@babylonjs/core
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TypeScript
import { Observable } from "../Misc/observable.js";
import type { DeepImmutable, Nullable } from "../types.js";
import { Scene } from "../scene.js";
import type { AbstractMesh } from "../Meshes/abstractMesh.js";
import type { AnimationGroup } from "../Animations/animationGroup.js";
import type { AssetContainer } from "../assetContainer.js";
import type { IParticleSystem } from "../Particles/IParticleSystem.js";
import type { Skeleton } from "../Bones/skeleton.js";
import type { IFileRequest } from "../Misc/fileRequest.js";
import type { WebRequest } from "../Misc/webRequest.js";
import type { LoadFileError } from "../Misc/fileTools.js";
import type { TransformNode } from "../Meshes/transformNode.js";
import type { Geometry } from "../Meshes/geometry.js";
import type { Light } from "../Lights/light.js";
import type { ISpriteManager } from "../Sprites/spriteManager.js";
import { AbstractEngine } from "../Engines/abstractEngine.js";
/**
* Type used for the success callback of ImportMesh
*/
export type SceneLoaderSuccessCallback = (meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[], transformNodes: TransformNode[], geometries: Geometry[], lights: Light[], spriteManagers: ISpriteManager[]) => void;
/**
* Interface used for the result of ImportMeshAsync
*/
export interface ISceneLoaderAsyncResult {
/**
* The array of loaded meshes
*/
readonly meshes: AbstractMesh[];
/**
* The array of loaded particle systems
*/
readonly particleSystems: IParticleSystem[];
/**
* The array of loaded skeletons
*/
readonly skeletons: Skeleton[];
/**
* The array of loaded animation groups
*/
readonly animationGroups: AnimationGroup[];
/**
* The array of loaded transform nodes
*/
readonly transformNodes: TransformNode[];
/**
* The array of loaded geometries
*/
readonly geometries: Geometry[];
/**
* The array of loaded lights
*/
readonly lights: Light[];
/**
* The array of loaded sprite managers
*/
readonly spriteManagers: ISpriteManager[];
}
/**
* Interface used to represent data loading progression
*/
export interface ISceneLoaderProgressEvent {
/**
* Defines if data length to load can be evaluated
*/
readonly lengthComputable: boolean;
/**
* Defines the loaded data length
*/
readonly loaded: number;
/**
* Defines the data length to load
*/
readonly total: number;
}
/**
* Interface used by SceneLoader plugins to define supported file extensions
*/
export interface ISceneLoaderPluginExtensions {
/**
* Defines the list of supported extensions
*/
readonly [extension: string]: {
readonly isBinary: boolean;
readonly mimeType?: string;
};
}
/**
* Metadata for a SceneLoader plugin that must also be provided by a plugin factory
*/
export interface ISceneLoaderPluginMetadata {
/**
* The friendly name of the plugin.
*/
readonly name: string;
/**
* The file extensions supported by the plugin.
*/
readonly extensions: string | ISceneLoaderPluginExtensions;
/**
* The callback that returns true if the data can be directly loaded.
* @param data string containing the file data
* @returns if the data can be loaded directly
*/
canDirectLoad?(data: string): boolean;
}
/**
* Interface used by SceneLoader plugin factory
*/
export interface ISceneLoaderPluginFactory extends ISceneLoaderPluginMetadata {
/**
* Function called to create a new plugin
* @param options plugin options that were passed to the SceneLoader operation
* @returns the new plugin
*/
createPlugin(options: SceneLoaderPluginOptions): ISceneLoaderPlugin | ISceneLoaderPluginAsync | Promise<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
}
/**
* Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
*/
export interface ISceneLoaderPluginBase extends ISceneLoaderPluginMetadata {
/**
* The callback called when loading from a url.
* @param scene scene loading this url
* @param fileOrUrl file or url to load
* @param rootUrl root url to use to load assets
* @param onSuccess callback called when the file successfully loads
* @param onProgress callback called while file is loading (if the server supports this mode)
* @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
* @param onError callback called when the file fails to load
* @param name defines the name of the file when loading a binary file
* @returns a file request object
*/
loadFile?(scene: Scene, fileOrUrl: File | string | ArrayBufferView, rootUrl: string, onSuccess: (data: unknown, responseURL?: string) => void, onProgress?: (ev: ISceneLoaderProgressEvent) => void, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void, name?: string): Nullable<IFileRequest>;
/**
* The callback that returns the data to pass to the plugin if the data can be directly loaded.
