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@@ -1,549 +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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-declare module BABYLON {
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-}
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-declare module BABYLON {
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-}
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-declare module BABYLON {
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-}
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-declare module BABYLON {
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-}
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-declare module BABYLON {
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-}
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-declare module BABYLON {
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-}
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-declare module BABYLON {
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-}
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-declare module BABYLON {
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-}
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-declare module BABYLON {
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-}
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-declare module BABYLON {
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-}
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-declare module BABYLON {
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-}
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-declare module BABYLON {
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-}
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-declare module BABYLON {
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-}
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-declare module BABYLON {
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-}
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-declare module BABYLON {
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-}
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-declare module BABYLON {
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-}
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-declare module BABYLON {
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- export class CellMaterial extends BABYLON.PushMaterial {
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- diffuseTexture: BABYLON.BaseTexture;
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- diffuseColor: BABYLON.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: BABYLON.Scene);
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- needAlphaBlending(): boolean;
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- needAlphaTesting(): boolean;
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- getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
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- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
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- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
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- getAnimatables(): BABYLON.IAnimatable[];
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- getActiveTextures(): BABYLON.BaseTexture[];
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- hasTexture(texture: BABYLON.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: BABYLON.Scene, rootUrl: string): CellMaterial;
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- }
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-}
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-declare module BABYLON {
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- export 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 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 class CustomMaterial extends BABYLON.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: BABYLON.Texture[];
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- FragmentShader: string;
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- VertexShader: string;
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- AttachAfterBind(mesh: BABYLON.Mesh, effect: BABYLON.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: BABYLON.StandardMaterialDefines): string;
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- constructor(name: string, scene: BABYLON.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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-declare module BABYLON {
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- export class FireMaterial extends BABYLON.PushMaterial {
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- diffuseTexture: BABYLON.Nullable<BABYLON.BaseTexture>;
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- distortionTexture: BABYLON.Nullable<BABYLON.BaseTexture>;
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- opacityTexture: BABYLON.Nullable<BABYLON.BaseTexture>;
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- diffuseColor: BABYLON.Color3;
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- speed: number;
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- constructor(name: string, scene: BABYLON.Scene);
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- needAlphaBlending(): boolean;
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- needAlphaTesting(): boolean;
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- getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
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- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
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- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
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- getAnimatables(): BABYLON.IAnimatable[];
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- getActiveTextures(): BABYLON.BaseTexture[];
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- hasTexture(texture: BABYLON.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: BABYLON.Scene, rootUrl: string): FireMaterial;
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- }
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-}
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-declare module BABYLON {
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- export class FurMaterial extends BABYLON.PushMaterial {
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- diffuseTexture: BABYLON.BaseTexture;
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- heightTexture: BABYLON.BaseTexture;
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- diffuseColor: BABYLON.Color3;
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- furLength: number;
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- furAngle: number;
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- furColor: BABYLON.Color3;
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- furOffset: number;
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- furSpacing: number;
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- furGravity: BABYLON.Vector3;
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- furSpeed: number;
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- furDensity: number;
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- furOcclusion: number;
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- furTexture: BABYLON.DynamicTexture;
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- disableLighting: boolean;
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- maxSimultaneousLights: number;
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- highLevelFur: boolean;
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- _meshes: BABYLON.AbstractMesh[];
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- constructor(name: string, scene: BABYLON.Scene);
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- furTime: number;
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- needAlphaBlending(): boolean;
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- needAlphaTesting(): boolean;
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- getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
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- updateFur(): void;
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- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
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- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
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- getAnimatables(): BABYLON.IAnimatable[];
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- getActiveTextures(): BABYLON.BaseTexture[];
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- hasTexture(texture: BABYLON.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: BABYLON.Scene, rootUrl: string): FurMaterial;
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- static GenerateTexture(name: string, scene: BABYLON.Scene): BABYLON.DynamicTexture;
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- static FurifyMesh(sourceMesh: BABYLON.Mesh, quality: number): BABYLON.Mesh[];
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- }
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-}
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-declare module BABYLON {
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- export class GradientMaterial extends BABYLON.PushMaterial {
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- maxSimultaneousLights: number;
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- topColor: BABYLON.Color3;
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- topColorAlpha: number;
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- bottomColor: BABYLON.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: BABYLON.Scene);
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- needAlphaBlending(): boolean;
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- needAlphaTesting(): boolean;
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- getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
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- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
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- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
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- getAnimatables(): BABYLON.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: BABYLON.Scene, rootUrl: string): GradientMaterial;
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- }
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-}
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-declare module BABYLON {
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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 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: BABYLON.Color3;
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- /**
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- * Color of the grid lines.
