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@@ -1,564 +0,0 @@
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-/*BabylonJS Materials*/
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-// Dependencies for this module:
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-// ../../../../Tools/Gulp/babylonjs
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-
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/cell";
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/custom";
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/fire";
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/fur";
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/gradient";
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/grid";
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/lava";
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/mix";
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/normal";
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/shadowOnly";
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/simple";
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/sky";
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/terrain";
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/triPlanar";
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/water";
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-
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/cell/cellMaterial";
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-
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/custom/customMaterial";
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-
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/fire/fireMaterial";
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-
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/fur/furMaterial";
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-
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/gradient/gradientMaterial";
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-
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/grid/gridMaterial";
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-
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/lava/lavaMaterial";
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-
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/mix/mixMaterial";
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-
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/normal/normalMaterial";
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-
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/shadowOnly/shadowOnlyMaterial";
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-
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/simple/simpleMaterial";
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-
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/sky/skyMaterial";
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-
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/terrain/terrainMaterial";
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-
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/triPlanar/triPlanarMaterial";
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-
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-export * from "babylonjs-materials/--/--/materialsLibrary/build/src/water/waterMaterial";
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-
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-import { PushMaterial, BaseTexture, Scene, Color3, AbstractMesh, Nullable, SubMesh, Matrix, Mesh, IAnimatable } from "babylonjs";
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-export declare class CellMaterial extends PushMaterial {
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- diffuseTexture: BaseTexture;
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- diffuseColor: Color3;
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- _computeHighLevel: boolean;
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- computeHighLevel: boolean;
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- disableLighting: boolean;
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- maxSimultaneousLights: number;
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- constructor(name: string, scene: Scene);
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- needAlphaBlending(): boolean;
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- needAlphaTesting(): boolean;
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- getAlphaTestTexture(): Nullable<BaseTexture>;
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- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
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- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
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- getAnimatables(): IAnimatable[];
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- getActiveTextures(): BaseTexture[];
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- hasTexture(texture: BaseTexture): boolean;
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- dispose(forceDisposeEffect?: boolean): void;
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- getClassName(): string;
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- clone(name: string): CellMaterial;
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- serialize(): any;
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- static Parse(source: any, scene: Scene, rootUrl: string): CellMaterial;
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-}
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-
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-import { StandardMaterial, Texture, Mesh, Effect, StandardMaterialDefines, Scene } from "babylonjs";
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-export declare class CustomShaderStructure {
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- FragmentStore: string;
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- VertexStore: string;
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- constructor();
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-}
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-export declare class ShaderSpecialParts {
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- constructor();
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- Fragment_Begin: string;
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- Fragment_Definitions: string;
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- Fragment_MainBegin: string;
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- Fragment_Custom_Diffuse: string;
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- Fragment_Custom_Alpha: string;
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- Fragment_Before_FragColor: string;
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- Vertex_Begin: string;
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- Vertex_Definitions: string;
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- Vertex_MainBegin: string;
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- Vertex_Before_PositionUpdated: string;
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- Vertex_Before_NormalUpdated: string;
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-}
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-export declare class CustomMaterial extends StandardMaterial {
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- static ShaderIndexer: number;
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- CustomParts: ShaderSpecialParts;
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- _isCreatedShader: boolean;
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- _createdShaderName: string;
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- _customUniform: string[];
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- _newUniforms: string[];
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- _newUniformInstances: any[];
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- _newSamplerInstances: Texture[];
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- FragmentShader: string;
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- VertexShader: string;
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- AttachAfterBind(mesh: Mesh, effect: Effect): void;
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- ReviewUniform(name: string, arr: string[]): string[];
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- Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines): string;
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- constructor(name: string, scene: Scene);
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- AddUniform(name: string, kind: string, param: any): CustomMaterial;
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- Fragment_Begin(shaderPart: string): CustomMaterial;
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- Fragment_Definitions(shaderPart: string): CustomMaterial;
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- Fragment_MainBegin(shaderPart: string): CustomMaterial;
