babylonjs.materials.module.d.ts 21 KB

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  1. /// <reference types="babylonjs"/>
  2. declare module 'babylonjs-materials' {
  3. export = BABYLON;
  4. }
  5. declare module BABYLON {
  6. class ShadowOnlyMaterial extends PushMaterial {
  7. private _renderId;
  8. private _activeLight;
  9. constructor(name: string, scene: Scene);
  10. needAlphaBlending(): boolean;
  11. needAlphaTesting(): boolean;
  12. getAlphaTestTexture(): Nullable<BaseTexture>;
  13. activeLight: IShadowLight;
  14. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  15. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  16. clone(name: string): ShadowOnlyMaterial;
  17. serialize(): any;
  18. getClassName(): string;
  19. static Parse(source: any, scene: Scene, rootUrl: string): ShadowOnlyMaterial;
  20. }
  21. }
  22. declare module BABYLON {
  23. class GradientMaterial extends PushMaterial {
  24. private _maxSimultaneousLights;
  25. maxSimultaneousLights: number;
  26. topColor: Color3;
  27. topColorAlpha: number;
  28. bottomColor: Color3;
  29. bottomColorAlpha: number;
  30. offset: number;
  31. smoothness: number;
  32. disableLighting: boolean;
  33. private _scaledDiffuse;
  34. private _renderId;
  35. constructor(name: string, scene: Scene);
  36. needAlphaBlending(): boolean;
  37. needAlphaTesting(): boolean;
  38. getAlphaTestTexture(): Nullable<BaseTexture>;
  39. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  40. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  41. getAnimatables(): IAnimatable[];
  42. dispose(forceDisposeEffect?: boolean): void;
  43. clone(name: string): GradientMaterial;
  44. serialize(): any;
  45. getClassName(): string;
  46. static Parse(source: any, scene: Scene, rootUrl: string): GradientMaterial;
  47. }
  48. }
  49. declare module BABYLON {
  50. class NormalMaterial extends PushMaterial {
  51. private _diffuseTexture;
  52. diffuseTexture: BaseTexture;
  53. diffuseColor: Color3;
  54. private _disableLighting;
  55. disableLighting: boolean;
  56. private _maxSimultaneousLights;
  57. maxSimultaneousLights: number;
  58. private _renderId;
  59. constructor(name: string, scene: Scene);
  60. needAlphaBlending(): boolean;
  61. needAlphaTesting(): boolean;
  62. getAlphaTestTexture(): Nullable<BaseTexture>;
  63. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  64. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  65. getAnimatables(): IAnimatable[];
  66. getActiveTextures(): BaseTexture[];
  67. hasTexture(texture: BaseTexture): boolean;
  68. dispose(forceDisposeEffect?: boolean): void;
  69. clone(name: string): NormalMaterial;
  70. serialize(): any;
  71. getClassName(): string;
  72. static Parse(source: any, scene: Scene, rootUrl: string): NormalMaterial;
  73. }
  74. }
  75. declare module BABYLON {
  76. class LavaMaterial extends PushMaterial {
  77. private _diffuseTexture;
  78. diffuseTexture: BaseTexture;
  79. noiseTexture: BaseTexture;
  80. fogColor: Color3;
  81. speed: number;
  82. movingSpeed: number;
  83. lowFrequencySpeed: number;
  84. fogDensity: number;
  85. private _lastTime;
  86. diffuseColor: Color3;
  87. private _disableLighting;
  88. disableLighting: boolean;
  89. private _maxSimultaneousLights;
  90. maxSimultaneousLights: number;
  91. private _scaledDiffuse;
  92. private _renderId;
  93. constructor(name: string, scene: Scene);
  94. needAlphaBlending(): boolean;
  95. needAlphaTesting(): boolean;
  96. getAlphaTestTexture(): Nullable<BaseTexture>;
  97. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  98. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  99. getAnimatables(): IAnimatable[];
  100. getActiveTextures(): BaseTexture[];
  101. hasTexture(texture: BaseTexture): boolean;
  102. dispose(forceDisposeEffect?: boolean): void;
  103. clone(name: string): LavaMaterial;
  104. serialize(): any;
  105. getClassName(): string;