* @param scene scene loading this data
* @param data string containing the data
* @returns data to pass to the plugin
*/
directLoad?(scene: Scene, data: string): unknown | Promise<unknown>;
/**
* The callback that allows custom handling of the root url based on the response url.
* @param rootUrl the original root url
* @param responseURL the response url if available
* @returns the new root url
*/
rewriteRootURL?(rootUrl: string, responseURL?: string): string;
}
/**
* Interface used to define a SceneLoader plugin
*/
export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
/**
* Import meshes into a scene.
* @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
* @param scene The scene to import into
* @param data The data to import
* @param rootUrl The root url for scene and resources
* @param meshes The meshes array to import into
* @param particleSystems The particle systems array to import into
* @param skeletons The skeletons array to import into
* @param onError The callback when import fails
* @returns True if successful or false otherwise
*/
importMesh(meshesNames: string | readonly string[] | null | undefined, scene: Scene, data: unknown, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
/**
* Load into a scene.
* @param scene The scene to load into
* @param data The data to import
* @param rootUrl The root url for scene and resources
* @param onError The callback when import fails
* @returns True if successful or false otherwise
*/
load(scene: Scene, data: unknown, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
/**
* Load into an asset container.
* @param scene The scene to load into
* @param data The data to import
* @param rootUrl The root url for scene and resources
* @param onError The callback when import fails
* @returns The loaded asset container
*/
loadAssetContainer(scene: Scene, data: unknown, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
}
/**
* Interface used to define an async SceneLoader plugin
*/
export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
/**
* Import meshes into a scene.
* @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
* @param scene The scene to import into
* @param data The data to import
* @param rootUrl The root url for scene and resources
* @param onProgress The callback when the load progresses
* @param fileName Defines the name of the file to load
* @returns The loaded objects (e.g. meshes, particle systems, skeletons, animation groups, etc.)
*/
importMeshAsync(meshesNames: string | readonly string[] | null | undefined, scene: Scene, data: unknown, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<ISceneLoaderAsyncResult>;
/**
* Load into a scene.
* @param scene The scene to load into
* @param data The data to import
* @param rootUrl The root url for scene and resources
* @param onProgress The callback when the load progresses
* @param fileName Defines the name of the file to load
* @returns Nothing
*/
loadAsync(scene: Scene, data: unknown, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
/**
* Load into an asset container.
* @param scene The scene to load into
* @param data The data to import
* @param rootUrl The root url for scene and resources
* @param onProgress The callback when the load progresses
* @param fileName Defines the name of the file to load
* @returns The loaded asset container
*/
loadAssetContainerAsync(scene: Scene, data: unknown, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
}
/**
* Mode that determines how to handle old animation groups before loading new ones.
*/
export declare enum SceneLoaderAnimationGroupLoadingMode {
/**
* Reset all old animations to initial state then dispose them.
*/
Clean = 0,
/**
* Stop all old animations.
*/
Stop = 1,
/**
* Restart old animations from first frame.
*/
Sync = 2,
/**
* Old animations remains untouched.
*/
NoSync = 3
}
/**
* Defines internal only plugin members.
*/
interface ISceneLoaderPluginInternal {
/**
* An optional observable to notify when the plugin is disposed
*/
readonly onDisposeObservable: Observable<void>;
}
/**
* Defines a plugin registered by the SceneLoader
*/
interface IRegisteredPlugin {
/**
* Defines the plugin to use
*/
plugin: ((ISceneLoaderPlugin | ISceneLoaderPluginAsync) & Partial<ISceneLoaderPluginInternal>) | ISceneLoaderPluginFactory;
/**
* Defines if the plugin supports binary data
*/
isBinary: boolean;
mimeType?: string;
}
/**
* Defines options for SceneLoader plugins. This interface is extended by specific plugins.
*/
export interface SceneLoaderPluginOptions extends Record<string, Record<string, unknown> | undefined> {
}
/**
* Adds default/implicit options to plugin specific options.
