declare module "babylonjs-loaders/glTF/glTFValidation" {
    import * as GLTF2 from 'babylonjs-gltf2interface';
    /**
     * Configuration for glTF validation
     */
    export interface IGLTFValidationConfiguration {
        /**
         * The url of the glTF validator.
         */
        url: string;
    }
    /**
     * glTF validation
     */
    export class GLTFValidation {
        /**
         * The configuration. Defaults to `{ url: "https://preview.babylonjs.com/gltf_validator.js" }`.
         */
        static Configuration: IGLTFValidationConfiguration;
        private static _LoadScriptPromise;
        /**
         * Validate a glTF asset using the glTF-Validator.
         * @param data The JSON of a glTF or the array buffer of a binary glTF
         * @param rootUrl The root url for the glTF
         * @param fileName The file name for the glTF
         * @param getExternalResource The callback to get external resources for the glTF validator
         * @returns A promise that resolves with the glTF validation results once complete
         */
        static ValidateAsync(data: string | ArrayBuffer, rootUrl: string, fileName: string, getExternalResource: (uri: string) => Promise<ArrayBuffer>): Promise<GLTF2.IGLTFValidationResults>;
    }
}
declare module "babylonjs-loaders/glTF/glTFFileLoader" {
    import * as GLTF2 from "babylonjs-gltf2interface";
    import { Nullable } from "babylonjs/types";
    import { Observable } from "babylonjs/Misc/observable";
    import { Camera } from "babylonjs/Cameras/camera";
    import { AnimationGroup } from "babylonjs/Animations/animationGroup";
    import { Skeleton } from "babylonjs/Bones/skeleton";
    import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
    import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
    import { Material } from "babylonjs/Materials/material";
    import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
    import { ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderPluginAsync, SceneLoaderProgressEvent, ISceneLoaderPluginExtensions } from "babylonjs/Loading/sceneLoader";
    import { AssetContainer } from "babylonjs/assetContainer";
    import { Scene, IDisposable } from "babylonjs/scene";
    import { WebRequest } from "babylonjs/Misc/webRequest";
    import { IFileRequest } from "babylonjs/Misc/fileRequest";
    import { IDataBuffer } from 'babylonjs/Misc/dataReader';
    import { Light } from 'babylonjs/Lights/light';
    import { TransformNode } from 'babylonjs/Meshes/transformNode';
    /**
     * Mode that determines the coordinate system to use.
     */
    export enum GLTFLoaderCoordinateSystemMode {
        /**
         * Automatically convert the glTF right-handed data to the appropriate system based on the current coordinate system mode of the scene.
         */
        AUTO = 0,
        /**
         * Sets the useRightHandedSystem flag on the scene.
         */
        FORCE_RIGHT_HANDED = 1
    }
    /**
     * Mode that determines what animations will start.
     */
    export enum GLTFLoaderAnimationStartMode {
        /**
         * No animation will start.
         */
        NONE = 0,
        /**
         * The first animation will start.
         */
        FIRST = 1,
        /**
         * All animations will start.
         */
        ALL = 2
    }
    /**
     * Interface that contains the data for the glTF asset.
     */
    export interface IGLTFLoaderData {
        /**
         * The object that represents the glTF JSON.
         */
        json: Object;
        /**
         * The BIN chunk of a binary glTF.
         */
        bin: Nullable<IDataBuffer>;
    }
    /**
     * Interface for extending the loader.
     */
    export interface IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        /**
         * Defines the order of this extension.
         * The loader sorts the extensions using these values when loading.
         */
        order?: number;
    }
    /**
     * Loader state.
     */
    export enum GLTFLoaderState {
        /**
         * The asset is loading.
         */
        LOADING = 0,
        /**
         * The asset is ready for rendering.
         */
        READY = 1,
        /**
         * The asset is completely loaded.
         */
        COMPLETE = 2
    }
    /** @hidden */
    export interface IImportMeshAsyncOutput {
        meshes: AbstractMesh[];
        particleSystems: IParticleSystem[];
        skeletons: Skeleton[];
        animationGroups: AnimationGroup[];
        lights: Light[];
        transformNodes: TransformNode[];
    }
    /** @hidden */
    export interface IGLTFLoader extends IDisposable {
        readonly state: Nullable<GLTFLoaderState>;
        importMeshAsync: (meshesNames: any, scene: Scene, forAssetContainer: boolean, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string) => Promise<IImportMeshAsyncOutput>;
        loadAsync: (scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string) => Promise<void>;
    }
    /**
     * File loader for loading glTF files into a scene.
     */
    export class GLTFFileLoader implements IDisposable, ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {
        /** @hidden */
        static _CreateGLTF1Loader: (parent: GLTFFileLoader) => IGLTFLoader;
        /** @hidden */
        static _CreateGLTF2Loader: (parent: GLTFFileLoader) => IGLTFLoader;
        /**
         * Raised when the asset has been parsed
         */
        onParsedObservable: Observable<IGLTFLoaderData>;
        private _onParsedObserver;
        /**
         * Raised when the asset has been parsed
         */
        set onParsed(callback: (loaderData: IGLTFLoaderData) => void);
        /**
         * Set this property to false to disable incremental loading which delays the loader from calling the success callback until after loading the meshes and shaders.
         * Textures always loads asynchronously. For example, the success callback can compute the bounding information of the loaded meshes when incremental loading is disabled.
         * Defaults to true.
         * @hidden
         */
        static IncrementalLoading: boolean;
        /**
         * Set this property to true in order to work with homogeneous coordinates, available with some converters and exporters.
         * Defaults to false. See https://en.wikipedia.org/wiki/Homogeneous_coordinates.
         * @hidden
         */
        static HomogeneousCoordinates: boolean;
        /**
         * The coordinate system mode. Defaults to AUTO.
         */
        coordinateSystemMode: GLTFLoaderCoordinateSystemMode;
        /**
        * The animation start mode. Defaults to FIRST.
        */
        animationStartMode: GLTFLoaderAnimationStartMode;
        /**
         * Defines if the loader should compile materials before raising the success callback. Defaults to false.
         */
        compileMaterials: boolean;
        /**
         * Defines if the loader should also compile materials with clip planes. Defaults to false.
         */
        useClipPlane: boolean;
        /**
         * Defines if the loader should compile shadow generators before raising the success callback. Defaults to false.
         */
        compileShadowGenerators: boolean;
        /**
         * Defines if the Alpha blended materials are only applied as coverage.
         * If false, (default) The luminance of each pixel will reduce its opacity to simulate the behaviour of most physical materials.
         * If true, no extra effects are applied to transparent pixels.
         */
        transparencyAsCoverage: boolean;
        /**
         * Defines if the loader should use range requests when load binary glTF files from HTTP.
         * Enabling will disable offline support and glTF validator.
         * Defaults to false.
         */
        useRangeRequests: boolean;
        /**
         * Defines if the loader should create instances when multiple glTF nodes point to the same glTF mesh. Defaults to true.
         */
        createInstances: boolean;
        /**
         * Function called before loading a url referenced by the asset.
         */
        preprocessUrlAsync: (url: string) => Promise<string>;
        /**
         * Observable raised when the loader creates a mesh after parsing the glTF properties of the mesh.
         */
        readonly onMeshLoadedObservable: Observable<AbstractMesh>;
        private _onMeshLoadedObserver;
        /**
         * Callback raised when the loader creates a mesh after parsing the glTF properties of the mesh.
         */
        set onMeshLoaded(callback: (mesh: AbstractMesh) => void);
        /**
         * Observable raised when the loader creates a texture after parsing the glTF properties of the texture.
         */
        readonly onTextureLoadedObservable: Observable<BaseTexture>;
        private _onTextureLoadedObserver;
        /**
         * Callback raised when the loader creates a texture after parsing the glTF properties of the texture.
         */
        set onTextureLoaded(callback: (texture: BaseTexture) => void);
        /**
         * Observable raised when the loader creates a material after parsing the glTF properties of the material.
         */
        readonly onMaterialLoadedObservable: Observable<Material>;
        private _onMaterialLoadedObserver;
        /**
         * Callback raised when the loader creates a material after parsing the glTF properties of the material.
         */
        set onMaterialLoaded(callback: (material: Material) => void);
        /**
         * Observable raised when the loader creates a camera after parsing the glTF properties of the camera.
         */
        readonly onCameraLoadedObservable: Observable<Camera>;
        private _onCameraLoadedObserver;
        /**
         * Callback raised when the loader creates a camera after parsing the glTF properties of the camera.
         */
        set onCameraLoaded(callback: (camera: Camera) => void);
        /**
         * Observable raised when the asset is completely loaded, immediately before the loader is disposed.
         * For assets with LODs, raised when all of the LODs are complete.
         * For assets without LODs, raised when the model is complete, immediately after the loader resolves the returned promise.
         */
        readonly onCompleteObservable: Observable<void>;
        private _onCompleteObserver;
        /**
         * Callback raised when the asset is completely loaded, immediately before the loader is disposed.
         * For assets with LODs, raised when all of the LODs are complete.
         * For assets without LODs, raised when the model is complete, immediately after the loader resolves the returned promise.
         */
        set onComplete(callback: () => void);
        /**
         * Observable raised when an error occurs.
         */
        readonly onErrorObservable: Observable<any>;
        private _onErrorObserver;
        /**
         * Callback raised when an error occurs.
         */
        set onError(callback: (reason: any) => void);
        /**
         * Observable raised after the loader is disposed.
         */
        readonly onDisposeObservable: Observable<void>;
        private _onDisposeObserver;
        /**
         * Callback raised after the loader is disposed.
         */
        set onDispose(callback: () => void);
        /**
         * Observable raised after a loader extension is created.
         * Set additional options for a loader extension in this event.
         */
        readonly onExtensionLoadedObservable: Observable<IGLTFLoaderExtension>;
        private _onExtensionLoadedObserver;
        /**
         * Callback raised after a loader extension is created.
         */
        set onExtensionLoaded(callback: (extension: IGLTFLoaderExtension) => void);
        /**
         * Defines if the loader logging is enabled.
         */
        get loggingEnabled(): boolean;
        set loggingEnabled(value: boolean);
        /**
         * Defines if the loader should capture performance counters.
         */
        get capturePerformanceCounters(): boolean;
        set capturePerformanceCounters(value: boolean);
        /**
         * Defines if the loader should validate the asset.
         */
        validate: boolean;
        /**
         * Observable raised after validation when validate is set to true. The event data is the result of the validation.
         */
        readonly onValidatedObservable: Observable<GLTF2.IGLTFValidationResults>;
        private _onValidatedObserver;
        /**
         * Callback raised after a loader extension is created.
         */
        set onValidated(callback: (results: GLTF2.IGLTFValidationResults) => void);
        private _loader;
        /**
         * Name of the loader ("gltf")
         */
        name: string;
        /** @hidden */
        extensions: ISceneLoaderPluginExtensions;
        /**
         * Disposes the loader, releases resources during load, and cancels any outstanding requests.
         */
        dispose(): void;
        /** @hidden */
        _clear(): void;
        /** @hidden */
        requestFile(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
        /** @hidden */
        readFile(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
        /** @hidden */
        importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
            meshes: AbstractMesh[];
            particleSystems: IParticleSystem[];
            skeletons: Skeleton[];
            animationGroups: AnimationGroup[];
        }>;
        /** @hidden */
        loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
        /** @hidden */
        loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
        /** @hidden */
        canDirectLoad(data: string): boolean;
        /** @hidden */
        directLoad(scene: Scene, data: string): any;
        /**
         * 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;
        /** @hidden */
        createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
        /**
         * The loader state or null if the loader is not active.
         */
        get loaderState(): Nullable<GLTFLoaderState>;
        /**
         * Returns a promise that resolves when the asset is completely loaded.
         * @returns a promise that resolves when the asset is completely loaded.
         */
        whenCompleteAsync(): Promise<void>;
        private _validate;
        private _getLoader;
        private _parseJson;
        private _unpackBinaryAsync;
        private _unpackBinaryV1Async;
        private _unpackBinaryV2Async;
        private static _parseVersion;
        private static _compareVersion;
        private static readonly _logSpaces;
        private _logIndentLevel;
        private _loggingEnabled;
        /** @hidden */
        _log: (message: string) => void;
        /** @hidden */
        _logOpen(message: string): void;
        /** @hidden */
        _logClose(): void;
        private _logEnabled;
        private _logDisabled;
        private _capturePerformanceCounters;
        /** @hidden */
        _startPerformanceCounter: (counterName: string) => void;
        /** @hidden */
        _endPerformanceCounter: (counterName: string) => void;
        private _startPerformanceCounterEnabled;
        private _startPerformanceCounterDisabled;
        private _endPerformanceCounterEnabled;
        private _endPerformanceCounterDisabled;
    }
}
declare module "babylonjs-loaders/glTF/1.0/glTFLoaderInterfaces" {
    import { Bone } from "babylonjs/Bones/bone";
    import { Skeleton } from "babylonjs/Bones/skeleton";
    import { Texture } from "babylonjs/Materials/Textures/texture";
    import { Node } from "babylonjs/node";
    import { Scene } from "babylonjs/scene";
    /**
    * Enums
    * @hidden
    */
    export enum EComponentType {
        BYTE = 5120,
        UNSIGNED_BYTE = 5121,
        SHORT = 5122,
        UNSIGNED_SHORT = 5123,
        FLOAT = 5126
    }
    /** @hidden */
    export enum EShaderType {
        FRAGMENT = 35632,
        VERTEX = 35633
    }
    /** @hidden */
    export enum EParameterType {
        BYTE = 5120,
        UNSIGNED_BYTE = 5121,
        SHORT = 5122,
        UNSIGNED_SHORT = 5123,
        INT = 5124,
        UNSIGNED_INT = 5125,
        FLOAT = 5126,
        FLOAT_VEC2 = 35664,
        FLOAT_VEC3 = 35665,
        FLOAT_VEC4 = 35666,
        INT_VEC2 = 35667,
        INT_VEC3 = 35668,
        INT_VEC4 = 35669,
        BOOL = 35670,
        BOOL_VEC2 = 35671,
        BOOL_VEC3 = 35672,
        BOOL_VEC4 = 35673,
        FLOAT_MAT2 = 35674,
        FLOAT_MAT3 = 35675,
        FLOAT_MAT4 = 35676,
        SAMPLER_2D = 35678
    }
    /** @hidden */
    export enum ETextureWrapMode {
        CLAMP_TO_EDGE = 33071,
        MIRRORED_REPEAT = 33648,
        REPEAT = 10497
    }
    /** @hidden */
    export enum ETextureFilterType {
        NEAREST = 9728,
        LINEAR = 9728,
        NEAREST_MIPMAP_NEAREST = 9984,
        LINEAR_MIPMAP_NEAREST = 9985,
        NEAREST_MIPMAP_LINEAR = 9986,
        LINEAR_MIPMAP_LINEAR = 9987
    }
    /** @hidden */
    export enum ETextureFormat {
        ALPHA = 6406,
        RGB = 6407,
        RGBA = 6408,
        LUMINANCE = 6409,
        LUMINANCE_ALPHA = 6410
    }
    /** @hidden */
    export enum ECullingType {
        FRONT = 1028,
        BACK = 1029,
        FRONT_AND_BACK = 1032
    }
    /** @hidden */
    export enum EBlendingFunction {
        ZERO = 0,
        ONE = 1,
        SRC_COLOR = 768,
        ONE_MINUS_SRC_COLOR = 769,
        DST_COLOR = 774,
        ONE_MINUS_DST_COLOR = 775,
        SRC_ALPHA = 770,
        ONE_MINUS_SRC_ALPHA = 771,
        DST_ALPHA = 772,
        ONE_MINUS_DST_ALPHA = 773,
        CONSTANT_COLOR = 32769,
        ONE_MINUS_CONSTANT_COLOR = 32770,
        CONSTANT_ALPHA = 32771,
        ONE_MINUS_CONSTANT_ALPHA = 32772,
        SRC_ALPHA_SATURATE = 776
    }
    /** @hidden */
    export interface IGLTFProperty {
        extensions?: {
            [key: string]: any;
        };
        extras?: Object;
    }
    /** @hidden */
    export interface IGLTFChildRootProperty extends IGLTFProperty {
        name?: string;
    }
    /** @hidden */
    export interface IGLTFAccessor extends IGLTFChildRootProperty {
        bufferView: string;
        byteOffset: number;
        byteStride: number;
        count: number;
        type: string;
        componentType: EComponentType;
        max?: number[];
        min?: number[];
        name?: string;
    }
    /** @hidden */
    export interface IGLTFBufferView extends IGLTFChildRootProperty {
        buffer: string;
        byteOffset: number;
        byteLength: number;
        byteStride: number;
        target?: number;
    }
    /** @hidden */
    export interface IGLTFBuffer extends IGLTFChildRootProperty {
        uri: string;
        byteLength?: number;
        type?: string;
    }
    /** @hidden */
    export interface IGLTFShader extends IGLTFChildRootProperty {
        uri: string;
        type: EShaderType;
    }
    /** @hidden */
    export interface IGLTFProgram extends IGLTFChildRootProperty {
        attributes: string[];
        fragmentShader: string;
        vertexShader: string;
    }
    /** @hidden */
    export interface IGLTFTechniqueParameter {
        type: number;
        count?: number;
        semantic?: string;
        node?: string;
        value?: number | boolean | string | Array<any>;
        source?: string;
        babylonValue?: any;
    }
    /** @hidden */
    export interface IGLTFTechniqueCommonProfile {
        lightingModel: string;
        texcoordBindings: Object;
        parameters?: Array<any>;
    }
    /** @hidden */
    export interface IGLTFTechniqueStatesFunctions {
        blendColor?: number[];
        blendEquationSeparate?: number[];
        blendFuncSeparate?: number[];
        colorMask: boolean[];
        cullFace: number[];
    }
    /** @hidden */
    export interface IGLTFTechniqueStates {
        enable: number[];
        functions: IGLTFTechniqueStatesFunctions;
    }
    /** @hidden */
    export interface IGLTFTechnique extends IGLTFChildRootProperty {
        parameters: {
            [key: string]: IGLTFTechniqueParameter;
        };
        program: string;
        attributes: {
            [key: string]: string;
        };
        uniforms: {
            [key: string]: string;
        };
        states: IGLTFTechniqueStates;
    }
    /** @hidden */
    export interface IGLTFMaterial extends IGLTFChildRootProperty {
        technique?: string;
        values: string[];
    }
    /** @hidden */
    export interface IGLTFMeshPrimitive extends IGLTFProperty {
        attributes: {
            [key: string]: string;
        };
        indices: string;
        material: string;
        mode?: number;
    }
    /** @hidden */
    export interface IGLTFMesh extends IGLTFChildRootProperty {
        primitives: IGLTFMeshPrimitive[];
    }
    /** @hidden */
    export interface IGLTFImage extends IGLTFChildRootProperty {
        uri: string;
    }
    /** @hidden */
    export interface IGLTFSampler extends IGLTFChildRootProperty {
        magFilter?: number;
        minFilter?: number;
        wrapS?: number;
        wrapT?: number;
    }
    /** @hidden */
    export interface IGLTFTexture extends IGLTFChildRootProperty {
        sampler: string;
        source: string;
        format?: ETextureFormat;
        internalFormat?: ETextureFormat;
        target?: number;
        type?: number;
        babylonTexture?: Texture;
    }
    /** @hidden */
    export interface IGLTFAmbienLight {
        color?: number[];
    }
    /** @hidden */
    export interface IGLTFDirectionalLight {
        color?: number[];
    }
    /** @hidden */
    export interface IGLTFPointLight {
        color?: number[];
        constantAttenuation?: number;
        linearAttenuation?: number;
        quadraticAttenuation?: number;
    }
    /** @hidden */
    export interface IGLTFSpotLight {
        color?: number[];
        constantAttenuation?: number;
        fallOfAngle?: number;
        fallOffExponent?: number;
        linearAttenuation?: number;
        quadraticAttenuation?: number;
    }
    /** @hidden */
    export interface IGLTFLight extends IGLTFChildRootProperty {
        type: string;
    }
    /** @hidden */
    export interface IGLTFCameraOrthographic {
        xmag: number;
        ymag: number;
        zfar: number;
        znear: number;
    }
    /** @hidden */
    export interface IGLTFCameraPerspective {
        aspectRatio: number;
        yfov: number;
        zfar: number;
        znear: number;
    }
