react-babylonjs-x
Version:
React for Babylon.js
1,024 lines • 190 kB
TypeScript
import { PropsHandler, PropertyUpdate, HasPropsHandlers } from "./PropsHandler";
import { CreatedInstanceMetadata } from "./CreatedInstance";
import { FiberNodeProps, FiberTransformNodeProps, FiberAbstractMeshProps, FiberMeshProps, FiberCameraProps, FiberTargetCameraProps, FiberFreeCameraProps, FiberTouchCameraProps, FiberUniversalCameraProps, FiberGamepadCameraProps, FiberAnaglyphGamepadCameraProps, FiberStereoscopicGamepadCameraProps, FiberAnaglyphUniversalCameraProps, FiberStereoscopicUniversalCameraProps, FiberDeviceOrientationCameraProps, FiberVRDeviceOrientationFreeCameraProps, FiberVRDeviceOrientationGamepadCameraProps, FiberAnaglyphFreeCameraProps, FiberStereoscopicFreeCameraProps, FiberVirtualJoysticksCameraProps, FiberWebVRFreeCameraProps, FiberWebXRCameraProps, FiberArcRotateCameraProps, FiberAnaglyphArcRotateCameraProps, FiberStereoscopicArcRotateCameraProps, FiberVRDeviceOrientationArcRotateCameraProps, FiberFlyCameraProps, FiberFollowCameraProps, FiberArcFollowCameraProps, FiberMaterialProps, FiberShaderMaterialProps, FiberMultiMaterialProps, FiberPushMaterialProps, FiberStandardMaterialProps, FiberBackgroundMaterialProps, FiberPBRBaseMaterialProps, FiberPBRBaseSimpleMaterialProps, FiberPBRMetallicRoughnessMaterialProps, FiberPBRSpecularGlossinessMaterialProps, FiberPBRMaterialProps, FiberNodeMaterialProps, FiberFluentMaterialProps, FiberLightProps, FiberShadowLightProps, FiberDirectionalLightProps, FiberPointLightProps, FiberSpotLightProps, FiberHemisphericLightProps, FiberControlProps, FiberContainerProps, FiberRectangleProps, FiberButtonProps, FiberSelectionPanelProps, FiberScrollViewerProps, FiberStackPanelProps, FiberVirtualKeyboardProps, FiberEllipseProps, FiberGridProps, Fiber_ScrollViewerWindowProps, FiberTextBlockProps, FiberImageProps, FiberCheckboxProps, FiberColorPickerProps, FiberInputTextProps, FiberInputPasswordProps, FiberLineProps, FiberMultiLineProps, FiberRadioButtonProps, FiberBaseSliderProps, FiberScrollBarProps, FiberImageScrollBarProps, FiberSliderProps, FiberImageBasedSliderProps, FiberDisplayGridProps, FiberControl3DProps, FiberContainer3DProps, FiberVolumeBasedPanelProps, FiberCylinderPanelProps, FiberPlanePanelProps, FiberScatterPanelProps, FiberSpherePanelProps, FiberStackPanel3DProps, FiberAbstractButton3DProps, FiberButton3DProps, FiberHolographicButtonProps, FiberMeshButton3DProps, FiberEffectLayerProps, FiberGlowLayerProps, FiberHighlightLayerProps, FiberBaseTextureProps, FiberCubeTextureProps, FiberRawCubeTextureProps, FiberTextureProps, FiberRawTextureProps, FiberProceduralTextureProps, FiberCustomProceduralTextureProps, FiberNoiseProceduralTextureProps, FiberRenderTargetTextureProps, FiberMirrorTextureProps, FiberMultiRenderTargetProps, FiberRefractionTextureProps, FiberMultiviewRenderTargetProps, FiberVideoTextureProps, FiberDynamicTextureProps, FiberAdvancedDynamicTextureProps, FiberRawTexture3DProps, FiberRawTexture2DArrayProps, FiberColorGradingTextureProps, FiberEquiRectangularCubeTextureProps, FiberHDRCubeTextureProps, FiberHtmlElementTextureProps, FiberGUI3DManagerProps, FiberShadowGeneratorProps, FiberEnvironmentHelperProps, FiberPhysicsImpostorProps, FiberVRExperienceHelperProps, FiberDynamicTerrainProps, FiberAutoRotationBehaviorProps, FiberBouncingBehaviorProps, FiberFramingBehaviorProps, FiberAttachToBoxBehaviorProps, FiberFadeInOutBehaviorProps, FiberMultiPointerScaleBehaviorProps, FiberPointerDragBehaviorProps, FiberSixDofDragBehaviorProps, FiberSceneProps } from "./generatedProps";
export declare class FiberNodePropsHandler implements PropsHandler<FiberNodeProps> {
getPropertyUpdates(oldProps: FiberNodeProps, newProps: FiberNodeProps): PropertyUpdate[] | null;
}
/**
* Node is the basic class for all scene objects (Mesh, Light, Camera.)
