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@@ -25,6 +25,7 @@ var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length
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var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}();
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+
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var BABYLON;
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(function (BABYLON) {
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var WoodProceduralTexture = /** @class */ (function (_super) {
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@@ -62,6 +63,32 @@ var BABYLON;
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enumerable: true,
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configurable: true
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});
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+ /**
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+ * Serializes this wood procedural texture
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+ * @returns a serialized wood procedural texture object
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+ */
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+ WoodProceduralTexture.prototype.serialize = function () {
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+ var serializationObject = BABYLON.SerializationHelper.Serialize(this, _super.prototype.serialize.call(this));
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+ serializationObject.customType = "BABYLON.WoodProceduralTexture";
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+ return serializationObject;
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+ };
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+ /**
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+ * Creates a Wood Procedural Texture from parsed wood procedural texture data
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+ * @param parsedTexture defines parsed texture data
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+ * @param scene defines the current scene
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+ * @param rootUrl defines the root URL containing wood procedural texture information
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+ * @returns a parsed Wood Procedural Texture
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+ */
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+ WoodProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
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+ var texture = BABYLON.SerializationHelper.Parse(function () { return new WoodProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl);
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+ return texture;
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+ };
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+ __decorate([
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+ BABYLON.serialize()
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+ ], WoodProceduralTexture.prototype, "ampScale", null);
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+ __decorate([
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+ BABYLON.serializeAsColor3()
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+ ], WoodProceduralTexture.prototype, "woodColor", null);
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return WoodProceduralTexture;
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}(BABYLON.ProceduralTexture));
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BABYLON.WoodProceduralTexture = WoodProceduralTexture;
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@@ -73,6 +100,7 @@ BABYLON.Effect.ShadersStore['woodProceduralTexturePixelShader'] = "precision hig
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+
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var BABYLON;
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(function (BABYLON) {
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var FireProceduralTexture = /** @class */ (function (_super) {
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@@ -206,6 +234,38 @@ var BABYLON;
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enumerable: true,
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configurable: true
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});
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+ /**
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+ * Serializes this fire procedural texture
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+ * @returns a serialized fire procedural texture object
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+ */
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+ FireProceduralTexture.prototype.serialize = function () {
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+ var serializationObject = BABYLON.SerializationHelper.Serialize(this, _super.prototype.serialize.call(this));
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+ serializationObject.customType = "BABYLON.FireProceduralTexture";
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+ return serializationObject;
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+ };
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+ /**
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+ * Creates a Fire Procedural Texture from parsed fire procedural texture data
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+ * @param parsedTexture defines parsed texture data
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+ * @param scene defines the current scene
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+ * @param rootUrl defines the root URL containing fire procedural texture information
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+ * @returns a parsed Fire Procedural Texture
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+ */
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+ FireProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
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+ var texture = BABYLON.SerializationHelper.Parse(function () { return new FireProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl);
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+ return texture;
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+ };
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+ __decorate([
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+ BABYLON.serializeAsColor3()
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+ ], FireProceduralTexture.prototype, "fireColors", null);
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+ __decorate([
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+ BABYLON.serialize()
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+ ], FireProceduralTexture.prototype, "time", null);
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+ __decorate([
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+ BABYLON.serializeAsVector2()
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+ ], FireProceduralTexture.prototype, "speed", null);
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+ __decorate([
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+ BABYLON.serialize()
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+ ], FireProceduralTexture.prototype, "alphaThreshold", null);
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return FireProceduralTexture;
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}(BABYLON.ProceduralTexture));
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BABYLON.FireProceduralTexture = FireProceduralTexture;
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@@ -217,6 +277,7 @@ BABYLON.Effect.ShadersStore['fireProceduralTexturePixelShader'] = "precision hig
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+
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var BABYLON;
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(function (BABYLON) {
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var CloudProceduralTexture = /** @class */ (function (_super) {
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@@ -254,6 +315,32 @@ var BABYLON;
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enumerable: true,
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configurable: true
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});
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+ /**
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+ * Serializes this cloud procedural texture
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+ * @returns a serialized cloud procedural texture object
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+ */
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+ CloudProceduralTexture.prototype.serialize = function () {
