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@@ -1,253 +1,384 @@
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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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-export declare 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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+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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-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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+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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-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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+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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-export declare 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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+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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-export declare 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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+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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-export declare 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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+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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-export declare 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;
|
|
|
- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
|
|
|
- getAnimatables(): BABYLON.IAnimatable[];
|
|
|
- dispose(forceDisposeEffect?: boolean): void;
|
|
|
- clone(name: string): GradientMaterial;
|
|
|
- serialize(): any;
|
|
|
- getClassName(): string;
|
|
|
- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): GradientMaterial;
|
|
|
+declare module BABYLON {
|
|
|
+ export class LavaMaterial extends BABYLON.PushMaterial {
|
|
|
+ diffuseTexture: BABYLON.BaseTexture;
|
|
|
+ noiseTexture: BABYLON.BaseTexture;
|
|
|
+ fogColor: BABYLON.Color3;
|
|
|
+ speed: number;
|
|
|
+ movingSpeed: number;
|
|
|
+ lowFrequencySpeed: number;
|
|
|
+ fogDensity: number;
|
|
|
+ diffuseColor: BABYLON.Color3;
|
|
|
+ disableLighting: boolean;
|
|
|
+ unlit: boolean;
|
|
|
+ maxSimultaneousLights: number;
|
|
|
+ constructor(name: string, scene: BABYLON.Scene);
|
|
|
+ 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): LavaMaterial;
|
|
|
+ serialize(): any;
|
|
|
+ getClassName(): string;
|
|
|
+ static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): LavaMaterial;
|
|
|
+ }
|
|
|
+}
|
|
|
+declare module BABYLON {
|
|
|
+ export class MixMaterial extends BABYLON.PushMaterial {
|
|
|
+ mixTexture1: BABYLON.BaseTexture;
|
|
|
+ mixTexture2: BABYLON.BaseTexture;
|
|
|
+ diffuseTexture1: BABYLON.Texture;
|
|
|
+ diffuseTexture2: BABYLON.Texture;
|
|
|
+ diffuseTexture3: BABYLON.Texture;
|
|
|
+ diffuseTexture4: BABYLON.Texture;
|
|
|
+ diffuseTexture5: BABYLON.Texture;
|
|
|
+ diffuseTexture6: BABYLON.Texture;
|
|
|
+ diffuseTexture7: BABYLON.Texture;
|
|
|
+ diffuseTexture8: BABYLON.Texture;
|
|
|
+ /**
|
|
|
+ * Uniforms
|
|
|
+ */
|
|
|
+ diffuseColor: BABYLON.Color3;
|
|
|
+ specularColor: BABYLON.Color3;
|
|
|
+ specularPower: number;
|
|
|
+ disableLighting: boolean;
|
|
|
+ maxSimultaneousLights: number;
|
|
|
+ constructor(name: string, scene: BABYLON.Scene);
|
|
|
+ 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): MixMaterial;
|
|
|
+ serialize(): any;
|
|
|
+ getClassName(): string;
|
|
|
+ static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): MixMaterial;
|
|
|
+ }
|
|
|
}
|
|
|
-/**
|
|
|
- * The grid materials allows you to wrap any shape with a grid.
|
|
|
- * Colors are customizable.
|
|
|
- */
|
|
|
-export declare class GridMaterial extends BABYLON.PushMaterial {
|
|
|
- /**
|
|
|
- * Main color of the grid (e.g. between lines)
|
|
|
- */
|
|
|
- mainColor: BABYLON.Color3;
|
|
|
- /**
|
|
|
- * Color of the grid lines.
|
|
|
- */
|
|
|
- lineColor: BABYLON.Color3;
|
|
|
- /**
|
|
|
- * The scale of the grid compared to unit.
|
|
|
- */
|
|
|
- gridRatio: number;
|
|
|
- /**
|
|
|
- * Allows setting an offset for the grid lines.
|
|
|
- */
|
|
|
- gridOffset: BABYLON.Vector3;
|
|
|
- /**
|
|
|
- * The frequency of thicker lines.