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- Fragment_Custom_Diffuse(shaderPart: string): CustomMaterial;
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- Fragment_Custom_Alpha(shaderPart: string): CustomMaterial;
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- Fragment_Before_FragColor(shaderPart: string): CustomMaterial;
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- Vertex_Begin(shaderPart: string): CustomMaterial;
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- Vertex_Definitions(shaderPart: string): CustomMaterial;
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- Vertex_MainBegin(shaderPart: string): CustomMaterial;
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- Vertex_Before_PositionUpdated(shaderPart: string): CustomMaterial;
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- Vertex_Before_NormalUpdated(shaderPart: string): CustomMaterial;
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-}
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-
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-import { PushMaterial, Nullable, BaseTexture, Color3, Scene, AbstractMesh, SubMesh, Matrix, Mesh, IAnimatable } from "babylonjs";
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-export declare class FireMaterial extends PushMaterial {
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- diffuseTexture: Nullable<BaseTexture>;
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- distortionTexture: Nullable<BaseTexture>;
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- opacityTexture: Nullable<BaseTexture>;
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- diffuseColor: Color3;
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- speed: number;
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- constructor(name: string, scene: Scene);
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- needAlphaBlending(): boolean;
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- needAlphaTesting(): boolean;
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- getAlphaTestTexture(): Nullable<BaseTexture>;
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- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
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- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
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- getAnimatables(): IAnimatable[];
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- getActiveTextures(): BaseTexture[];
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- hasTexture(texture: BaseTexture): boolean;
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- getClassName(): string;
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- dispose(forceDisposeEffect?: boolean): void;
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- clone(name: string): FireMaterial;
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- serialize(): any;
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- static Parse(source: any, scene: Scene, rootUrl: string): FireMaterial;
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-}
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-
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-import { PushMaterial, BaseTexture, Color3, Vector3, DynamicTexture, AbstractMesh, Scene, Nullable, SubMesh, Matrix, Mesh, IAnimatable } from "babylonjs";
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-export declare class FurMaterial extends PushMaterial {
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- diffuseTexture: BaseTexture;
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- heightTexture: BaseTexture;
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- diffuseColor: Color3;
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- furLength: number;
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- furAngle: number;
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- furColor: Color3;
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- furOffset: number;
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- furSpacing: number;
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- furGravity: Vector3;
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- furSpeed: number;
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- furDensity: number;
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- furOcclusion: number;
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- furTexture: DynamicTexture;
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- disableLighting: boolean;
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- maxSimultaneousLights: number;
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- highLevelFur: boolean;
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- _meshes: AbstractMesh[];
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- constructor(name: string, scene: Scene);
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- furTime: number;
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- needAlphaBlending(): boolean;
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- needAlphaTesting(): boolean;
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- getAlphaTestTexture(): Nullable<BaseTexture>;
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- updateFur(): void;
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- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
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- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
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- getAnimatables(): IAnimatable[];
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- getActiveTextures(): BaseTexture[];
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- hasTexture(texture: BaseTexture): boolean;
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- dispose(forceDisposeEffect?: boolean): void;
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- clone(name: string): FurMaterial;
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- serialize(): any;
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- getClassName(): string;
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- static Parse(source: any, scene: Scene, rootUrl: string): FurMaterial;
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- static GenerateTexture(name: string, scene: Scene): DynamicTexture;
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- static FurifyMesh(sourceMesh: Mesh, quality: number): Mesh[];
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-}
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-
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-import { PushMaterial, Color3, Scene, Nullable, BaseTexture, AbstractMesh, SubMesh, Matrix, Mesh, IAnimatable } from "babylonjs";
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-export declare class GradientMaterial extends PushMaterial {
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- maxSimultaneousLights: number;
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- topColor: Color3;
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- topColorAlpha: number;
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- bottomColor: Color3;
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- bottomColorAlpha: number;
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- offset: number;
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- scale: number;
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- smoothness: number;
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- disableLighting: boolean;
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- constructor(name: string, scene: Scene);
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- needAlphaBlending(): boolean;
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- needAlphaTesting(): boolean;
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- getAlphaTestTexture(): Nullable<BaseTexture>;
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- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
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- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
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- getAnimatables(): IAnimatable[];
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- dispose(forceDisposeEffect?: boolean): void;
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- clone(name: string): GradientMaterial;
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- serialize(): any;
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- getClassName(): string;
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- static Parse(source: any, scene: Scene, rootUrl: string): GradientMaterial;
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-}
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-
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-import { Color3, Vector3, Scene, AbstractMesh, SubMesh, Matrix, Mesh } from "babylonjs";
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-/**
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- * The grid materials allows you to wrap any shape with a grid.