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+ var serializationObject = BABYLON.SerializationHelper.Serialize(this, _super.prototype.serialize.call(this));
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+ serializationObject.customType = "BABYLON.CloudProceduralTexture";
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+ return serializationObject;
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+ };
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+ /**
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+ * Creates a Cloud Procedural Texture from parsed cloud procedural texture data
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+ * @param parsedTexture defines parsed texture data
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+ * @param scene defines the current scene
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+ * @param rootUrl defines the root URL containing cloud procedural texture information
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+ * @returns a parsed Cloud Procedural Texture
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+ */
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+ CloudProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
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+ var texture = BABYLON.SerializationHelper.Parse(function () { return new CloudProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl);
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+ return texture;
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+ };
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+ __decorate([
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+ BABYLON.serializeAsColor4()
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+ ], CloudProceduralTexture.prototype, "skyColor", null);
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+ __decorate([
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+ BABYLON.serializeAsColor4()
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+ ], CloudProceduralTexture.prototype, "cloudColor", null);
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return CloudProceduralTexture;
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}(BABYLON.ProceduralTexture));
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BABYLON.CloudProceduralTexture = CloudProceduralTexture;
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@@ -265,6 +352,7 @@ BABYLON.Effect.ShadersStore['cloudProceduralTexturePixelShader'] = "precision hi
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+
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var BABYLON;
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(function (BABYLON) {
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var GrassProceduralTexture = /** @class */ (function (_super) {
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@@ -308,6 +396,32 @@ var BABYLON;
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enumerable: true,
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configurable: true
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});
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+ /**
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+ * Serializes this grass procedural texture
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+ * @returns a serialized grass procedural texture object
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+ */
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+ GrassProceduralTexture.prototype.serialize = function () {
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+ var serializationObject = BABYLON.SerializationHelper.Serialize(this, _super.prototype.serialize.call(this));
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+ serializationObject.customType = "BABYLON.GrassProceduralTexture";
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+ return serializationObject;
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+ };
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+ /**
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+ * Creates a Grass Procedural Texture from parsed grass procedural texture data
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+ * @param parsedTexture defines parsed texture data
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+ * @param scene defines the current scene
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+ * @param rootUrl defines the root URL containing grass procedural texture information
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+ * @returns a parsed Grass Procedural Texture
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+ */
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+ GrassProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
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+ var texture = BABYLON.SerializationHelper.Parse(function () { return new GrassProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl);
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+ return texture;
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+ };
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+ __decorate([
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+ BABYLON.serializeAsColor3()
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+ ], GrassProceduralTexture.prototype, "grassColors", null);
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+ __decorate([
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+ BABYLON.serializeAsColor3()
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+ ], GrassProceduralTexture.prototype, "groundColor", null);
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return GrassProceduralTexture;
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}(BABYLON.ProceduralTexture));
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BABYLON.GrassProceduralTexture = GrassProceduralTexture;
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@@ -319,6 +433,7 @@ BABYLON.Effect.ShadersStore['grassProceduralTexturePixelShader'] = "precision hi
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+
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var BABYLON;
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(function (BABYLON) {
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var RoadProceduralTexture = /** @class */ (function (_super) {
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@@ -343,6 +458,29 @@ var BABYLON;
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enumerable: true,
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configurable: true
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});
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+ /**
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+ * Serializes this road procedural texture
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+ * @returns a serialized road procedural texture object
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+ */
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+ RoadProceduralTexture.prototype.serialize = function () {
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+ var serializationObject = BABYLON.SerializationHelper.Serialize(this, _super.prototype.serialize.call(this));
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+ serializationObject.customType = "BABYLON.RoadProceduralTexture";
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+ return serializationObject;
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+ };
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+ /**
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+ * Creates a Road Procedural Texture from parsed road procedural texture data
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+ * @param parsedTexture defines parsed texture data
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+ * @param scene defines the current scene
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+ * @param rootUrl defines the root URL containing road procedural texture information
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+ * @returns a parsed Road Procedural Texture
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+ */
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+ RoadProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
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+ var texture = BABYLON.SerializationHelper.Parse(function () { return new RoadProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl);
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+ return texture;
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+ };
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+ __decorate([
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+ BABYLON.serializeAsColor3()
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+ ], RoadProceduralTexture.prototype, "roadColor", null);