    /** @hidden */
    export interface IGLTFCamera extends IGLTFChildRootProperty {
        type: string;
    }
    /** @hidden */
    export interface IGLTFAnimationChannelTarget {
        id: string;
        path: string;
    }
    /** @hidden */
    export interface IGLTFAnimationChannel {
        sampler: string;
        target: IGLTFAnimationChannelTarget;
    }
    /** @hidden */
    export interface IGLTFAnimationSampler {
        input: string;
        output: string;
        interpolation?: string;
    }
    /** @hidden */
    export interface IGLTFAnimation extends IGLTFChildRootProperty {
        channels?: IGLTFAnimationChannel[];
        parameters?: {
            [key: string]: string;
        };
        samplers?: {
            [key: string]: IGLTFAnimationSampler;
        };
    }
    /** @hidden */
    export interface IGLTFNodeInstanceSkin {
        skeletons: string[];
        skin: string;
        meshes: string[];
    }
    /** @hidden */
    export interface IGLTFSkins extends IGLTFChildRootProperty {
        bindShapeMatrix: number[];
        inverseBindMatrices: string;
        jointNames: string[];
        babylonSkeleton?: Skeleton;
    }
    /** @hidden */
    export interface IGLTFNode extends IGLTFChildRootProperty {
        camera?: string;
        children: string[];
        skin?: string;
        jointName?: string;
        light?: string;
        matrix: number[];
        mesh?: string;
        meshes?: string[];
        rotation?: number[];
        scale?: number[];
        translation?: number[];
        babylonNode?: Node;
    }
    /** @hidden */
    export interface IGLTFScene extends IGLTFChildRootProperty {
        nodes: string[];
    }
    /** @hidden */
    export interface IGLTFRuntime {
        extensions: {
            [key: string]: any;
        };
        accessors: {
            [key: string]: IGLTFAccessor;
        };
        buffers: {
            [key: string]: IGLTFBuffer;
        };
        bufferViews: {
            [key: string]: IGLTFBufferView;
        };
        meshes: {
            [key: string]: IGLTFMesh;
        };
        lights: {
            [key: string]: IGLTFLight;
        };
        cameras: {
            [key: string]: IGLTFCamera;
        };
        nodes: {
            [key: string]: IGLTFNode;
        };
        images: {
            [key: string]: IGLTFImage;
        };
        textures: {
            [key: string]: IGLTFTexture;
        };
        shaders: {
            [key: string]: IGLTFShader;
        };
        programs: {
            [key: string]: IGLTFProgram;
        };
        samplers: {
            [key: string]: IGLTFSampler;
        };
        techniques: {
            [key: string]: IGLTFTechnique;
        };
        materials: {
            [key: string]: IGLTFMaterial;
        };
        animations: {
            [key: string]: IGLTFAnimation;
        };
        skins: {
            [key: string]: IGLTFSkins;
        };
        currentScene?: Object;
        scenes: {
            [key: string]: IGLTFScene;
        };
        extensionsUsed: string[];
        extensionsRequired?: string[];
        buffersCount: number;
        shaderscount: number;
        scene: Scene;
        rootUrl: string;
        loadedBufferCount: number;
        loadedBufferViews: {
            [name: string]: ArrayBufferView;
        };
        loadedShaderCount: number;
        importOnlyMeshes: boolean;
        importMeshesNames?: string[];
        dummyNodes: Node[];
        forAssetContainer: boolean;
    }
    /** @hidden */
    export interface INodeToRoot {
        bone: Bone;
        node: IGLTFNode;
        id: string;
    }
    /** @hidden */
    export interface IJointNode {
        node: IGLTFNode;
        id: string;
    }
}
declare module "babylonjs-loaders/glTF/1.0/glTFLoaderUtils" {
    import { IGLTFTechniqueParameter, IGLTFAccessor, ETextureFilterType, IGLTFRuntime, IGLTFBufferView, EComponentType } from "babylonjs-loaders/glTF/1.0/glTFLoaderInterfaces";
    import { Effect } from "babylonjs/Materials/effect";
    import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
    import { Node } from "babylonjs/node";
    import { Scene } from "babylonjs/scene";
    /**
    * Utils functions for GLTF
    * @hidden
    */
    export class GLTFUtils {
        /**
         * Sets the given "parameter" matrix
         * @param scene: the Scene object
         * @param source: the source node where to pick the matrix
         * @param parameter: the GLTF technique parameter
         * @param uniformName: the name of the shader's uniform
         * @param shaderMaterial: the shader material
         */
        static SetMatrix(scene: Scene, source: Node, parameter: IGLTFTechniqueParameter, uniformName: string, shaderMaterial: ShaderMaterial | Effect): void;
        /**
         * Sets the given "parameter" matrix
         * @param shaderMaterial: the shader material
         * @param uniform: the name of the shader's uniform
         * @param value: the value of the uniform
         * @param type: the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)
         */
        static SetUniform(shaderMaterial: ShaderMaterial | Effect, uniform: string, value: any, type: number): boolean;
        /**
        * Returns the wrap mode of the texture
        * @param mode: the mode value
        */
        static GetWrapMode(mode: number): number;
        /**
         * Returns the byte stride giving an accessor
         * @param accessor: the GLTF accessor objet
         */
        static GetByteStrideFromType(accessor: IGLTFAccessor): number;
        /**
         * Returns the texture filter mode giving a mode value
         * @param mode: the filter mode value
         */
        static GetTextureFilterMode(mode: number): ETextureFilterType;
        static GetBufferFromBufferView(gltfRuntime: IGLTFRuntime, bufferView: IGLTFBufferView, byteOffset: number, byteLength: number, componentType: EComponentType): ArrayBufferView;
        /**
         * Returns a buffer from its accessor
         * @param gltfRuntime: the GLTF runtime
         * @param accessor: the GLTF accessor
         */
        static GetBufferFromAccessor(gltfRuntime: IGLTFRuntime, accessor: IGLTFAccessor): any;
        /**
         * Decodes a buffer view into a string
         * @param view: the buffer view
         */
        static DecodeBufferToText(view: ArrayBufferView): string;
        /**
         * Returns the default material of gltf. Related to
         * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material
         * @param scene: the Babylon.js scene
         */
        static GetDefaultMaterial(scene: Scene): ShaderMaterial;
        private static _DefaultMaterial;
    }
}
declare module "babylonjs-loaders/glTF/1.0/glTFLoader" {
    import { IGLTFRuntime } from "babylonjs-loaders/glTF/1.0/glTFLoaderInterfaces";
    import { Nullable } from "babylonjs/types";
    import { Material } from "babylonjs/Materials/material";
    import { Texture } from "babylonjs/Materials/Textures/texture";
    import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
    import { Scene } from "babylonjs/scene";
    import { IGLTFLoader, GLTFLoaderState, IGLTFLoaderData, IImportMeshAsyncOutput } from "babylonjs-loaders/glTF/glTFFileLoader";
    /**
    * Implementation of the base glTF spec
    * @hidden
    */
    export class GLTFLoaderBase {
        static CreateRuntime(parsedData: any, scene: Scene, rootUrl: string): IGLTFRuntime;
        static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void, onProgress?: () => void): void;
        static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: Nullable<ArrayBufferView>) => void, onError: (message: string) => void): void;
        static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: Nullable<ArrayBufferView>, onSuccess: (texture: Texture) => void, onError: (message: string) => void): void;
        static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string | ArrayBuffer) => void, onError?: (message: string) => void): void;
        static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): void;
    }
    /**
    * glTF V1 Loader
    * @hidden
    */
    export class GLTFLoader implements IGLTFLoader {
        static Extensions: {
            [name: string]: GLTFLoaderExtension;
        };
        static RegisterExtension(extension: GLTFLoaderExtension): void;
        state: Nullable<GLTFLoaderState>;
        dispose(): void;
        private _importMeshAsync;
        /**
        * Imports one or more meshes from a loaded gltf file and adds them to the scene
        * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
        * @param scene the scene the meshes should be added to
        * @param forAssetContainer defines if the entities must be stored in the scene
        * @param data gltf data containing information of the meshes in a loaded file
        * @param rootUrl root url to load from
        * @param onProgress event that fires when loading progress has occured
        * @returns a promise containg the loaded meshes, particles, skeletons and animations
        */
        importMeshAsync(meshesNames: any, scene: Scene, forAssetContainer: boolean, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void): Promise<IImportMeshAsyncOutput>;
        private _loadAsync;
        /**
        * Imports all objects from a loaded gltf file and adds them to the scene
        * @param scene the scene the objects should be added to
        * @param data gltf data containing information of the meshes in a loaded file
        * @param rootUrl root url to load from
        * @param onProgress event that fires when loading progress has occured
        * @returns a promise which completes when objects have been loaded to the scene
        */
        loadAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void): Promise<void>;
        private _loadShadersAsync;
        private _loadBuffersAsync;
        private _createNodes;
    }
    /** @hidden */
    export abstract class GLTFLoaderExtension {
        private _name;
        constructor(name: string);
        get name(): string;
        /**
        * Defines an override for loading the runtime
        * Return true to stop further extensions from loading the runtime
        */
        loadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess?: (gltfRuntime: IGLTFRuntime) => void, onError?: (message: string) => void): boolean;
        /**
         * Defines an onverride for creating gltf runtime
         * Return true to stop further extensions from creating the runtime
         */
        loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError?: (message: string) => void): boolean;
        /**
        * Defines an override for loading buffers
        * Return true to stop further extensions from loading this buffer
        */
        loadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void, onProgress?: () => void): boolean;
        /**
        * Defines an override for loading texture buffers
        * Return true to stop further extensions from loading this texture data
        */
        loadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean;
        /**
        * Defines an override for creating textures
        * Return true to stop further extensions from loading this texture
        */
        createTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: (message: string) => void): boolean;
        /**
        * Defines an override for loading shader strings
        * Return true to stop further extensions from loading this shader data
        */
        loadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: (message: string) => void): boolean;
        /**
        * Defines an override for loading materials
        * Return true to stop further extensions from loading this material
        */
        loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): boolean;
        static LoadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess?: (gltfRuntime: IGLTFRuntime) => void, onError?: (message: string) => void): void;
        static LoadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError?: (message: string) => void): void;
        static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (bufferView: ArrayBufferView) => void, onError: (message: string) => void, onProgress?: () => void): void;
        static LoadTextureAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (texture: Texture) => void, onError: (message: string) => void): void;
        static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderData: string | ArrayBuffer) => void, onError: (message: string) => void): void;
        static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): void;
        private static LoadTextureBufferAsync;
        private static CreateTextureAsync;
        private static ApplyExtensions;
    }
}
declare module "babylonjs-loaders/glTF/1.0/glTFBinaryExtension" {
    import { GLTFLoaderExtension } from "babylonjs-loaders/glTF/1.0/glTFLoader";
    import { Scene } from "babylonjs/scene";
    import { IGLTFLoaderData } from "babylonjs-loaders/glTF/glTFFileLoader";
    import { IGLTFRuntime } from "babylonjs-loaders/glTF/1.0/glTFLoaderInterfaces";
    /** @hidden */
    export class GLTFBinaryExtension extends GLTFLoaderExtension {
        private _bin;
        constructor();
        loadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void, onError: (message: string) => void): boolean;
        loadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean;
        loadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean;
        loadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: (message: string) => void): boolean;
    }
}
declare module "babylonjs-loaders/glTF/1.0/glTFMaterialsCommonExtension" {
    import { GLTFLoaderExtension } from "babylonjs-loaders/glTF/1.0/glTFLoader";
    import { IGLTFRuntime } from "babylonjs-loaders/glTF/1.0/glTFLoaderInterfaces";
    import { Material } from "babylonjs/Materials/material";
    /** @hidden */
    export class GLTFMaterialsCommonExtension extends GLTFLoaderExtension {
        constructor();
        loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError: (message: string) => void): boolean;
        loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): boolean;
        private _loadTexture;
    }
}
declare module "babylonjs-loaders/glTF/1.0/index" {
    export * from "babylonjs-loaders/glTF/1.0/glTFBinaryExtension";
    export * from "babylonjs-loaders/glTF/1.0/glTFLoader";
    export * from "babylonjs-loaders/glTF/1.0/glTFLoaderInterfaces";
    export * from "babylonjs-loaders/glTF/1.0/glTFLoaderUtils";
    export * from "babylonjs-loaders/glTF/1.0/glTFMaterialsCommonExtension";
}
declare module "babylonjs-loaders/glTF/2.0/glTFLoaderInterfaces" {
    import { AnimationGroup } from "babylonjs/Animations/animationGroup";
    import { Bone } from "babylonjs/Bones/bone";
    import { Skeleton } from "babylonjs/Bones/skeleton";
    import { Material } from "babylonjs/Materials/material";
    import { TransformNode } from "babylonjs/Meshes/transformNode";
    import { Buffer, VertexBuffer } from "babylonjs/Meshes/buffer";
    import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
    import { Mesh } from "babylonjs/Meshes/mesh";
    import * as GLTF2 from "babylonjs-gltf2interface";
    /**
     * Loader interface with an index field.
     */
    export interface IArrayItem {
        /**
         * The index of this item in the array.
         */
        index: number;
    }
    /**
     * Loader interface with additional members.
     */
    export interface IAccessor extends GLTF2.IAccessor, IArrayItem {
        /** @hidden */
        _data?: Promise<ArrayBufferView>;
        /** @hidden */
        _babylonVertexBuffer?: Promise<VertexBuffer>;
    }
    /**
     * Loader interface with additional members.
     */
    export interface IAnimationChannel extends GLTF2.IAnimationChannel, IArrayItem {
    }
    /** @hidden */
    export interface _IAnimationSamplerData {
        input: Float32Array;
        interpolation: GLTF2.AnimationSamplerInterpolation;
        output: Float32Array;
    }
    /**
     * Loader interface with additional members.
     */
    export interface IAnimationSampler extends GLTF2.IAnimationSampler, IArrayItem {
        /** @hidden */
        _data?: Promise<_IAnimationSamplerData>;
    }
    /**
     * Loader interface with additional members.
     */
    export interface IAnimation extends GLTF2.IAnimation, IArrayItem {
        channels: IAnimationChannel[];
        samplers: IAnimationSampler[];
        /** @hidden */
        _babylonAnimationGroup?: AnimationGroup;
    }
    /**
     * Loader interface with additional members.
     */
    export interface IBuffer extends GLTF2.IBuffer, IArrayItem {
        /** @hidden */
        _data?: Promise<ArrayBufferView>;
    }
    /**
     * Loader interface with additional members.
     */
    export interface IBufferView extends GLTF2.IBufferView, IArrayItem {
        /** @hidden */
        _data?: Promise<ArrayBufferView>;
        /** @hidden */
        _babylonBuffer?: Promise<Buffer>;
    }
    /**
     * Loader interface with additional members.
     */
    export interface ICamera extends GLTF2.ICamera, IArrayItem {
    }
    /**
     * Loader interface with additional members.
     */
    export interface IImage extends GLTF2.IImage, IArrayItem {
        /** @hidden */
        _data?: Promise<ArrayBufferView>;
    }
    /**
     * Loader interface with additional members.
     */
    export interface IMaterialNormalTextureInfo extends GLTF2.IMaterialNormalTextureInfo, ITextureInfo {
    }
    /**
     * Loader interface with additional members.
     */
    export interface IMaterialOcclusionTextureInfo extends GLTF2.IMaterialOcclusionTextureInfo, ITextureInfo {
    }
    /**
     * Loader interface with additional members.
     */
    export interface IMaterialPbrMetallicRoughness extends GLTF2.IMaterialPbrMetallicRoughness {
        baseColorTexture?: ITextureInfo;
        metallicRoughnessTexture?: ITextureInfo;
    }
    /**
     * Loader interface with additional members.
     */
    export interface IMaterial extends GLTF2.IMaterial, IArrayItem {
        pbrMetallicRoughness?: IMaterialPbrMetallicRoughness;
        normalTexture?: IMaterialNormalTextureInfo;
        occlusionTexture?: IMaterialOcclusionTextureInfo;
        emissiveTexture?: ITextureInfo;
        /** @hidden */
        _data?: {
            [babylonDrawMode: number]: {
                babylonMaterial: Material;
                babylonMeshes: AbstractMesh[];
                promise: Promise<void>;
            };
        };
    }
    /**
     * Loader interface with additional members.
     */
    export interface IMesh extends GLTF2.IMesh, IArrayItem {
        primitives: IMeshPrimitive[];
    }
    /**
     * Loader interface with additional members.
     */
    export interface IMeshPrimitive extends GLTF2.IMeshPrimitive, IArrayItem {
        /** @hidden */
        _instanceData?: {
            babylonSourceMesh: Mesh;
            promise: Promise<any>;
        };
    }
    /**
     * Loader interface with additional members.
     */
    export interface INode extends GLTF2.INode, IArrayItem {
        /**
         * The parent glTF node.
         */
        parent?: INode;
        /** @hidden */
        _babylonTransformNode?: TransformNode;
        /** @hidden */
        _primitiveBabylonMeshes?: AbstractMesh[];
        /** @hidden */
        _babylonBones?: Bone[];
        /** @hidden */
        _numMorphTargets?: number;
    }
    /** @hidden */
    export interface _ISamplerData {
        noMipMaps: boolean;
        samplingMode: number;
        wrapU: number;
        wrapV: number;
    }
    /**
     * Loader interface with additional members.
     */
    export interface ISampler extends GLTF2.ISampler, IArrayItem {
        /** @hidden */
        _data?: _ISamplerData;
    }
    /**
     * Loader interface with additional members.
     */
    export interface IScene extends GLTF2.IScene, IArrayItem {
    }
    /**
     * Loader interface with additional members.
     */
    export interface ISkin extends GLTF2.ISkin, IArrayItem {
        /** @hidden */
        _data?: {
            babylonSkeleton: Skeleton;
            promise: Promise<void>;
        };
    }
    /**
     * Loader interface with additional members.
     */
    export interface ITexture extends GLTF2.ITexture, IArrayItem {
    }
    /**
     * Loader interface with additional members.
     */
    export interface ITextureInfo extends GLTF2.ITextureInfo {
    }
    /**
     * Loader interface with additional members.
     */
    export interface IGLTF extends GLTF2.IGLTF {
        accessors?: IAccessor[];
        animations?: IAnimation[];
        buffers?: IBuffer[];
        bufferViews?: IBufferView[];
        cameras?: ICamera[];
        images?: IImage[];
        materials?: IMaterial[];
        meshes?: IMesh[];
        nodes?: INode[];
        samplers?: ISampler[];
        scenes?: IScene[];
        skins?: ISkin[];
        textures?: ITexture[];
    }
}
declare module "babylonjs-loaders/glTF/2.0/glTFLoaderExtension" {
    import { Nullable } from "babylonjs/types";
    import { AnimationGroup } from "babylonjs/Animations/animationGroup";
    import { Material } from "babylonjs/Materials/material";
    import { Camera } from "babylonjs/Cameras/camera";
    import { Geometry } from "babylonjs/Meshes/geometry";
    import { TransformNode } from "babylonjs/Meshes/transformNode";
    import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
    import { Mesh } from "babylonjs/Meshes/mesh";
    import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
    import { IDisposable } from "babylonjs/scene";
    import { IScene, INode, IMesh, ISkin, ICamera, IMeshPrimitive, IMaterial, ITextureInfo, IAnimation, ITexture, IBufferView, IBuffer } from "babylonjs-loaders/glTF/2.0/glTFLoaderInterfaces";
    import { IGLTFLoaderExtension as IGLTFBaseLoaderExtension } from "babylonjs-loaders/glTF/glTFFileLoader";
    import { IProperty } from 'babylonjs-gltf2interface';
    /**
     * Interface for a glTF loader extension.
     */
    export interface IGLTFLoaderExtension extends IGLTFBaseLoaderExtension, IDisposable {
        /**
         * Called after the loader state changes to LOADING.
         */
        onLoading?(): void;
        /**
         * Called after the loader state changes to READY.
         */
        onReady?(): void;
        /**
         * Define this method to modify the default behavior when loading scenes.