  106. static Parse(source: any, scene: Scene, rootUrl: string): LavaMaterial;
  107. }
  108. }
  109. declare module BABYLON {
  110. class SimpleMaterial extends PushMaterial {
  111. private _diffuseTexture;
  112. diffuseTexture: BaseTexture;
  113. diffuseColor: Color3;
  114. private _disableLighting;
  115. disableLighting: boolean;
  116. private _maxSimultaneousLights;
  117. maxSimultaneousLights: number;
  118. private _renderId;
  119. constructor(name: string, scene: Scene);
  120. needAlphaBlending(): boolean;
  121. needAlphaTesting(): boolean;
  122. getAlphaTestTexture(): Nullable<BaseTexture>;
  123. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  124. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  125. getAnimatables(): IAnimatable[];
  126. getActiveTextures(): BaseTexture[];
  127. hasTexture(texture: BaseTexture): boolean;
  128. dispose(forceDisposeEffect?: boolean): void;
  129. clone(name: string): SimpleMaterial;
  130. serialize(): any;
  131. getClassName(): string;
  132. static Parse(source: any, scene: Scene, rootUrl: string): SimpleMaterial;
  133. }
  134. }
  135. declare module BABYLON {
  136. class WaterMaterial extends PushMaterial {
  137. renderTargetSize: Vector2;
  138. private _bumpTexture;
  139. bumpTexture: BaseTexture;
  140. diffuseColor: Color3;
  141. specularColor: Color3;
  142. specularPower: number;
  143. private _disableLighting;
  144. disableLighting: boolean;
  145. private _maxSimultaneousLights;
  146. maxSimultaneousLights: number;
  147. /**
  148. * @param {number}: Represents the wind force
  149. */
  150. windForce: number;
  151. /**
  152. * @param {Vector2}: The direction of the wind in the plane (X, Z)
  153. */
  154. windDirection: Vector2;
  155. /**
  156. * @param {number}: Wave height, represents the height of the waves
  157. */
  158. waveHeight: number;
  159. /**
  160. * @param {number}: Bump height, represents the bump height related to the bump map
  161. */
  162. bumpHeight: number;
  163. /**
  164. * @param {boolean}: Add a smaller moving bump to less steady waves.
  165. */
  166. private _bumpSuperimpose;
  167. bumpSuperimpose: boolean;
  168. /**
  169. * @param {boolean}: Color refraction and reflection differently with .waterColor2 and .colorBlendFactor2. Non-linear (physically correct) fresnel.
  170. */
  171. private _fresnelSeparate;
  172. fresnelSeparate: boolean;
  173. /**
  174. * @param {boolean}: bump Waves modify the reflection.
  175. */
  176. private _bumpAffectsReflection;
  177. bumpAffectsReflection: boolean;
  178. /**
  179. * @param {number}: The water color blended with the refraction (near)
  180. */
  181. waterColor: Color3;
  182. /**
  183. * @param {number}: The blend factor related to the water color
  184. */
  185. colorBlendFactor: number;
  186. /**
  187. * @param {number}: The water color blended with the reflection (far)
  188. */
  189. waterColor2: Color3;
  190. /**
  191. * @param {number}: The blend factor related to the water color (reflection, far)
  192. */
  193. colorBlendFactor2: number;
  194. /**
  195. * @param {number}: Represents the maximum length of a wave
  196. */
  197. waveLength: number;
  198. /**
  199. * @param {number}: Defines the waves speed
  200. */
  201. waveSpeed: number;
  202. protected _renderTargets: SmartArray<RenderTargetTexture>;
  203. private _mesh;
  204. private _refractionRTT;
  205. private _reflectionRTT;
  206. private _reflectionTransform;
  207. private _lastTime;
  208. private _lastDeltaTime;
  209. private _renderId;
  210. private _useLogarithmicDepth;
  211. private _waitingRenderList;
  212. /**
  213. * Constructor
  214. */
  215. constructor(name: string, scene: Scene, renderTargetSize?: Vector2);
  216. useLogarithmicDepth: boolean;
  217. readonly refractionTexture: Nullable<RenderTargetTexture>;
  218. readonly reflectionTexture: Nullable<RenderTargetTexture>;