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return RoadProceduralTexture;
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}(BABYLON.ProceduralTexture));
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BABYLON.RoadProceduralTexture = RoadProceduralTexture;
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@@ -461,6 +599,7 @@ BABYLON.Effect.ShadersStore['brickProceduralTexturePixelShader'] = "precision hi
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+
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var BABYLON;
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(function (BABYLON) {
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var MarbleProceduralTexture = /** @class */ (function (_super) {
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@@ -524,6 +663,38 @@ var BABYLON;
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enumerable: true,
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configurable: true
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});
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+ /**
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+ * Serializes this marble procedural texture
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+ * @returns a serialized marble procedural texture object
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+ */
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+ MarbleProceduralTexture.prototype.serialize = function () {
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+ var serializationObject = BABYLON.SerializationHelper.Serialize(this, _super.prototype.serialize.call(this));
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+ serializationObject.customType = "BABYLON.MarbleProceduralTexture";
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+ return serializationObject;
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+ };
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+ /**
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+ * Creates a Marble Procedural Texture from parsed marble procedural texture data
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+ * @param parsedTexture defines parsed texture data
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+ * @param scene defines the current scene
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+ * @param rootUrl defines the root URL containing marble procedural texture information
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+ * @returns a parsed Marble Procedural Texture
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+ */
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+ MarbleProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
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+ var texture = BABYLON.SerializationHelper.Parse(function () { return new MarbleProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl);
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+ return texture;
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+ };
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+ __decorate([
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+ BABYLON.serialize()
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+ ], MarbleProceduralTexture.prototype, "numberOfTilesHeight", null);
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+ __decorate([
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+ BABYLON.serialize()
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+ ], MarbleProceduralTexture.prototype, "amplitude", null);
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+ __decorate([
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+ BABYLON.serialize()
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+ ], MarbleProceduralTexture.prototype, "numberOfTilesWidth", null);
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+ __decorate([
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+ BABYLON.serialize()
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+ ], MarbleProceduralTexture.prototype, "jointColor", null);
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return MarbleProceduralTexture;
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}(BABYLON.ProceduralTexture));
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BABYLON.MarbleProceduralTexture = MarbleProceduralTexture;
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@@ -535,6 +706,7 @@ BABYLON.Effect.ShadersStore['marbleProceduralTexturePixelShader'] = "precision h
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+
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var BABYLON;
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(function (BABYLON) {
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var StarfieldProceduralTexture = /** @class */ (function (_super) {
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@@ -689,6 +861,59 @@ var BABYLON;
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enumerable: true,
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configurable: true
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});
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+ /**
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+ * Serializes this starfield procedural texture
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+ * @returns a serialized starfield procedural texture object
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+ */
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+ StarfieldProceduralTexture.prototype.serialize = function () {
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+ var serializationObject = BABYLON.SerializationHelper.Serialize(this, _super.prototype.serialize.call(this));
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+ serializationObject.customType = "BABYLON.StarfieldProceduralTexture";
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+ return serializationObject;
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+ };
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+ /**
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+ * Creates a Starfield Procedural Texture from parsed startfield procedural texture data
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+ * @param parsedTexture defines parsed texture data
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+ * @param scene defines the current scene
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+ * @param rootUrl defines the root URL containing startfield procedural texture information
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+ * @returns a parsed Starfield Procedural Texture
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+ */
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+ StarfieldProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
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+ var texture = BABYLON.SerializationHelper.Parse(function () { return new StarfieldProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl);
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+ return texture;
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+ };
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+ __decorate([
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+ BABYLON.serialize()
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+ ], StarfieldProceduralTexture.prototype, "time", null);
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+ __decorate([
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+ BABYLON.serialize()
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+ ], StarfieldProceduralTexture.prototype, "alpha", null);
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+ __decorate([
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+ BABYLON.serialize()
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+ ], StarfieldProceduralTexture.prototype, "beta", null);
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+ __decorate([
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+ BABYLON.serialize()
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+ ], StarfieldProceduralTexture.prototype, "formuparam", null);
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+ __decorate([
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+ BABYLON.serialize()
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+ ], StarfieldProceduralTexture.prototype, "stepsize", null);
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+ __decorate([
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+ BABYLON.serialize()
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+ ], StarfieldProceduralTexture.prototype, "zoom", null);
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+ __decorate([
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+ BABYLON.serialize()