         * @param context The context when loading the asset
         * @param scene The glTF scene property
         * @returns A promise that resolves when the load is complete or null if not handled
         */
        loadSceneAsync?(context: string, scene: IScene): Nullable<Promise<void>>;
        /**
         * Define this method to modify the default behavior when loading nodes.
         * @param context The context when loading the asset
         * @param node The glTF node property
         * @param assign A function called synchronously after parsing the glTF properties
         * @returns A promise that resolves with the loaded Babylon transform node when the load is complete or null if not handled
         */
        loadNodeAsync?(context: string, node: INode, assign: (babylonMesh: TransformNode) => void): Nullable<Promise<TransformNode>>;
        /**
         * Define this method to modify the default behavior when loading cameras.
         * @param context The context when loading the asset
         * @param camera The glTF camera property
         * @param assign A function called synchronously after parsing the glTF properties
         * @returns A promise that resolves with the loaded Babylon camera when the load is complete or null if not handled
         */
        loadCameraAsync?(context: string, camera: ICamera, assign: (babylonCamera: Camera) => void): Nullable<Promise<Camera>>;
        /**
         * @hidden
         * Define this method to modify the default behavior when loading vertex data for mesh primitives.
         * @param context The context when loading the asset
         * @param primitive The glTF mesh primitive property
         * @returns A promise that resolves with the loaded geometry when the load is complete or null if not handled
         */
        _loadVertexDataAsync?(context: string, primitive: IMeshPrimitive, babylonMesh: Mesh): Nullable<Promise<Geometry>>;
        /**
         * @hidden
         * Define this method to modify the default behavior when loading data for mesh primitives.
         * @param context The context when loading the asset
         * @param name The mesh name when loading the asset
         * @param node The glTF node when loading the asset
         * @param mesh The glTF mesh when loading the asset
         * @param primitive The glTF mesh primitive property
         * @param assign A function called synchronously after parsing the glTF properties
         * @returns A promise that resolves with the loaded mesh when the load is complete or null if not handled
         */
        _loadMeshPrimitiveAsync?(context: string, name: string, node: INode, mesh: IMesh, primitive: IMeshPrimitive, assign: (babylonMesh: AbstractMesh) => void): Promise<AbstractMesh>;
        /**
         * @hidden
         * Define this method to modify the default behavior when loading materials. Load material creates the material and then loads material properties.
         * @param context The context when loading the asset
         * @param material The glTF material property
         * @param assign A function called synchronously after parsing the glTF properties
         * @returns A promise that resolves with the loaded Babylon material when the load is complete or null if not handled
         */
        _loadMaterialAsync?(context: string, material: IMaterial, babylonMesh: Mesh, babylonDrawMode: number, assign: (babylonMaterial: Material) => void): Nullable<Promise<Material>>;
        /**
         * Define this method to modify the default behavior when creating materials.
         * @param context The context when loading the asset
         * @param material The glTF material property
         * @param babylonDrawMode The draw mode for the Babylon material
         * @returns The Babylon material or null if not handled
         */
        createMaterial?(context: string, material: IMaterial, babylonDrawMode: number): Nullable<Material>;
        /**
         * Define this method to modify the default behavior when loading material properties.
         * @param context The context when loading the asset
         * @param material The glTF material property
         * @param babylonMaterial The Babylon material
         * @returns A promise that resolves when the load is complete or null if not handled
         */
        loadMaterialPropertiesAsync?(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;
        /**
         * Define this method to modify the default behavior when loading texture infos.
         * @param context The context when loading the asset
         * @param textureInfo The glTF texture info property
         * @param assign A function called synchronously after parsing the glTF properties
         * @returns A promise that resolves with the loaded Babylon texture when the load is complete or null if not handled
         */
        loadTextureInfoAsync?(context: string, textureInfo: ITextureInfo, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<BaseTexture>>;
        /**
         * @hidden
         * Define this method to modify the default behavior when loading textures.
         * @param context The context when loading the asset
         * @param texture The glTF texture property
         * @param assign A function called synchronously after parsing the glTF properties
         * @returns A promise that resolves with the loaded Babylon texture when the load is complete or null if not handled
         */
        _loadTextureAsync?(context: string, texture: ITexture, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<BaseTexture>>;
        /**
         * Define this method to modify the default behavior when loading animations.
         * @param context The context when loading the asset
         * @param animation The glTF animation property
         * @returns A promise that resolves with the loaded Babylon animation group when the load is complete or null if not handled
         */
        loadAnimationAsync?(context: string, animation: IAnimation): Nullable<Promise<AnimationGroup>>;
        /**
         * @hidden
         * Define this method to modify the default behavior when loading skins.
         * @param context The context when loading the asset
         * @param node The glTF node property
         * @param skin The glTF skin property
         * @returns A promise that resolves when the load is complete or null if not handled
         */
        _loadSkinAsync?(context: string, node: INode, skin: ISkin): Nullable<Promise<void>>;
        /**
         * @hidden
         * Define this method to modify the default behavior when loading uris.
         * @param context The context when loading the asset
         * @param property The glTF property associated with the uri
         * @param uri The uri to load
         * @returns A promise that resolves with the loaded data when the load is complete or null if not handled
         */
        _loadUriAsync?(context: string, property: IProperty, uri: string): Nullable<Promise<ArrayBufferView>>;
        /**
         * Define this method to modify the default behavior when loading buffer views.
         * @param context The context when loading the asset
         * @param bufferView The glTF buffer view property
         * @returns A promise that resolves with the loaded data when the load is complete or null if not handled
         */
        loadBufferViewAsync?(context: string, bufferView: IBufferView): Nullable<Promise<ArrayBufferView>>;
        /**
         * Define this method to modify the default behavior when loading buffers.
         * @param context The context when loading the asset
         * @param buffer The glTF buffer property
         * @param byteOffset The byte offset to load
         * @param byteLength The byte length to load
         * @returns A promise that resolves with the loaded data when the load is complete or null if not handled
         */
        loadBufferAsync?(context: string, buffer: IBuffer, byteOffset: number, byteLength: number): Nullable<Promise<ArrayBufferView>>;
    }
}
declare module "babylonjs-loaders/glTF/2.0/glTFLoader" {
    import { Nullable } from "babylonjs/types";
    import { Camera } from "babylonjs/Cameras/camera";
    import { AnimationGroup } from "babylonjs/Animations/animationGroup";
    import { Material } from "babylonjs/Materials/material";
    import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
    import { TransformNode } from "babylonjs/Meshes/transformNode";
    import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
    import { Mesh } from "babylonjs/Meshes/mesh";
    import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
    import { Scene } from "babylonjs/scene";
    import { IProperty } from "babylonjs-gltf2interface";
    import { IGLTF, ISampler, INode, IScene, IMesh, ICamera, IAnimation, IAnimationChannel, IBufferView, IMaterial, ITextureInfo, ITexture, IImage, IMeshPrimitive, IArrayItem as IArrItem } from "babylonjs-loaders/glTF/2.0/glTFLoaderInterfaces";
    import { IGLTFLoaderExtension } from "babylonjs-loaders/glTF/2.0/glTFLoaderExtension";
    import { IGLTFLoader, GLTFFileLoader, GLTFLoaderState, IGLTFLoaderData, IImportMeshAsyncOutput } from "babylonjs-loaders/glTF/glTFFileLoader";
    import { IAnimatable } from 'babylonjs/Animations/animatable.interface';
    import { IDataBuffer } from 'babylonjs/Misc/dataReader';
    import { Light } from 'babylonjs/Lights/light';
    /**
     * Helper class for working with arrays when loading the glTF asset
     */
    export class ArrayItem {
        /**
         * Gets an item from the given array.
         * @param context The context when loading the asset
         * @param array The array to get the item from
         * @param index The index to the array
         * @returns The array item
         */
        static Get<T>(context: string, array: ArrayLike<T> | undefined, index: number | undefined): T;
        /**
         * Assign an `index` field to each item of the given array.
         * @param array The array of items
         */
        static Assign(array?: IArrItem[]): void;
    }
    /**
     * The glTF 2.0 loader
     */
    export class GLTFLoader implements IGLTFLoader {
        /** @hidden */
        _completePromises: Promise<any>[];
        /** @hidden */
        _forAssetContainer: boolean;
        /** Storage */
        _babylonLights: Light[];
        private _disposed;
        private _parent;
        private _state;
        private _extensions;
        private _rootUrl;
        private _fileName;
        private _uniqueRootUrl;
        private _gltf;
        private _bin;
        private _babylonScene;
        private _rootBabylonMesh;
        private _defaultBabylonMaterialData;
        private _progressCallback?;
        private _requests;
        private static _RegisteredExtensions;
        /**
         * The default glTF sampler.
         */
        static readonly DefaultSampler: ISampler;
        /**
         * Registers a loader extension.
         * @param name The name of the loader extension.
         * @param factory The factory function that creates the loader extension.
         */
        static RegisterExtension(name: string, factory: (loader: GLTFLoader) => IGLTFLoaderExtension): void;
        /**
         * Unregisters a loader extension.
         * @param name The name of the loader extension.
         * @returns A boolean indicating whether the extension has been unregistered
         */
        static UnregisterExtension(name: string): boolean;
        /**
         * The loader state.
         */
        get state(): Nullable<GLTFLoaderState>;
        /**
         * The object that represents the glTF JSON.
         */
        get gltf(): IGLTF;
        /**
         * The BIN chunk of a binary glTF.
         */
        get bin(): Nullable<IDataBuffer>;
        /**
         * The parent file loader.
         */
        get parent(): GLTFFileLoader;
        /**
         * The Babylon scene when loading the asset.
         */
        get babylonScene(): Scene;
        /**
         * The root Babylon mesh when loading the asset.
         */
        get rootBabylonMesh(): Mesh;
        /** @hidden */
        constructor(parent: GLTFFileLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        importMeshAsync(meshesNames: any, scene: Scene, forAssetContainer: boolean, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<IImportMeshAsyncOutput>;
        /** @hidden */
        loadAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
        private _loadAsync;
        private _loadData;
        private _setupData;
        private _loadExtensions;
        private _checkExtensions;
        private _setState;
        private _createRootNode;
        /**
         * Loads a glTF scene.
         * @param context The context when loading the asset
         * @param scene The glTF scene property
         * @returns A promise that resolves when the load is complete
         */
        loadSceneAsync(context: string, scene: IScene): Promise<void>;
        private _forEachPrimitive;
        private _getMeshes;
        private _getTransformNodes;
        private _getSkeletons;
        private _getAnimationGroups;
        private _startAnimations;
        /**
         * Loads a glTF node.
         * @param context The context when loading the asset
         * @param node The glTF node property
         * @param assign A function called synchronously after parsing the glTF properties
         * @returns A promise that resolves with the loaded Babylon mesh when the load is complete
         */
        loadNodeAsync(context: string, node: INode, assign?: (babylonTransformNode: TransformNode) => void): Promise<TransformNode>;
        private _loadMeshAsync;
        /**
         * @hidden Define this method to modify the default behavior when loading data for mesh primitives.
         * @param context The context when loading the asset
         * @param name The mesh name when loading the asset
         * @param node The glTF node when loading the asset
         * @param mesh The glTF mesh when loading the asset
         * @param primitive The glTF mesh primitive property
         * @param assign A function called synchronously after parsing the glTF properties
         * @returns A promise that resolves with the loaded mesh when the load is complete or null if not handled
         */
        _loadMeshPrimitiveAsync(context: string, name: string, node: INode, mesh: IMesh, primitive: IMeshPrimitive, assign: (babylonMesh: AbstractMesh) => void): Promise<AbstractMesh>;
        private _loadVertexDataAsync;
        private _createMorphTargets;
        private _loadMorphTargetsAsync;
        private _loadMorphTargetVertexDataAsync;
        private static _LoadTransform;
        private _loadSkinAsync;
        private _loadBones;
        private _loadBone;
        private _loadSkinInverseBindMatricesDataAsync;
        private _updateBoneMatrices;
        private _getNodeMatrix;
        /**
         * Loads a glTF camera.
         * @param context The context when loading the asset
         * @param camera The glTF camera property
         * @param assign A function called synchronously after parsing the glTF properties
         * @returns A promise that resolves with the loaded Babylon camera when the load is complete
         */
        loadCameraAsync(context: string, camera: ICamera, assign?: (babylonCamera: Camera) => void): Promise<Camera>;
        private _loadAnimationsAsync;
        /**
         * Loads a glTF animation.
         * @param context The context when loading the asset
         * @param animation The glTF animation property
         * @returns A promise that resolves with the loaded Babylon animation group when the load is complete
         */
        loadAnimationAsync(context: string, animation: IAnimation): Promise<AnimationGroup>;
        /**
         * @hidden Loads a glTF animation channel.
         * @param context The context when loading the asset
         * @param animationContext The context of the animation when loading the asset
         * @param animation The glTF animation property
         * @param channel The glTF animation channel property
         * @param babylonAnimationGroup The babylon animation group property
         * @param animationTargetOverride The babylon animation channel target override property. My be null.
         * @returns A void promise when the channel load is complete
         */
        _loadAnimationChannelAsync(context: string, animationContext: string, animation: IAnimation, channel: IAnimationChannel, babylonAnimationGroup: AnimationGroup, animationTargetOverride?: Nullable<IAnimatable>): Promise<void>;
        private _loadAnimationSamplerAsync;
        private _loadBufferAsync;
        /**
         * Loads a glTF buffer view.
         * @param context The context when loading the asset
         * @param bufferView The glTF buffer view property
         * @returns A promise that resolves with the loaded data when the load is complete
         */
        loadBufferViewAsync(context: string, bufferView: IBufferView): Promise<ArrayBufferView>;
        private _loadAccessorAsync;
        private _loadFloatAccessorAsync;
        private _loadIndicesAccessorAsync;
        private _loadVertexBufferViewAsync;
        private _loadVertexAccessorAsync;
        private _loadMaterialMetallicRoughnessPropertiesAsync;
        /** @hidden */
        _loadMaterialAsync(context: string, material: IMaterial, babylonMesh: Mesh, babylonDrawMode: number, assign?: (babylonMaterial: Material) => void): Promise<Material>;
        private _createDefaultMaterial;
        /**
         * Creates a Babylon material from a glTF material.
         * @param context The context when loading the asset
         * @param material The glTF material property
         * @param babylonDrawMode The draw mode for the Babylon material
         * @returns The Babylon material
         */
        createMaterial(context: string, material: IMaterial, babylonDrawMode: number): Material;
        /**
         * Loads properties from a glTF material into a Babylon material.
         * @param context The context when loading the asset
         * @param material The glTF material property
         * @param babylonMaterial The Babylon material
         * @returns A promise that resolves when the load is complete
         */
        loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Promise<void>;
        /**
         * Loads the normal, occlusion, and emissive properties from a glTF material into a Babylon material.
         * @param context The context when loading the asset
         * @param material The glTF material property
         * @param babylonMaterial The Babylon material
         * @returns A promise that resolves when the load is complete
         */
        loadMaterialBasePropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Promise<void>;
        /**
         * Loads the alpha properties from a glTF material into a Babylon material.
         * Must be called after the setting the albedo texture of the Babylon material when the material has an albedo texture.
         * @param context The context when loading the asset
         * @param material The glTF material property
         * @param babylonMaterial The Babylon material
         */
        loadMaterialAlphaProperties(context: string, material: IMaterial, babylonMaterial: Material): void;
        /**
         * Loads a glTF texture info.
         * @param context The context when loading the asset
         * @param textureInfo The glTF texture info property
         * @param assign A function called synchronously after parsing the glTF properties
         * @returns A promise that resolves with the loaded Babylon texture when the load is complete
         */
        loadTextureInfoAsync(context: string, textureInfo: ITextureInfo, assign?: (babylonTexture: BaseTexture) => void): Promise<BaseTexture>;
        /** @hidden */
        _loadTextureAsync(context: string, texture: ITexture, assign?: (babylonTexture: BaseTexture) => void): Promise<BaseTexture>;
        /** @hidden */
        _createTextureAsync(context: string, sampler: ISampler, image: IImage, assign?: (babylonTexture: BaseTexture) => void): Promise<BaseTexture>;
        private _loadSampler;
        /**
         * Loads a glTF image.
         * @param context The context when loading the asset
         * @param image The glTF image property
         * @returns A promise that resolves with the loaded data when the load is complete
         */
        loadImageAsync(context: string, image: IImage): Promise<ArrayBufferView>;
        /**
         * Loads a glTF uri.
         * @param context The context when loading the asset
         * @param property The glTF property associated with the uri
         * @param uri The base64 or relative uri
         * @returns A promise that resolves with the loaded data when the load is complete
         */
        loadUriAsync(context: string, property: IProperty, uri: string): Promise<ArrayBufferView>;
        private _onProgress;
        /**
         * Adds a JSON pointer to the metadata of the Babylon object at `<object>.metadata.gltf.pointers`.
         * @param babylonObject the Babylon object with metadata
         * @param pointer the JSON pointer
         */
        static AddPointerMetadata(babylonObject: {
            metadata: any;
        }, pointer: string): void;
        private static _GetTextureWrapMode;
        private static _GetTextureSamplingMode;
        private static _GetTypedArrayConstructor;
        private static _GetTypedArray;
        private static _GetNumComponents;
        private static _ValidateUri;
        private static _GetDrawMode;
        private _compileMaterialsAsync;
        private _compileShadowGeneratorsAsync;
        private _forEachExtensions;
        private _applyExtensions;
        private _extensionsOnLoading;
        private _extensionsOnReady;
        private _extensionsLoadSceneAsync;
        private _extensionsLoadNodeAsync;
        private _extensionsLoadCameraAsync;
        private _extensionsLoadVertexDataAsync;
        private _extensionsLoadMeshPrimitiveAsync;
        private _extensionsLoadMaterialAsync;
        private _extensionsCreateMaterial;
        private _extensionsLoadMaterialPropertiesAsync;
        private _extensionsLoadTextureInfoAsync;
        private _extensionsLoadTextureAsync;
        private _extensionsLoadAnimationAsync;
        private _extensionsLoadSkinAsync;
        private _extensionsLoadUriAsync;
        private _extensionsLoadBufferViewAsync;
        private _extensionsLoadBufferAsync;
        /**
         * Helper method called by a loader extension to load an glTF extension.
         * @param context The context when loading the asset
         * @param property The glTF property to load the extension from
         * @param extensionName The name of the extension to load
         * @param actionAsync The action to run
         * @returns The promise returned by actionAsync or null if the extension does not exist
         */
        static LoadExtensionAsync<TExtension = any, TResult = void>(context: string, property: IProperty, extensionName: string, actionAsync: (extensionContext: string, extension: TExtension) => Nullable<Promise<TResult>>): Nullable<Promise<TResult>>;
        /**
         * Helper method called by a loader extension to load a glTF extra.
         * @param context The context when loading the asset
         * @param property The glTF property to load the extra from
         * @param extensionName The name of the extension to load
         * @param actionAsync The action to run
         * @returns The promise returned by actionAsync or null if the extra does not exist
         */
        static LoadExtraAsync<TExtra = any, TResult = void>(context: string, property: IProperty, extensionName: string, actionAsync: (extraContext: string, extra: TExtra) => Nullable<Promise<TResult>>): Nullable<Promise<TResult>>;
        /**
         * Checks for presence of an extension.
         * @param name The name of the extension to check
         * @returns A boolean indicating the presence of the given extension name in `extensionsUsed`
         */
        isExtensionUsed(name: string): boolean;
        /**
         * Increments the indentation level and logs a message.
         * @param message The message to log
         */
        logOpen(message: string): void;
        /**
         * Decrements the indentation level.
         */
        logClose(): void;
        /**
         * Logs a message
         * @param message The message to log
         */
        log(message: string): void;
        /**
         * Starts a performance counter.
         * @param counterName The name of the performance counter
         */
        startPerformanceCounter(counterName: string): void;
        /**
         * Ends a performance counter.