|
|
|
- */
|
|
|
- majorUnitFrequency: number;
|
|
|
- /**
|
|
|
- * The visibility of minor units in the grid.
|
|
|
- */
|
|
|
- minorUnitVisibility: number;
|
|
|
- /**
|
|
|
- * The grid opacity outside of the lines.
|
|
|
- */
|
|
|
- opacity: number;
|
|
|
- /**
|
|
|
- * Determine RBG output is premultiplied by alpha value.
|
|
|
- */
|
|
|
- preMultiplyAlpha: boolean;
|
|
|
- /**
|
|
|
- * constructor
|
|
|
- * @param name The name given to the material in order to identify it afterwards.
|
|
|
- * @param scene The scene the material is used in.
|
|
|
- */
|
|
|
+declare module BABYLON {
|
|
|
+ export class NormalMaterial extends BABYLON.PushMaterial {
|
|
|
+ diffuseTexture: BABYLON.BaseTexture;
|
|
|
+ diffuseColor: BABYLON.Color3;
|
|
|
+ disableLighting: boolean;
|
|
|
+ maxSimultaneousLights: number;
|
|
|
constructor(name: string, scene: BABYLON.Scene);
|
|
|
- /**
|
|
|
- * Returns wehter or not the grid requires alpha blending.
|
|
|
- */
|
|
|
needAlphaBlending(): boolean;
|
|
|
- needAlphaBlendingForMesh(mesh: BABYLON.AbstractMesh): 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): GridMaterial;
|
|
|
+ clone(name: string): NormalMaterial;
|
|
|
serialize(): any;
|
|
|
getClassName(): string;
|
|
|
- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): GridMaterial;
|
|
|
+ static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): NormalMaterial;
|
|
|
+ }
|
|
|
}
|
|
|
-export declare class LavaMaterial extends BABYLON.PushMaterial {
|
|
|
- diffuseTexture: BABYLON.BaseTexture;
|
|
|
- noiseTexture: BABYLON.BaseTexture;
|
|
|
- fogColor: BABYLON.Color3;
|
|
|
- speed: number;
|
|
|
- movingSpeed: number;
|
|
|
- lowFrequencySpeed: number;
|
|
|
- fogDensity: number;
|
|
|
- diffuseColor: BABYLON.Color3;
|
|
|
- disableLighting: boolean;
|
|
|
- unlit: boolean;
|
|
|
- maxSimultaneousLights: number;
|
|
|
- constructor(name: string, scene: BABYLON.Scene);
|
|
|
- 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): LavaMaterial;
|
|
|
- serialize(): any;
|
|
|
- getClassName(): string;
|
|
|
- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): LavaMaterial;
|
|
|
+declare module BABYLON {
|
|
|
+ export class ShadowOnlyMaterial extends BABYLON.PushMaterial {
|
|
|
+ constructor(name: string, scene: BABYLON.Scene);
|
|
|
+ shadowColor: BABYLON.Color3;
|
|
|
+ needAlphaBlending(): boolean;
|
|
|
+ needAlphaTesting(): boolean;
|
|
|
+ getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
|
|
|
+ activeLight: BABYLON.IShadowLight;
|
|
|
+ isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
|
|
|
+ bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
|
|
|
+ clone(name: string): ShadowOnlyMaterial;
|
|
|
+ serialize(): any;
|
|
|
+ getClassName(): string;
|
|
|
+ static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): ShadowOnlyMaterial;
|
|
|
+ }
|
|
|
}
|
|
|
-export declare class MixMaterial extends BABYLON.PushMaterial {
|
|
|
- mixTexture1: BABYLON.BaseTexture;
|
|
|
- mixTexture2: BABYLON.BaseTexture;
|
|
|
+declare module BABYLON {
|
|
|
+ export class SimpleMaterial extends BABYLON.PushMaterial {
|
|
|
+ diffuseTexture: BABYLON.BaseTexture;
|
|
|
+ diffuseColor: BABYLON.Color3;
|
|
|
+ disableLighting: boolean;
|
|
|
+ maxSimultaneousLights: number;
|
|
|
+ constructor(name: string, scene: BABYLON.Scene);
|
|
|
+ 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): SimpleMaterial;
|
|
|
+ serialize(): any;
|
|
|
+ getClassName(): string;
|
|
|
+ static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): SimpleMaterial;