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- */
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- lineColor: BABYLON.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: BABYLON.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: BABYLON.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: BABYLON.AbstractMesh): boolean;
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- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
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- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.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: BABYLON.Scene, rootUrl: string): GridMaterial;
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- }
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-}
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-declare module BABYLON {
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- export class LavaMaterial extends BABYLON.PushMaterial {
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- diffuseTexture: BABYLON.BaseTexture;
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- noiseTexture: BABYLON.BaseTexture;
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- fogColor: BABYLON.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: BABYLON.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: BABYLON.Scene);
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- needAlphaBlending(): boolean;
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- needAlphaTesting(): boolean;
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- getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
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- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
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- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
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- getAnimatables(): BABYLON.IAnimatable[];
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- getActiveTextures(): BABYLON.BaseTexture[];
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- hasTexture(texture: BABYLON.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: BABYLON.Scene, rootUrl: string): LavaMaterial;
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- }
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-}
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-declare module BABYLON {
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- export class MixMaterial extends BABYLON.PushMaterial {
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- mixTexture1: BABYLON.BaseTexture;
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- mixTexture2: BABYLON.BaseTexture;
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- diffuseTexture1: BABYLON.Texture;
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- diffuseTexture2: BABYLON.Texture;
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- diffuseTexture3: BABYLON.Texture;
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- diffuseTexture4: BABYLON.Texture;
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- diffuseTexture5: BABYLON.Texture;
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- diffuseTexture6: BABYLON.Texture;
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- diffuseTexture7: BABYLON.Texture;
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- diffuseTexture8: BABYLON.Texture;
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- /**
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- * Uniforms
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- */
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- diffuseColor: BABYLON.Color3;
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- specularColor: BABYLON.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: BABYLON.Scene);
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- needAlphaBlending(): boolean;
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- needAlphaTesting(): boolean;
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- getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
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- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
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- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
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- getAnimatables(): BABYLON.IAnimatable[];
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- getActiveTextures(): BABYLON.BaseTexture[];
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- hasTexture(texture: BABYLON.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: BABYLON.Scene, rootUrl: string): MixMaterial;
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- }
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-}
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-declare module BABYLON {
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- export class NormalMaterial extends BABYLON.PushMaterial {
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- diffuseTexture: BABYLON.BaseTexture;
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- diffuseColor: BABYLON.Color3;
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- disableLighting: boolean;
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- maxSimultaneousLights: number;
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- constructor(name: string, scene: BABYLON.Scene);
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- needAlphaBlending(): boolean;
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- needAlphaTesting(): boolean;
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- getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
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- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
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- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
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- getAnimatables(): BABYLON.IAnimatable[];
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- getActiveTextures(): BABYLON.BaseTexture[];
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- hasTexture(texture: BABYLON.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: BABYLON.Scene, rootUrl: string): NormalMaterial;
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- }
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-}
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-declare module BABYLON {
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- export class ShadowOnlyMaterial extends BABYLON.PushMaterial {
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- constructor(name: string, scene: BABYLON.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(): BABYLON.Nullable<BABYLON.BaseTexture>;
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- activeLight: BABYLON.IShadowLight;
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- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
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- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.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: BABYLON.Scene, rootUrl: string): ShadowOnlyMaterial;
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- }
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-}
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-declare module BABYLON {
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- export class SimpleMaterial extends BABYLON.PushMaterial {
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- diffuseTexture: BABYLON.BaseTexture;
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- diffuseColor: BABYLON.Color3;
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- disableLighting: boolean;
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- maxSimultaneousLights: number;
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- constructor(name: string, scene: BABYLON.Scene);
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- needAlphaBlending(): boolean;
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- needAlphaTesting(): boolean;
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- getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
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- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
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- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
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- getAnimatables(): BABYLON.IAnimatable[];
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- getActiveTextures(): BABYLON.BaseTexture[];
