import { StandardMaterial } from "./../../Materials/standardMaterial"; import { PBRMaterial } from "../../Materials/PBR/pbrMaterial"; import type { Nullable } from "../../types"; import { GreasedLineMesh } from "../GreasedLine/greasedLineMesh"; import type { Scene } from "../../scene"; import type { Color3 } from "../../Maths/math.color"; import { GreasedLineSimpleMaterial } from "../../Materials/GreasedLine/greasedLineSimpleMaterial"; import type { GreasedLineMeshOptions } from "../GreasedLine/greasedLineBaseMesh"; import { GreasedLineRibbonMesh } from "../GreasedLine/greasedLineRibbonMesh"; import type { GreasedLineMaterialOptions } from "../../Materials/GreasedLine/greasedLineMaterialInterfaces"; /** * How are the colors distributed along the color table * {@link https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param/greased_line#colors-and-colordistribution} */ export declare enum GreasedLineMeshColorDistribution { /** * Do no modify the color table */ COLOR_DISTRIBUTION_NONE = 0, /** * Repeat the colors until the color table is full */ COLOR_DISTRIBUTION_REPEAT = 1, /** * Distribute the colors evenly through the color table */ COLOR_DISTRIBUTION_EVEN = 2, /** * Put the colors to start of the color table a fill the rest with the default color */ COLOR_DISTRIBUTION_START = 3, /** * Put the colors to the end of the color table and fill the rest with the default color */ COLOR_DISTRIBUTION_END = 4, /** * Put the colors to start and to the end of the color table and fill the gap between with the default color */ COLOR_DISTRIBUTION_START_END = 5 } /** * How are the widths distributed along the width table * {@link https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param/greased_line#widths-and-widthdistribution} */ export declare enum GreasedLineMeshWidthDistribution { /** * Do no modify the width table */ WIDTH_DISTRIBUTION_NONE = 0, /** * Repeat the widths until the width table is full */ WIDTH_DISTRIBUTION_REPEAT = 1, /** * Distribute the widths evenly through the width table */ WIDTH_DISTRIBUTION_EVEN = 2, /** * Put the widths to start of the width table a fill the rest with the default width */ WIDTH_DISTRIBUTION_START = 3, /** * Put the widths to the end of the width table and fill the rest with the default width */ WIDTH_DISTRIBUTION_END = 4, /** * Put the widths to start and to the end of the width table and fill the gap between with the default width */ WIDTH_DISTRIBUTION_START_END = 5 } /** * Material options for GreasedLineBuilder */ export interface GreasedLineMaterialBuilderOptions extends GreasedLineMaterialOptions { /** * If set to true a new material will be created and a new material plugin will be attached * to the material. The material will be set on the mesh. If the instance option is specified in the mesh options, * no material will be created/assigned. Defaults to true. */ createAndAssignMaterial?: boolean; /** * Distribution of the colors if the color table contains fewer entries than needed. Defaults to GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START * @see CompleteGreasedLineColorTable */ colorDistribution?: GreasedLineMeshColorDistribution; } /** * Line mesh options for GreasedLineBuilder */ export interface GreasedLineMeshBuilderOptions extends GreasedLineMeshOptions { /** * Distribution of the widths if the width table contains fewer entries than needed. Defaults to GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_START * @see CompleteGreasedLineWidthTable */ widthDistribution?: GreasedLineMeshWidthDistribution; } /** * Builder functions for creating GreasedLineMeshes */ /** * Creates a new @see GreasedLinePluginMaterial * @param name name of the material * @param options material options @see GreasedLineMaterialOptions * @param scene scene or null to use the last scene * @returns StandardMaterial or PBRMaterial with the @see GreasedLinePluginMaterial attached to it */ export declare function CreateGreasedLineMaterial(name: string, options: GreasedLineMaterialOptions, scene: Nullable): StandardMaterial | PBRMaterial | GreasedLineSimpleMaterial; /** * Creates a GreasedLine mesh * @param name name of the mesh * @param options options for the mesh * @param materialOptions material options for the mesh * @param scene scene where the mesh will be created * @returns instance of GreasedLineMesh */ export declare function CreateGreasedLine(name: string, options: GreasedLineMeshBuilderOptions, materialOptions?: Nullable, scene?: Nullable): import("../GreasedLine/greasedLineBaseMesh").GreasedLineBaseMesh | GreasedLineMesh | GreasedLineRibbonMesh; /** * Counts the number of points * @param allPoints Array of points [[x, y, z], [x, y, z], ...] or Array of points [x, y, z, x, y, z, ...] * @returns total number of points */ export declare function GetPointsCount(allPoints: number[][]): number; /** * Completes the width table/fills the missing entries. It means it creates a width entry for every point of the line mesh. * You can provide more points the widths when creating the mesh. This function will fill the empty entries. * The algorithm used to fill the empty entries can be * GreasedLineMeshWidthDistribution.REPEAT - the width table will be repeatedly copied to the empty values [wL, wU] = [wL, wU, wL, wU, wL, wU, wL, wU, ...] * GreasedLineMeshWidthDistribution.EVEN - the width table will be evenly copied to the empty values [wL, wU] = [wL, wL, wL, wL, wU, wU, wU, wU] * GreasedLineMeshWidthDistribution.START - the width table will be copied at the start of the empty values * and rest will be filled width the default width upper and default width lower values [wU, wL] = [wL, wU, dwL, dwU, dwL, dwU, dwL, dwU] * GreasedLineMeshWidthDistribution.END - the width table will be copied at the end of the empty values * and rest will be filled width the default values [wL, wU] = [wL, wU, dwL, dwU, dwL, dwU, wL, wU] * @param pointCount number of points of the line mesh * @param widths array of widths [widhtLower, widthUpper, widthLower, widthUpper ...]. Two widths (lower/upper) per point. * @param widthsDistribution how to distribute widths if the widths array has fewer entries than pointCount * @param defaultWidthUpper the default value which will be used to fill empty width entries - upper width * @param defaultWidthLower the default value which will be used to fill empty width entries - lower width * @returns completed width table. */ export declare function CompleteGreasedLineWidthTable(pointCount: number, widths: number[], widthsDistribution: GreasedLineMeshWidthDistribution, defaultWidthUpper?: number, defaultWidthLower?: number): number[]; /** * Completes the color table/fill the missing color entries. It means it creates a color entry for every point of the line mesh. * You can provide more points the colors when creating the mesh. This function will fill the empty entries. * The algorithm used to fill the empty entries can be * GreasedLineMesColorhDistribution.REPEAT - the color table will be repeatedly copied to the empty values [c1, c2] = [c1, c2, c1, c2, c1, c2, c1, c2] * GreasedLineMesColorhDistribution.EVEN - the color table will be evenly copied to the empty values [c1, c2] = [c1, c1, c1, c1, c2, c2, c2, c2] * GreasedLineMesColorhDistribution.START - the color table will be copied at the start of the empty values * and rest will be filled color the default color value [c1, c2] = [c1, c2, dc, dc, dc, dc, dc, dc] * GreasedLineMesColorhDistribution.START_END - the color table will be copied at the start and the end of the empty values * and rest will be filled color the default color value [c1, c2] = [c1, c2, dc, dc, dc, dc, c1, c2] * @param pointCount number of points of the line mesh * @param colors array of Color3 for the color table * @param colorDistribution how to distribute colors if the colors array has fewer entries than pointCount * @param defaultColor default color to be used to fill empty entries in the color table * @returns completed array of Color3s */ export declare function CompleteGreasedLineColorTable(pointCount: number, colors: Color3[], colorDistribution: GreasedLineMeshColorDistribution, defaultColor: Color3): Color3[];