declare module 'babylonjs' {
export = BABYLON;
}
declare module BABYLON {
/**
* Set of assets to keep when moving a scene into an asset container.
*/
class KeepAssets {
/**
* Cameras to keep.
*/
cameras: Camera[];
/**
* Lights to keep.
*/
lights: Light[];
/**
* Meshes to keep.
*/
meshes: AbstractMesh[];
/**
* Skeletons to keep.
*/
skeletons: Skeleton[];
/**
* ParticleSystems to keep.
*/
particleSystems: ParticleSystem[];
/**
* Animations to keep.
*/
animations: Animation[];
/**
* MultiMaterials to keep.
*/
multiMaterials: MultiMaterial[];
/**
* Materials to keep.
*/
materials: Material[];
/**
* MorphTargetManagers to keep.
*/
morphTargetManagers: MorphTargetManager[];
/**
* Geometries to keep.
*/
geometries: Geometry[];
/**
* TransformNodes to keep.
*/
transformNodes: TransformNode[];
/**
* LensFlareSystems to keep.
*/
lensFlareSystems: LensFlareSystem[];
/**
* ShadowGenerators to keep.
*/
shadowGenerators: ShadowGenerator[];
/**
* ActionManagers to keep.
*/
actionManagers: ActionManager[];
/**
* Sounds to keep.
*/
sounds: Sound[];
}
/**
* Container with a set of assets that can be added or removed from a scene.
*/
class AssetContainer {
/**
* The scene the AssetContainer belongs to.
*/
scene: Scene;
/**
* Cameras populated in the container.
*/
cameras: Camera[];
/**
* Lights populated in the container.
*/
lights: Light[];
/**
* Meshes populated in the container.
*/
meshes: AbstractMesh[];
/**
* Skeletons populated in the container.
*/
skeletons: Skeleton[];
/**
* ParticleSystems populated in the container.
*/
particleSystems: IParticleSystem[];
/**
* Animations populated in the container.
*/
animations: Animation[];
/**
* MultiMaterials populated in the container.
*/
multiMaterials: MultiMaterial[];
/**
* Materials populated in the container.
*/
materials: Material[];
/**
* MorphTargetManagers populated in the container.
*/
morphTargetManagers: MorphTargetManager[];
/**
* Geometries populated in the container.
*/
geometries: Geometry[];
/**
* TransformNodes populated in the container.
*/
transformNodes: TransformNode[];
/**
* LensFlareSystems populated in the container.
*/
lensFlareSystems: LensFlareSystem[];
/**
* ShadowGenerators populated in the container.
*/
shadowGenerators: ShadowGenerator[];
/**
* ActionManagers populated in the container.
*/
actionManagers: ActionManager[];
/**
* Sounds populated in the container.
*/
sounds: Sound[];
/**
* Instantiates an AssetContainer.
* @param scene The scene the AssetContainer belongs to.
*/
constructor(scene: Scene);
/**
* Adds all the assets from the container to the scene.
*/
addAllToScene(): void;
/**
* Removes all the assets in the container from the scene
*/
removeAllFromScene(): void;
/**
* Removes all the assets contained in the scene and adds them to the container.
* @param keepAssets Set of assets to keep in the scene. (default: empty)
*/
moveAllFromScene(keepAssets?: KeepAssets): void;
}
}
interface Window {
mozIndexedDB: IDBFactory;
webkitIndexedDB: IDBFactory;
msIndexedDB: IDBFactory;
webkitURL: typeof URL;
mozRequestAnimationFrame(callback: FrameRequestCallback): number;
oRequestAnimationFrame(callback: FrameRequestCallback): number;
WebGLRenderingContext: WebGLRenderingContext;
MSGesture: MSGesture;
CANNON: any;
AudioContext: AudioContext;
webkitAudioContext: AudioContext;
PointerEvent: any;
Math: Math;
Uint8Array: Uint8ArrayConstructor;
Float32Array: Float32ArrayConstructor;
mozURL: typeof URL;
msURL: typeof URL;
VRFrameData: any;
DracoDecoderModule: any;
}
interface WebGLRenderingContext {
drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
vertexAttribDivisor(index: number, divisor: number): void;
createVertexArray(): any;
bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
deleteVertexArray(vao: WebGLVertexArrayObject): void;
blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
createQuery(): WebGLQuery;
deleteQuery(query: WebGLQuery): void;
beginQuery(target: number, query: WebGLQuery): void;
endQuery(target: number): void;
getQueryParameter(query: WebGLQuery, pname: number): any;
getQuery(target: number, pname: number): any;
MAX_SAMPLES: number;
RGBA8: number;