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- * Colors are customizable.
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- */
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-export declare class GridMaterial extends BABYLON.PushMaterial {
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- /**
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- * Main color of the grid (e.g. between lines)
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- */
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- mainColor: Color3;
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- /**
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- * Color of the grid lines.
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- */
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- lineColor: Color3;
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- /**
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- * The scale of the grid compared to unit.
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- */
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- gridRatio: number;
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- /**
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- * Allows setting an offset for the grid lines.
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- */
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- gridOffset: Vector3;
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- /**
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- * The frequency of thicker lines.
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- */
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- majorUnitFrequency: number;
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- /**
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- * The visibility of minor units in the grid.
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- */
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- minorUnitVisibility: number;
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- /**
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- * The grid opacity outside of the lines.
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- */
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- opacity: number;
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- /**
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- * Determine RBG output is premultiplied by alpha value.
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- */
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- preMultiplyAlpha: boolean;
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- /**
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- * constructor
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- * @param name The name given to the material in order to identify it afterwards.
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- * @param scene The scene the material is used in.
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- */
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- constructor(name: string, scene: Scene);
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- /**
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- * Returns wehter or not the grid requires alpha blending.
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- */
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- needAlphaBlending(): boolean;
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- needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
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- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
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- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
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- dispose(forceDisposeEffect?: boolean): void;
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- clone(name: string): GridMaterial;
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- serialize(): any;
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- getClassName(): string;
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- static Parse(source: any, scene: Scene, rootUrl: string): GridMaterial;
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-}
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-
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-import { PushMaterial, BaseTexture, Color3, Scene, Nullable, AbstractMesh, SubMesh, Matrix, Mesh, IAnimatable } from "babylonjs";
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-export declare class LavaMaterial extends PushMaterial {
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- diffuseTexture: BaseTexture;
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- noiseTexture: BaseTexture;
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- fogColor: Color3;
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- speed: number;
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- movingSpeed: number;
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- lowFrequencySpeed: number;
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- fogDensity: number;
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- diffuseColor: Color3;
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- disableLighting: boolean;
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- unlit: boolean;
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- maxSimultaneousLights: number;
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- constructor(name: string, scene: Scene);
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- needAlphaBlending(): boolean;
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- needAlphaTesting(): boolean;
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- getAlphaTestTexture(): Nullable<BaseTexture>;
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- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
