+ * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
1796
+ * @returns a PickingInfo
1797
+ */
1798
+ pick(x: any, y: any, predicate: any, fastCheck: any, camera: any, trianglePredicate: any): PickingInfo;
1799
+ /** Launch a ray to try to pick a mesh in the scene using only bounding information of the main mesh (not using submeshes)
1800
+ * @param x position on screen
1801
+ * @param y position on screen
1802
+ * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
1803
+ * @param fastCheck defines if the first intersection will be used (and not the closest)
1804
+ * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
1805
+ * @returns a PickingInfo (Please note that some info will not be set like distance, bv, bu and everything that cannot be capture by only using bounding infos)
1806
+ */
1807
+ pickWithBoundingInfo(x: any, y: any, predicate: any, fastCheck: any, camera: any): PickingInfo;
1808
+ /** Use the given ray to pick a mesh in the scene
1809
+ * @param ray The ray to use to pick meshes
1810
+ * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
1811
+ * @param fastCheck defines if the first intersection will be used (and not the closest)
1812
+ * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
1813
+ * @returns a PickingInfo
1814
+ */
1815
+ pickWithRay(ray: any, predicate: any, fastCheck: any, trianglePredicate: any): void;
1816
+ /**
1817
+ * Launch a ray to try to pick a mesh in the scene
1818
+ * @param x X position on screen
1819
+ * @param y Y position on screen
1820
+ * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
1821
+ * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
1822
+ * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
1823
+ * @returns an array of PickingInfo
1824
+ */
1825
+ multiPick(x: any, y: any, predicate: any, camera: any, trianglePredicate: any): void;
1826
+ /**
1827
+ * Launch a ray to try to pick a mesh in the scene
1828
+ * @param ray Ray to use
1829
+ * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
1830
+ * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
1831
+ * @returns an array of PickingInfo
1832
+ */
1833
+ multiPickWithRay(ray: any, predicate: any, trianglePredicate: any): void;
1834
+ /**
1835
+ * Force the value of meshUnderPointer
1836
+ * @param mesh defines the mesh to use
1837
+ * @param pointerId optional pointer id when using more than one pointer
1838
+ * @param pickResult optional pickingInfo data used to find mesh
1839
+ */
1840
+ setPointerOverMesh(mesh: any, pointerId: any, pickResult: any): void;
1841
+ /**
1842
+ * Gets the mesh under the pointer
1843
+ * @returns a Mesh or null if no mesh is under the pointer
1844
+ */
1845
+ getPointerOverMesh(): any;
1846
+ /** @internal */
1847
+ _rebuildGeometries(): void;
1848
+ /** @internal */
1849
+ _rebuildTextures(): void;
1850
+ _getByTags(list: any, tagsQuery: any, forEach: any): any;
1851
+ /**
1852
+ * Get a list of meshes by tags
1853
+ * @param tagsQuery defines the tags query to use
1854
+ * @param forEach defines a predicate used to filter results
1855
+ * @returns an array of Mesh
1856
+ */
1857
+ getMeshesByTags(tagsQuery: any, forEach: any): any;
1858
+ /**
1859
+ * Get a list of cameras by tags
1860
+ * @param tagsQuery defines the tags query to use
1861
+ * @param forEach defines a predicate used to filter results
1862
+ * @returns an array of Camera
1863
+ */
1864
+ getCamerasByTags(tagsQuery: any, forEach: any): any;
1865
+ /**
1866
+ * Get a list of lights by tags
1867
+ * @param tagsQuery defines the tags query to use
1868
+ * @param forEach defines a predicate used to filter results
1869
+ * @returns an array of Light
1870
+ */
1871
+ getLightsByTags(tagsQuery: any, forEach: any): any;
1872
+ /**
1873
+ * Get a list of materials by tags
1874
+ * @param tagsQuery defines the tags query to use
1875
+ * @param forEach defines a predicate used to filter results
1876
+ * @returns an array of Material
1877
+ */
1878
+ getMaterialByTags(tagsQuery: any, forEach: any): any;
1879
+ /**
1880
+ * Get a list of transform nodes by tags
1881
+ * @param tagsQuery defines the tags query to use
1882
+ * @param forEach defines a predicate used to filter results
1883
+ * @returns an array of TransformNode
1884
+ */
1885
+ getTransformNodesByTags(tagsQuery: any, forEach: any): any;
1886
+ /**
1887
+ * Overrides the default sort function applied in the rendering group to prepare the meshes.