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+ ], StarfieldProceduralTexture.prototype, "tile", null);
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+ __decorate([
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+ BABYLON.serialize()
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+ ], StarfieldProceduralTexture.prototype, "brightness", null);
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+ __decorate([
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+ BABYLON.serialize()
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+ ], StarfieldProceduralTexture.prototype, "darkmatter", null);
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+ __decorate([
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+ BABYLON.serialize()
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+ ], StarfieldProceduralTexture.prototype, "distfading", null);
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+ __decorate([
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+ BABYLON.serialize()
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+ ], StarfieldProceduralTexture.prototype, "saturation", null);
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return StarfieldProceduralTexture;
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}(BABYLON.ProceduralTexture));
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BABYLON.StarfieldProceduralTexture = StarfieldProceduralTexture;
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@@ -700,6 +925,7 @@ BABYLON.Effect.ShadersStore['starfieldProceduralTexturePixelShader'] = "precisio
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+
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var BABYLON;
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(function (BABYLON) {
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var NormalMapProceduralTexture = /** @class */ (function (_super) {
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@@ -732,6 +958,29 @@ var BABYLON;
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enumerable: true,
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configurable: true
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});
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+ /**
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+ * Serializes this normal map procedural texture
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+ * @returns a serialized normal map procedural texture object
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+ */
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+ NormalMapProceduralTexture.prototype.serialize = function () {
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+ var serializationObject = BABYLON.SerializationHelper.Serialize(this, _super.prototype.serialize.call(this));
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+ serializationObject.customType = "BABYLON.NormalMapProceduralTexture";
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+ return serializationObject;
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+ };
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+ /**
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+ * Creates a Normal Map Procedural Texture from parsed normal map procedural texture data
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+ * @param parsedTexture defines parsed texture data
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+ * @param scene defines the current scene
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+ * @param rootUrl defines the root URL containing normal map procedural texture information
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+ * @returns a parsed Normal Map Procedural Texture
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+ */
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+ NormalMapProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
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+ var texture = BABYLON.SerializationHelper.Parse(function () { return new NormalMapProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl);
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+ return texture;
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+ };
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+ __decorate([
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+ BABYLON.serializeAsTexture()
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+ ], NormalMapProceduralTexture.prototype, "baseTexture", null);
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return NormalMapProceduralTexture;
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}(BABYLON.ProceduralTexture));
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BABYLON.NormalMapProceduralTexture = NormalMapProceduralTexture;
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@@ -743,6 +992,7 @@ BABYLON.Effect.ShadersStore['normalMapProceduralTexturePixelShader'] = "precisio
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+
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var BABYLON;
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(function (BABYLON) {
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var PerlinNoiseProceduralTexture = /** @class */ (function (_super) {
|
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@@ -775,6 +1025,35 @@ var BABYLON;
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PerlinNoiseProceduralTexture.prototype.resize = function (size, generateMipMaps) {
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_super.prototype.resize.call(this, size, generateMipMaps);
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};
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+ /**
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+ * Serializes this perlin noise procedural texture
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+ * @returns a serialized perlin noise procedural texture object
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+ */
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+ PerlinNoiseProceduralTexture.prototype.serialize = function () {
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+ var serializationObject = BABYLON.SerializationHelper.Serialize(this, _super.prototype.serialize.call(this));
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+ serializationObject.customType = "BABYLON.PerlinNoiseProceduralTexture";
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+ return serializationObject;
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+ };
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+ /**
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+ * Creates a Perlin Noise Procedural Texture from parsed perlin noise procedural texture data
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+ * @param parsedTexture defines parsed texture data
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+ * @param scene defines the current scene
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+ * @param rootUrl defines the root URL containing perlin noise procedural texture information
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+ * @returns a parsed Perlin Noise Procedural Texture
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+ */
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+ PerlinNoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
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+ var texture = BABYLON.SerializationHelper.Parse(function () { return new PerlinNoiseProceduralTexture(parsedTexture.name, parsedTexture._size, scene, undefined, parsedTexture._generateMipMaps); }, parsedTexture, scene, rootUrl);
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+ return texture;
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+ };
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+ __decorate([
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+ BABYLON.serialize()
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+ ], PerlinNoiseProceduralTexture.prototype, "time", void 0);
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+ __decorate([
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+ BABYLON.serialize()
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+ ], PerlinNoiseProceduralTexture.prototype, "speed", void 0);
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+ __decorate([
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+ BABYLON.serialize()
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+ ], PerlinNoiseProceduralTexture.prototype, "translationSpeed", void 0);
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return PerlinNoiseProceduralTexture;
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}(BABYLON.ProceduralTexture));
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BABYLON.PerlinNoiseProceduralTexture = PerlinNoiseProceduralTexture;
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