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- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
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- getAnimatables(): IAnimatable[];
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- getActiveTextures(): BaseTexture[];
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- hasTexture(texture: BaseTexture): boolean;
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- dispose(forceDisposeEffect?: boolean): void;
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- clone(name: string): LavaMaterial;
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- serialize(): any;
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- getClassName(): string;
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- static Parse(source: any, scene: Scene, rootUrl: string): LavaMaterial;
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-}
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-
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-import { PushMaterial, BaseTexture, Texture, Color3, Scene, Nullable, AbstractMesh, SubMesh, Matrix, Mesh, IAnimatable } from "babylonjs";
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-export declare class MixMaterial extends PushMaterial {
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- mixTexture1: BaseTexture;
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- mixTexture2: BaseTexture;
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- diffuseTexture1: Texture;
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- diffuseTexture2: Texture;
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- diffuseTexture3: Texture;
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- diffuseTexture4: Texture;
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- diffuseTexture5: Texture;
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- diffuseTexture6: Texture;
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- diffuseTexture7: Texture;
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- diffuseTexture8: Texture;
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- /**
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- * Uniforms
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- */
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- diffuseColor: Color3;
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- specularColor: Color3;
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- specularPower: number;
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- disableLighting: boolean;
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- maxSimultaneousLights: number;
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- constructor(name: string, scene: Scene);
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- needAlphaBlending(): boolean;
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- needAlphaTesting(): boolean;
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- getAlphaTestTexture(): Nullable<BaseTexture>;
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- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
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- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
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- getAnimatables(): IAnimatable[];
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- getActiveTextures(): BaseTexture[];
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- hasTexture(texture: BaseTexture): boolean;
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- dispose(forceDisposeEffect?: boolean): void;
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- clone(name: string): MixMaterial;
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- serialize(): any;
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- getClassName(): string;
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- static Parse(source: any, scene: Scene, rootUrl: string): MixMaterial;
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-}
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-
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-import { PushMaterial, BaseTexture, Color3, Scene, Nullable, AbstractMesh, SubMesh, Matrix, Mesh, IAnimatable } from "babylonjs";
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-export declare class NormalMaterial extends PushMaterial {
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- diffuseTexture: BaseTexture;
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- diffuseColor: Color3;
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- disableLighting: boolean;
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- maxSimultaneousLights: number;
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- constructor(name: string, scene: Scene);
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- needAlphaBlending(): boolean;
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- needAlphaTesting(): boolean;
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- getAlphaTestTexture(): Nullable<BaseTexture>;
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- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
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- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
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- getAnimatables(): IAnimatable[];
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- getActiveTextures(): BaseTexture[];
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- hasTexture(texture: BaseTexture): boolean;
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- dispose(forceDisposeEffect?: boolean): void;
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- clone(name: string): NormalMaterial;
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- serialize(): any;
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- getClassName(): string;
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- static Parse(source: any, scene: Scene, rootUrl: string): NormalMaterial;