*
* This code has been generated
*/
export declare class FiberNode implements HasPropsHandlers<FiberNodeProps> {
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberNodeProps>[];
addPropsHandler(propHandler: PropsHandler<FiberNodeProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberTransformNodePropsHandler implements PropsHandler<FiberTransformNodeProps> {
getPropertyUpdates(oldProps: FiberTransformNodeProps, newProps: FiberTransformNodeProps): PropertyUpdate[] | null;
}
/**
* A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
*
* This code has been generated
*/
export declare class FiberTransformNode implements HasPropsHandlers<FiberNodeProps> {
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberNodeProps>[];
addPropsHandler(propHandler: PropsHandler<FiberNodeProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberAbstractMeshPropsHandler implements PropsHandler<FiberAbstractMeshProps> {
getPropertyUpdates(oldProps: FiberAbstractMeshProps, newProps: FiberAbstractMeshProps): PropertyUpdate[] | null;
}
/**
* Class used to store all common mesh properties
*
* This code has been generated
*/
export declare class FiberAbstractMesh implements HasPropsHandlers<FiberTransformNodeProps> {
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberTransformNodeProps>[];
addPropsHandler(propHandler: PropsHandler<FiberTransformNodeProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberMeshPropsHandler implements PropsHandler<FiberMeshProps> {
getPropertyUpdates(oldProps: FiberMeshProps, newProps: FiberMeshProps): PropertyUpdate[] | null;
}
/**
* Class used to represent renderable models
*
* This code has been generated
*/
export declare class FiberMesh implements HasPropsHandlers<FiberAbstractMeshProps> {
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberAbstractMeshProps>[];
addPropsHandler(propHandler: PropsHandler<FiberAbstractMeshProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberCameraPropsHandler implements PropsHandler<FiberCameraProps> {
getPropertyUpdates(oldProps: FiberCameraProps, newProps: FiberCameraProps): PropertyUpdate[] | null;
}
/**
* This is the base class of all the camera used in the application.
*
* This code has been generated
*/
export declare class FiberCamera implements HasPropsHandlers<FiberCameraProps> {
readonly isTargetable = false;
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberCameraProps>[];
addPropsHandler(propHandler: PropsHandler<FiberCameraProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberTargetCameraPropsHandler implements PropsHandler<FiberTargetCameraProps> {
getPropertyUpdates(oldProps: FiberTargetCameraProps, newProps: FiberTargetCameraProps): PropertyUpdate[] | null;
}
/**
* A target camera takes a mesh or position as a target and continues to look at it while it moves.
* This is the base of the follow, arc rotate cameras and Free camera
*
* This code has been generated
*/
export declare class FiberTargetCamera implements HasPropsHandlers<FiberCameraProps> {
readonly isTargetable = true;
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberCameraProps>[];
addPropsHandler(propHandler: PropsHandler<FiberCameraProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberFreeCameraPropsHandler implements PropsHandler<FiberFreeCameraProps> {
getPropertyUpdates(oldProps: FiberFreeCameraProps, newProps: FiberFreeCameraProps): PropertyUpdate[] | null;
}
/**
* This represents a free type of camera. It can be useful in First Person Shooter game for instance.
* Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
*
* This code has been generated
*/
export declare class FiberFreeCamera implements HasPropsHandlers<FiberCameraProps> {
readonly isTargetable = true;
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberCameraProps>[];
addPropsHandler(propHandler: PropsHandler<FiberCameraProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberTouchCameraPropsHandler implements PropsHandler<FiberTouchCameraProps> {
getPropertyUpdates(oldProps: FiberTouchCameraProps, newProps: FiberTouchCameraProps): PropertyUpdate[] | null;
}
/**
* This represents a FPS type of camera controlled by touch.
* This is like a universal camera minus the Gamepad controls.