|
|
|
+ }
|
|
|
+}
|
|
|
+declare module BABYLON {
|
|
|
+ export class SkyMaterial extends BABYLON.PushMaterial {
|
|
|
+ luminance: number;
|
|
|
+ turbidity: number;
|
|
|
+ rayleigh: number;
|
|
|
+ mieCoefficient: number;
|
|
|
+ mieDirectionalG: number;
|
|
|
+ distance: number;
|
|
|
+ inclination: number;
|
|
|
+ azimuth: number;
|
|
|
+ sunPosition: BABYLON.Vector3;
|
|
|
+ useSunPosition: boolean;
|
|
|
+ constructor(name: string, scene: BABYLON.Scene);
|
|
|
+ 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[];
|
|
|
+ dispose(forceDisposeEffect?: boolean): void;
|
|
|
+ clone(name: string): SkyMaterial;
|
|
|
+ serialize(): any;
|
|
|
+ getClassName(): string;
|
|
|
+ static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): SkyMaterial;
|
|
|
+ }
|
|
|
+}
|
|
|
+declare module BABYLON {
|
|
|
+ export class TerrainMaterial extends BABYLON.PushMaterial {
|
|
|
+ mixTexture: BABYLON.BaseTexture;
|
|
|
diffuseTexture1: BABYLON.Texture;
|
|
|
diffuseTexture2: BABYLON.Texture;
|
|
|
diffuseTexture3: BABYLON.Texture;
|
|
|
- diffuseTexture4: BABYLON.Texture;
|
|
|
- diffuseTexture5: BABYLON.Texture;
|
|
|
- diffuseTexture6: BABYLON.Texture;
|
|
|
- diffuseTexture7: BABYLON.Texture;
|
|
|
- diffuseTexture8: BABYLON.Texture;
|
|
|
- /**
|
|
|
- * Uniforms
|
|
|
- */
|
|
|
+ bumpTexture1: BABYLON.Texture;
|
|
|
+ bumpTexture2: BABYLON.Texture;
|
|
|
+ bumpTexture3: BABYLON.Texture;
|
|
|
diffuseColor: BABYLON.Color3;
|
|
|
specularColor: BABYLON.Color3;
|
|
|
specularPower: number;
|
|
@@ -263,213 +394,28 @@ export declare class MixMaterial extends BABYLON.PushMaterial {
|
|
|
getActiveTextures(): BABYLON.BaseTexture[];
|
|
|
hasTexture(texture: BABYLON.BaseTexture): boolean;
|
|
|
dispose(forceDisposeEffect?: boolean): void;
|
|
|
- clone(name: string): MixMaterial;
|
|
|
+ clone(name: string): TerrainMaterial;
|
|
|
serialize(): any;
|
|
|
getClassName(): string;
|
|
|
- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): MixMaterial;
|
|
|
-}
|
|
|
-export declare class NormalMaterial extends BABYLON.PushMaterial {
|
|
|
- diffuseTexture: BABYLON.BaseTexture;
|
|
|
- diffuseColor: BABYLON.Color3;
|
|
|
- disableLighting: boolean;
|
|
|
- maxSimultaneousLights: number;
|
|
|
- constructor(name: string, scene: BABYLON.Scene);
|
|
|
- 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): NormalMaterial;
|
|
|
- serialize(): any;
|
|
|
- getClassName(): string;
|
|
|
- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): NormalMaterial;
|
|
|
+ static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): TerrainMaterial;
|
|
|
+ }
|
|
|
}
|
|
|
-export declare class ShadowOnlyMaterial extends BABYLON.PushMaterial {
|
|
|
- constructor(name: string, scene: BABYLON.Scene);
|
|
|
- shadowColor: BABYLON.Color3;
|
|
|
- needAlphaBlending(): boolean;
|
|
|
- needAlphaTesting(): boolean;
|
|
|
- getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
|
|
|
- activeLight: BABYLON.IShadowLight;
|
|
|
- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
|
|
|
- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
|
|
|
- clone(name: string): ShadowOnlyMaterial;
|
|
|
- serialize(): any;
|
|
|
- getClassName(): string;
|
|
|
- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): ShadowOnlyMaterial;
|
|
|
-}
|
|
|
-export declare class SimpleMaterial extends BABYLON.PushMaterial {
|
|
|
- diffuseTexture: BABYLON.BaseTexture;
|
|
|
- diffuseColor: BABYLON.Color3;
|
|
|
- disableLighting: boolean;
|
|
|