*/
type DefaultPluginOptions<BasePluginOptions> = {
/**
* Defines if the plugin is enabled
*/
enabled?: boolean;
} & BasePluginOptions;
type SceneSource = string | File | ArrayBufferView;
/**
* Defines common options for loading operations performed by SceneLoader.
*/
interface ISceneLoaderOptions {
/**
* A string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
*/
rootUrl?: string;
/**
* A callback with a progress event for each file being loaded
*/
onProgress?: (event: ISceneLoaderProgressEvent) => void;
/**
* The extension used to determine the plugin
*/
pluginExtension?: string;
/**
* Defines the filename, if the data is binary
*/
name?: string;
/**
* Defines options for the registered plugins
*/
pluginOptions?: {
[Plugin in keyof SceneLoaderPluginOptions]?: {
[Option in keyof DefaultPluginOptions<SceneLoaderPluginOptions[Plugin]>]: DefaultPluginOptions<SceneLoaderPluginOptions[Plugin]>[Option];
};
};
}
/**
* Defines options for ImportMeshAsync.
*/
export interface ImportMeshOptions extends ISceneLoaderOptions {
/**
* An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
*/
meshNames?: string | readonly string[] | null | undefined;
}
/**
* Defines options for LoadAsync.
*/
export interface LoadOptions extends ISceneLoaderOptions {
}
/**
* Defines options for AppendAsync.
*/
export interface AppendOptions extends ISceneLoaderOptions {
}
/**
* Defines options for LoadAssetContainerAsync.
*/
export interface LoadAssetContainerOptions extends ISceneLoaderOptions {
}
/**
* Defines options for ImportAnimationsAsync.
*/
export interface ImportAnimationsOptions extends ISceneLoaderOptions {
/**
* When true, animations are cleaned before importing new ones. Animations are appended otherwise
*/
overwriteAnimations?: boolean;
/**
* Defines how to handle old animations groups before importing new ones
*/
animationGroupLoadingMode?: SceneLoaderAnimationGroupLoadingMode;
/**
* defines a function used to convert animation targets from loaded scene to current scene (default: search node by name)
*/
targetConverter?: Nullable<(target: unknown) => unknown>;
}
/**
* Adds a new plugin to the list of registered plugins
* @param plugin defines the plugin to add
*/
export declare function RegisterSceneLoaderPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory): void;
/**
* Adds a new plugin to the list of registered plugins
* @deprecated Please use {@link RegisterSceneLoaderPlugin} instead.
* @param plugin defines the plugin to add
*/
export declare function registerSceneLoaderPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory): void;
/**
* Gets metadata for all currently registered scene loader plugins.
* @returns An array where each entry has metadata for a single scene loader plugin.
*/
export declare function GetRegisteredSceneLoaderPluginMetadata(): DeepImmutable<Array<Pick<ISceneLoaderPluginMetadata, "name"> & {
/**
* The extensions supported by the plugin.
*/
extensions: ({
/**
* The file extension.
*/
extension: string;
} & ISceneLoaderPluginExtensions[string])[];
}>>;
/**
* Import meshes into a scene
* @param source a string that defines the name of the scene file, or starts with "data:" following by the stringified version of the scene, or a File object, or an ArrayBufferView
* @param scene the instance of BABYLON.Scene to append to
* @param options an object that configures aspects of how the scene is loaded
* @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
*/
export declare function ImportMeshAsync(source: SceneSource, scene: Scene, options?: ImportMeshOptions): Promise<ISceneLoaderAsyncResult>;
/**
* Load a scene
* @param source a string that defines the name of the scene file, or starts with "data:" following by the stringified version of the scene, or a File object, or an ArrayBufferView
* @param engine is the instance of BABYLON.Engine to use to create the scene
* @param options an object that configures aspects of how the scene is loaded
* @returns The loaded scene
*/
export declare function LoadSceneAsync(source: SceneSource, engine: AbstractEngine, options?: LoadOptions): Promise<Scene>;
/**
* Load a scene
* @deprecated Please use {@link LoadSceneAsync} instead.