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- hasTexture(texture: BABYLON.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: BABYLON.Scene, rootUrl: string): SimpleMaterial;
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- }
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-}
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-declare module BABYLON {
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- export class SkyMaterial extends BABYLON.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: BABYLON.Vector3;
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- useSunPosition: boolean;
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- constructor(name: string, scene: BABYLON.Scene);
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- needAlphaBlending(): boolean;
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- needAlphaTesting(): boolean;
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- getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
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- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
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- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
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- getAnimatables(): BABYLON.IAnimatable[];
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- dispose(forceDisposeEffect?: boolean): void;
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- clone(name: string): SkyMaterial;
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- serialize(): any;
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- getClassName(): string;
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- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): SkyMaterial;
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- }
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-}
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-declare module BABYLON {
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- export class TerrainMaterial extends BABYLON.PushMaterial {
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- mixTexture: BABYLON.BaseTexture;
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- diffuseTexture1: BABYLON.Texture;
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- diffuseTexture2: BABYLON.Texture;
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- diffuseTexture3: BABYLON.Texture;
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- bumpTexture1: BABYLON.Texture;
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- bumpTexture2: BABYLON.Texture;
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- bumpTexture3: BABYLON.Texture;
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- diffuseColor: BABYLON.Color3;
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- specularColor: BABYLON.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: BABYLON.Scene);
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- needAlphaBlending(): boolean;
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- needAlphaTesting(): boolean;
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- getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
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- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
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- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
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- getAnimatables(): BABYLON.IAnimatable[];
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|
- getActiveTextures(): BABYLON.BaseTexture[];
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|
- hasTexture(texture: BABYLON.BaseTexture): boolean;
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- dispose(forceDisposeEffect?: boolean): void;
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- clone(name: string): TerrainMaterial;
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- serialize(): any;
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|
- getClassName(): string;
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|
- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): TerrainMaterial;
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|
- }
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-}
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|
-declare module BABYLON {
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- export class TriPlanarMaterial extends BABYLON.PushMaterial {
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- mixTexture: BABYLON.BaseTexture;
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- diffuseTextureX: BABYLON.BaseTexture;
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- diffuseTextureY: BABYLON.BaseTexture;
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- diffuseTextureZ: BABYLON.BaseTexture;
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- normalTextureX: BABYLON.BaseTexture;
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- normalTextureY: BABYLON.BaseTexture;
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- normalTextureZ: BABYLON.BaseTexture;
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|
- tileSize: number;
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|
- diffuseColor: BABYLON.Color3;
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|
- specularColor: BABYLON.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: BABYLON.Scene);
|
|
|
- needAlphaBlending(): boolean;
|
|
|
- needAlphaTesting(): boolean;
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|
|
- getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
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|
|
- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
|
|
|
- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
|
|
|
- getAnimatables(): BABYLON.IAnimatable[];
|
|
|
- getActiveTextures(): BABYLON.BaseTexture[];
|
|
|
- hasTexture(texture: BABYLON.BaseTexture): boolean;
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|
|
- dispose(forceDisposeEffect?: boolean): void;
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|
|
- clone(name: string): TriPlanarMaterial;
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|
|
- serialize(): any;
|
|
|
- getClassName(): string;
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|
|
- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): TriPlanarMaterial;
|
|
|
- }
|
|
|
-}
|
|
|
-declare module BABYLON {
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|
|
- export class WaterMaterial extends BABYLON.PushMaterial {
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|
|
- renderTargetSize: BABYLON.Vector2;
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|
|
- bumpTexture: BABYLON.BaseTexture;
|
|
|
- diffuseColor: BABYLON.Color3;
|
|
|
- specularColor: BABYLON.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: BABYLON.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: BABYLON.Color3;
|
|
|
- /**
|
|
|
- * @param {number}: The blend factor related to the water color
|
|
|
- */
|
|
|
- colorBlendFactor: number;
|
|
|
- /**
|
|
|
- * @param {number}: The water color blended with the reflection (far)
|
|
|
- */
|
|
|
- waterColor2: BABYLON.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: BABYLON.SmartArray<BABYLON.RenderTargetTexture>;
|
|
|
- /**
|
|
|
- * Gets a boolean indicating that current material needs to register RTT
|
|
|
- */
|
|
|
- readonly hasRenderTargetTextures: boolean;
|
|
|
- /**
|
|
|
- * Constructor
|
|
|
- */
|
|
|
- constructor(name: string, scene: BABYLON.Scene, renderTargetSize?: BABYLON.Vector2);
|
|
|
- useLogarithmicDepth: boolean;
|
|
|
- readonly refractionTexture: BABYLON.Nullable<BABYLON.RenderTargetTexture>;
|
|
|
- readonly reflectionTexture: BABYLON.Nullable<BABYLON.RenderTargetTexture>;
|
|
|
- addToRenderList(node: any): void;
|
|
|
- enableRenderTargets(enable: boolean): void;
|
|
|
- getRenderList(): BABYLON.Nullable<BABYLON.AbstractMesh[]>;
|
|
|
- readonly renderTargetsEnabled: boolean;
|
|
|
- needAlphaBlending(): boolean;
|
|
|
- needAlphaTesting(): boolean;
|
|
|
- getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
|
|
|
- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
|
|
|
- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
|
|
|
- getAnimatables(): BABYLON.IAnimatable[];
|
|
|
- getActiveTextures(): BABYLON.BaseTexture[];
|
|
|
- hasTexture(texture: BABYLON.BaseTexture): boolean;
|
|
|
- dispose(forceDisposeEffect?: boolean): void;
|
|
|
- clone(name: string): WaterMaterial;
|
|
|
- serialize(): any;
|
|
|
- getClassName(): string;
|
|
|
- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): WaterMaterial;
|
|
|
- static CreateDefaultMesh(name: string, scene: BABYLON.Scene): BABYLON.Mesh;
|
|
|
- }
|
|
|
-}
|