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-}
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-
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-import { PushMaterial, IShadowLight, Scene, Nullable, BaseTexture, AbstractMesh, SubMesh, Matrix, Mesh } from "babylonjs";
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-export declare class ShadowOnlyMaterial extends PushMaterial {
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- constructor(name: string, scene: Scene);
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- shadowColor: BABYLON.Color3;
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- needAlphaBlending(): boolean;
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- needAlphaTesting(): boolean;
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- getAlphaTestTexture(): Nullable<BaseTexture>;
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- activeLight: IShadowLight;
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- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
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- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
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- clone(name: string): ShadowOnlyMaterial;
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- serialize(): any;
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- getClassName(): string;
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- static Parse(source: any, scene: Scene, rootUrl: string): ShadowOnlyMaterial;
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-}
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-
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-import { PushMaterial, BaseTexture, Color3, Scene, Nullable, AbstractMesh, SubMesh, Matrix, Mesh, IAnimatable } from "babylonjs";
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-export declare class SimpleMaterial extends PushMaterial {
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- diffuseTexture: BaseTexture;
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- diffuseColor: Color3;
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- disableLighting: boolean;
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|
- maxSimultaneousLights: number;
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|
- constructor(name: string, scene: Scene);
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|
- needAlphaBlending(): boolean;
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|
- needAlphaTesting(): boolean;
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|
|
- getAlphaTestTexture(): Nullable<BaseTexture>;
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|
|
- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
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|
|
- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
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|
|
- getAnimatables(): IAnimatable[];
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|
|
- getActiveTextures(): BaseTexture[];
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|
|
- hasTexture(texture: BaseTexture): boolean;
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|
- dispose(forceDisposeEffect?: boolean): void;
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|
|
- clone(name: string): SimpleMaterial;
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|
|
- serialize(): any;
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|
|
- getClassName(): string;
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|
|
- static Parse(source: any, scene: Scene, rootUrl: string): SimpleMaterial;
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|
|
-}
|
|
|
|
-
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|
-import { PushMaterial, Vector3, Scene, Nullable, BaseTexture, AbstractMesh, SubMesh, Matrix, Mesh, IAnimatable } from "babylonjs";
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|
|
-export declare class SkyMaterial extends PushMaterial {
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|
- luminance: number;
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|
- turbidity: number;
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|
- rayleigh: number;
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|
- mieCoefficient: number;
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|
- mieDirectionalG: number;
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|
|
- distance: number;
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|
|
- inclination: number;
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|
|
- azimuth: number;
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|
|
- sunPosition: Vector3;
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|
|
- useSunPosition: boolean;
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|
|
|
- constructor(name: string, scene: Scene);
|
|
|
|
- needAlphaBlending(): boolean;
|
|
|
|
- needAlphaTesting(): boolean;
|
|
|
|
- getAlphaTestTexture(): Nullable<BaseTexture>;
|
|
|
|
- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
|
|
|
|
- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
|
|
|
|
- getAnimatables(): IAnimatable[];
|
|
|
|
- dispose(forceDisposeEffect?: boolean): void;
|
|
|
|
- clone(name: string): SkyMaterial;
|
|
|
|
- serialize(): any;
|
|
|
|
- getClassName(): string;
|
|
|
|
- static Parse(source: any, scene: Scene, rootUrl: string): SkyMaterial;
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-import { PushMaterial, BaseTexture, Texture, Color3, Scene, Nullable, AbstractMesh, SubMesh, Matrix, Mesh, IAnimatable } from "babylonjs";
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|
|
|
-export declare class TerrainMaterial extends PushMaterial {
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|
|
|
- mixTexture: BaseTexture;
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|
|
- diffuseTexture1: Texture;
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|