*
* This code has been generated
*/
export declare class FiberTouchCamera implements HasPropsHandlers<FiberCameraProps> {
readonly isTargetable = true;
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberCameraProps>[];
addPropsHandler(propHandler: PropsHandler<FiberCameraProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberUniversalCameraPropsHandler implements PropsHandler<FiberUniversalCameraProps> {
getPropertyUpdates(oldProps: FiberUniversalCameraProps, newProps: FiberUniversalCameraProps): PropertyUpdate[] | null;
}
/**
* The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
* which still works and will still be found in many Playgrounds.
*
* This code has been generated
*/
export declare class FiberUniversalCamera implements HasPropsHandlers<FiberCameraProps> {
readonly isTargetable = true;
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberCameraProps>[];
addPropsHandler(propHandler: PropsHandler<FiberCameraProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberGamepadCameraPropsHandler implements PropsHandler<FiberGamepadCameraProps> {
getPropertyUpdates(oldProps: FiberGamepadCameraProps, newProps: FiberGamepadCameraProps): PropertyUpdate[] | null;
}
/**
* This represents a FPS type of camera. This is only here for back compat purpose.
* Please use the UniversalCamera instead as both are identical.
*
* This code has been generated
*/
export declare class FiberGamepadCamera implements HasPropsHandlers<FiberCameraProps> {
readonly isTargetable = true;
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberCameraProps>[];
addPropsHandler(propHandler: PropsHandler<FiberCameraProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberAnaglyphGamepadCameraPropsHandler implements PropsHandler<FiberAnaglyphGamepadCameraProps> {
getPropertyUpdates(oldProps: FiberAnaglyphGamepadCameraProps, newProps: FiberAnaglyphGamepadCameraProps): PropertyUpdate[] | null;
}
/**
* Camera used to simulate anaglyphic rendering (based on GamepadCamera)
*
* This code has been generated
*/
export declare class FiberAnaglyphGamepadCamera implements HasPropsHandlers<FiberCameraProps> {
readonly isTargetable = true;
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberCameraProps>[];
addPropsHandler(propHandler: PropsHandler<FiberCameraProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberStereoscopicGamepadCameraPropsHandler implements PropsHandler<FiberStereoscopicGamepadCameraProps> {
getPropertyUpdates(oldProps: FiberStereoscopicGamepadCameraProps, newProps: FiberStereoscopicGamepadCameraProps): PropertyUpdate[] | null;
}
/**
* Camera used to simulate stereoscopic rendering (based on GamepadCamera)
*
* This code has been generated
*/
export declare class FiberStereoscopicGamepadCamera implements HasPropsHandlers<FiberCameraProps> {
readonly isTargetable = true;
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberCameraProps>[];
addPropsHandler(propHandler: PropsHandler<FiberCameraProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberAnaglyphUniversalCameraPropsHandler implements PropsHandler<FiberAnaglyphUniversalCameraProps> {
getPropertyUpdates(oldProps: FiberAnaglyphUniversalCameraProps, newProps: FiberAnaglyphUniversalCameraProps): PropertyUpdate[] | null;
}
/**
* Camera used to simulate anaglyphic rendering (based on UniversalCamera)
*
* This code has been generated
*/
export declare class FiberAnaglyphUniversalCamera implements HasPropsHandlers<FiberCameraProps> {
readonly isTargetable = true;
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberCameraProps>[];
addPropsHandler(propHandler: PropsHandler<FiberCameraProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberStereoscopicUniversalCameraPropsHandler implements PropsHandler<FiberStereoscopicUniversalCameraProps> {
getPropertyUpdates(oldProps: FiberStereoscopicUniversalCameraProps, newProps: FiberStereoscopicUniversalCameraProps): PropertyUpdate[] | null;
}
/**
* Camera used to simulate stereoscopic rendering (based on UniversalCamera)
*
* This code has been generated
*/
export declare class FiberStereoscopicUniversalCamera implements HasPropsHandlers<FiberCameraProps> {
readonly isTargetable = true;
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberCameraProps>[];
addPropsHandler(propHandler: PropsHandler<FiberCameraProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberDeviceOrientationCameraPropsHandler implements PropsHandler<FiberDeviceOrientationCameraProps> {
getPropertyUpdates(oldProps: FiberDeviceOrientationCameraProps, newProps: FiberDeviceOrientationCameraProps): PropertyUpdate[] | null;
}
/**
* This is a camera specifically designed to react to device orientation events such as a modern mobile device
* being tilted forward or back and left or right.