READ_FRAMEBUFFER: number;
DRAW_FRAMEBUFFER: number;
UNIFORM_BUFFER: number;
HALF_FLOAT_OES: number;
RGBA16F: number;
RGBA32F: number;
R32F: number;
RG32F: number;
RGB32F: number;
RED: number;
RG: number;
UNSIGNED_INT_24_8: number;
DEPTH24_STENCIL8: number;
drawBuffers(buffers: number[]): void;
readBuffer(src: number): void;
readonly COLOR_ATTACHMENT0: number;
readonly COLOR_ATTACHMENT1: number;
readonly COLOR_ATTACHMENT2: number;
readonly COLOR_ATTACHMENT3: number;
ANY_SAMPLES_PASSED_CONSERVATIVE: number;
ANY_SAMPLES_PASSED: number;
QUERY_RESULT_AVAILABLE: number;
QUERY_RESULT: number;
}
interface Document {
mozCancelFullScreen(): void;
msCancelFullScreen(): void;
mozFullScreen: boolean;
msIsFullScreen: boolean;
fullscreen: boolean;
mozPointerLockElement: HTMLElement;
msPointerLockElement: HTMLElement;
webkitPointerLockElement: HTMLElement;
}
interface HTMLCanvasElement {
msRequestPointerLock?(): void;
mozRequestPointerLock?(): void;
webkitRequestPointerLock?(): void;
}
interface CanvasRenderingContext2D {
msImageSmoothingEnabled: boolean;
}
interface WebGLBuffer {
references: number;
capacity: number;
is32Bits: boolean;
}
interface WebGLProgram {
transformFeedback?: WebGLTransformFeedback | null;
}
interface MouseEvent {
mozMovementX: number;
mozMovementY: number;
webkitMovementX: number;
webkitMovementY: number;
msMovementX: number;
msMovementY: number;
}
interface Navigator {
getVRDisplays: () => any;
mozGetVRDevices: (any: any) => any;
webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
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Babylon.js源码
共1596个文件
ts:567个
js:449个
fx:162个
1星 需积分: 9 15 下载量 117 浏览量
2018-03-13
16:34:58
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Babylon.js源码 (1596个子文件)
HorrorBlue.3dl 72KB
ColorGrading.3DL 72KB
LateSunset.3dl 72KB
_headers 35B
_headers 35B
_headers 35B
_headers 35B
_redirects 139B
_redirects 25B
SSAOcat.babylon 4.7MB
skull.babylon 3.94MB
dude.babylon 2.63MB
wand.babylon 2.32MB
candle.babylon 2.22MB
left.babylon 1.75MB
right.babylon 1.75MB
generic.babylon 467KB
Rabbit.babylon 164KB
babylonJS_logo_v3.babylon 8KB
ktx-files.bat 2KB
make-ktx-batch.bat 378B
Buggy0.bin 7.39MB
Alien.bin 1.72MB
0.bin 824KB
BoomBox.bin 203KB
TwoQuads.bin 152B
babylon.inspector.css 18KB
babylon.inspector.css 18KB
index.css 11KB
index.css 5KB
index.css 1KB
frame.css 694B
SpecularHDR.dds 16MB
environmentSpecular.dds 1MB
environment.dds 1MB
environment.dds 1MB
environment.dds 1MB
backgroundSkybox.dds 256KB
grass.dds 43KB
DemageFont.fnt 2KB
pbr.fragment.fx 28KB
standard.fragment.fx 11KB
default.fragment.fx 11KB
background.fragment.fx 9KB
shadowsFragmentFunctions.fx 8KB
lensHighlights.fragment.fx 8KB
depthOfField.fragment.fx 8KB
ssao2.fragment.fx 8KB
pbrLightFunctions.fx 6KB
pbrFunctions.fx 6KB
water.fragment.fx 6KB
fxaa.fragment.fx 6KB
pbr.vertex.fx 6KB
lava.vertex.fx 5KB
sky.fragment.fx 5KB
default.vertex.fx 5KB
terrain.fragment.fx 4KB
lightFragment.fx 4KB
gpuUpdateParticles.vertex.fx 4KB
imageProcessingFunctions.fx 4KB
fur.vertex.fx 3KB
bumpFragmentFunctions.fx 3KB
water.vertex.fx 3KB
grid.fragment.fx 3KB
lightsFragmentFunctions.fx 3KB
lava.fragment.fx 3KB
triplanar.fragment.fx 3KB
cell.fragment.fx 3KB
background.vertex.fx 3KB
reflectionFunction.fx 3KB
triplanar.vertex.fx 3KB
perlinNoiseProceduralTexture.fragment.fx 2KB
fur.fragment.fx 2KB
harmonicsFunctions.fx 2KB
helperFunctions.fx 2KB
marbleProceduralTexture.fragment.fx 2KB
gradient.fragment.fx 2KB
fire.fragment.fx 2KB
normal.fragment.fx 2KB
digitalrain.fragment.fx 2KB
kernelBlur.fragment.fx 2KB
simple.fragment.fx 2KB
brickProceduralTexture.fragment.fx 2KB
ssao.fragment.fx 2KB
defaultFragmentDeclaration.fx 2KB
simple.vertex.fx 2KB
cell.vertex.fx 2KB
normal.vertex.fx 2KB
gradient.vertex.fx 2KB
terrain.vertex.fx 2KB
starfieldProceduralTexture.fragment.fx 2KB
chromaticAberration.fragment.fx 2KB
fire.vertex.fx 2KB
asciiart.fragment.fx 2KB
tonemap.fragment.fx 2KB
particles.vertex.fx 1KB
pbrFragmentDeclaration.fx 1KB
colorCorrection.fragment.fx 1KB
depthOfFieldMerge.fragment.fx 1KB
glowBlurPostProcess.fragment.fx 1KB
共 1596 条
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