         * @param counterName The name of the performance counter
         */
        endPerformanceCounter(counterName: string): void;
    }
}
declare module "babylonjs-loaders/glTF/2.0/Extensions/EXT_lights_image_based" {
    import { Nullable } from "babylonjs/types";
    import { IScene } from "babylonjs-loaders/glTF/2.0/glTFLoaderInterfaces";
    import { IGLTFLoaderExtension } from "babylonjs-loaders/glTF/2.0/glTFLoaderExtension";
    import { GLTFLoader } from "babylonjs-loaders/glTF/2.0/glTFLoader";
    /**
     * [Specification](https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Vendor/EXT_lights_image_based/README.md)
     */
    export class EXT_lights_image_based implements IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        private _loader;
        private _lights?;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        onLoading(): void;
        /** @hidden */
        loadSceneAsync(context: string, scene: IScene): Nullable<Promise<void>>;
        private _loadLightAsync;
    }
}
declare module "babylonjs-loaders/glTF/2.0/Extensions/KHR_draco_mesh_compression" {
    import { DracoCompression } from "babylonjs/Meshes/Compression/dracoCompression";
    import { Nullable } from "babylonjs/types";
    import { Geometry } from "babylonjs/Meshes/geometry";
    import { Mesh } from "babylonjs/Meshes/mesh";
    import { IMeshPrimitive } from "babylonjs-loaders/glTF/2.0/glTFLoaderInterfaces";
    import { IGLTFLoaderExtension } from "babylonjs-loaders/glTF/2.0/glTFLoaderExtension";
    import { GLTFLoader } from "babylonjs-loaders/glTF/2.0/glTFLoader";
    /**
     * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression)
     */
    export class KHR_draco_mesh_compression implements IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * The draco compression used to decode vertex data or DracoCompression.Default if not defined
         */
        dracoCompression?: DracoCompression;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        private _loader;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        _loadVertexDataAsync(context: string, primitive: IMeshPrimitive, babylonMesh: Mesh): Nullable<Promise<Geometry>>;
    }
}
declare module "babylonjs-loaders/glTF/2.0/Extensions/KHR_lights_punctual" {
    import { Nullable } from "babylonjs/types";
    import { TransformNode } from "babylonjs/Meshes/transformNode";
    import { INode } from "babylonjs-loaders/glTF/2.0/glTFLoaderInterfaces";
    import { IGLTFLoaderExtension } from "babylonjs-loaders/glTF/2.0/glTFLoaderExtension";
    import { GLTFLoader } from "babylonjs-loaders/glTF/2.0/glTFLoader";
    /**
     * [Specification](https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_lights_punctual)
     */
    export class KHR_lights implements IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        private _loader;
        private _lights?;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        onLoading(): void;
        /** @hidden */
        loadNodeAsync(context: string, node: INode, assign: (babylonTransformNode: TransformNode) => void): Nullable<Promise<TransformNode>>;
    }
}
declare module "babylonjs-loaders/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness" {
    import { Nullable } from "babylonjs/types";
    import { Material } from "babylonjs/Materials/material";
    import { IMaterial } from "babylonjs-loaders/glTF/2.0/glTFLoaderInterfaces";
    import { IGLTFLoaderExtension } from "babylonjs-loaders/glTF/2.0/glTFLoaderExtension";
    import { GLTFLoader } from "babylonjs-loaders/glTF/2.0/glTFLoader";
    /**
     * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness)
     */
    export class KHR_materials_pbrSpecularGlossiness implements IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        /**
         * Defines a number that determines the order the extensions are applied.
         */
        order: number;
        private _loader;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;
        private _loadSpecularGlossinessPropertiesAsync;
    }
}
declare module "babylonjs-loaders/glTF/2.0/Extensions/KHR_materials_unlit" {
    import { Nullable } from "babylonjs/types";
    import { Material } from "babylonjs/Materials/material";
    import { IMaterial } from "babylonjs-loaders/glTF/2.0/glTFLoaderInterfaces";
    import { IGLTFLoaderExtension } from "babylonjs-loaders/glTF/2.0/glTFLoaderExtension";
    import { GLTFLoader } from "babylonjs-loaders/glTF/2.0/glTFLoader";
    /**
     * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit)
     */
    export class KHR_materials_unlit implements IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        /**
         * Defines a number that determines the order the extensions are applied.
         */
        order: number;
        private _loader;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;
        private _loadUnlitPropertiesAsync;
    }
}
declare module "babylonjs-loaders/glTF/2.0/Extensions/KHR_materials_clearcoat" {
    import { Nullable } from "babylonjs/types";
    import { Material } from "babylonjs/Materials/material";
    import { IMaterial } from "babylonjs-loaders/glTF/2.0/glTFLoaderInterfaces";
    import { IGLTFLoaderExtension } from "babylonjs-loaders/glTF/2.0/glTFLoaderExtension";
    import { GLTFLoader } from "babylonjs-loaders/glTF/2.0/glTFLoader";
    /**
     * [Proposed Specification](https://github.com/KhronosGroup/glTF/pull/1677)
     * [Playground Sample](https://www.babylonjs-playground.com/frame.html#7F7PN6#8)
     * !!! Experimental Extension Subject to Changes !!!
     */
    export class KHR_materials_clearcoat implements IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        /**
         * Defines a number that determines the order the extensions are applied.
         */
        order: number;
        private _loader;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;
        private _loadClearCoatPropertiesAsync;
    }
}
declare module "babylonjs-loaders/glTF/2.0/Extensions/KHR_materials_sheen" {
    import { Nullable } from "babylonjs/types";
    import { Material } from "babylonjs/Materials/material";
    import { IMaterial } from "babylonjs-loaders/glTF/2.0/glTFLoaderInterfaces";
    import { IGLTFLoaderExtension } from "babylonjs-loaders/glTF/2.0/glTFLoaderExtension";
    import { GLTFLoader } from "babylonjs-loaders/glTF/2.0/glTFLoader";
    /**
     * [Proposed Specification](https://github.com/KhronosGroup/glTF/pull/1688)
     * [Playground Sample](https://www.babylonjs-playground.com/frame.html#BNIZX6#4)
     * !!! Experimental Extension Subject to Changes !!!
     */
    export class KHR_materials_sheen implements IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        /**
         * Defines a number that determines the order the extensions are applied.
         */
        order: number;
        private _loader;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;
        private _loadSheenPropertiesAsync;
    }
}
declare module "babylonjs-loaders/glTF/2.0/Extensions/KHR_materials_specular" {
    import { Nullable } from "babylonjs/types";
    import { Material } from "babylonjs/Materials/material";
    import { IMaterial } from "babylonjs-loaders/glTF/2.0/glTFLoaderInterfaces";
    import { IGLTFLoaderExtension } from "babylonjs-loaders/glTF/2.0/glTFLoaderExtension";
    import { GLTFLoader } from "babylonjs-loaders/glTF/2.0/glTFLoader";
    /**
     * [Proposed Specification](https://github.com/KhronosGroup/glTF/pull/1677)
     * [Playground Sample](https://www.babylonjs-playground.com/frame.html#BNIZX6#4)
     * !!! Experimental Extension Subject to Changes !!!
     */
    export class KHR_materials_specular implements IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        /**
         * Defines a number that determines the order the extensions are applied.
         */
        order: number;
        private _loader;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;
        private _loadSpecularPropertiesAsync;
    }
}
declare module "babylonjs-loaders/glTF/2.0/Extensions/KHR_mesh_quantization" {
    import { IGLTFLoaderExtension } from "babylonjs-loaders/glTF/2.0/glTFLoaderExtension";
    import { GLTFLoader } from "babylonjs-loaders/glTF/2.0/glTFLoader";
    /**
     * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization)
     */
    export class KHR_mesh_quantization implements IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
    }
}
declare module "babylonjs-loaders/glTF/2.0/Extensions/KHR_texture_basisu" {
    import { IGLTFLoaderExtension } from "babylonjs-loaders/glTF/2.0/glTFLoaderExtension";
    import { GLTFLoader } from "babylonjs-loaders/glTF/2.0/glTFLoader";
    import { ITexture } from "babylonjs-loaders/glTF/2.0/glTFLoaderInterfaces";
    import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
    import { Nullable } from "babylonjs/types";
    /**
     * [Proposed Specification](https://github.com/KhronosGroup/glTF/pull/1751)
     * !!! Experimental Extension Subject to Changes !!!
     */
    export class KHR_texture_basisu implements IGLTFLoaderExtension {
        /** The name of this extension. */
        readonly name: string;
        /** Defines whether this extension is enabled. */
        enabled: boolean;
        private _loader;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        _loadTextureAsync(context: string, texture: ITexture, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<BaseTexture>>;
    }
}
declare module "babylonjs-loaders/glTF/2.0/Extensions/KHR_texture_transform" {
    import { Nullable } from "babylonjs/types";
    import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
    import { ITextureInfo } from "babylonjs-loaders/glTF/2.0/glTFLoaderInterfaces";
    import { IGLTFLoaderExtension } from "babylonjs-loaders/glTF/2.0/glTFLoaderExtension";
    import { GLTFLoader } from "babylonjs-loaders/glTF/2.0/glTFLoader";
    /**
     * [Specification](https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_texture_transform)
     */
    export class KHR_texture_transform implements IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        private _loader;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        loadTextureInfoAsync(context: string, textureInfo: ITextureInfo, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<BaseTexture>>;
    }
}
declare module "babylonjs-loaders/glTF/2.0/Extensions/MSFT_audio_emitter" {
    import { Nullable } from "babylonjs/types";
    import { AnimationGroup } from "babylonjs/Animations/animationGroup";
    import { TransformNode } from "babylonjs/Meshes/transformNode";
    import { IScene, INode, IAnimation } from "babylonjs-loaders/glTF/2.0/glTFLoaderInterfaces";
    import { IGLTFLoaderExtension } from "babylonjs-loaders/glTF/2.0/glTFLoaderExtension";
    import { GLTFLoader } from "babylonjs-loaders/glTF/2.0/glTFLoader";
    /**
     * [Specification](https://github.com/najadojo/glTF/tree/MSFT_audio_emitter/extensions/2.0/Vendor/MSFT_audio_emitter)
     */
    export class MSFT_audio_emitter implements IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        private _loader;
        private _clips;
        private _emitters;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        onLoading(): void;
        /** @hidden */
        loadSceneAsync(context: string, scene: IScene): Nullable<Promise<void>>;
        /** @hidden */
        loadNodeAsync(context: string, node: INode, assign: (babylonTransformNode: TransformNode) => void): Nullable<Promise<TransformNode>>;
        /** @hidden */
        loadAnimationAsync(context: string, animation: IAnimation): Nullable<Promise<AnimationGroup>>;
        private _loadClipAsync;
        private _loadEmitterAsync;
        private _getEventAction;
        private _loadAnimationEventAsync;
    }
}
declare module "babylonjs-loaders/glTF/2.0/Extensions/MSFT_lod" {
    import { Nullable } from "babylonjs/types";
    import { Observable } from "babylonjs/Misc/observable";
    import { Material } from "babylonjs/Materials/material";
    import { TransformNode } from "babylonjs/Meshes/transformNode";
    import { Mesh } from "babylonjs/Meshes/mesh";
    import { INode, IMaterial, IBuffer, IScene } from "babylonjs-loaders/glTF/2.0/glTFLoaderInterfaces";
    import { IGLTFLoaderExtension } from "babylonjs-loaders/glTF/2.0/glTFLoaderExtension";
    import { GLTFLoader } from "babylonjs-loaders/glTF/2.0/glTFLoader";
    import { IProperty } from 'babylonjs-gltf2interface';
    /**
     * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/MSFT_lod)
     */
    export class MSFT_lod implements IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        /**
         * Defines a number that determines the order the extensions are applied.
         */
        order: number;
        /**
         * Maximum number of LODs to load, starting from the lowest LOD.
         */
        maxLODsToLoad: number;
        /**
         * Observable raised when all node LODs of one level are loaded.
         * The event data is the index of the loaded LOD starting from zero.
         * Dispose the loader to cancel the loading of the next level of LODs.
         */
        onNodeLODsLoadedObservable: Observable<number>;
        /**
         * Observable raised when all material LODs of one level are loaded.
         * The event data is the index of the loaded LOD starting from zero.
         * Dispose the loader to cancel the loading of the next level of LODs.
         */
        onMaterialLODsLoadedObservable: Observable<number>;
        private _loader;
        private _nodeIndexLOD;
        private _nodeSignalLODs;
        private _nodePromiseLODs;
        private _materialIndexLOD;
        private _materialSignalLODs;
        private _materialPromiseLODs;
        private _indexLOD;
        private _bufferLODs;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        onReady(): void;
        /** @hidden */
        loadSceneAsync(context: string, scene: IScene): Nullable<Promise<void>>;
        /** @hidden */
        loadNodeAsync(context: string, node: INode, assign: (babylonTransformNode: TransformNode) => void): Nullable<Promise<TransformNode>>;
        /** @hidden */
        _loadMaterialAsync(context: string, material: IMaterial, babylonMesh: Mesh, babylonDrawMode: number, assign: (babylonMaterial: Material) => void): Nullable<Promise<Material>>;
        /** @hidden */
        _loadUriAsync(context: string, property: IProperty, uri: string): Nullable<Promise<ArrayBufferView>>;
        /** @hidden */
        loadBufferAsync(context: string, buffer: IBuffer, byteOffset: number, byteLength: number): Nullable<Promise<ArrayBufferView>>;
        private _loadBufferLOD;
        /**
         * Gets an array of LOD properties from lowest to highest.
         */
        private _getLODs;
        private _disposeTransformNode;
        private _disposeMaterials;
    }
}
declare module "babylonjs-loaders/glTF/2.0/Extensions/MSFT_minecraftMesh" {
    import { Nullable } from "babylonjs/types";
    import { Material } from "babylonjs/Materials/material";
    import { IMaterial } from "babylonjs-loaders/glTF/2.0/glTFLoaderInterfaces";
    import { IGLTFLoaderExtension } from "babylonjs-loaders/glTF/2.0/glTFLoaderExtension";
    import { GLTFLoader } from "babylonjs-loaders/glTF/2.0/glTFLoader";
    /** @hidden */
    export class MSFT_minecraftMesh implements IGLTFLoaderExtension {
        readonly name: string;
        enabled: boolean;
        private _loader;
        constructor(loader: GLTFLoader);
        dispose(): void;
        loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;
    }
}
declare module "babylonjs-loaders/glTF/2.0/Extensions/MSFT_sRGBFactors" {
    import { Nullable } from "babylonjs/types";
    import { Material } from "babylonjs/Materials/material";
    import { IMaterial } from "babylonjs-loaders/glTF/2.0/glTFLoaderInterfaces";
    import { IGLTFLoaderExtension } from "babylonjs-loaders/glTF/2.0/glTFLoaderExtension";
    import { GLTFLoader } from "babylonjs-loaders/glTF/2.0/glTFLoader";
    /** @hidden */
    export class MSFT_sRGBFactors implements IGLTFLoaderExtension {
        readonly name: string;
        enabled: boolean;
        private _loader;
        constructor(loader: GLTFLoader);
        dispose(): void;
        loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;
    }
}
declare module "babylonjs-loaders/glTF/2.0/Extensions/ExtrasAsMetadata" {
    import { Nullable } from "babylonjs/types";
    import { TransformNode } from "babylonjs/Meshes/transformNode";
    import { Camera } from "babylonjs/Cameras/camera";
    import { INode, ICamera, IMaterial } from "babylonjs-loaders/glTF/2.0/glTFLoaderInterfaces";
    import { IGLTFLoaderExtension } from "babylonjs-loaders/glTF/2.0/glTFLoaderExtension";
    import { GLTFLoader } from "babylonjs-loaders/glTF/2.0/glTFLoader";
    import { Material } from "babylonjs/Materials/material";
    /**
     * Store glTF extras (if present) in BJS objects' metadata
     */
    export class ExtrasAsMetadata implements IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        private _loader;
        private _assignExtras;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        loadNodeAsync(context: string, node: INode, assign: (babylonTransformNode: TransformNode) => void): Nullable<Promise<TransformNode>>;
        /** @hidden */
        loadCameraAsync(context: string, camera: ICamera, assign: (babylonCamera: Camera) => void): Nullable<Promise<Camera>>;
        /** @hidden */
        createMaterial(context: string, material: IMaterial, babylonDrawMode: number): Nullable<Material>;
    }
}
declare module "babylonjs-loaders/glTF/2.0/Extensions/index" {
    export * from "babylonjs-loaders/glTF/2.0/Extensions/EXT_lights_image_based";
    export * from "babylonjs-loaders/glTF/2.0/Extensions/KHR_draco_mesh_compression";
    export * from "babylonjs-loaders/glTF/2.0/Extensions/KHR_lights_punctual";
    export * from "babylonjs-loaders/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness";
    export * from "babylonjs-loaders/glTF/2.0/Extensions/KHR_materials_unlit";
    export * from "babylonjs-loaders/glTF/2.0/Extensions/KHR_materials_clearcoat";
    export * from "babylonjs-loaders/glTF/2.0/Extensions/KHR_materials_sheen";
    export * from "babylonjs-loaders/glTF/2.0/Extensions/KHR_materials_specular";
    export * from "babylonjs-loaders/glTF/2.0/Extensions/KHR_mesh_quantization";
    export * from "babylonjs-loaders/glTF/2.0/Extensions/KHR_texture_basisu";
    export * from "babylonjs-loaders/glTF/2.0/Extensions/KHR_texture_transform";
    export * from "babylonjs-loaders/glTF/2.0/Extensions/MSFT_audio_emitter";
    export * from "babylonjs-loaders/glTF/2.0/Extensions/MSFT_lod";
    export * from "babylonjs-loaders/glTF/2.0/Extensions/MSFT_minecraftMesh";
    export * from "babylonjs-loaders/glTF/2.0/Extensions/MSFT_sRGBFactors";
    export * from "babylonjs-loaders/glTF/2.0/Extensions/ExtrasAsMetadata";
}
declare module "babylonjs-loaders/glTF/2.0/index" {
    export * from "babylonjs-loaders/glTF/2.0/glTFLoader";
    export * from "babylonjs-loaders/glTF/2.0/glTFLoaderExtension";
    export * from "babylonjs-loaders/glTF/2.0/glTFLoaderInterfaces";
    export * from "babylonjs-loaders/glTF/2.0/Extensions/index";
}
declare module "babylonjs-loaders/glTF/index" {
    export * from "babylonjs-loaders/glTF/glTFFileLoader";
    export * from "babylonjs-loaders/glTF/glTFValidation";
    import * as GLTF1 from "babylonjs-loaders/glTF/1.0/index";
    import * as GLTF2 from "babylonjs-loaders/glTF/2.0/index";
    export { GLTF1, GLTF2 };
}
declare module "babylonjs-loaders/OBJ/mtlFileLoader" {
    import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
    import { Scene } from "babylonjs/scene";
    /**
     * Class reading and parsing the MTL file bundled with the obj file.
     */
    export class MTLFileLoader {
        /**
         * Invert Y-Axis of referenced textures on load
         */
        static INVERT_TEXTURE_Y: boolean;
        /**
         * All material loaded from the mtl will be set here
         */
        materials: StandardMaterial[];
        /**
         * This function will read the mtl file and create each material described inside
         * This function could be improve by adding :
         * -some component missing (Ni, Tf...)
         * -including the specific options available
         *
         * @param scene defines the scene the material will be created in
         * @param data defines the mtl data to parse
         * @param rootUrl defines the rooturl to use in order to load relative dependencies
         * @param forAssetContainer defines if the material should be registered in the scene
         */
        parseMTL(scene: Scene, data: string | ArrayBuffer, rootUrl: string, forAssetContainer: boolean): void;
        /**
         * Gets the texture for the material.
         *
         * If the material is imported from input file,
         * We sanitize the url to ensure it takes the textre from aside the material.
         *
         * @param rootUrl The root url to load from
         * @param value The value stored in the mtl
         * @return The Texture
         */
        private static _getTexture;
    }
}
declare module "babylonjs-loaders/OBJ/objFileLoader" {
    import { Vector2 } from "babylonjs/Maths/math.vector";
    import { AnimationGroup } from "babylonjs/Animations/animationGroup";
    import { Skeleton } from "babylonjs/Bones/skeleton";
    import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
    import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
    import { ISceneLoaderPluginAsync, SceneLoaderProgressEvent, ISceneLoaderPluginFactory, ISceneLoaderPlugin } from "babylonjs/Loading/sceneLoader";
    import { AssetContainer } from "babylonjs/assetContainer";
    import { Scene } from "babylonjs/scene";
    /**
     * Options for loading OBJ/MTL files
     */
    type MeshLoadOptions = {
        /**
         * Defines if UVs are optimized by default during load.
