/*BabylonJS Procedural Textures*/ // Dependencies for this module: // ../../../../Tools/Gulp/babylonjs declare module 'babylonjs-procedural-textures' { export * from "babylonjs-procedural-textures/src/brick"; export * from "babylonjs-procedural-textures/src/cloud"; export * from "babylonjs-procedural-textures/src/fire"; export * from "babylonjs-procedural-textures/src/grass"; export * from "babylonjs-procedural-textures/src/marble"; export * from "babylonjs-procedural-textures/src/normalMap"; export * from "babylonjs-procedural-textures/src/perlinNoise"; export * from "babylonjs-procedural-textures/src/road"; export * from "babylonjs-procedural-textures/src/starfield"; export * from "babylonjs-procedural-textures/src/wood"; } declare module 'babylonjs-procedural-textures/src/brick' { export * from "babylonjs-procedural-textures/src/brick/brickProceduralTexture"; } declare module 'babylonjs-procedural-textures/src/cloud' { export * from "babylonjs-procedural-textures/src/cloud/cloudProceduralTexture"; } declare module 'babylonjs-procedural-textures/src/fire' { export * from "babylonjs-procedural-textures/src/fire/fireProceduralTexture"; } declare module 'babylonjs-procedural-textures/src/grass' { export * from "babylonjs-procedural-textures/src/grass/grassProceduralTexture"; } declare module 'babylonjs-procedural-textures/src/marble' { export * from "babylonjs-procedural-textures/src/marble/marbleProceduralTexture"; } declare module 'babylonjs-procedural-textures/src/normalMap' { export * from "babylonjs-procedural-textures/src/normalMap/normalMapProceduralTexture"; } declare module 'babylonjs-procedural-textures/src/perlinNoise' { export * from "babylonjs-procedural-textures/src/perlinNoise/perlinNoiseProceduralTexture"; } declare module 'babylonjs-procedural-textures/src/road' { export * from "babylonjs-procedural-textures/src/road/roadProceduralTexture"; } declare module 'babylonjs-procedural-textures/src/starfield' { export * from "babylonjs-procedural-textures/src/starfield/starfieldProceduralTexture"; } declare module 'babylonjs-procedural-textures/src/wood' { export * from "babylonjs-procedural-textures/src/wood/woodProceduralTexture"; } declare module 'babylonjs-procedural-textures/src/brick/brickProceduralTexture' { import { ProceduralTexture, Color3, Scene, Texture } from "babylonjs"; export class BrickProceduralTexture extends ProceduralTexture { constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; numberOfBricksHeight: number; numberOfBricksWidth: number; jointColor: Color3; brickColor: Color3; /** * Serializes this brick procedural texture * @returns a serialized brick procedural texture object */ serialize(): any; /** * Creates a Brick Procedural Texture from parsed brick procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing brick procedural texture information * @returns a parsed Brick Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): BrickProceduralTexture; } } declare module 'babylonjs-procedural-textures/src/cloud/cloudProceduralTexture' { import { ProceduralTexture, Color4, Scene, Texture } from "babylonjs"; export class CloudProceduralTexture extends ProceduralTexture { constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; skyColor: Color4; cloudColor: Color4; /** * Serializes this cloud procedural texture * @returns a serialized cloud procedural texture object */ serialize(): any; /** * Creates a Cloud Procedural Texture from parsed cloud procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing cloud procedural texture information * @returns a parsed Cloud Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CloudProceduralTexture; } } declare module 'babylonjs-procedural-textures/src/fire/fireProceduralTexture' { import { ProceduralTexture, Vector2, Color3, Scene, Texture } from "babylonjs"; export class FireProceduralTexture extends ProceduralTexture { constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; render(useCameraPostProcess?: boolean): void; static readonly PurpleFireColors: Color3[]; static readonly GreenFireColors: Color3[]; static readonly RedFireColors: Color3[]; static readonly BlueFireColors: Color3[]; autoGenerateTime: boolean; fireColors: Color3[]; time: number; speed: Vector2; alphaThreshold: number; /** * Serializes this fire procedural texture * @returns a serialized fire procedural texture object */ serialize(): any; /** * Creates a Fire Procedural Texture from parsed fire procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing fire procedural texture information * @returns a parsed Fire Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): FireProceduralTexture; } } declare module 'babylonjs-procedural-textures/src/grass/grassProceduralTexture' { import { ProceduralTexture, Color3, Scene, Texture } from "babylonjs"; export class GrassProceduralTexture extends ProceduralTexture { constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; grassColors: Color3[]; groundColor: Color3; /** * Serializes this grass procedural texture * @returns a serialized grass procedural texture object */ serialize(): any; /** * Creates a Grass Procedural Texture from parsed grass procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing grass procedural texture information * @returns a parsed Grass Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): GrassProceduralTexture; } } declare module 'babylonjs-procedural-textures/src/marble/marbleProceduralTexture' { import { ProceduralTexture, Color3, Scene, Texture } from "babylonjs"; export class MarbleProceduralTexture extends ProceduralTexture { constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; numberOfTilesHeight: number; amplitude: number; numberOfTilesWidth: number; jointColor: Color3; /** * Serializes this marble procedural texture * @returns a serialized marble procedural texture object */ serialize(): any; /** * Creates a Marble