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- import type { Scene } from "./scene";
- import type { Nullable } from "./types";
- import type { AbstractMesh } from "./Meshes/abstractMesh";
- import type { TransformNode } from "./Meshes/transformNode";
- import type { Geometry } from "./Meshes/geometry";
- import type { Skeleton } from "./Bones/skeleton";
- import type { MorphTargetManager } from "./Morph/morphTargetManager";
- import type { AssetContainer } from "./assetContainer";
- import type { IParticleSystem } from "./Particles/IParticleSystem";
- import type { AnimationGroup } from "./Animations/animationGroup";
- import type { BaseTexture } from "./Materials/Textures/baseTexture";
- import type { Material } from "./Materials/material";
- import type { MultiMaterial } from "./Materials/multiMaterial";
- import type { AbstractActionManager } from "./Actions/abstractActionManager";
- import type { Camera } from "./Cameras/camera";
- import type { Light } from "./Lights/light";
- import type { Node } from "./node";
- import type { PostProcess } from "./PostProcesses/postProcess";
- import type { Animation } from "./Animations/animation";
- /**
- * Defines how the parser contract is defined.
- * These parsers are used to parse a list of specific assets (like particle systems, etc..)
- */
- export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
- /**
- * Defines how the individual parser contract is defined.
- * These parser can parse an individual asset
- */
- export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
- /**
- * Base class of the scene acting as a container for the different elements composing a scene.
- * This class is dynamically extended by the different components of the scene increasing
- * flexibility and reducing coupling
- */
- export declare abstract class AbstractScene {
- /**
- * Stores the list of available parsers in the application.
- */
- private static _BabylonFileParsers;
- /**
- * Stores the list of available individual parsers in the application.
- */
- private static _IndividualBabylonFileParsers;
- /**
- * Adds a parser in the list of available ones
- * @param name Defines the name of the parser
- * @param parser Defines the parser to add
- */
- static AddParser(name: string, parser: BabylonFileParser): void;
- /**
- * Gets a general parser from the list of available ones
- * @param name Defines the name of the parser
- * @returns the requested parser or null
- */
- static GetParser(name: string): Nullable<BabylonFileParser>;
- /**
- * Adds n individual parser in the list of available ones
- * @param name Defines the name of the parser
- * @param parser Defines the parser to add
- */
- static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
- /**
- * Gets an individual parser from the list of available ones
- * @param name Defines the name of the parser
- * @returns the requested parser or null
- */
- static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
- /**
- * Parser json data and populate both a scene and its associated container object
- * @param jsonData Defines the data to parse
- * @param scene Defines the scene to parse the data for
- * @param container Defines the container attached to the parsing sequence
- * @param rootUrl Defines the root url of the data
- */
- static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
- /**
- * Gets the list of root nodes (ie. nodes with no parent)
- */
- rootNodes: Node[];
- /** All of the cameras added to this scene
- * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras
- */
- cameras: Camera[];
- /**
- * All of the lights added to this scene
- * @see https://doc.babylonjs.com/features/featuresDeepDive/lights/lights_introduction
- */
- lights: Light[];
- /**
- * All of the (abstract) meshes added to this scene
- */
- meshes: AbstractMesh[];
- /**
- * The list of skeletons added to the scene
- * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons
- */
- skeletons: Skeleton[];
- /**
- * All of the particle systems added to this scene
- * @see https://doc.babylonjs.com/features/featuresDeepDive/particles/particle_system/particle_system_intro
- */
- particleSystems: IParticleSystem[];
- /**
- * Gets a list of Animations associated with the scene
- */
- animations: Animation[];
- /**
- * All of the animation groups added to this scene
- * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/groupAnimations
- */
- animationGroups: AnimationGroup[];
- /**
- * All of the multi-materials added to this scene
- * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/multiMaterials
- */
- multiMaterials: MultiMaterial[];
- /**
- * All of the materials added to this scene
- * In the context of a Scene, it is not supposed to be modified manually.
- * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
- * Note also that the order of the Material within the array is not significant and might change.
- * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/materials_introduction
- */
- materials: Material[];
- /**
- * The list of morph target managers added to the scene
- * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph
- */
- morphTargetManagers: MorphTargetManager[];
- /**
- * The list of geometries used in the scene.
- */
- geometries: Geometry[];
- /**
- * All of the transform nodes added to this scene
- * In the context of a Scene, it is not supposed to be modified manually.
- * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
- * Note also that the order of the TransformNode within the array is not significant and might change.
- * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/parent_pivot/transform_node
- */
- transformNodes: TransformNode[];
- /**
- * ActionManagers available on the scene.
- * @deprecated
- */
- actionManagers: AbstractActionManager[];
- /**
- * Textures to keep.
- */
- textures: BaseTexture[];
- /** @internal */
- protected _environmentTexture: Nullable<BaseTexture>;
- /**
- * Texture used in all pbr material as the reflection texture.
- * As in the majority of the scene they are the same (exception for multi room and so on),
- * this is easier to reference from here than from all the materials.
- */
- get environmentTexture(): Nullable<BaseTexture>;
- set environmentTexture(value: Nullable<BaseTexture>);
- /**
- * The list of postprocesses added to the scene
- */
- postProcesses: PostProcess[];
- /**
- * @returns all meshes, lights, cameras, transformNodes and bones
- */
- getNodes(): Array<Node>;
- }
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