         */
        OptimizeWithUV: boolean;
        /**
         * Defines custom scaling of UV coordinates of loaded meshes.
         */
        UVScaling: Vector2;
        /**
         * Invert model on y-axis (does a model scaling inversion)
         */
        InvertY: boolean;
        /**
         * Invert Y-Axis of referenced textures on load
         */
        InvertTextureY: boolean;
        /**
         * Include in meshes the vertex colors available in some OBJ files.  This is not part of OBJ standard.
         */
        ImportVertexColors: boolean;
        /**
         * Compute the normals for the model, even if normals are present in the file.
         */
        ComputeNormals: boolean;
        /**
         * Skip loading the materials even if defined in the OBJ file (materials are ignored).
         */
        SkipMaterials: boolean;
        /**
         * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
         */
        MaterialLoadingFailsSilently: boolean;
    };
    /**
     * OBJ file type loader.
     * This is a babylon scene loader plugin.
     */
    export class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {
        /**
         * Defines if UVs are optimized by default during load.
         */
        static OPTIMIZE_WITH_UV: boolean;
        /**
         * Invert model on y-axis (does a model scaling inversion)
         */
        static INVERT_Y: boolean;
        /**
         * Invert Y-Axis of referenced textures on load
         */
        static get INVERT_TEXTURE_Y(): boolean;
        static set INVERT_TEXTURE_Y(value: boolean);
        /**
         * Include in meshes the vertex colors available in some OBJ files.  This is not part of OBJ standard.
         */
        static IMPORT_VERTEX_COLORS: boolean;
        /**
         * Compute the normals for the model, even if normals are present in the file.
         */
        static COMPUTE_NORMALS: boolean;
        /**
         * Defines custom scaling of UV coordinates of loaded meshes.
         */
        static UV_SCALING: Vector2;
        /**
         * Skip loading the materials even if defined in the OBJ file (materials are ignored).
         */
        static SKIP_MATERIALS: boolean;
        /**
         * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
         *
         * Defaults to true for backwards compatibility.
         */
        static MATERIAL_LOADING_FAILS_SILENTLY: boolean;
        /**
         * Defines the name of the plugin.
         */
        name: string;
        /**
         * Defines the extension the plugin is able to load.
         */
        extensions: string;
        /** @hidden */
        obj: RegExp;
        /** @hidden */
        group: RegExp;
        /** @hidden */
        mtllib: RegExp;
        /** @hidden */
        usemtl: RegExp;
        /** @hidden */
        smooth: RegExp;
        /** @hidden */
        vertexPattern: RegExp;
        /** @hidden */
        normalPattern: RegExp;
        /** @hidden */
        uvPattern: RegExp;
        /** @hidden */
        facePattern1: RegExp;
        /** @hidden */
        facePattern2: RegExp;
        /** @hidden */
        facePattern3: RegExp;
        /** @hidden */
        facePattern4: RegExp;
        /** @hidden */
        facePattern5: RegExp;
        private _forAssetContainer;
        private _meshLoadOptions;
        /**
         * Creates loader for .OBJ files
         *
         * @param meshLoadOptions options for loading and parsing OBJ/MTL files.
         */
        constructor(meshLoadOptions?: MeshLoadOptions);
        private static get currentMeshLoadOptions();
        /**
         * Calls synchronously the MTL file attached to this obj.
         * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
         * Without this function materials are not displayed in the first frame (but displayed after).
         * In consequence it is impossible to get material information in your HTML file
         *
         * @param url The URL of the MTL file
         * @param rootUrl
         * @param onSuccess Callback function to be called when the MTL file is loaded
         * @private
         */
        private _loadMTL;
        /**
         * Instantiates a OBJ file loader plugin.
         * @returns the created plugin
         */
        createPlugin(): ISceneLoaderPluginAsync | ISceneLoaderPlugin;
        /**
         * If the data string can be loaded directly.
         *
         * @param data string containing the file data
         * @returns if the data can be loaded directly
         */
        canDirectLoad(data: string): boolean;
        /**
         * Imports one or more meshes from the loaded OBJ data and adds them to the scene
         * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
         * @param scene the scene the meshes should be added to
         * @param data the OBJ data to load
         * @param rootUrl root url to load from
         * @param onProgress event that fires when loading progress has occured
         * @param fileName Defines the name of the file to load
         * @returns a promise containg the loaded meshes, particles, skeletons and animations
         */
        importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
            meshes: AbstractMesh[];
            particleSystems: IParticleSystem[];
            skeletons: Skeleton[];
            animationGroups: AnimationGroup[];
        }>;
        /**
         * Imports all objects from the loaded OBJ data and adds them to the scene
         * @param scene the scene the objects should be added to
         * @param data the OBJ data to load
         * @param rootUrl root url to load from
         * @param onProgress event that fires when loading progress has occured
         * @param fileName Defines the name of the file to load
         * @returns a promise which completes when objects have been loaded to the scene
         */
        loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => 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: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
        /**
         * Read the OBJ file and create an Array of meshes.
         * Each mesh contains all information given by the OBJ and the MTL file.
         * i.e. vertices positions and indices, optional normals values, optional UV values, optional material
         *
         * @param meshesNames
         * @param scene Scene The scene where are displayed the data
         * @param data String The content of the obj file
         * @param rootUrl String The path to the folder
         * @returns Array<AbstractMesh>
         * @private
         */
        private _parseSolid;
    }
}
declare module "babylonjs-loaders/OBJ/index" {
    export * from "babylonjs-loaders/OBJ/mtlFileLoader";
    export * from "babylonjs-loaders/OBJ/objFileLoader";
}
declare module "babylonjs-loaders/STL/stlFileLoader" {
    import { Nullable } from "babylonjs/types";
    import { Skeleton } from "babylonjs/Bones/skeleton";
    import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
    import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
    import { ISceneLoaderPlugin, ISceneLoaderPluginExtensions } from "babylonjs/Loading/sceneLoader";
    import { AssetContainer } from "babylonjs/assetContainer";
    import { Scene } from "babylonjs/scene";
    /**
     * STL file type loader.
     * This is a babylon scene loader plugin.
     */
    export class STLFileLoader implements ISceneLoaderPlugin {
        /** @hidden */
        solidPattern: RegExp;
        /** @hidden */
        facetsPattern: RegExp;
        /** @hidden */
        normalPattern: RegExp;
        /** @hidden */
        vertexPattern: RegExp;
        /**
         * Defines the name of the plugin.
         */
        name: string;
        /**
         * Defines the extensions the stl loader is able to load.
         * force data to come in as an ArrayBuffer
         * we'll convert to string if it looks like it's an ASCII .stl
         */
        extensions: ISceneLoaderPluginExtensions;
        /**
         * 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: any, scene: Scene, data: any, rootUrl: string, meshes: Nullable<AbstractMesh[]>, particleSystems: Nullable<IParticleSystem[]>, skeletons: Nullable<Skeleton[]>): 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: any, rootUrl: string): 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: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
        private _isBinary;
        private _parseBinary;
        private _parseASCII;
    }
}
declare module "babylonjs-loaders/STL/index" {
    export * from "babylonjs-loaders/STL/stlFileLoader";
}
declare module "babylonjs-loaders/index" {
    export * from "babylonjs-loaders/glTF/index";
    export * from "babylonjs-loaders/OBJ/index";
    export * from "babylonjs-loaders/STL/index";
}
declare module "babylonjs-loaders/legacy/legacy-glTF" {
    export * from "babylonjs-loaders/glTF/glTFFileLoader";
    export * from "babylonjs-loaders/glTF/glTFValidation";
}
declare module "babylonjs-loaders/legacy/legacy-glTF1" {
    import * as GLTF1 from "babylonjs-loaders/glTF/1.0/index";
    export { GLTF1 };
}
declare module "babylonjs-loaders/legacy/legacy-glTF1FileLoader" {
    export * from "babylonjs-loaders/legacy/legacy-glTF";
    export * from "babylonjs-loaders/legacy/legacy-glTF1";
}
declare module "babylonjs-loaders/legacy/legacy-glTF2" {
    import * as GLTF2 from "babylonjs-loaders/glTF/2.0/index";
    export { GLTF2 };
}
declare module "babylonjs-loaders/legacy/legacy-glTF2FileLoader" {
    export * from "babylonjs-loaders/legacy/legacy-glTF";
    export * from "babylonjs-loaders/legacy/legacy-glTF2";
}
declare module "babylonjs-loaders/legacy/legacy-glTFFileLoader" {
    export * from "babylonjs-loaders/legacy/legacy-glTF";
    export * from "babylonjs-loaders/legacy/legacy-glTF1";
    export * from "babylonjs-loaders/legacy/legacy-glTF2";
}
declare module "babylonjs-loaders/legacy/legacy-objFileLoader" {
    export * from "babylonjs-loaders/OBJ/index";
}
declare module "babylonjs-loaders/legacy/legacy-stlFileLoader" {
    export * from "babylonjs-loaders/STL/index";
}
declare module "babylonjs-loaders/legacy/legacy" {
    import "babylonjs-loaders/index";
    export * from "babylonjs-loaders/legacy/legacy-glTF";
    export * from "babylonjs-loaders/legacy/legacy-glTF1";
    export * from "babylonjs-loaders/legacy/legacy-glTF2";
    export * from "babylonjs-loaders/legacy/legacy-objFileLoader";
    export * from "babylonjs-loaders/legacy/legacy-stlFileLoader";
}
declare module "babylonjs-loaders" {
    export * from "babylonjs-loaders/legacy/legacy";
}
declare module BABYLON {
    /**
     * Configuration for glTF validation
     */
    export interface IGLTFValidationConfiguration {
        /**
         * The url of the glTF validator.
         */
        url: string;
    }
    /**
     * glTF validation
     */
    export class GLTFValidation {
        /**
         * The configuration. Defaults to `{ url: "https://preview.babylonjs.com/gltf_validator.js" }`.
         */
        static Configuration: IGLTFValidationConfiguration;
        private static _LoadScriptPromise;
        /**
         * Validate a glTF asset using the glTF-Validator.
         * @param data The JSON of a glTF or the array buffer of a binary glTF
         * @param rootUrl The root url for the glTF
         * @param fileName The file name for the glTF
         * @param getExternalResource The callback to get external resources for the glTF validator
         * @returns A promise that resolves with the glTF validation results once complete
         */
        static ValidateAsync(data: string | ArrayBuffer, rootUrl: string, fileName: string, getExternalResource: (uri: string) => Promise<ArrayBuffer>): Promise<BABYLON.GLTF2.IGLTFValidationResults>;
    }
}
declare module BABYLON {
    /**
     * Mode that determines the coordinate system to use.
     */
    export enum GLTFLoaderCoordinateSystemMode {
        /**
         * Automatically convert the glTF right-handed data to the appropriate system based on the current coordinate system mode of the scene.
         */
        AUTO = 0,
        /**
         * Sets the useRightHandedSystem flag on the scene.
         */
        FORCE_RIGHT_HANDED = 1
    }
    /**
     * Mode that determines what animations will start.
     */
    export enum GLTFLoaderAnimationStartMode {
        /**
         * No animation will start.
         */
        NONE = 0,
        /**
         * The first animation will start.
         */
        FIRST = 1,
        /**
         * All animations will start.
         */
        ALL = 2
    }
    /**
     * Interface that contains the data for the glTF asset.
     */
    export interface IGLTFLoaderData {
        /**
         * The object that represents the glTF JSON.
         */
        json: Object;
        /**
         * The BIN chunk of a binary glTF.
         */
        bin: Nullable<IDataBuffer>;
    }
    /**
     * Interface for extending the loader.
     */
    export interface IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        /**
         * Defines the order of this extension.
         * The loader sorts the extensions using these values when loading.
         */
        order?: number;
    }
    /**
     * Loader state.
     */
    export enum GLTFLoaderState {
        /**
         * The asset is loading.
         */
        LOADING = 0,
        /**
         * The asset is ready for rendering.
         */
        READY = 1,
        /**
         * The asset is completely loaded.
         */
        COMPLETE = 2
    }
    /** @hidden */
    export interface IImportMeshAsyncOutput {
        meshes: AbstractMesh[];
        particleSystems: IParticleSystem[];
        skeletons: Skeleton[];
        animationGroups: AnimationGroup[];
        lights: Light[];
        transformNodes: TransformNode[];
    }
    /** @hidden */
    export interface IGLTFLoader extends IDisposable {
        readonly state: Nullable<GLTFLoaderState>;
        importMeshAsync: (meshesNames: any, scene: Scene, forAssetContainer: boolean, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string) => Promise<IImportMeshAsyncOutput>;
        loadAsync: (scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string) => Promise<void>;
    }
    /**
     * File loader for loading glTF files into a scene.
     */
    export class GLTFFileLoader implements IDisposable, ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {
        /** @hidden */
        static _CreateGLTF1Loader: (parent: GLTFFileLoader) => IGLTFLoader;
        /** @hidden */
        static _CreateGLTF2Loader: (parent: GLTFFileLoader) => IGLTFLoader;
        /**
         * Raised when the asset has been parsed
         */
        onParsedObservable: Observable<IGLTFLoaderData>;
        private _onParsedObserver;
        /**
         * Raised when the asset has been parsed
         */
        set onParsed(callback: (loaderData: IGLTFLoaderData) => void);
        /**
         * Set this property to false to disable incremental loading which delays the loader from calling the success callback until after loading the meshes and shaders.
         * Textures always loads asynchronously. For example, the success callback can compute the bounding information of the loaded meshes when incremental loading is disabled.
         * Defaults to true.
         * @hidden
         */
        static IncrementalLoading: boolean;
        /**
         * Set this property to true in order to work with homogeneous coordinates, available with some converters and exporters.
         * Defaults to false. See https://en.wikipedia.org/wiki/Homogeneous_coordinates.
         * @hidden
         */
        static HomogeneousCoordinates: boolean;
        /**
         * The coordinate system mode. Defaults to AUTO.
         */
        coordinateSystemMode: GLTFLoaderCoordinateSystemMode;
        /**
        * The animation start mode. Defaults to FIRST.
        */
        animationStartMode: GLTFLoaderAnimationStartMode;
        /**
         * Defines if the loader should compile materials before raising the success callback. Defaults to false.
         */
        compileMaterials: boolean;
        /**
         * Defines if the loader should also compile materials with clip planes. Defaults to false.
         */
        useClipPlane: boolean;
        /**
         * Defines if the loader should compile shadow generators before raising the success callback. Defaults to false.
         */
        compileShadowGenerators: boolean;
        /**
         * Defines if the Alpha blended materials are only applied as coverage.
         * If false, (default) The luminance of each pixel will reduce its opacity to simulate the behaviour of most physical materials.
         * If true, no extra effects are applied to transparent pixels.
         */
        transparencyAsCoverage: boolean;
        /**
         * Defines if the loader should use range requests when load binary glTF files from HTTP.
         * Enabling will disable offline support and glTF validator.
         * Defaults to false.
         */
        useRangeRequests: boolean;
        /**
         * Defines if the loader should create instances when multiple glTF nodes point to the same glTF mesh. Defaults to true.
         */
        createInstances: boolean;
        /**
         * Function called before loading a url referenced by the asset.
         */
        preprocessUrlAsync: (url: string) => Promise<string>;
        /**
         * Observable raised when the loader creates a mesh after parsing the glTF properties of the mesh.
         */
        readonly onMeshLoadedObservable: Observable<AbstractMesh>;
        private _onMeshLoadedObserver;
        /**
         * Callback raised when the loader creates a mesh after parsing the glTF properties of the mesh.
         */
        set onMeshLoaded(callback: (mesh: AbstractMesh) => void);
        /**
         * Observable raised when the loader creates a texture after parsing the glTF properties of the texture.
         */
        readonly onTextureLoadedObservable: Observable<BaseTexture>;
        private _onTextureLoadedObserver;
        /**
         * Callback raised when the loader creates a texture after parsing the glTF properties of the texture.
         */
        set onTextureLoaded(callback: (texture: BaseTexture) => void);
        /**
         * Observable raised when the loader creates a material after parsing the glTF properties of the material.
         */
        readonly onMaterialLoadedObservable: Observable<Material>;
        private _onMaterialLoadedObserver;
        /**
         * Callback raised when the loader creates a material after parsing the glTF properties of the material.
         */
        set onMaterialLoaded(callback: (material: Material) => void);
        /**
         * Observable raised when the loader creates a camera after parsing the glTF properties of the camera.
         */
        readonly onCameraLoadedObservable: Observable<Camera>;
        private _onCameraLoadedObserver;
        /**
         * Callback raised when the loader creates a camera after parsing the glTF properties of the camera.
         */
        set onCameraLoaded(callback: (camera: Camera) => void);
        /**
         * Observable raised when the asset is completely loaded, immediately before the loader is disposed.
         * For assets with LODs, raised when all of the LODs are complete.
         * For assets without LODs, raised when the model is complete, immediately after the loader resolves the returned promise.
         */
        readonly onCompleteObservable: Observable<void>;
        private _onCompleteObserver;
        /**
         * Callback raised when the asset is completely loaded, immediately before the loader is disposed.
         * For assets with LODs, raised when all of the LODs are complete.
         * For assets without LODs, raised when the model is complete, immediately after the loader resolves the returned promise.
         */
        set onComplete(callback: () => void);
        /**
         * Observable raised when an error occurs.
         */
        readonly onErrorObservable: Observable<any>;
        private _onErrorObserver;
        /**
         * Callback raised when an error occurs.
         */
        set onError(callback: (reason: any) => void);
        /**
         * Observable raised after the loader is disposed.
         */
        readonly onDisposeObservable: Observable<void>;
        private _onDisposeObserver;
        /**
         * Callback raised after the loader is disposed.
         */
        set onDispose(callback: () => void);
        /**
         * Observable raised after a loader extension is created.
         * Set additional options for a loader extension in this event.
         */
        readonly onExtensionLoadedObservable: Observable<IGLTFLoaderExtension>;
        private _onExtensionLoadedObserver;
        /**
         * Callback raised after a loader extension is created.
         */
        set onExtensionLoaded(callback: (extension: IGLTFLoaderExtension) => void);
        /**
         * Defines if the loader logging is enabled.
         */
        get loggingEnabled(): boolean;
        set loggingEnabled(value: boolean);
        /**
         * Defines if the loader should capture performance counters.
         */
        get capturePerformanceCounters(): boolean;
        set capturePerformanceCounters(value: boolean);
        /**
         * Defines if the loader should validate the asset.
         */
        validate: boolean;
        /**
         * Observable raised after validation when validate is set to true. The event data is the result of the validation.
         */
        readonly onValidatedObservable: Observable<BABYLON.GLTF2.IGLTFValidationResults>;
        private _onValidatedObserver;
        /**
         * Callback raised after a loader extension is created.
         */
        set onValidated(callback: (results: BABYLON.GLTF2.IGLTFValidationResults) => void);
        private _loader;
        /**
         * Name of the loader ("gltf")
         */
        name: string;
        /** @hidden */
        extensions: ISceneLoaderPluginExtensions;
        /**
         * Disposes the loader, releases resources during load, and cancels any outstanding requests.
         */
        dispose(): void;
        /** @hidden */
        _clear(): void;
        /** @hidden */
        requestFile(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
        /** @hidden */
        readFile(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
        /** @hidden */
        importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
            meshes: AbstractMesh[];
            particleSystems: IParticleSystem[];
            skeletons: Skeleton[];
            animationGroups: AnimationGroup[];
        }>;
        /** @hidden */
        loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
        /** @hidden */
        loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
        /** @hidden */
        canDirectLoad(data: string): boolean;
        /** @hidden */
        directLoad(scene: Scene, data: string): any;
        /**
         * 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;
        /** @hidden */
        createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
        /**
         * The loader state or null if the loader is not active.
         */
        get loaderState(): Nullable<GLTFLoaderState>;
        /**
         * Returns a promise that resolves when the asset is completely loaded.
         * @returns a promise that resolves when the asset is completely loaded.