*
* This code has been generated
*/
export declare class FiberDeviceOrientationCamera implements HasPropsHandlers<FiberCameraProps> {
readonly isTargetable = true;
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberCameraProps>[];
addPropsHandler(propHandler: PropsHandler<FiberCameraProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberVRDeviceOrientationFreeCameraPropsHandler implements PropsHandler<FiberVRDeviceOrientationFreeCameraProps> {
getPropertyUpdates(oldProps: FiberVRDeviceOrientationFreeCameraProps, newProps: FiberVRDeviceOrientationFreeCameraProps): PropertyUpdate[] | null;
}
/**
* Camera used to simulate VR rendering (based on FreeCamera)
*
* This code has been generated
*/
export declare class FiberVRDeviceOrientationFreeCamera implements HasPropsHandlers<FiberCameraProps> {
readonly isTargetable = true;
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberCameraProps>[];
addPropsHandler(propHandler: PropsHandler<FiberCameraProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberVRDeviceOrientationGamepadCameraPropsHandler implements PropsHandler<FiberVRDeviceOrientationGamepadCameraProps> {
getPropertyUpdates(oldProps: FiberVRDeviceOrientationGamepadCameraProps, newProps: FiberVRDeviceOrientationGamepadCameraProps): PropertyUpdate[] | null;
}
/**
* Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
*
* This code has been generated
*/
export declare class FiberVRDeviceOrientationGamepadCamera implements HasPropsHandlers<FiberCameraProps> {
readonly isTargetable = true;
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberCameraProps>[];
addPropsHandler(propHandler: PropsHandler<FiberCameraProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberAnaglyphFreeCameraPropsHandler implements PropsHandler<FiberAnaglyphFreeCameraProps> {
getPropertyUpdates(oldProps: FiberAnaglyphFreeCameraProps, newProps: FiberAnaglyphFreeCameraProps): PropertyUpdate[] | null;
}
/**
* Camera used to simulate anaglyphic rendering (based on FreeCamera)
*
* This code has been generated
*/
export declare class FiberAnaglyphFreeCamera implements HasPropsHandlers<FiberCameraProps> {
readonly isTargetable = true;
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberCameraProps>[];
addPropsHandler(propHandler: PropsHandler<FiberCameraProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberStereoscopicFreeCameraPropsHandler implements PropsHandler<FiberStereoscopicFreeCameraProps> {
getPropertyUpdates(oldProps: FiberStereoscopicFreeCameraProps, newProps: FiberStereoscopicFreeCameraProps): PropertyUpdate[] | null;
}
/**
* Camera used to simulate stereoscopic rendering (based on FreeCamera)
*
* This code has been generated
*/
export declare class FiberStereoscopicFreeCamera implements HasPropsHandlers<FiberCameraProps> {
readonly isTargetable = true;
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberCameraProps>[];
addPropsHandler(propHandler: PropsHandler<FiberCameraProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberVirtualJoysticksCameraPropsHandler implements PropsHandler<FiberVirtualJoysticksCameraProps> {
getPropertyUpdates(oldProps: FiberVirtualJoysticksCameraProps, newProps: FiberVirtualJoysticksCameraProps): PropertyUpdate[] | null;
}
/**
* This represents a free type of camera. It can be useful in First Person Shooter game for instance.
* It is identical to the Free Camera and simply adds by default a virtual joystick.
* Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
*
* This code has been generated
*/
export declare class FiberVirtualJoysticksCamera implements HasPropsHandlers<FiberCameraProps> {
readonly isTargetable = true;
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberCameraProps>[];
addPropsHandler(propHandler: PropsHandler<FiberCameraProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberWebVRFreeCameraPropsHandler implements PropsHandler<FiberWebVRFreeCameraProps> {
getPropertyUpdates(oldProps: FiberWebVRFreeCameraProps, newProps: FiberWebVRFreeCameraProps): PropertyUpdate[] | null;
}
/**
* This represents a WebVR camera.