* @param source a string that defines the name of the scene file, or starts with "data:" following by the stringified version of the scene, or a File object, or an ArrayBufferView
* @param engine is the instance of BABYLON.Engine to use to create the scene
* @param options an object that configures aspects of how the scene is loaded
* @returns The loaded scene
*/
export declare function loadSceneAsync(source: SceneSource, engine: AbstractEngine, options?: LoadOptions): Promise<Scene>;
/**
* Append a scene
* @param source a string that defines the name of the scene file, or starts with "data:" following by the stringified version of the scene, or a File object, or an ArrayBufferView
* @param scene is the instance of BABYLON.Scene to append to
* @param options an object that configures aspects of how the scene is loaded
* @returns A promise that resolves when the scene is appended
*/
export declare function AppendSceneAsync(source: SceneSource, scene: Scene, options?: AppendOptions): Promise<void>;
/**
* Append a scene
* @deprecated Please use {@link AppendSceneAsync} instead.
* @param source a string that defines the name of the scene file, or starts with "data:" following by the stringified version of the scene, or a File object, or an ArrayBufferView
* @param scene is the instance of BABYLON.Scene to append to
* @param options an object that configures aspects of how the scene is loaded
* @returns A promise that resolves when the scene is appended
*/
export declare function appendSceneAsync(source: SceneSource, scene: Scene, options?: AppendOptions): Promise<void>;
/**
* Load a scene into an asset container
* @param source a string that defines the name of the scene file, or starts with "data:" following by the stringified version of the scene, or a File object, or an ArrayBufferView
* @param scene is the instance of Scene to append to
* @param options an object that configures aspects of how the scene is loaded
* @returns The loaded asset container
*/
export declare function LoadAssetContainerAsync(source: SceneSource, scene: Scene, options?: LoadAssetContainerOptions): Promise<AssetContainer>;
/**
* Load a scene into an asset container
* @deprecated Please use {@link LoadAssetContainerAsync} instead.
* @param source a string that defines the name of the scene file, or starts with "data:" following by the stringified version of the scene, or a File object, or an ArrayBufferView
* @param scene is the instance of Scene to append to
* @param options an object that configures aspects of how the scene is loaded
* @returns The loaded asset container
*/
export declare function loadAssetContainerAsync(source: SceneSource, scene: Scene, options?: LoadAssetContainerOptions): Promise<AssetContainer>;
/**
* Import animations from a file into a scene
* @param source a string that defines the name of the scene file, or starts with "data:" following by the stringified version of the scene, or a File object, or an ArrayBufferView
* @param scene is the instance of BABYLON.Scene to append to
* @param options an object that configures aspects of how the scene is loaded
* @returns A promise that resolves when the animations are imported
*/
export declare function ImportAnimationsAsync(source: SceneSource, scene: Scene, options?: ImportAnimationsOptions): Promise<void>;
/**
* Import animations from a file into a scene
* @deprecated Please use {@link ImportAnimationsAsync} instead.
* @param source a string that defines the name of the scene file, or starts with "data:" following by the stringified version of the scene, or a File object, or an ArrayBufferView
* @param scene is the instance of BABYLON.Scene to append to
* @param options an object that configures aspects of how the scene is loaded
* @returns A promise that resolves when the animations are imported
*/
export declare function importAnimationsAsync(source: SceneSource, scene: Scene, options?: ImportAnimationsOptions): Promise<void>;
/**
* Class used to load scene from various file formats using registered plugins
* @see https://doc.babylonjs.com/features/featuresDeepDive/importers/loadingFileTypes
* @deprecated The module level functions are more efficient for bundler tree shaking and allow plugin options to be passed through. Future improvements to scene loading will primarily be in the module level functions. The SceneLoader class will remain available, but it will be beneficial to prefer the module level functions.