|
- diffuseTexture2: Texture;
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|
|
|
- diffuseTexture3: Texture;
|
|
|
|
- bumpTexture1: Texture;
|
|
|
|
- bumpTexture2: Texture;
|
|
|
|
- bumpTexture3: Texture;
|
|
|
|
- diffuseColor: Color3;
|
|
|
|
- specularColor: Color3;
|
|
|
|
- specularPower: number;
|
|
|
|
- disableLighting: boolean;
|
|
|
|
- maxSimultaneousLights: number;
|
|
|
|
- constructor(name: string, scene: Scene);
|
|
|
|
- needAlphaBlending(): boolean;
|
|
|
|
- needAlphaTesting(): boolean;
|
|
|
|
- getAlphaTestTexture(): Nullable<BaseTexture>;
|
|
|
|
- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
|
|
|
|
- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
|
|
|
|
- getAnimatables(): IAnimatable[];
|
|
|
|
- getActiveTextures(): BaseTexture[];
|
|
|
|
- hasTexture(texture: BaseTexture): boolean;
|
|
|
|
- dispose(forceDisposeEffect?: boolean): void;
|
|
|
|
- clone(name: string): TerrainMaterial;
|
|
|
|
- serialize(): any;
|
|
|
|
- getClassName(): string;
|
|
|
|
- static Parse(source: any, scene: Scene, rootUrl: string): TerrainMaterial;
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-import { PushMaterial, BaseTexture, Color3, Scene, Nullable, AbstractMesh, SubMesh, Matrix, Mesh, IAnimatable } from "babylonjs";
|
|
|
|
-export declare class TriPlanarMaterial extends PushMaterial {
|
|
|
|
- mixTexture: BaseTexture;
|
|
|
|
- diffuseTextureX: BaseTexture;
|
|
|
|
- diffuseTextureY: BaseTexture;
|
|
|
|
- diffuseTextureZ: BaseTexture;
|
|
|
|
- normalTextureX: BaseTexture;
|
|
|
|
- normalTextureY: BaseTexture;
|
|
|
|
- normalTextureZ: BaseTexture;
|
|
|
|
- tileSize: number;
|
|
|
|
- diffuseColor: Color3;
|
|
|
|
- specularColor: Color3;
|
|
|
|
- specularPower: number;
|
|
|
|
- disableLighting: boolean;
|
|
|
|
- maxSimultaneousLights: number;
|
|
|
|
- constructor(name: string, scene: Scene);
|
|
|
|
- needAlphaBlending(): boolean;
|
|
|
|
- needAlphaTesting(): boolean;
|
|
|
|
- getAlphaTestTexture(): Nullable<BaseTexture>;
|
|
|
|
- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
|
|
|
|
- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
|
|
|
|
- getAnimatables(): IAnimatable[];
|
|
|
|
- getActiveTextures(): BaseTexture[];
|
|
|
|
- hasTexture(texture: BaseTexture): boolean;
|
|
|
|
- dispose(forceDisposeEffect?: boolean): void;
|
|
|
|
- clone(name: string): TriPlanarMaterial;
|
|
|
|
- serialize(): any;
|
|
|
|
- getClassName(): string;
|
|
|
|
- static Parse(source: any, scene: Scene, rootUrl: string): TriPlanarMaterial;
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-import { PushMaterial, BaseTexture, Color3, Vector2, SmartArray, RenderTargetTexture, Nullable, AbstractMesh, Matrix, Scene, SubMesh, Mesh, IAnimatable } from "babylonjs";
|
|
|
|
-export declare class WaterMaterial extends PushMaterial {
|
|
|
|
- renderTargetSize: Vector2;
|
|
|
|
- bumpTexture: BaseTexture;
|
|
|
|
- diffuseColor: Color3;
|
|
|
|
- specularColor: Color3;
|
|
|
|
- specularPower: number;
|
|
|
|
- disableLighting: boolean;
|
|
|
|
- maxSimultaneousLights: number;
|
|
|
|
- /**
|
|
|
|
- * @param {number}: Represents the wind force
|
|
|
|
- */
|
|
|
|
- windForce: number;
|
|
|
|
- /**
|
|
|
|
- * @param {Vector2}: The direction of the wind in the plane (X, Z)
|
|
|
|
- */
|
|
|
|
- windDirection: Vector2;
|
|
|
|
- /**
|
|
|
|
- * @param {number}: Wave height, represents the height of the waves
|
|
|
|
- */
|
|
|
|
- waveHeight: number;
|
|
|
|
- /**
|
|
|
|
- * @param {number}: Bump height, represents the bump height related to the bump map
|
|
|
|
- */
|
|
|
|
- bumpHeight: number;
|
|
|
|
- bumpSuperimpose: boolean;
|
|
|
|
- fresnelSeparate: boolean;
|
|
|
|
- bumpAffectsReflection: boolean;
|
|
|
|
- /**
|
|
|
|
- * @param {number}: The water color blended with the refraction (near)
|
|
|
|
- */
|
|
|
|
- waterColor: Color3;
|
|
|
|
- /**
|
|
|
|
- * @param {number}: The blend factor related to the water color
|
|
|
|
- */
|
|
|
|
- colorBlendFactor: number;
|
|
|
|
- /**
|
|
|
|
- * @param {number}: The water color blended with the reflection (far)
|
|
|
|
- */
|
|
|
|
- waterColor2: Color3;
|
|
|
|
- /**
|
|
|
|
- * @param {number}: The blend factor related to the water color (reflection, far)
|
|
|
|
- */
|
|
|
|
- colorBlendFactor2: number;
|
|
|
|
- /**
|
|
|
|
- * @param {number}: Represents the maximum length of a wave
|
|
|
|
- */
|
|
|
|
- waveLength: number;
|
|
|
|
- /**
|
|
|
|
- * @param {number}: Defines the waves speed
|
|
|
|
- */
|
|
|
|
- waveSpeed: number;
|
|
|
|
- protected _renderTargets: SmartArray<RenderTargetTexture>;
|
|
|
|
- /**
|
|
|
|
- * Gets a boolean indicating that current material needs to register RTT
|
|
|
|
- */
|
|
|
|
- readonly hasRenderTargetTextures: boolean;
|
|
|
|
- /**
|
|
|
|
- * Constructor
|
|
|
|
- */
|
|
|
|
- constructor(name: string, scene: Scene, renderTargetSize?: Vector2);
|
|
|
|
- useLogarithmicDepth: boolean;
|
|
|
|
- readonly refractionTexture: Nullable<RenderTargetTexture>;
|
|
|
|
- readonly reflectionTexture: Nullable<RenderTargetTexture>;
|
|
|
|
- addToRenderList(node: any): void;
|
|
|
|
- enableRenderTargets(enable: boolean): void;
|
|
|
|
- getRenderList(): Nullable<AbstractMesh[]>;
|
|
|
|
- readonly renderTargetsEnabled: boolean;
|
|
|
|
- needAlphaBlending(): boolean;
|
|
|
|
- needAlphaTesting(): boolean;
|
|
|
|
- getAlphaTestTexture(): Nullable<BaseTexture>;
|
|
|
|
- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
|
|
|
|
- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
|
|
|
|
- getAnimatables(): IAnimatable[];
|
|
|
|
- getActiveTextures(): BaseTexture[];
|
|
|
|
- hasTexture(texture: BaseTexture): boolean;
|
|
|
|
- dispose(forceDisposeEffect?: boolean): void;
|
|
|
|
- clone(name: string): WaterMaterial;
|
|
|
|
- serialize(): any;
|
|
|
|
- getClassName(): string;
|
|
|
|
- static Parse(source: any, scene: Scene, rootUrl: string): WaterMaterial;
|
|
|
|
- static CreateDefaultMesh(name: string, scene: Scene): Mesh;
|
|
|
|
-}
|
|
|
|
-
|
|
|