         */
        whenCompleteAsync(): Promise<void>;
        private _validate;
        private _getLoader;
        private _parseJson;
        private _unpackBinaryAsync;
        private _unpackBinaryV1Async;
        private _unpackBinaryV2Async;
        private static _parseVersion;
        private static _compareVersion;
        private static readonly _logSpaces;
        private _logIndentLevel;
        private _loggingEnabled;
        /** @hidden */
        _log: (message: string) => void;
        /** @hidden */
        _logOpen(message: string): void;
        /** @hidden */
        _logClose(): void;
        private _logEnabled;
        private _logDisabled;
        private _capturePerformanceCounters;
        /** @hidden */
        _startPerformanceCounter: (counterName: string) => void;
        /** @hidden */
        _endPerformanceCounter: (counterName: string) => void;
        private _startPerformanceCounterEnabled;
        private _startPerformanceCounterDisabled;
        private _endPerformanceCounterEnabled;
        private _endPerformanceCounterDisabled;
    }
}
declare module BABYLON.GLTF1 {
    /**
    * Enums
    * @hidden
    */
    export enum EComponentType {
        BYTE = 5120,
        UNSIGNED_BYTE = 5121,
        SHORT = 5122,
        UNSIGNED_SHORT = 5123,
        FLOAT = 5126
    }
    /** @hidden */
    export enum EShaderType {
        FRAGMENT = 35632,
        VERTEX = 35633
    }
    /** @hidden */
    export enum EParameterType {
        BYTE = 5120,
        UNSIGNED_BYTE = 5121,
        SHORT = 5122,
        UNSIGNED_SHORT = 5123,
        INT = 5124,
        UNSIGNED_INT = 5125,
        FLOAT = 5126,
        FLOAT_VEC2 = 35664,
        FLOAT_VEC3 = 35665,
        FLOAT_VEC4 = 35666,
        INT_VEC2 = 35667,
        INT_VEC3 = 35668,
        INT_VEC4 = 35669,
        BOOL = 35670,
        BOOL_VEC2 = 35671,
        BOOL_VEC3 = 35672,
        BOOL_VEC4 = 35673,
        FLOAT_MAT2 = 35674,
        FLOAT_MAT3 = 35675,
        FLOAT_MAT4 = 35676,
        SAMPLER_2D = 35678
    }
    /** @hidden */
    export enum ETextureWrapMode {
        CLAMP_TO_EDGE = 33071,
        MIRRORED_REPEAT = 33648,
        REPEAT = 10497
    }
    /** @hidden */
    export enum ETextureFilterType {
        NEAREST = 9728,
        LINEAR = 9728,
        NEAREST_MIPMAP_NEAREST = 9984,
        LINEAR_MIPMAP_NEAREST = 9985,
        NEAREST_MIPMAP_LINEAR = 9986,
        LINEAR_MIPMAP_LINEAR = 9987
    }
    /** @hidden */
    export enum ETextureFormat {
        ALPHA = 6406,
        RGB = 6407,
        RGBA = 6408,
        LUMINANCE = 6409,
        LUMINANCE_ALPHA = 6410
    }
    /** @hidden */
    export enum ECullingType {
        FRONT = 1028,
        BACK = 1029,
        FRONT_AND_BACK = 1032
    }
    /** @hidden */
    export enum EBlendingFunction {
        ZERO = 0,
        ONE = 1,
        SRC_COLOR = 768,
        ONE_MINUS_SRC_COLOR = 769,
        DST_COLOR = 774,
        ONE_MINUS_DST_COLOR = 775,
        SRC_ALPHA = 770,
        ONE_MINUS_SRC_ALPHA = 771,
        DST_ALPHA = 772,
        ONE_MINUS_DST_ALPHA = 773,
        CONSTANT_COLOR = 32769,
        ONE_MINUS_CONSTANT_COLOR = 32770,
        CONSTANT_ALPHA = 32771,
        ONE_MINUS_CONSTANT_ALPHA = 32772,
        SRC_ALPHA_SATURATE = 776
    }
    /** @hidden */
    export interface IGLTFProperty {
        extensions?: {
            [key: string]: any;
        };
        extras?: Object;
    }
    /** @hidden */
    export interface IGLTFChildRootProperty extends IGLTFProperty {
        name?: string;
    }
    /** @hidden */
    export interface IGLTFAccessor extends IGLTFChildRootProperty {
        bufferView: string;
        byteOffset: number;
        byteStride: number;
        count: number;
        type: string;
        componentType: EComponentType;
        max?: number[];
        min?: number[];
        name?: string;
    }
    /** @hidden */
    export interface IGLTFBufferView extends IGLTFChildRootProperty {
        buffer: string;
        byteOffset: number;
        byteLength: number;
        byteStride: number;
        target?: number;
    }
    /** @hidden */
    export interface IGLTFBuffer extends IGLTFChildRootProperty {
        uri: string;
        byteLength?: number;
        type?: string;
    }
    /** @hidden */
    export interface IGLTFShader extends IGLTFChildRootProperty {
        uri: string;
        type: EShaderType;
    }
    /** @hidden */
    export interface IGLTFProgram extends IGLTFChildRootProperty {
        attributes: string[];
        fragmentShader: string;
        vertexShader: string;
    }
    /** @hidden */
    export interface IGLTFTechniqueParameter {
        type: number;
        count?: number;
        semantic?: string;
        node?: string;
        value?: number | boolean | string | Array<any>;
        source?: string;
        babylonValue?: any;
    }
    /** @hidden */
    export interface IGLTFTechniqueCommonProfile {
        lightingModel: string;
        texcoordBindings: Object;
        parameters?: Array<any>;
    }
    /** @hidden */
    export interface IGLTFTechniqueStatesFunctions {
        blendColor?: number[];
        blendEquationSeparate?: number[];
        blendFuncSeparate?: number[];
        colorMask: boolean[];
        cullFace: number[];
    }
    /** @hidden */
    export interface IGLTFTechniqueStates {
        enable: number[];
        functions: IGLTFTechniqueStatesFunctions;
    }
    /** @hidden */
    export interface IGLTFTechnique extends IGLTFChildRootProperty {
        parameters: {
            [key: string]: IGLTFTechniqueParameter;
        };
        program: string;
        attributes: {
            [key: string]: string;
        };
        uniforms: {
            [key: string]: string;
        };
        states: IGLTFTechniqueStates;
    }
    /** @hidden */
    export interface IGLTFMaterial extends IGLTFChildRootProperty {
        technique?: string;
        values: string[];
    }
    /** @hidden */
    export interface IGLTFMeshPrimitive extends IGLTFProperty {
        attributes: {
            [key: string]: string;
        };
        indices: string;
        material: string;
        mode?: number;
    }
    /** @hidden */
    export interface IGLTFMesh extends IGLTFChildRootProperty {
        primitives: IGLTFMeshPrimitive[];
    }
    /** @hidden */
    export interface IGLTFImage extends IGLTFChildRootProperty {
        uri: string;
    }
    /** @hidden */
    export interface IGLTFSampler extends IGLTFChildRootProperty {
        magFilter?: number;
        minFilter?: number;
        wrapS?: number;
        wrapT?: number;
    }
    /** @hidden */
    export interface IGLTFTexture extends IGLTFChildRootProperty {
        sampler: string;
        source: string;
        format?: ETextureFormat;
        internalFormat?: ETextureFormat;
        target?: number;
        type?: number;
        babylonTexture?: Texture;
    }
    /** @hidden */
    export interface IGLTFAmbienLight {
        color?: number[];
    }
    /** @hidden */
    export interface IGLTFDirectionalLight {
        color?: number[];
    }
    /** @hidden */
    export interface IGLTFPointLight {
        color?: number[];
        constantAttenuation?: number;
        linearAttenuation?: number;
        quadraticAttenuation?: number;
    }
    /** @hidden */
    export interface IGLTFSpotLight {
        color?: number[];
        constantAttenuation?: number;
        fallOfAngle?: number;
        fallOffExponent?: number;
        linearAttenuation?: number;
        quadraticAttenuation?: number;
    }
    /** @hidden */
    export interface IGLTFLight extends IGLTFChildRootProperty {
        type: string;
    }
    /** @hidden */
    export interface IGLTFCameraOrthographic {
        xmag: number;
        ymag: number;
        zfar: number;
        znear: number;
    }
    /** @hidden */
    export interface IGLTFCameraPerspective {
        aspectRatio: number;
        yfov: number;
        zfar: number;
        znear: number;
    }
    /** @hidden */
    export interface IGLTFCamera extends IGLTFChildRootProperty {
        type: string;
    }
    /** @hidden */
    export interface IGLTFAnimationChannelTarget {
        id: string;
        path: string;
    }
    /** @hidden */
    export interface IGLTFAnimationChannel {
        sampler: string;
        target: IGLTFAnimationChannelTarget;
    }
    /** @hidden */
    export interface IGLTFAnimationSampler {
        input: string;
        output: string;
        interpolation?: string;
    }
    /** @hidden */
    export interface IGLTFAnimation extends IGLTFChildRootProperty {
        channels?: IGLTFAnimationChannel[];
        parameters?: {
            [key: string]: string;
        };
        samplers?: {
            [key: string]: IGLTFAnimationSampler;
        };
    }
    /** @hidden */
    export interface IGLTFNodeInstanceSkin {
        skeletons: string[];
        skin: string;
        meshes: string[];
    }
    /** @hidden */
    export interface IGLTFSkins extends IGLTFChildRootProperty {
        bindShapeMatrix: number[];
        inverseBindMatrices: string;
        jointNames: string[];
        babylonSkeleton?: Skeleton;
    }
    /** @hidden */
    export interface IGLTFNode extends IGLTFChildRootProperty {
        camera?: string;
        children: string[];
        skin?: string;
        jointName?: string;
        light?: string;
        matrix: number[];
        mesh?: string;
        meshes?: string[];
        rotation?: number[];
        scale?: number[];
        translation?: number[];
        babylonNode?: Node;
    }
    /** @hidden */
    export interface IGLTFScene extends IGLTFChildRootProperty {
        nodes: string[];
    }
    /** @hidden */
    export interface IGLTFRuntime {
        extensions: {
            [key: string]: any;
        };
        accessors: {
            [key: string]: IGLTFAccessor;
        };
        buffers: {
            [key: string]: IGLTFBuffer;
        };
        bufferViews: {
            [key: string]: IGLTFBufferView;
        };
        meshes: {
            [key: string]: IGLTFMesh;
        };
        lights: {
            [key: string]: IGLTFLight;
        };
        cameras: {
            [key: string]: IGLTFCamera;
        };
        nodes: {
            [key: string]: IGLTFNode;
        };
        images: {
            [key: string]: IGLTFImage;
        };
        textures: {
            [key: string]: IGLTFTexture;
        };
        shaders: {
            [key: string]: IGLTFShader;
        };
        programs: {
            [key: string]: IGLTFProgram;
        };
        samplers: {
            [key: string]: IGLTFSampler;
        };
        techniques: {
            [key: string]: IGLTFTechnique;
        };
        materials: {
            [key: string]: IGLTFMaterial;
        };
        animations: {
            [key: string]: IGLTFAnimation;
        };
        skins: {
            [key: string]: IGLTFSkins;
        };
        currentScene?: Object;
        scenes: {
            [key: string]: IGLTFScene;
        };
        extensionsUsed: string[];
        extensionsRequired?: string[];
        buffersCount: number;
        shaderscount: number;
        scene: Scene;
        rootUrl: string;
        loadedBufferCount: number;
        loadedBufferViews: {
            [name: string]: ArrayBufferView;
        };
        loadedShaderCount: number;
        importOnlyMeshes: boolean;
        importMeshesNames?: string[];
        dummyNodes: Node[];
        forAssetContainer: boolean;
    }
    /** @hidden */
    export interface INodeToRoot {
        bone: Bone;
        node: IGLTFNode;
        id: string;
    }
    /** @hidden */
    export interface IJointNode {
        node: IGLTFNode;
        id: string;
    }
}
declare module BABYLON.GLTF1 {
    /**
    * Utils functions for GLTF
    * @hidden
    */
    export class GLTFUtils {
        /**
         * Sets the given "parameter" matrix
         * @param scene: the Scene object
         * @param source: the source node where to pick the matrix
         * @param parameter: the GLTF technique parameter
         * @param uniformName: the name of the shader's uniform
         * @param shaderMaterial: the shader material
         */
        static SetMatrix(scene: Scene, source: Node, parameter: IGLTFTechniqueParameter, uniformName: string, shaderMaterial: ShaderMaterial | Effect): void;
        /**
         * Sets the given "parameter" matrix
         * @param shaderMaterial: the shader material
         * @param uniform: the name of the shader's uniform
         * @param value: the value of the uniform
         * @param type: the uniform's type (EParameterType FLOAT, VEC2, VEC3 or VEC4)
         */
        static SetUniform(shaderMaterial: ShaderMaterial | Effect, uniform: string, value: any, type: number): boolean;
        /**
        * Returns the wrap mode of the texture
        * @param mode: the mode value
        */
        static GetWrapMode(mode: number): number;
        /**
         * Returns the byte stride giving an accessor
         * @param accessor: the GLTF accessor objet
         */
        static GetByteStrideFromType(accessor: IGLTFAccessor): number;
        /**
         * Returns the texture filter mode giving a mode value
         * @param mode: the filter mode value
         */
        static GetTextureFilterMode(mode: number): ETextureFilterType;
        static GetBufferFromBufferView(gltfRuntime: IGLTFRuntime, bufferView: IGLTFBufferView, byteOffset: number, byteLength: number, componentType: EComponentType): ArrayBufferView;
        /**
         * Returns a buffer from its accessor
         * @param gltfRuntime: the GLTF runtime
         * @param accessor: the GLTF accessor
         */
        static GetBufferFromAccessor(gltfRuntime: IGLTFRuntime, accessor: IGLTFAccessor): any;
        /**
         * Decodes a buffer view into a string
         * @param view: the buffer view
         */
        static DecodeBufferToText(view: ArrayBufferView): string;
        /**
         * Returns the default material of gltf. Related to
         * https://github.com/KhronosGroup/glTF/tree/master/specification/1.0#appendix-a-default-material
         * @param scene: the Babylon.js scene
         */
        static GetDefaultMaterial(scene: Scene): ShaderMaterial;
        private static _DefaultMaterial;
    }
}
declare module BABYLON.GLTF1 {
    /**
    * Implementation of the base glTF spec
    * @hidden
    */
    export class GLTFLoaderBase {
        static CreateRuntime(parsedData: any, scene: Scene, rootUrl: string): IGLTFRuntime;
        static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void, onProgress?: () => void): void;
        static LoadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: Nullable<ArrayBufferView>) => void, onError: (message: string) => void): void;
        static CreateTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: Nullable<ArrayBufferView>, onSuccess: (texture: Texture) => void, onError: (message: string) => void): void;
        static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string | ArrayBuffer) => void, onError?: (message: string) => void): void;
        static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): void;
    }
    /**
    * glTF V1 Loader
    * @hidden
    */
    export class GLTFLoader implements IGLTFLoader {
        static Extensions: {
            [name: string]: GLTFLoaderExtension;
        };
        static RegisterExtension(extension: GLTFLoaderExtension): void;
        state: Nullable<GLTFLoaderState>;
        dispose(): void;
        private _importMeshAsync;
        /**
        * Imports one or more meshes from a loaded gltf file and adds them to the scene
        * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
        * @param scene the scene the meshes should be added to
        * @param forAssetContainer defines if the entities must be stored in the scene
        * @param data gltf data containing information of the meshes in a loaded file
        * @param rootUrl root url to load from
        * @param onProgress event that fires when loading progress has occured
        * @returns a promise containg the loaded meshes, particles, skeletons and animations
        */
        importMeshAsync(meshesNames: any, scene: Scene, forAssetContainer: boolean, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void): Promise<IImportMeshAsyncOutput>;
        private _loadAsync;
        /**
        * Imports all objects from a loaded gltf file and adds them to the scene
        * @param scene the scene the objects should be added to
        * @param data gltf data containing information of the meshes in a loaded file
        * @param rootUrl root url to load from
        * @param onProgress event that fires when loading progress has occured
        * @returns a promise which completes when objects have been loaded to the scene
        */
        loadAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void): Promise<void>;
        private _loadShadersAsync;
        private _loadBuffersAsync;
        private _createNodes;
    }
    /** @hidden */
    export abstract class GLTFLoaderExtension {
        private _name;
        constructor(name: string);
        get name(): string;
        /**
        * Defines an override for loading the runtime
        * Return true to stop further extensions from loading the runtime
        */
        loadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess?: (gltfRuntime: IGLTFRuntime) => void, onError?: (message: string) => void): boolean;
        /**
         * Defines an onverride for creating gltf runtime
         * Return true to stop further extensions from creating the runtime
         */
        loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError?: (message: string) => void): boolean;
        /**
        * Defines an override for loading buffers
        * Return true to stop further extensions from loading this buffer
        */
        loadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void, onProgress?: () => void): boolean;
        /**
        * Defines an override for loading texture buffers
        * Return true to stop further extensions from loading this texture data
        */
        loadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean;
        /**
        * Defines an override for creating textures
        * Return true to stop further extensions from loading this texture
        */
        createTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: (message: string) => void): boolean;
        /**
        * Defines an override for loading shader strings
        * Return true to stop further extensions from loading this shader data
        */
        loadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: (message: string) => void): boolean;
        /**
        * Defines an override for loading materials
        * Return true to stop further extensions from loading this material
        */
        loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): boolean;
        static LoadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess?: (gltfRuntime: IGLTFRuntime) => void, onError?: (message: string) => void): void;
        static LoadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError?: (message: string) => void): void;
        static LoadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (bufferView: ArrayBufferView) => void, onError: (message: string) => void, onProgress?: () => void): void;
        static LoadTextureAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (texture: Texture) => void, onError: (message: string) => void): void;
        static LoadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderData: string | ArrayBuffer) => void, onError: (message: string) => void): void;
        static LoadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): void;
        private static LoadTextureBufferAsync;
        private static CreateTextureAsync;
        private static ApplyExtensions;
    }
}
declare module BABYLON.GLTF1 {
    /** @hidden */
    export class GLTFBinaryExtension extends GLTFLoaderExtension {
        private _bin;
        constructor();
        loadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess: (gltfRuntime: IGLTFRuntime) => void, onError: (message: string) => void): boolean;
        loadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean;
        loadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean;
        loadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: (message: string) => void): boolean;
    }
}
declare module BABYLON.GLTF1 {
    /** @hidden */
    export class GLTFMaterialsCommonExtension extends GLTFLoaderExtension {
        constructor();
        loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError: (message: string) => void): boolean;
        loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): boolean;
        private _loadTexture;
    }
}
declare module BABYLON.GLTF2.Loader {
    /**
     * Loader interface with an index field.
     */
    export interface IArrayItem {
        /**
         * The index of this item in the array.
         */
        index: number;
    }
    /**
     * Loader interface with additional members.
     */
    export interface IAccessor extends BABYLON.GLTF2.IAccessor, IArrayItem {
        /** @hidden */
        _data?: Promise<ArrayBufferView>;
        /** @hidden */
        _babylonVertexBuffer?: Promise<VertexBuffer>;
    }
    /**
     * Loader interface with additional members.
     */
    export interface IAnimationChannel extends BABYLON.GLTF2.IAnimationChannel, IArrayItem {
    }
    /** @hidden */
    export interface _IAnimationSamplerData {
        input: Float32Array;
        interpolation: BABYLON.GLTF2.AnimationSamplerInterpolation;
        output: Float32Array;
    }
    /**
     * Loader interface with additional members.
     */
    export interface IAnimationSampler extends BABYLON.GLTF2.IAnimationSampler, IArrayItem {
        /** @hidden */
        _data?: Promise<_IAnimationSamplerData>;
    }
    /**
     * Loader interface with additional members.
     */
    export interface IAnimation extends BABYLON.GLTF2.IAnimation, IArrayItem {
        channels: IAnimationChannel[];
        samplers: IAnimationSampler[];
        /** @hidden */
        _babylonAnimationGroup?: AnimationGroup;
    }
    /**
     * Loader interface with additional members.