Procedural Texture from parsed marble procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing marble procedural texture information * @returns a parsed Marble Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): MarbleProceduralTexture; } } declare module 'babylonjs-procedural-textures/src/normalMap/normalMapProceduralTexture' { import { ProceduralTexture, Texture, Scene } from "babylonjs"; export class NormalMapProceduralTexture extends ProceduralTexture { constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; render(useCameraPostProcess?: boolean): void; resize(size: any, generateMipMaps: any): void; baseTexture: Texture; /** * Serializes this normal map procedural texture * @returns a serialized normal map procedural texture object */ serialize(): any; /** * Creates a Normal Map Procedural Texture from parsed normal map procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing normal map procedural texture information * @returns a parsed Normal Map Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): NormalMapProceduralTexture; } } declare module 'babylonjs-procedural-textures/src/perlinNoise/perlinNoiseProceduralTexture' { import { ProceduralTexture, Scene, Texture } from "babylonjs"; export class PerlinNoiseProceduralTexture extends ProceduralTexture { time: number; timeScale: number; translationSpeed: number; constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; render(useCameraPostProcess?: boolean): void; resize(size: any, generateMipMaps: any): void; /** * Serializes this perlin noise procedural texture * @returns a serialized perlin noise procedural texture object */ serialize(): any; /** * Creates a Perlin Noise Procedural Texture from parsed perlin noise procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing perlin noise procedural texture information * @returns a parsed Perlin Noise Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): PerlinNoiseProceduralTexture; } } declare module 'babylonjs-procedural-textures/src/road/roadProceduralTexture' { import { ProceduralTexture, Color3, Scene, Texture } from "babylonjs"; export class RoadProceduralTexture extends ProceduralTexture { constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; roadColor: Color3; /** * Serializes this road procedural texture * @returns a serialized road procedural texture object */ serialize(): any; /** * Creates a Road Procedural Texture from parsed road procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing road procedural texture information * @returns a parsed Road Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): RoadProceduralTexture; } } declare module 'babylonjs-procedural-textures/src/starfield/starfieldProceduralTexture' { import { ProceduralTexture, Scene, Texture } from "babylonjs"; export class StarfieldProceduralTexture extends ProceduralTexture { constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; time: number; alpha: number; beta: number; formuparam: number; stepsize: number; zoom: number; tile: number; brightness: number; darkmatter: number; distfading: number; saturation: number; /** * Serializes this starfield procedural texture * @returns a serialized starfield procedural texture object */ serialize(): any; /** * Creates a Starfield Procedural Texture from parsed startfield procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing startfield procedural texture information * @returns a parsed Starfield Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): StarfieldProceduralTexture; } } declare module 'babylonjs-procedural-textures/src/wood/woodProceduralTexture' { import { ProceduralTexture, Color3, Scene, Texture } from "babylonjs"; export class WoodProceduralTexture extends ProceduralTexture { constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; ampScale: number; woodColor: Color3; /** * Serializes this wood procedural texture * @returns a serialized wood procedural texture object */ serialize(): any; /** * Creates a Wood Procedural Texture from parsed wood procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing wood procedural texture information * @returns a parsed Wood Procedural Texture */ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): WoodProceduralTexture; } } /*BabylonJS Procedural Textures*/ // Dependencies for this module: // ../../../../Tools/Gulp/babylonjs declare module BABYLON { export class BrickProceduralTexture extends BABYLON.ProceduralTexture { constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; numberOfBricksHeight: number; numberOfBricksWidth: number; jointColor: BABYLON.Color3; brickColor: BABYLON.Color3; /** * Serializes this brick procedural texture * @returns a serialized brick procedural texture object */ serialize(): any; /** * Creates a Brick Procedural BABYLON.Texture from parsed brick procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing brick procedural texture information * @returns a parsed Brick Procedural BABYLON.Texture */ static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): BrickProceduralTexture; } } declare module BABYLON { export class CloudProceduralTexture extends BABYLON.ProceduralTexture { constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; skyColor: BABYLON.Color4; cloudColor: BABYLON.Color4; /** * Serializes this cloud procedural texture * @returns a serialized cloud procedural texture object */ serialize(): any; /** * Creates a Cloud Procedural BABYLON.Texture from parsed cloud procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing cloud procedural texture information * @returns a parsed Cloud Procedural BABYLON.Texture */ static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): CloudProceduralTexture; } } declare module BABYLON { export class FireProceduralTexture extends BABYLON.ProceduralTexture { constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; render(useCameraPostProcess?: boolean): void; static readonly PurpleFireColors: BABYLON.Color3[]; static readonly GreenFireColors: BABYLON.Color3[]; static readonly RedFireColors: BABYLON.Color3[]; static readonly BlueFireColors: BABYLON.Color3[]; autoGenerateTime: boolean; fireColors: BABYLON.Color3[]; time: number; speed: BABYLON.Vector2; alphaThreshold: number; /** * Serializes this fire procedural texture * @returns a serialized fire procedural texture object */ serialize(): any; /** * Creates a Fire Procedural BABYLON.Texture from parsed fire procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing fire procedural texture information * @returns a parsed Fire Procedural BABYLON.Texture */ static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): FireProceduralTexture; } } declare module BABYLON { export class GrassProceduralTexture extends BABYLON.ProceduralTexture { constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; grassColors: BABYLON.Color3[]; groundColor: BABYLON.Color3; /** * Serializes this grass procedural texture * @returns a serialized grass procedural texture object */ serialize(): any; /** * Creates a Grass Procedural BABYLON.Texture from parsed grass procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing grass procedural texture information * @returns a parsed Grass Procedural BABYLON.Texture */ static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): GrassProceduralTexture; } } declare module BABYLON { export class MarbleProceduralTexture extends BABYLON.ProceduralTexture { constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; numberOfTilesHeight: number; amplitude: number; numberOfTilesWidth: number; jointColor: BABYLON.Color3; /** * Serializes this marble procedural texture * @returns a serialized marble procedural texture object */ serialize(): any; /** * Creates a Marble Procedural BABYLON.Texture from parsed marble procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing marble procedural texture information * @returns a parsed Marble Procedural BABYLON.Texture */ static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): MarbleProceduralTexture; } } declare module BABYLON { export class NormalMapProceduralTexture extends BABYLON.ProceduralTexture { constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; render(useCameraPostProcess?: boolean): void; resize(size: any, generateMipMaps: any): void; baseTexture: BABYLON.Texture; /** * Serializes this normal map procedural texture * @returns a serialized normal map procedural texture object */ serialize(): any; /** * Creates a Normal Map Procedural BABYLON.Texture from parsed normal map procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing normal map procedural texture information * @returns a parsed Normal Map Procedural BABYLON.Texture */ static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): NormalMapProceduralTexture; } } declare module BABYLON { export class PerlinNoiseProceduralTexture extends BABYLON.ProceduralTexture { time: number; timeScale: number; translationSpeed: number; constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; render(useCameraPostProcess?: boolean): void; resize(size: any, generateMipMaps: any): void; /** * Serializes this perlin noise procedural texture * @returns a serialized perlin noise procedural texture object */ serialize(): any; /** * Creates a Perlin Noise Procedural BABYLON.Texture from parsed perlin noise procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing perlin noise procedural texture information * @returns a parsed Perlin Noise Procedural BABYLON.Texture */ static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): PerlinNoiseProceduralTexture; } } declare module BABYLON { export class RoadProceduralTexture extends BABYLON.ProceduralTexture { constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; roadColor: BABYLON.Color3; /** * Serializes this road procedural texture * @returns a serialized road procedural texture object */ serialize(): any; /** * Creates a Road Procedural BABYLON.Texture from parsed road procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing road procedural texture information * @returns a parsed Road Procedural BABYLON.Texture */ static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): RoadProceduralTexture; } } declare module BABYLON { export class StarfieldProceduralTexture extends BABYLON.ProceduralTexture { constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; time: number; alpha: number; beta: number; formuparam: number; stepsize: number; zoom: number; tile: number; brightness: number; darkmatter: number; distfading: number; saturation: number; /** * Serializes this starfield procedural texture * @returns a serialized starfield procedural texture object */ serialize(): any; /** * Creates a Starfield Procedural BABYLON.Texture from parsed startfield procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing startfield procedural texture information * @returns a parsed Starfield Procedural BABYLON.Texture */ static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): StarfieldProceduralTexture; } } declare module BABYLON { export class WoodProceduralTexture extends BABYLON.ProceduralTexture { constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean); updateShaderUniforms(): void; ampScale: number; woodColor: BABYLON.Color3; /** * Serializes this wood procedural texture * @returns a serialized wood procedural texture object */ serialize(): any; /** * Creates a Wood Procedural BABYLON.Texture from parsed wood procedural texture data * @param parsedTexture defines parsed texture data * @param scene defines the current scene * @param rootUrl defines the root URL containing wood procedural texture information * @returns a parsed Wood Procedural BABYLON.Texture */ static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): WoodProceduralTexture; } }