* The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
*
* This code has been generated
*/
export declare class FiberWebVRFreeCamera implements HasPropsHandlers<FiberCameraProps> {
readonly isTargetable = true;
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberCameraProps>[];
addPropsHandler(propHandler: PropsHandler<FiberCameraProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberWebXRCameraPropsHandler implements PropsHandler<FiberWebXRCameraProps> {
getPropertyUpdates(oldProps: FiberWebXRCameraProps, newProps: FiberWebXRCameraProps): PropertyUpdate[] | null;
}
/**
* WebXR Camera which holds the views for the xrSession
*
* This code has been generated
*/
export declare class FiberWebXRCamera implements HasPropsHandlers<FiberCameraProps> {
readonly isTargetable = true;
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberCameraProps>[];
addPropsHandler(propHandler: PropsHandler<FiberCameraProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberArcRotateCameraPropsHandler implements PropsHandler<FiberArcRotateCameraProps> {
getPropertyUpdates(oldProps: FiberArcRotateCameraProps, newProps: FiberArcRotateCameraProps): PropertyUpdate[] | null;
}
/**
* This represents an orbital type of camera.
*
* This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.
* Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.
*
* This code has been generated
*/
export declare class FiberArcRotateCamera implements HasPropsHandlers<FiberCameraProps> {
readonly isTargetable = true;
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberCameraProps>[];
addPropsHandler(propHandler: PropsHandler<FiberCameraProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberAnaglyphArcRotateCameraPropsHandler implements PropsHandler<FiberAnaglyphArcRotateCameraProps> {
getPropertyUpdates(oldProps: FiberAnaglyphArcRotateCameraProps, newProps: FiberAnaglyphArcRotateCameraProps): PropertyUpdate[] | null;
}
/**
* Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
*
* This code has been generated
*/
export declare class FiberAnaglyphArcRotateCamera implements HasPropsHandlers<FiberCameraProps> {
readonly isTargetable = true;
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberCameraProps>[];
addPropsHandler(propHandler: PropsHandler<FiberCameraProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberStereoscopicArcRotateCameraPropsHandler implements PropsHandler<FiberStereoscopicArcRotateCameraProps> {
getPropertyUpdates(oldProps: FiberStereoscopicArcRotateCameraProps, newProps: FiberStereoscopicArcRotateCameraProps): PropertyUpdate[] | null;
}
/**
* Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
*
* This code has been generated
*/
export declare class FiberStereoscopicArcRotateCamera implements HasPropsHandlers<FiberCameraProps> {
readonly isTargetable = true;
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberCameraProps>[];
addPropsHandler(propHandler: PropsHandler<FiberCameraProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberVRDeviceOrientationArcRotateCameraPropsHandler implements PropsHandler<FiberVRDeviceOrientationArcRotateCameraProps> {
getPropertyUpdates(oldProps: FiberVRDeviceOrientationArcRotateCameraProps, newProps: FiberVRDeviceOrientationArcRotateCameraProps): PropertyUpdate[] | null;
}
/**
* Camera used to simulate VR rendering (based on ArcRotateCamera)
*
* This code has been generated
*/
export declare class FiberVRDeviceOrientationArcRotateCamera implements HasPropsHandlers<FiberCameraProps> {
readonly isTargetable = true;
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberCameraProps>[];
addPropsHandler(propHandler: PropsHandler<FiberCameraProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberFlyCameraPropsHandler implements PropsHandler<FiberFlyCameraProps> {
getPropertyUpdates(oldProps: FiberFlyCameraProps, newProps: FiberFlyCameraProps): PropertyUpdate[] | null;
}
/**
* This is a flying camera, designed for 3D movement and rotation in all directions,
* such as in a 3D Space Shooter or a Flight Simulator.
*
* This code has been generated
*/
export declare class FiberFlyCamera implements HasPropsHandlers<FiberCameraProps> {
readonly isTargetable = true;
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberCameraProps>[];
addPropsHandler(propHandler: PropsHandler<FiberCameraProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberFollowCameraPropsHandler implements PropsHandler<FiberFollowCameraProps> {
getPropertyUpdates(oldProps: FiberFollowCameraProps, newProps: FiberFollowCameraProps): PropertyUpdate[] | null;
}
/**
* A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
* an arc rotate version arcFollowCamera are available.
*
* This code has been generated
*/
export declare class FiberFollowCamera implements HasPropsHandlers<FiberCameraProps> {
readonly isTargetable = true;
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberCameraProps>[];
addPropsHandler(propHandler: PropsHandler<FiberCameraProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
export declare class FiberArcFollowCameraPropsHandler implements PropsHandler<FiberArcFollowCameraProps> {
getPropertyUpdates(oldProps: FiberArcFollowCameraProps, newProps: FiberArcFollowCameraProps): PropertyUpdate[] | null;
}
/**
* Arc Rotate version of the follow camera.