     */
    export interface IBuffer extends BABYLON.GLTF2.IBuffer, IArrayItem {
        /** @hidden */
        _data?: Promise<ArrayBufferView>;
    }
    /**
     * Loader interface with additional members.
     */
    export interface IBufferView extends BABYLON.GLTF2.IBufferView, IArrayItem {
        /** @hidden */
        _data?: Promise<ArrayBufferView>;
        /** @hidden */
        _babylonBuffer?: Promise<Buffer>;
    }
    /**
     * Loader interface with additional members.
     */
    export interface ICamera extends BABYLON.GLTF2.ICamera, IArrayItem {
    }
    /**
     * Loader interface with additional members.
     */
    export interface IImage extends BABYLON.GLTF2.IImage, IArrayItem {
        /** @hidden */
        _data?: Promise<ArrayBufferView>;
    }
    /**
     * Loader interface with additional members.
     */
    export interface IMaterialNormalTextureInfo extends BABYLON.GLTF2.IMaterialNormalTextureInfo, ITextureInfo {
    }
    /**
     * Loader interface with additional members.
     */
    export interface IMaterialOcclusionTextureInfo extends BABYLON.GLTF2.IMaterialOcclusionTextureInfo, ITextureInfo {
    }
    /**
     * Loader interface with additional members.
     */
    export interface IMaterialPbrMetallicRoughness extends BABYLON.GLTF2.IMaterialPbrMetallicRoughness {
        baseColorTexture?: ITextureInfo;
        metallicRoughnessTexture?: ITextureInfo;
    }
    /**
     * Loader interface with additional members.
     */
    export interface IMaterial extends BABYLON.GLTF2.IMaterial, IArrayItem {
        pbrMetallicRoughness?: IMaterialPbrMetallicRoughness;
        normalTexture?: IMaterialNormalTextureInfo;
        occlusionTexture?: IMaterialOcclusionTextureInfo;
        emissiveTexture?: ITextureInfo;
        /** @hidden */
        _data?: {
            [babylonDrawMode: number]: {
                babylonMaterial: Material;
                babylonMeshes: AbstractMesh[];
                promise: Promise<void>;
            };
        };
    }
    /**
     * Loader interface with additional members.
     */
    export interface IMesh extends BABYLON.GLTF2.IMesh, IArrayItem {
        primitives: IMeshPrimitive[];
    }
    /**
     * Loader interface with additional members.
     */
    export interface IMeshPrimitive extends BABYLON.GLTF2.IMeshPrimitive, IArrayItem {
        /** @hidden */
        _instanceData?: {
            babylonSourceMesh: Mesh;
            promise: Promise<any>;
        };
    }
    /**
     * Loader interface with additional members.
     */
    export interface INode extends BABYLON.GLTF2.INode, IArrayItem {
        /**
         * The parent glTF node.
         */
        parent?: INode;
        /** @hidden */
        _babylonTransformNode?: TransformNode;
        /** @hidden */
        _primitiveBabylonMeshes?: AbstractMesh[];
        /** @hidden */
        _babylonBones?: Bone[];
        /** @hidden */
        _numMorphTargets?: number;
    }
    /** @hidden */
    export interface _ISamplerData {
        noMipMaps: boolean;
        samplingMode: number;
        wrapU: number;
        wrapV: number;
    }
    /**
     * Loader interface with additional members.
     */
    export interface ISampler extends BABYLON.GLTF2.ISampler, IArrayItem {
        /** @hidden */
        _data?: _ISamplerData;
    }
    /**
     * Loader interface with additional members.
     */
    export interface IScene extends BABYLON.GLTF2.IScene, IArrayItem {
    }
    /**
     * Loader interface with additional members.
     */
    export interface ISkin extends BABYLON.GLTF2.ISkin, IArrayItem {
        /** @hidden */
        _data?: {
            babylonSkeleton: Skeleton;
            promise: Promise<void>;
        };
    }
    /**
     * Loader interface with additional members.
     */
    export interface ITexture extends BABYLON.GLTF2.ITexture, IArrayItem {
    }
    /**
     * Loader interface with additional members.
     */
    export interface ITextureInfo extends BABYLON.GLTF2.ITextureInfo {
    }
    /**
     * Loader interface with additional members.
     */
    export interface IGLTF extends BABYLON.GLTF2.IGLTF {
        accessors?: IAccessor[];
        animations?: IAnimation[];
        buffers?: IBuffer[];
        bufferViews?: IBufferView[];
        cameras?: ICamera[];
        images?: IImage[];
        materials?: IMaterial[];
        meshes?: IMesh[];
        nodes?: INode[];
        samplers?: ISampler[];
        scenes?: IScene[];
        skins?: ISkin[];
        textures?: ITexture[];
    }
}
declare module BABYLON.GLTF2 {
    /**
     * Interface for a glTF loader extension.
     */
    export interface IGLTFLoaderExtension extends BABYLON.IGLTFLoaderExtension, IDisposable {
        /**
         * Called after the loader state changes to LOADING.
         */
        onLoading?(): void;
        /**
         * Called after the loader state changes to READY.
         */
        onReady?(): void;
        /**
         * Define this method to modify the default behavior when loading scenes.
         * @param context The context when loading the asset
         * @param scene The glTF scene property
         * @returns A promise that resolves when the load is complete or null if not handled
         */
        loadSceneAsync?(context: string, scene: IScene): Nullable<Promise<void>>;
        /**
         * Define this method to modify the default behavior when loading nodes.
         * @param context The context when loading the asset
         * @param node The glTF node property
         * @param assign A function called synchronously after parsing the glTF properties
         * @returns A promise that resolves with the loaded Babylon transform node when the load is complete or null if not handled
         */
        loadNodeAsync?(context: string, node: INode, assign: (babylonMesh: TransformNode) => void): Nullable<Promise<TransformNode>>;
        /**
         * Define this method to modify the default behavior when loading cameras.
         * @param context The context when loading the asset
         * @param camera The glTF camera property
         * @param assign A function called synchronously after parsing the glTF properties
         * @returns A promise that resolves with the loaded Babylon camera when the load is complete or null if not handled
         */
        loadCameraAsync?(context: string, camera: ICamera, assign: (babylonCamera: Camera) => void): Nullable<Promise<Camera>>;
        /**
         * @hidden
         * Define this method to modify the default behavior when loading vertex data for mesh primitives.
         * @param context The context when loading the asset
         * @param primitive The glTF mesh primitive property
         * @returns A promise that resolves with the loaded geometry when the load is complete or null if not handled
         */
        _loadVertexDataAsync?(context: string, primitive: IMeshPrimitive, babylonMesh: Mesh): Nullable<Promise<Geometry>>;
        /**
         * @hidden
         * Define this method to modify the default behavior when loading data for mesh primitives.
         * @param context The context when loading the asset
         * @param name The mesh name when loading the asset
         * @param node The glTF node when loading the asset
         * @param mesh The glTF mesh when loading the asset
         * @param primitive The glTF mesh primitive property
         * @param assign A function called synchronously after parsing the glTF properties
         * @returns A promise that resolves with the loaded mesh when the load is complete or null if not handled
         */
        _loadMeshPrimitiveAsync?(context: string, name: string, node: INode, mesh: IMesh, primitive: IMeshPrimitive, assign: (babylonMesh: AbstractMesh) => void): Promise<AbstractMesh>;
        /**
         * @hidden
         * Define this method to modify the default behavior when loading materials. Load material creates the material and then loads material properties.
         * @param context The context when loading the asset
         * @param material The glTF material property
         * @param assign A function called synchronously after parsing the glTF properties
         * @returns A promise that resolves with the loaded Babylon material when the load is complete or null if not handled
         */
        _loadMaterialAsync?(context: string, material: IMaterial, babylonMesh: Mesh, babylonDrawMode: number, assign: (babylonMaterial: Material) => void): Nullable<Promise<Material>>;
        /**
         * Define this method to modify the default behavior when creating materials.
         * @param context The context when loading the asset
         * @param material The glTF material property
         * @param babylonDrawMode The draw mode for the Babylon material
         * @returns The Babylon material or null if not handled
         */
        createMaterial?(context: string, material: IMaterial, babylonDrawMode: number): Nullable<Material>;
        /**
         * Define this method to modify the default behavior when loading material properties.
         * @param context The context when loading the asset
         * @param material The glTF material property
         * @param babylonMaterial The Babylon material
         * @returns A promise that resolves when the load is complete or null if not handled
         */
        loadMaterialPropertiesAsync?(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;
        /**
         * Define this method to modify the default behavior when loading texture infos.
         * @param context The context when loading the asset
         * @param textureInfo The glTF texture info property
         * @param assign A function called synchronously after parsing the glTF properties
         * @returns A promise that resolves with the loaded Babylon texture when the load is complete or null if not handled
         */
        loadTextureInfoAsync?(context: string, textureInfo: ITextureInfo, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<BaseTexture>>;
        /**
         * @hidden
         * Define this method to modify the default behavior when loading textures.
         * @param context The context when loading the asset
         * @param texture The glTF texture property
         * @param assign A function called synchronously after parsing the glTF properties
         * @returns A promise that resolves with the loaded Babylon texture when the load is complete or null if not handled
         */
        _loadTextureAsync?(context: string, texture: ITexture, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<BaseTexture>>;
        /**
         * Define this method to modify the default behavior when loading animations.
         * @param context The context when loading the asset
         * @param animation The glTF animation property
         * @returns A promise that resolves with the loaded Babylon animation group when the load is complete or null if not handled
         */
        loadAnimationAsync?(context: string, animation: IAnimation): Nullable<Promise<AnimationGroup>>;
        /**
         * @hidden
         * Define this method to modify the default behavior when loading skins.
         * @param context The context when loading the asset
         * @param node The glTF node property
         * @param skin The glTF skin property
         * @returns A promise that resolves when the load is complete or null if not handled
         */
        _loadSkinAsync?(context: string, node: INode, skin: ISkin): Nullable<Promise<void>>;
        /**
         * @hidden
         * Define this method to modify the default behavior when loading uris.
         * @param context The context when loading the asset
         * @param property The glTF property associated with the uri
         * @param uri The uri to load
         * @returns A promise that resolves with the loaded data when the load is complete or null if not handled
         */
        _loadUriAsync?(context: string, property: IProperty, uri: string): Nullable<Promise<ArrayBufferView>>;
        /**
         * Define this method to modify the default behavior when loading buffer views.
         * @param context The context when loading the asset
         * @param bufferView The glTF buffer view property
         * @returns A promise that resolves with the loaded data when the load is complete or null if not handled
         */
        loadBufferViewAsync?(context: string, bufferView: IBufferView): Nullable<Promise<ArrayBufferView>>;
        /**
         * Define this method to modify the default behavior when loading buffers.
         * @param context The context when loading the asset
         * @param buffer The glTF buffer property
         * @param byteOffset The byte offset to load
         * @param byteLength The byte length to load
         * @returns A promise that resolves with the loaded data when the load is complete or null if not handled
         */
        loadBufferAsync?(context: string, buffer: IBuffer, byteOffset: number, byteLength: number): Nullable<Promise<ArrayBufferView>>;
    }
}
declare module BABYLON.GLTF2 {
    /**
     * Helper class for working with arrays when loading the glTF asset
     */
    export class ArrayItem {
        /**
         * Gets an item from the given array.
         * @param context The context when loading the asset
         * @param array The array to get the item from
         * @param index The index to the array
         * @returns The array item
         */
        static Get<T>(context: string, array: ArrayLike<T> | undefined, index: number | undefined): T;
        /**
         * Assign an `index` field to each item of the given array.
         * @param array The array of items
         */
        static Assign(array?: BABYLON.GLTF2.Loader.IArrayItem[]): void;
    }
    /**
     * The glTF 2.0 loader
     */
    export class GLTFLoader implements IGLTFLoader {
        /** @hidden */
        _completePromises: Promise<any>[];
        /** @hidden */
        _forAssetContainer: boolean;
        /** Storage */
        _babylonLights: Light[];
        private _disposed;
        private _parent;
        private _state;
        private _extensions;
        private _rootUrl;
        private _fileName;
        private _uniqueRootUrl;
        private _gltf;
        private _bin;
        private _babylonScene;
        private _rootBabylonMesh;
        private _defaultBabylonMaterialData;
        private _progressCallback?;
        private _requests;
        private static _RegisteredExtensions;
        /**
         * The default glTF sampler.
         */
        static readonly DefaultSampler: ISampler;
        /**
         * Registers a loader extension.
         * @param name The name of the loader extension.
         * @param factory The factory function that creates the loader extension.
         */
        static RegisterExtension(name: string, factory: (loader: GLTFLoader) => IGLTFLoaderExtension): void;
        /**
         * Unregisters a loader extension.
         * @param name The name of the loader extension.
         * @returns A boolean indicating whether the extension has been unregistered
         */
        static UnregisterExtension(name: string): boolean;
        /**
         * The loader state.
         */
        get state(): Nullable<GLTFLoaderState>;
        /**
         * The object that represents the glTF JSON.
         */
        get gltf(): IGLTF;
        /**
         * The BIN chunk of a binary glTF.
         */
        get bin(): Nullable<IDataBuffer>;
        /**
         * The parent file loader.
         */
        get parent(): GLTFFileLoader;
        /**
         * The Babylon scene when loading the asset.
         */
        get babylonScene(): Scene;
        /**
         * The root Babylon mesh when loading the asset.
         */
        get rootBabylonMesh(): Mesh;
        /** @hidden */
        constructor(parent: GLTFFileLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        importMeshAsync(meshesNames: any, scene: Scene, forAssetContainer: boolean, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<IImportMeshAsyncOutput>;
        /** @hidden */
        loadAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
        private _loadAsync;
        private _loadData;
        private _setupData;
        private _loadExtensions;
        private _checkExtensions;
        private _setState;
        private _createRootNode;
        /**
         * Loads a glTF scene.
         * @param context The context when loading the asset
         * @param scene The glTF scene property
         * @returns A promise that resolves when the load is complete
         */
        loadSceneAsync(context: string, scene: IScene): Promise<void>;
        private _forEachPrimitive;
        private _getMeshes;
        private _getTransformNodes;
        private _getSkeletons;
        private _getAnimationGroups;
        private _startAnimations;
        /**
         * Loads a glTF node.
         * @param context The context when loading the asset
         * @param node The glTF node property
         * @param assign A function called synchronously after parsing the glTF properties
         * @returns A promise that resolves with the loaded Babylon mesh when the load is complete
         */
        loadNodeAsync(context: string, node: INode, assign?: (babylonTransformNode: TransformNode) => void): Promise<TransformNode>;
        private _loadMeshAsync;
        /**
         * @hidden Define this method to modify the default behavior when loading data for mesh primitives.
         * @param context The context when loading the asset
         * @param name The mesh name when loading the asset
         * @param node The glTF node when loading the asset
         * @param mesh The glTF mesh when loading the asset
         * @param primitive The glTF mesh primitive property
         * @param assign A function called synchronously after parsing the glTF properties
         * @returns A promise that resolves with the loaded mesh when the load is complete or null if not handled
         */
        _loadMeshPrimitiveAsync(context: string, name: string, node: INode, mesh: IMesh, primitive: IMeshPrimitive, assign: (babylonMesh: AbstractMesh) => void): Promise<AbstractMesh>;
        private _loadVertexDataAsync;
        private _createMorphTargets;
        private _loadMorphTargetsAsync;
        private _loadMorphTargetVertexDataAsync;
        private static _LoadTransform;
        private _loadSkinAsync;
        private _loadBones;
        private _loadBone;
        private _loadSkinInverseBindMatricesDataAsync;
        private _updateBoneMatrices;
        private _getNodeMatrix;
        /**
         * Loads a glTF camera.
         * @param context The context when loading the asset
         * @param camera The glTF camera property
         * @param assign A function called synchronously after parsing the glTF properties
         * @returns A promise that resolves with the loaded Babylon camera when the load is complete
         */
        loadCameraAsync(context: string, camera: ICamera, assign?: (babylonCamera: Camera) => void): Promise<Camera>;
        private _loadAnimationsAsync;
        /**
         * Loads a glTF animation.
         * @param context The context when loading the asset
         * @param animation The glTF animation property
         * @returns A promise that resolves with the loaded Babylon animation group when the load is complete
         */
        loadAnimationAsync(context: string, animation: IAnimation): Promise<AnimationGroup>;
        /**
         * @hidden Loads a glTF animation channel.
         * @param context The context when loading the asset
         * @param animationContext The context of the animation when loading the asset
         * @param animation The glTF animation property
         * @param channel The glTF animation channel property
         * @param babylonAnimationGroup The babylon animation group property
         * @param animationTargetOverride The babylon animation channel target override property. My be null.
         * @returns A void promise when the channel load is complete
         */
        _loadAnimationChannelAsync(context: string, animationContext: string, animation: IAnimation, channel: IAnimationChannel, babylonAnimationGroup: AnimationGroup, animationTargetOverride?: Nullable<IAnimatable>): Promise<void>;
        private _loadAnimationSamplerAsync;
        private _loadBufferAsync;
        /**
         * Loads a glTF buffer view.
         * @param context The context when loading the asset
         * @param bufferView The glTF buffer view property
         * @returns A promise that resolves with the loaded data when the load is complete
         */
        loadBufferViewAsync(context: string, bufferView: IBufferView): Promise<ArrayBufferView>;
        private _loadAccessorAsync;
        private _loadFloatAccessorAsync;
        private _loadIndicesAccessorAsync;
        private _loadVertexBufferViewAsync;
        private _loadVertexAccessorAsync;
        private _loadMaterialMetallicRoughnessPropertiesAsync;
        /** @hidden */
        _loadMaterialAsync(context: string, material: IMaterial, babylonMesh: Mesh, babylonDrawMode: number, assign?: (babylonMaterial: Material) => void): Promise<Material>;
        private _createDefaultMaterial;
        /**
         * Creates a Babylon material from a glTF material.
         * @param context The context when loading the asset
         * @param material The glTF material property
         * @param babylonDrawMode The draw mode for the Babylon material
         * @returns The Babylon material
         */
        createMaterial(context: string, material: IMaterial, babylonDrawMode: number): Material;
        /**
         * Loads properties from a glTF material into a Babylon material.
         * @param context The context when loading the asset
         * @param material The glTF material property
         * @param babylonMaterial The Babylon material
         * @returns A promise that resolves when the load is complete
         */
        loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Promise<void>;
        /**
         * Loads the normal, occlusion, and emissive properties from a glTF material into a Babylon material.
         * @param context The context when loading the asset
         * @param material The glTF material property
         * @param babylonMaterial The Babylon material
         * @returns A promise that resolves when the load is complete
         */
        loadMaterialBasePropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Promise<void>;
        /**
         * Loads the alpha properties from a glTF material into a Babylon material.
         * Must be called after the setting the albedo texture of the Babylon material when the material has an albedo texture.
         * @param context The context when loading the asset
         * @param material The glTF material property
         * @param babylonMaterial The Babylon material
         */
        loadMaterialAlphaProperties(context: string, material: IMaterial, babylonMaterial: Material): void;
        /**
         * Loads a glTF texture info.
         * @param context The context when loading the asset
         * @param textureInfo The glTF texture info property
         * @param assign A function called synchronously after parsing the glTF properties
         * @returns A promise that resolves with the loaded Babylon texture when the load is complete
         */
        loadTextureInfoAsync(context: string, textureInfo: ITextureInfo, assign?: (babylonTexture: BaseTexture) => void): Promise<BaseTexture>;
        /** @hidden */
        _loadTextureAsync(context: string, texture: ITexture, assign?: (babylonTexture: BaseTexture) => void): Promise<BaseTexture>;
        /** @hidden */
        _createTextureAsync(context: string, sampler: ISampler, image: IImage, assign?: (babylonTexture: BaseTexture) => void): Promise<BaseTexture>;
        private _loadSampler;
        /**
         * Loads a glTF image.
         * @param context The context when loading the asset
         * @param image The glTF image property
         * @returns A promise that resolves with the loaded data when the load is complete
         */
        loadImageAsync(context: string, image: IImage): Promise<ArrayBufferView>;
        /**
         * Loads a glTF uri.
