declare module BABYLON { /** * This is the sky material which allows to create dynamic and texture free effects for skyboxes. * @see https://doc.babylonjs.com/extensions/sky */ class SkyMaterial extends PushMaterial { /** * Defines the overall luminance of sky in interval ]0, 1[. */ luminance: number; /** * Defines the amount (scattering) of haze as opposed to molecules in atmosphere. */ turbidity: number; /** * Defines the sky appearance (light intensity). */ rayleigh: number; /** * Defines the mieCoefficient in interval [0, 0.1] which affects the property .mieDirectionalG. */ mieCoefficient: number; /** * Defines the amount of haze particles following the Mie scattering theory. */ mieDirectionalG: number; /** * Defines the distance of the sun according to the active scene camera. */ distance: number; /** * Defines the sun inclination, in interval [-0.5, 0.5]. When the inclination is not 0, the sun is said * "inclined". */ inclination: number; /** * Defines the solar azimuth in interval [0, 1]. The azimuth is the angle in the horizontal plan between * an object direction and a reference direction. */ azimuth: number; /** * Defines the sun position in the sky on (x,y,z). If the property .useSunPosition is set to false, then * the property is overriden by the inclination and the azimuth and can be read at any moment. */ sunPosition: Vector3; /** * Defines if the sun position should be computed (inclination and azimuth) according to the given * .sunPosition property. */ useSunPosition: boolean; /** * Defines an offset vector used to get a horizon offset. * @example skyMaterial.cameraOffset.y = camera.globalPosition.y // Set horizon relative to 0 on the Y axis */ cameraOffset: Vector3; private _cameraPosition; private _renderId; /** * Instantiates a new sky material. * This material allows to create dynamic and texture free * effects for skyboxes by taking care of the atmosphere state. * @see https://doc.babylonjs.com/extensions/sky * @param name Define the name of the material in the scene * @param scene Define the scene the material belong to */ constructor(name: string, scene: Scene); /** * Specifies if the material will require alpha blending * @returns a boolean specifying if alpha blending is needed */ needAlphaBlending(): boolean; /** * Specifies if this material should be rendered in alpha test mode * @returns false as the sky material doesn't need alpha testing. */ needAlphaTesting(): boolean; /** * Get the texture used for alpha test purpose. * @returns null as the sky material has no texture. */ getAlphaTestTexture(): Nullable; /** * Get if the submesh is ready to be used and all its information available. * Child classes can use it to update shaders * @param mesh defines the mesh to check * @param subMesh defines which submesh to check * @param useInstances specifies that instances should be used * @returns a boolean indicating that the submesh is ready or not */ isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean; /** * Binds the submesh to this material by preparing the effect and shader to draw * @param world defines the world transformation matrix * @param mesh defines the mesh containing the submesh * @param subMesh defines the submesh to bind the material to */ bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void; /** * Get the list of animatables in the material. * @returns the list of animatables object used in the material */ getAnimatables(): IAnimatable[]; /** * Disposes the material * @param forceDisposeEffect specifies if effects should be forcefully disposed */ dispose(forceDisposeEffect?: boolean): void; /** * Makes a duplicate of the material, and gives it a new name * @param name defines the new name for the duplicated material * @returns the cloned material */ clone(name: string): SkyMaterial; /** * Serializes this material in a JSON representation * @returns the serialized material object */ serialize(): any; /** * Gets the current class name of the material e.g. "SkyMaterial" * Mainly use in serialization. * @returns the class name */ getClassName(): string; /** * Creates a sky material from parsed material data * @param source defines the JSON representation of the material * @param scene defines the hosting scene * @param rootUrl defines the root URL to use to load textures and relative dependencies * @returns a new sky material */ static Parse(source: any, scene: Scene, rootUrl: string): SkyMaterial; } }