1888
+ * This allowed control for front to back rendering or reversly depending of the special needs.
1889
+ *
1890
+ * @param renderingGroupId The rendering group id corresponding to its index
1891
+ * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
1892
+ * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
1893
+ * @param transparentSortCompareFn The transparent queue comparison function use to sort.
1894
+ */
1895
+ setRenderingOrder(renderingGroupId: any, opaqueSortCompareFn?: null, alphaTestSortCompareFn?: null, transparentSortCompareFn?: null): void;
1896
+ /**
1897
+ * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
1898
+ *
1899
+ * @param renderingGroupId The rendering group id corresponding to its index
1900
+ * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
1901
+ * @param depth Automatically clears depth between groups if true and autoClear is true.
1902
+ * @param stencil Automatically clears stencil between groups if true and autoClear is true.
1903
+ */
1904
+ setRenderingAutoClearDepthStencil(renderingGroupId: any, autoClearDepthStencil: any, depth?: boolean, stencil?: boolean): void;
1905
+ /**
1906
+ * Gets the current auto clear configuration for one rendering group of the rendering
1907
+ * manager.
1908
+ * @param index the rendering group index to get the information for
1909
+ * @returns The auto clear setup for the requested rendering group
1910
+ */
1911
+ getAutoClearDepthStencilSetup(index: any): any;
1912
+ set blockMaterialDirtyMechanism(arg: boolean);
1913
+ /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
1914
+ get blockMaterialDirtyMechanism(): boolean;
1915
+ /**
1916
+ * Will flag all materials as dirty to trigger new shader compilation
1917
+ * @param flag defines the flag used to specify which material part must be marked as dirty
1918
+ * @param predicate If not null, it will be used to specify if a material has to be marked as dirty
1919
+ */
1920
+ markAllMaterialsAsDirty(flag: any, predicate: any): void;
1921
+ /**
1922
+ * @internal
1923
+ */
1924
+ _loadFile(fileOrUrl: any, onSuccess: any, onProgress: any, useOfflineSupport: any, useArrayBuffer: any, onError: any, onOpened: any): import("@babylonjs/core").IFileRequest;
1925
+ /**
1926
+ * @internal
1927
+ */
1928
+ _loadFileAsync(fileOrUrl: any, onProgress: any, useOfflineSupport: any, useArrayBuffer: any, onOpened: any): Promise<any>;
1929
+ /**
1930
+ * @internal
1931
+ */
1932
+ _requestFile(url: any, onSuccess: any, onProgress: any, useOfflineSupport: any, useArrayBuffer: any, onError: any, onOpened: any): import("@babylonjs/core").IFileRequest;
1933
+ /**
1934
+ * @internal
1935
+ */
1936
+ _requestFileAsync(url: any, onProgress: any, useOfflineSupport: any, useArrayBuffer: any, onOpened: any): Promise<any>;
1937
+ /**
1938
+ * @internal
1939
+ */
1940
+ _readFile(file: any, onSuccess: any, onProgress: any, useArrayBuffer: any, onError: any): import("@babylonjs/core").IFileRequest;
1941
+ /**
1942
+ * @internal
1943
+ */
1944
+ _readFileAsync(file: any, onProgress: any, useArrayBuffer: any): Promise<any>;
1945
+ /**
1946
+ * This method gets the performance collector belonging to the scene, which is generally shared with the inspector.
1947
+ * @returns the perf collector belonging to the scene.