- maxSimultaneousLights: number;
|
|
|
- constructor(name: string, scene: BABYLON.Scene);
|
|
|
- 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): SimpleMaterial;
|
|
|
- serialize(): any;
|
|
|
- getClassName(): string;
|
|
|
- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): SimpleMaterial;
|
|
|
-}
|
|
|
-export declare class SkyMaterial extends BABYLON.PushMaterial {
|
|
|
- luminance: number;
|
|
|
- turbidity: number;
|
|
|
- rayleigh: number;
|
|
|
- mieCoefficient: number;
|
|
|
- mieDirectionalG: number;
|
|
|
- distance: number;
|
|
|
- inclination: number;
|
|
|
- azimuth: number;
|
|
|
- sunPosition: BABYLON.Vector3;
|
|
|
- useSunPosition: boolean;
|
|
|
- constructor(name: string, scene: BABYLON.Scene);
|
|
|
- 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[];
|
|
|
- dispose(forceDisposeEffect?: boolean): void;
|
|
|
- clone(name: string): SkyMaterial;
|
|
|
- serialize(): any;
|
|
|
- getClassName(): string;
|
|
|
- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): SkyMaterial;
|
|
|
-}
|
|
|
-export declare class TerrainMaterial extends BABYLON.PushMaterial {
|
|
|
- mixTexture: BABYLON.BaseTexture;
|
|
|
- diffuseTexture1: BABYLON.Texture;
|
|
|
- diffuseTexture2: BABYLON.Texture;
|
|
|
- diffuseTexture3: BABYLON.Texture;
|
|
|
- bumpTexture1: BABYLON.Texture;
|
|
|
- bumpTexture2: BABYLON.Texture;
|
|
|
- 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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-export declare 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);
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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): TriPlanarMaterial;
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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): TriPlanarMaterial;
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|
|
-}
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|
|
-export declare class WaterMaterial extends BABYLON.PushMaterial {
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- renderTargetSize: BABYLON.Vector2;
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|
|
- bumpTexture: BABYLON.BaseTexture;
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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;
|
|
|
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;
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|
|
- 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;
|
|
|
+ constructor(name: string, scene: BABYLON.Scene);
|
|
|
needAlphaBlending(): boolean;
|
|
|
needAlphaTesting(): boolean;
|
|
|
getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
|
|
@@ -479,9 +425,93 @@ export declare class WaterMaterial extends BABYLON.PushMaterial {
|
|
|
getActiveTextures(): BABYLON.BaseTexture[];
|
|
|
hasTexture(texture: BABYLON.BaseTexture): boolean;
|
|
|
dispose(forceDisposeEffect?: boolean): void;
|
|
|
- clone(name: string): WaterMaterial;
|
|
|
+ clone(name: string): TriPlanarMaterial;
|
|
|
serialize(): any;
|
|
|
getClassName(): string;
|
|
|
- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): WaterMaterial;
|
|
|
- static CreateDefaultMesh(name: string, scene: BABYLON.Scene): BABYLON.Mesh;
|
|
|
+ static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): TriPlanarMaterial;
|
|
|
+ }
|
|
|
+}
|
|
|
+declare module BABYLON {
|
|
|
+ export class WaterMaterial extends BABYLON.PushMaterial {
|
|
|
+ renderTargetSize: BABYLON.Vector2;
|
|
|
+ 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;
|
|
|
+ }
|
|
|
}
|