         * @param context The context when loading the asset
         * @param property The glTF property associated with the uri
         * @param uri The base64 or relative uri
         * @returns A promise that resolves with the loaded data when the load is complete
         */
        loadUriAsync(context: string, property: IProperty, uri: string): Promise<ArrayBufferView>;
        private _onProgress;
        /**
         * Adds a JSON pointer to the metadata of the Babylon object at `<object>.metadata.gltf.pointers`.
         * @param babylonObject the Babylon object with metadata
         * @param pointer the JSON pointer
         */
        static AddPointerMetadata(babylonObject: {
            metadata: any;
        }, pointer: string): void;
        private static _GetTextureWrapMode;
        private static _GetTextureSamplingMode;
        private static _GetTypedArrayConstructor;
        private static _GetTypedArray;
        private static _GetNumComponents;
        private static _ValidateUri;
        private static _GetDrawMode;
        private _compileMaterialsAsync;
        private _compileShadowGeneratorsAsync;
        private _forEachExtensions;
        private _applyExtensions;
        private _extensionsOnLoading;
        private _extensionsOnReady;
        private _extensionsLoadSceneAsync;
        private _extensionsLoadNodeAsync;
        private _extensionsLoadCameraAsync;
        private _extensionsLoadVertexDataAsync;
        private _extensionsLoadMeshPrimitiveAsync;
        private _extensionsLoadMaterialAsync;
        private _extensionsCreateMaterial;
        private _extensionsLoadMaterialPropertiesAsync;
        private _extensionsLoadTextureInfoAsync;
        private _extensionsLoadTextureAsync;
        private _extensionsLoadAnimationAsync;
        private _extensionsLoadSkinAsync;
        private _extensionsLoadUriAsync;
        private _extensionsLoadBufferViewAsync;
        private _extensionsLoadBufferAsync;
        /**
         * Helper method called by a loader extension to load an glTF extension.
         * @param context The context when loading the asset
         * @param property The glTF property to load the extension from
         * @param extensionName The name of the extension to load
         * @param actionAsync The action to run
         * @returns The promise returned by actionAsync or null if the extension does not exist
         */
        static LoadExtensionAsync<TExtension = any, TResult = void>(context: string, property: IProperty, extensionName: string, actionAsync: (extensionContext: string, extension: TExtension) => Nullable<Promise<TResult>>): Nullable<Promise<TResult>>;
        /**
         * Helper method called by a loader extension to load a glTF extra.
         * @param context The context when loading the asset
         * @param property The glTF property to load the extra from
         * @param extensionName The name of the extension to load
         * @param actionAsync The action to run
         * @returns The promise returned by actionAsync or null if the extra does not exist
         */
        static LoadExtraAsync<TExtra = any, TResult = void>(context: string, property: IProperty, extensionName: string, actionAsync: (extraContext: string, extra: TExtra) => Nullable<Promise<TResult>>): Nullable<Promise<TResult>>;
        /**
         * Checks for presence of an extension.
         * @param name The name of the extension to check
         * @returns A boolean indicating the presence of the given extension name in `extensionsUsed`
         */
        isExtensionUsed(name: string): boolean;
        /**
         * Increments the indentation level and logs a message.
         * @param message The message to log
         */
        logOpen(message: string): void;
        /**
         * Decrements the indentation level.
         */
        logClose(): void;
        /**
         * Logs a message
         * @param message The message to log
         */
        log(message: string): void;
        /**
         * Starts a performance counter.
         * @param counterName The name of the performance counter
         */
        startPerformanceCounter(counterName: string): void;
        /**
         * Ends a performance counter.
         * @param counterName The name of the performance counter
         */
        endPerformanceCounter(counterName: string): void;
    }
}
declare module BABYLON.GLTF2.Loader.Extensions {
    /**
     * [Specification](https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Vendor/EXT_lights_image_based/README.md)
     */
    export class EXT_lights_image_based implements IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        private _loader;
        private _lights?;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        onLoading(): void;
        /** @hidden */
        loadSceneAsync(context: string, scene: IScene): Nullable<Promise<void>>;
        private _loadLightAsync;
    }
}
declare module BABYLON.GLTF2.Loader.Extensions {
    /**
     * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression)
     */
    export class KHR_draco_mesh_compression implements IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * The draco compression used to decode vertex data or DracoCompression.Default if not defined
         */
        dracoCompression?: DracoCompression;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        private _loader;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        _loadVertexDataAsync(context: string, primitive: IMeshPrimitive, babylonMesh: Mesh): Nullable<Promise<Geometry>>;
    }
}
declare module BABYLON.GLTF2.Loader.Extensions {
    /**
     * [Specification](https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_lights_punctual)
     */
    export class KHR_lights implements IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        private _loader;
        private _lights?;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        onLoading(): void;
        /** @hidden */
        loadNodeAsync(context: string, node: INode, assign: (babylonTransformNode: TransformNode) => void): Nullable<Promise<TransformNode>>;
    }
}
declare module BABYLON.GLTF2.Loader.Extensions {
    /**
     * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness)
     */
    export class KHR_materials_pbrSpecularGlossiness implements IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        /**
         * Defines a number that determines the order the extensions are applied.
         */
        order: number;
        private _loader;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;
        private _loadSpecularGlossinessPropertiesAsync;
    }
}
declare module BABYLON.GLTF2.Loader.Extensions {
    /**
     * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit)
     */
    export class KHR_materials_unlit implements IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        /**
         * Defines a number that determines the order the extensions are applied.
         */
        order: number;
        private _loader;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;
        private _loadUnlitPropertiesAsync;
    }
}
declare module BABYLON.GLTF2.Loader.Extensions {
    /**
     * [Proposed Specification](https://github.com/KhronosGroup/glTF/pull/1677)
     * [Playground Sample](https://www.babylonjs-playground.com/frame.html#7F7PN6#8)
     * !!! Experimental Extension Subject to Changes !!!
     */
    export class KHR_materials_clearcoat implements IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        /**
         * Defines a number that determines the order the extensions are applied.
         */
        order: number;
        private _loader;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;
        private _loadClearCoatPropertiesAsync;
    }
}
declare module BABYLON.GLTF2.Loader.Extensions {
    /**
     * [Proposed Specification](https://github.com/KhronosGroup/glTF/pull/1688)
     * [Playground Sample](https://www.babylonjs-playground.com/frame.html#BNIZX6#4)
     * !!! Experimental Extension Subject to Changes !!!
     */
    export class KHR_materials_sheen implements IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        /**
         * Defines a number that determines the order the extensions are applied.
         */
        order: number;
        private _loader;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;
        private _loadSheenPropertiesAsync;
    }
}
declare module BABYLON.GLTF2.Loader.Extensions {
    /**
     * [Proposed Specification](https://github.com/KhronosGroup/glTF/pull/1677)
     * [Playground Sample](https://www.babylonjs-playground.com/frame.html#BNIZX6#4)
     * !!! Experimental Extension Subject to Changes !!!
     */
    export class KHR_materials_specular implements IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        /**
         * Defines a number that determines the order the extensions are applied.
         */
        order: number;
        private _loader;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;
        private _loadSpecularPropertiesAsync;
    }
}
declare module BABYLON.GLTF2.Loader.Extensions {
    /**
     * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization)
     */
    export class KHR_mesh_quantization implements IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
    }
}
declare module BABYLON.GLTF2.Loader.Extensions {
    /**
     * [Proposed Specification](https://github.com/KhronosGroup/glTF/pull/1751)
     * !!! Experimental Extension Subject to Changes !!!
     */
    export class KHR_texture_basisu implements IGLTFLoaderExtension {
        /** The name of this extension. */
        readonly name: string;
        /** Defines whether this extension is enabled. */
        enabled: boolean;
        private _loader;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        _loadTextureAsync(context: string, texture: ITexture, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<BaseTexture>>;
    }
}
declare module BABYLON.GLTF2.Loader.Extensions {
    /**
     * [Specification](https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_texture_transform)
     */
    export class KHR_texture_transform implements IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        private _loader;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        loadTextureInfoAsync(context: string, textureInfo: ITextureInfo, assign: (babylonTexture: BaseTexture) => void): Nullable<Promise<BaseTexture>>;
    }
}
declare module BABYLON.GLTF2.Loader.Extensions {
    /**
     * [Specification](https://github.com/najadojo/glTF/tree/MSFT_audio_emitter/extensions/2.0/Vendor/MSFT_audio_emitter)
     */
    export class MSFT_audio_emitter implements IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        private _loader;
        private _clips;
        private _emitters;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        onLoading(): void;
        /** @hidden */
        loadSceneAsync(context: string, scene: IScene): Nullable<Promise<void>>;
        /** @hidden */
        loadNodeAsync(context: string, node: INode, assign: (babylonTransformNode: TransformNode) => void): Nullable<Promise<TransformNode>>;
        /** @hidden */
        loadAnimationAsync(context: string, animation: IAnimation): Nullable<Promise<AnimationGroup>>;
        private _loadClipAsync;
        private _loadEmitterAsync;
        private _getEventAction;
        private _loadAnimationEventAsync;
    }
}
declare module BABYLON.GLTF2.Loader.Extensions {
    /**
     * [Specification](https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/MSFT_lod)
     */
    export class MSFT_lod implements IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        /**
         * Defines a number that determines the order the extensions are applied.
         */
        order: number;
        /**
         * Maximum number of LODs to load, starting from the lowest LOD.
         */
        maxLODsToLoad: number;
        /**
         * Observable raised when all node LODs of one level are loaded.
         * The event data is the index of the loaded LOD starting from zero.
         * Dispose the loader to cancel the loading of the next level of LODs.
         */
        onNodeLODsLoadedObservable: Observable<number>;
        /**
         * Observable raised when all material LODs of one level are loaded.
         * The event data is the index of the loaded LOD starting from zero.
         * Dispose the loader to cancel the loading of the next level of LODs.
         */
        onMaterialLODsLoadedObservable: Observable<number>;
        private _loader;
        private _nodeIndexLOD;
        private _nodeSignalLODs;
        private _nodePromiseLODs;
        private _materialIndexLOD;
        private _materialSignalLODs;
        private _materialPromiseLODs;
        private _indexLOD;
        private _bufferLODs;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        onReady(): void;
        /** @hidden */
        loadSceneAsync(context: string, scene: IScene): Nullable<Promise<void>>;
        /** @hidden */
        loadNodeAsync(context: string, node: INode, assign: (babylonTransformNode: TransformNode) => void): Nullable<Promise<TransformNode>>;
        /** @hidden */
        _loadMaterialAsync(context: string, material: IMaterial, babylonMesh: Mesh, babylonDrawMode: number, assign: (babylonMaterial: Material) => void): Nullable<Promise<Material>>;
        /** @hidden */
        _loadUriAsync(context: string, property: IProperty, uri: string): Nullable<Promise<ArrayBufferView>>;
        /** @hidden */
        loadBufferAsync(context: string, buffer: IBuffer, byteOffset: number, byteLength: number): Nullable<Promise<ArrayBufferView>>;
        private _loadBufferLOD;
        /**
         * Gets an array of LOD properties from lowest to highest.
         */
        private _getLODs;
        private _disposeTransformNode;
        private _disposeMaterials;
    }
}
declare module BABYLON.GLTF2.Loader.Extensions {
    /** @hidden */
    export class MSFT_minecraftMesh implements IGLTFLoaderExtension {
        readonly name: string;
        enabled: boolean;
        private _loader;
        constructor(loader: GLTFLoader);
        dispose(): void;
        loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;
    }
}
declare module BABYLON.GLTF2.Loader.Extensions {
    /** @hidden */
    export class MSFT_sRGBFactors implements IGLTFLoaderExtension {
        readonly name: string;
        enabled: boolean;
        private _loader;
        constructor(loader: GLTFLoader);
        dispose(): void;
        loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>>;
    }
}
declare module BABYLON.GLTF2.Loader.Extensions {
    /**
     * Store glTF extras (if present) in BJS objects' metadata
     */
    export class ExtrasAsMetadata implements IGLTFLoaderExtension {
        /**
         * The name of this extension.
         */
        readonly name: string;
        /**
         * Defines whether this extension is enabled.
         */
        enabled: boolean;
        private _loader;
        private _assignExtras;
        /** @hidden */
        constructor(loader: GLTFLoader);
        /** @hidden */
        dispose(): void;
        /** @hidden */
        loadNodeAsync(context: string, node: INode, assign: (babylonTransformNode: TransformNode) => void): Nullable<Promise<TransformNode>>;
        /** @hidden */
        loadCameraAsync(context: string, camera: ICamera, assign: (babylonCamera: Camera) => void): Nullable<Promise<Camera>>;
        /** @hidden */
        createMaterial(context: string, material: IMaterial, babylonDrawMode: number): Nullable<Material>;
    }
}
declare module BABYLON {
    /**
     * Class reading and parsing the MTL file bundled with the obj file.
     */
    export class MTLFileLoader {
        /**
         * Invert Y-Axis of referenced textures on load
         */
        static INVERT_TEXTURE_Y: boolean;
        /**
         * All material loaded from the mtl will be set here
         */
        materials: StandardMaterial[];
        /**
         * This function will read the mtl file and create each material described inside
         * This function could be improve by adding :
         * -some component missing (Ni, Tf...)
         * -including the specific options available
         *
         * @param scene defines the scene the material will be created in
         * @param data defines the mtl data to parse
         * @param rootUrl defines the rooturl to use in order to load relative dependencies
         * @param forAssetContainer defines if the material should be registered in the scene
         */
        parseMTL(scene: Scene, data: string | ArrayBuffer, rootUrl: string, forAssetContainer: boolean): void;
        /**
         * Gets the texture for the material.
         *
         * If the material is imported from input file,
         * We sanitize the url to ensure it takes the textre from aside the material.
         *
         * @param rootUrl The root url to load from
         * @param value The value stored in the mtl
         * @return The Texture
         */
        private static _getTexture;
    }
}
declare module BABYLON {
    /**
     * Options for loading OBJ/MTL files
     */
    type MeshLoadOptions = {
        /**
         * Defines if UVs are optimized by default during load.
         */
        OptimizeWithUV: boolean;
        /**
         * Defines custom scaling of UV coordinates of loaded meshes.
         */
        UVScaling: Vector2;
        /**
         * Invert model on y-axis (does a model scaling inversion)
         */
        InvertY: boolean;
        /**
         * Invert Y-Axis of referenced textures on load
         */
        InvertTextureY: boolean;
        /**
         * Include in meshes the vertex colors available in some OBJ files.  This is not part of OBJ standard.
         */
        ImportVertexColors: boolean;
        /**
         * Compute the normals for the model, even if normals are present in the file.
         */
        ComputeNormals: boolean;
        /**
         * Skip loading the materials even if defined in the OBJ file (materials are ignored).
         */
        SkipMaterials: boolean;
        /**
         * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
         */
        MaterialLoadingFailsSilently: boolean;
    };
    /**
     * OBJ file type loader.
     * This is a babylon scene loader plugin.
     */
    export class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {
        /**
         * Defines if UVs are optimized by default during load.
         */
        static OPTIMIZE_WITH_UV: boolean;
        /**
         * Invert model on y-axis (does a model scaling inversion)
         */
        static INVERT_Y: boolean;
        /**
         * Invert Y-Axis of referenced textures on load
         */
        static get INVERT_TEXTURE_Y(): boolean;
        static set INVERT_TEXTURE_Y(value: boolean);
        /**
         * Include in meshes the vertex colors available in some OBJ files.  This is not part of OBJ standard.
         */
        static IMPORT_VERTEX_COLORS: boolean;
        /**
         * Compute the normals for the model, even if normals are present in the file.
         */
        static COMPUTE_NORMALS: boolean;
        /**
         * Defines custom scaling of UV coordinates of loaded meshes.
         */
        static UV_SCALING: Vector2;
        /**
         * Skip loading the materials even if defined in the OBJ file (materials are ignored).
         */
        static SKIP_MATERIALS: boolean;
        /**
         * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.
         *
         * Defaults to true for backwards compatibility.
         */
        static MATERIAL_LOADING_FAILS_SILENTLY: boolean;
        /**
         * Defines the name of the plugin.
         */
        name: string;
        /**
         * Defines the extension the plugin is able to load.
         */
        extensions: string;
        /** @hidden */
        obj: RegExp;
        /** @hidden */
        group: RegExp;
        /** @hidden */
        mtllib: RegExp;
        /** @hidden */
        usemtl: RegExp;
        /** @hidden */
        smooth: RegExp;
        /** @hidden */
        vertexPattern: RegExp;
        /** @hidden */
        normalPattern: RegExp;
        /** @hidden */
        uvPattern: RegExp;
        /** @hidden */
        facePattern1: RegExp;
        /** @hidden */
        facePattern2: RegExp;
        /** @hidden */
        facePattern3: RegExp;
        /** @hidden */
        facePattern4: RegExp;
        /** @hidden */
        facePattern5: RegExp;
        private _forAssetContainer;
        private _meshLoadOptions;
        /**
         * Creates loader for .OBJ files
         *
         * @param meshLoadOptions options for loading and parsing OBJ/MTL files.
         */
        constructor(meshLoadOptions?: MeshLoadOptions);
        private static get currentMeshLoadOptions();
        /**
         * Calls synchronously the MTL file attached to this obj.
         * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.
         * Without this function materials are not displayed in the first frame (but displayed after).
         * In consequence it is impossible to get material information in your HTML file
         *
         * @param url The URL of the MTL file
         * @param rootUrl
         * @param onSuccess Callback function to be called when the MTL file is loaded
         * @private
         */
        private _loadMTL;
        /**
         * Instantiates a OBJ file loader plugin.
         * @returns the created plugin
         */
        createPlugin(): ISceneLoaderPluginAsync | ISceneLoaderPlugin;
        /**
         * If the data string can be loaded directly.
         *
         * @param data string containing the file data
         * @returns if the data can be loaded directly
         */
        canDirectLoad(data: string): boolean;
        /**
         * Imports one or more meshes from the loaded OBJ data and adds them to the scene
         * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
         * @param scene the scene the meshes should be added to
         * @param data the OBJ data to load
         * @param rootUrl root url to load from
         * @param onProgress event that fires when loading progress has occured
         * @param fileName Defines the name of the file to load
         * @returns a promise containg the loaded meshes, particles, skeletons and animations
         */
        importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
            meshes: AbstractMesh[];
            particleSystems: IParticleSystem[];
            skeletons: Skeleton[];
            animationGroups: AnimationGroup[];
        }>;
        /**
         * Imports all objects from the loaded OBJ data and adds them to the scene
         * @param scene the scene the objects should be added to
         * @param data the OBJ data to load
         * @param rootUrl root url to load from
         * @param onProgress event that fires when loading progress has occured
         * @param fileName Defines the name of the file to load
         * @returns a promise which completes when objects have been loaded to the scene
         */
        loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => 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: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
        /**
         * Read the OBJ file and create an Array of meshes.
         * Each mesh contains all information given by the OBJ and the MTL file.
         * i.e. vertices positions and indices, optional normals values, optional UV values, optional material
         *
         * @param meshesNames
         * @param scene Scene The scene where are displayed the data
         * @param data String The content of the obj file
         * @param rootUrl String The path to the folder
         * @returns Array<AbstractMesh>
         * @private
         */
        private _parseSolid;
    }
}
declare module BABYLON {
    /**
     * STL file type loader.
     * This is a babylon scene loader plugin.
     */
    export class STLFileLoader implements ISceneLoaderPlugin {
        /** @hidden */
        solidPattern: RegExp;
        /** @hidden */
        facetsPattern: RegExp;
        /** @hidden */
        normalPattern: RegExp;
        /** @hidden */
        vertexPattern: RegExp;
        /**
         * Defines the name of the plugin.
         */
        name: string;
        /**
         * Defines the extensions the stl loader is able to load.
         * force data to come in as an ArrayBuffer
         * we'll convert to string if it looks like it's an ASCII .stl
         */
        extensions: ISceneLoaderPluginExtensions;
        /**
         * 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: any, scene: Scene, data: any, rootUrl: string, meshes: Nullable<AbstractMesh[]>, particleSystems: Nullable<IParticleSystem[]>, skeletons: Nullable<Skeleton[]>): 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: any, rootUrl: string): 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: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
        private _isBinary;
        private _parseBinary;
        private _parseASCII;
    }
}