* @see {@link ImportMeshAsync}, {@link LoadSceneAsync}, {@link AppendSceneAsync}, {@link ImportAnimationsAsync}, {@link LoadAssetContainerAsync}
*/
export declare class SceneLoader {
/**
* No logging while loading
*/
static readonly NO_LOGGING = 0;
/**
* Minimal logging while loading
*/
static readonly MINIMAL_LOGGING = 1;
/**
* Summary logging while loading
*/
static readonly SUMMARY_LOGGING = 2;
/**
* Detailed logging while loading
*/
static readonly DETAILED_LOGGING = 3;
/**
* Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
*/
static get ForceFullSceneLoadingForIncremental(): boolean;
static set ForceFullSceneLoadingForIncremental(value: boolean);
/**
* Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
*/
static get ShowLoadingScreen(): boolean;
static set ShowLoadingScreen(value: boolean);
/**
* Defines the current logging level (while loading the scene)
* @ignorenaming
*/
static get loggingLevel(): number;
static set loggingLevel(value: number);
/**
* Gets or set a boolean indicating if matrix weights must be cleaned upon loading
*/
static get CleanBoneMatrixWeights(): boolean;
static set CleanBoneMatrixWeights(value: boolean);
/**
* Event raised when a plugin is used to load a scene
*/
static readonly OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
/**
* Gets the default plugin (used to load Babylon files)
* @returns the .babylon plugin
*/
static GetDefaultPlugin(): IRegisteredPlugin | undefined;
/**
* Gets a plugin that can load the given extension
* @param extension defines the extension to load
* @returns a plugin or null if none works
*/
static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory | undefined;
/**
* Gets a boolean indicating that the given extension can be loaded
* @param extension defines the extension to load
* @returns true if the extension is supported
*/
static IsPluginForExtensionAvailable(extension: string): boolean;
/**
* Adds a new plugin to the list of registered plugins
* @param plugin defines the plugin to add
*/
static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory): void;
/**
* Import meshes into a scene
* @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
* @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
* @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
* @param scene the instance of BABYLON.Scene to append to
* @param onSuccess a callback with a list of imported meshes, particleSystems, skeletons, and animationGroups when import succeeds
* @param onProgress a callback with a progress event for each file being loaded
* @param onError a callback with the scene, a message, and possibly an exception when import fails
* @param pluginExtension the extension used to determine the plugin
* @param name defines the name of the file, if the data is binary
* @deprecated Please use the module level {@link ImportMeshAsync} instead
*/
static ImportMesh(meshNames: string | readonly string[] | null | undefined, rootUrl: string, sceneFilename?: SceneSource, scene?: Nullable<Scene>, onSuccess?: Nullable<SceneLoaderSuccessCallback>, onProgress?: Nullable<(event: ISceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>, name?: string): void;
/**
* Import meshes into a scene
* @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
* @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
* @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
* @param scene the instance of BABYLON.Scene to append to
* @param onProgress a callback with a progress event for each file being loaded
* @param pluginExtension the extension used to determine the plugin
* @param name defines the name of the file
* @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
* @deprecated Please use the module level {@link ImportMeshAsync} instead
*/
static ImportMeshAsync(meshNames: string | readonly string[] | null | undefined, rootUrl: string, sceneFilename?: SceneSource, scene?: Nullable<Scene>, onProgress?: Nullable<(event: ISceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>, name?: string): Promise<ISceneLoaderAsyncResult>;
/**
* Load a scene
* @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
* @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
* @param engine is the instance of BABYLON.Engine to use to create the scene
* @param onSuccess a callback with the scene when import succeeds
* @param onProgress a callback with a progress event for each file being loaded
* @param onError a callback with the scene, a message, and possibly an exception when import fails
* @param pluginExtension the extension used to determine the plugin
* @param name defines the filename, if the data is binary
* @deprecated Please use the module level {@link LoadSceneAsync} instead
*/
static Load(rootUrl: string, sceneFilename?: SceneSource, engine?: Nullable<AbstractEngine>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: ISceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>, name?: string): void;
/**
* Load a scene
* @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
* @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
* @param engine is the instance of BABYLON.Engine to use to create the scene
* @param onProgress a callback with a progress event for each file being loaded
* @param pluginExtension the extension used to determine the plugin
* @param name defines the filename, if the data is binary
* @returns The loaded scene
* @deprecated Please use the module level {@link LoadSceneAsync} instead
*/
static LoadAsync(rootUrl: string, sceneFilename?: SceneSource, engine?: Nullable<AbstractEngine>, onProgress?: Nullable<(event: ISceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>, name?: string): Promise<Scene>;
/**
* Append a scene
* @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
* @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
* @param scene is the instance of BABYLON.Scene to append to
* @param onSuccess a callback with the scene when import succeeds