* It still follows a Defined mesh but in an Arc Rotate Camera fashion.
*
* This code has been generated
*/
export declare class FiberArcFollowCamera implements HasPropsHandlers<FiberCameraProps> {
readonly isTargetable = true;
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberCameraProps>[];
addPropsHandler(propHandler: PropsHandler<FiberCameraProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
parameters: {
name: string;
type: string;
optional: boolean;
}[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
/**
* Creates a box mesh
* * The parameter `size` sets the size (float) of each box side (default 1)
* * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
* * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
* * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
* * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
*
* This code has been generated
*/
export declare class FiberBox implements HasPropsHandlers<FiberMeshProps> {
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberMeshProps>[];
addPropsHandler(propHandler: PropsHandler<FiberMeshProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
factoryMethod: string;
parameters: ({
name: string;
type: string;
optional: boolean;
} | {
name: string;
type: {
name: string;
type: string;
optional: boolean;
}[];
optional: boolean;
})[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
/**
* Creates a tiled box mesh
* * faceTiles sets the pattern, tile size and number of tiles for a face
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
*
* This code has been generated
*/
export declare class FiberTiledBox implements HasPropsHandlers<FiberMeshProps> {
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberMeshProps>[];
addPropsHandler(propHandler: PropsHandler<FiberMeshProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
factoryMethod: string;
parameters: ({
name: string;
type: string;
optional: boolean;
} | {
name: string;
type: {
name: string;
type: string;
optional: boolean;
}[];
optional: boolean;
})[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
/**
* Creates a sphere mesh
* * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
* * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
* * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
* * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
* * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
* * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
*
* This code has been generated
*/
export declare class FiberSphere implements HasPropsHandlers<FiberMeshProps> {
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberMeshProps>[];
addPropsHandler(propHandler: PropsHandler<FiberMeshProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
factoryMethod: string;
parameters: ({
name: string;
type: string;
optional: boolean;
} | {
name: string;
type: {
name: string;
type: string;
optional: boolean;
}[];
optional: boolean;
})[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
/**
* Creates a plane polygonal mesh. By default, this is a disc
* * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
* * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
* * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
* * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
*
* This code has been generated
*/
export declare class FiberDisc implements HasPropsHandlers<FiberMeshProps> {
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberMeshProps>[];
addPropsHandler(propHandler: PropsHandler<FiberMeshProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
factoryMethod: string;
parameters: ({
name: string;
type: string;
optional: boolean;
} | {
name: string;
type: {
name: string;
type: string;
optional: boolean;
}[];
optional: boolean;
})[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
/**
* Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
* * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
* * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
* * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
* * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
* * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
*
* This code has been generated
*/
export declare class FiberIcoSphere implements HasPropsHandlers<FiberMeshProps> {
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberMeshProps>[];
addPropsHandler(propHandler: PropsHandler<FiberMeshProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
factoryMethod: string;
parameters: ({
name: string;
type: string;
optional: boolean;
} | {
name: string;
type: {
name: string;
type: string;
optional: boolean;
}[];
optional: boolean;
})[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
/**
* Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
* * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
* * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
* * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
* * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
* * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
* * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
* * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
* * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
* * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
* * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
* * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
* * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
*
* This code has been generated
*/
export declare class FiberRibbon implements HasPropsHandlers<FiberMeshProps> {
private propsHandlers;
constructor();
getPropsHandlers(): PropsHandler<FiberMeshProps>[];
addPropsHandler(propHandler: PropsHandler<FiberMeshProps>): void;
static readonly CreateInfo: {
creationType: string;
libraryLocation: string;
namespace: string;
factoryMethod: string;
parameters: ({
name: string;
type: string;
optional: boolean;
} | {
name: string;
type: {
name: string;
type: string;
optional: boolean;
}[];
optional: boolean;
})[];
};
static readonly Metadata: CreatedInstanceMetadata;
}
/**
* Creates a cylinder or a cone mesh
* * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
* * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
* * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
* * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
* * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
* * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
* * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
* * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
* * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
* * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
* * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
* * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
* * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
* * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
* * If `enclose` is false, a ring surface is one element.
* * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
* * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
* * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
*
* This code has been generated
*/
export declar