1948
+ */
1949
+ getPerfCollector(): void;
1950
+ /**
1951
+ * @internal
1952
+ */
1953
+ setActiveCameraByID(id: any): import("@babylonjs/core").Camera | null;
1954
+ getLastMaterialByID(id: any): import("@babylonjs/core").Material | import("@babylonjs/core").MultiMaterial | null;
1955
+ getMaterialByID(id: any): import("@babylonjs/core").Material | null;
1956
+ getTextureByUniqueID(uniqueId: any): import("@babylonjs/core").BaseTexture | null;
1957
+ getCameraByID(id: any): import("@babylonjs/core").Camera | null;
1958
+ getCameraByUniqueID(uniqueId: any): import("@babylonjs/core").Camera | null;
1959
+ getBoneByID(id: any): import("@babylonjs/core").Bone | null;
1960
+ getLightByID(id: any): import("@babylonjs/core").Light | null;
1961
+ getLightByUniqueID(uniqueId: any): import("@babylonjs/core").Light | null;
1962
+ getParticleSystemByID(id: any): import("@babylonjs/core").IParticleSystem | null;
1963
+ getGeometryByID(id: any): import("@babylonjs/core").Geometry | null;
1964
+ getMeshByID(id: any): import("@babylonjs/core").AbstractMesh | null;
1965
+ getMeshesByID(id: any): import("@babylonjs/core").AbstractMesh[];
1966
+ getTransformNodeByID(id: any): import("@babylonjs/core").TransformNode | null;
1967
+ getTransformNodeByUniqueID(uniqueId: any): import("@babylonjs/core").TransformNode | null;
1968
+ getTransformNodesByID(id: any): import("@babylonjs/core").TransformNode[];
1969
+ getMeshByUniqueID(uniqueId: any): import("@babylonjs/core").AbstractMesh | null;
1970
+ getLastMeshByID(id: any): import("@babylonjs/core").AbstractMesh | null;
1971
+ getLastEntryByID(id: any): import("@babylonjs/core").TransformNode | import("@babylonjs/core").Camera | import("@babylonjs/core").Light | null;
1972
+ getNodeByID(id: any): import("@babylonjs/core").TransformNode | import("@babylonjs/core").Camera | import("@babylonjs/core").Light | import("@babylonjs/core").Bone | null;
1973
+ getLastSkeletonByID(id: any): import("@babylonjs/core").Skeleton | null;
1974
+ }
1975
+ export namespace Scene {
1976
+ const FOGMODE_NONE: number;
1977
+ const FOGMODE_EXP: number;
1978
+ const FOGMODE_EXP2: number;
1979
+ const FOGMODE_LINEAR: number;
1980
+ const MinDeltaTime: number;
1981
+ const MaxDeltaTime: number;
1982
+ }
1983
+ import { AbstractScene } from "./abstractScene.js";
1984
+ import { Color4 } from "./Maths/math.color.js";
1985
+ import { Color3 } from "./Maths/math.color.js";
1986
+ import { Observable } from "./Misc/observable.js";
1987
+ import { SmartArrayNoDuplicate } from "./Misc/smartArray.js";
1988
+ import { Vector3 } from "./Maths/math.vector.js";
1989
+ import { PerfCounter } from "./Misc/perfCounter.js";
1990
+ import { SmartArray } from "./Misc/smartArray.js";
1991
+ import { Matrix } from "./Maths/math.vector.js";
1992
+ import { Stage } from "./sceneComponent.js";
1993
+ import { ImageProcessingConfiguration } from "./Materials/imageProcessingConfiguration.js";
1994
+ import { ComputePressureObserverWrapper } from "./Misc/computePressure.js";
1995
+ import { UniformBuffer } from "./Materials/uniformBuffer.js";
1996
+ import { StringDictionary } from "./Misc/stringDictionary.js";
1997
+ import { PickingInfo } from "./Collisions/pickingInfo.js";