* @param onProgress a callback with a progress event for each file being loaded
* @param onError a callback with the scene, a message, and possibly an exception when import fails
* @param pluginExtension the extension used to determine the plugin
* @param name defines the name of the file, if the data is binary
* @deprecated Please use the module level {@link AppendSceneAsync} instead
*/
static Append(rootUrl: string, sceneFilename?: SceneSource, scene?: Nullable<Scene>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: ISceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>, name?: string): void;
/**
* Append a scene
* @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
* @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
* @param scene is the instance of BABYLON.Scene to append to
* @param onProgress a callback with a progress event for each file being loaded
* @param pluginExtension the extension used to determine the plugin
* @param name defines the name of the file, if the data is binary
* @returns The given scene
* @deprecated Please use the module level {@link AppendSceneAsync} instead
*/
static AppendAsync(rootUrl: string, sceneFilename?: SceneSource, scene?: Nullable<Scene>, onProgress?: Nullable<(event: ISceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>, name?: string): Promise<Scene>;
/**
* Load a scene into an asset container
* @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
* @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
* @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
* @param onSuccess a callback with the scene when import succeeds
* @param onProgress a callback with a progress event for each file being loaded
* @param onError a callback with the scene, a message, and possibly an exception when import fails
* @param pluginExtension the extension used to determine the plugin
* @param name defines the filename, if the data is binary
* @deprecated Please use the module level {@link LoadAssetContainerAsync} instead
*/
static LoadAssetContainer(rootUrl: string, sceneFilename?: SceneSource, scene?: Nullable<Scene>, onSuccess?: Nullable<(assets: AssetContainer) => void>, onProgress?: Nullable<(event: ISceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>, name?: string): void;
/**
* Load a scene into an asset container
* @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
* @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
* @param scene is the instance of Scene to append to
* @param onProgress a callback with a progress event for each file being loaded
* @param pluginExtension the extension used to determine the plugin
* @param name defines the filename, if the data is binary
* @returns The loaded asset container
* @deprecated Please use the module level {@link LoadAssetContainerAsync} instead
*/
static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: SceneSource, scene?: Nullable<Scene>, onProgress?: Nullable<(event: ISceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>, name?: string): Promise<AssetContainer>;
/**
* Import animations from a file into a scene
* @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
* @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
* @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
* @param overwriteAnimations when true, animations are cleaned before importing new ones. Animations are appended otherwise
* @param animationGroupLoadingMode defines how to handle old animations groups before importing new ones
* @param targetConverter defines a function used to convert animation targets from loaded scene to current scene (default: search node by name)
* @param onSuccess a callback with the scene when import succeeds
* @param onProgress a callback with a progress event for each file being loaded
* @param onError a callback with the scene, a message, and possibly an exception when import fails
* @param pluginExtension the extension used to determine the plugin
* @param name defines the filename, if the data is binary
* @deprecated Please use the module level {@link ImportAnimationsAsync} instead
*/
static ImportAnimations(rootUrl: string, sceneFilename?: SceneSource, scene?: Nullable<Scene>, overwriteAnimations?: boolean, animationGroupLoadingMode?: SceneLoaderAnimationGroupLoadingMode, targetConverter?: Nullable<(target: any) => any>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: ISceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>, name?: string): void;
/**
* Import animations from a file into a scene
* @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
* @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
* @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
* @param overwriteAnimations when true, animations are cleaned before importing new ones. Animations are appended otherwise
* @param animationGroupLoadingMode defines how to handle old animations groups before importing new ones
* @param targetConverter defines a function used to convert animation targets from loaded scene to current scene (default: search node by name)
* @param onSuccess a callback with the scene when import succeeds
* @param onProgress a callback with a progress event for each file being loaded
* @param onError a callback with the scene, a message, and possibly an exception when import fails
* @param pluginExtension the extension used to determine the plugin
* @param name defines the filename, if the data is binary
* @returns the updated scene with imported animations
* @deprecated Please use the module level {@link ImportAnimationsAsync} instead
*/
static ImportAnimationsAsync(rootUrl: string, sceneFilename?: SceneSource, scene?: Nullable<Scene>, overwriteAnimations?: boolean, animationGroupLoadingMode?: SceneLoaderAnimationGroupLoadingMode, targetConverter?: Nullable<(target: any) => any>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: ISceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>, name?: string): Promise<Scene>;
}
export {};