  219. addToRenderList(node: any): void;
  220. enableRenderTargets(enable: boolean): void;
  221. getRenderList(): Nullable<AbstractMesh[]>;
  222. readonly renderTargetsEnabled: boolean;
  223. needAlphaBlending(): boolean;
  224. needAlphaTesting(): boolean;
  225. getAlphaTestTexture(): Nullable<BaseTexture>;
  226. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  227. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  228. private _createRenderTargets(scene, renderTargetSize);
  229. getAnimatables(): IAnimatable[];
  230. getActiveTextures(): BaseTexture[];
  231. hasTexture(texture: BaseTexture): boolean;
  232. dispose(forceDisposeEffect?: boolean): void;
  233. clone(name: string): WaterMaterial;
  234. serialize(): any;
  235. getClassName(): string;
  236. static Parse(source: any, scene: Scene, rootUrl: string): WaterMaterial;
  237. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  238. }
  239. }
  240. declare module BABYLON {
  241. class FireMaterial extends PushMaterial {
  242. private _diffuseTexture;
  243. diffuseTexture: Nullable<BaseTexture>;
  244. private _distortionTexture;
  245. distortionTexture: Nullable<BaseTexture>;
  246. private _opacityTexture;
  247. opacityTexture: Nullable<BaseTexture>;
  248. diffuseColor: Color3;
  249. speed: number;
  250. private _scaledDiffuse;
  251. private _renderId;
  252. private _lastTime;
  253. constructor(name: string, scene: Scene);
  254. needAlphaBlending(): boolean;
  255. needAlphaTesting(): boolean;
  256. getAlphaTestTexture(): Nullable<BaseTexture>;
  257. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  258. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  259. getAnimatables(): IAnimatable[];
  260. getActiveTextures(): BaseTexture[];
  261. hasTexture(texture: BaseTexture): boolean;
  262. getClassName(): string;
  263. dispose(forceDisposeEffect?: boolean): void;
  264. clone(name: string): FireMaterial;
  265. serialize(): any;
  266. static Parse(source: any, scene: Scene, rootUrl: string): FireMaterial;
  267. }
  268. }
  269. declare module BABYLON {
  270. class FurMaterial extends PushMaterial {
  271. private _diffuseTexture;
  272. diffuseTexture: BaseTexture;
  273. private _heightTexture;
  274. heightTexture: BaseTexture;
  275. diffuseColor: Color3;
  276. furLength: number;
  277. furAngle: number;
  278. furColor: Color3;
  279. furOffset: number;
  280. furSpacing: number;
  281. furGravity: Vector3;
  282. furSpeed: number;
  283. furDensity: number;
  284. furTexture: DynamicTexture;
  285. private _disableLighting;
  286. disableLighting: boolean;
  287. private _maxSimultaneousLights;
  288. maxSimultaneousLights: number;
  289. highLevelFur: boolean;
  290. _meshes: AbstractMesh[];
  291. private _renderId;
  292. private _furTime;
  293. constructor(name: string, scene: Scene);
  294. furTime: number;
  295. needAlphaBlending(): boolean;
  296. needAlphaTesting(): boolean;
  297. getAlphaTestTexture(): Nullable<BaseTexture>;
  298. updateFur(): void;
  299. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  300. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  301. getAnimatables(): IAnimatable[];
  302. getActiveTextures(): BaseTexture[];
  303. hasTexture(texture: BaseTexture): boolean;
  304. dispose(forceDisposeEffect?: boolean): void;
  305. clone(name: string): FurMaterial;
  306. serialize(): any;
  307. getClassName(): string;
  308. static Parse(source: any, scene: Scene, rootUrl: string): FurMaterial;
  309. static GenerateTexture(name: string, scene: Scene): DynamicTexture;
  310. static FurifyMesh(sourceMesh: Mesh, quality: number): Mesh[];
  311. }
  312. }
  313. declare module BABYLON {
  314. class TerrainMaterial extends PushMaterial {
  315. private _mixTexture;
  316. mixTexture: BaseTexture;
  317. private _diffuseTexture1;
  318. diffuseTexture1: Texture;
  319. private _diffuseTexture2;
  320. diffuseTexture2: Texture;
  321. private _diffuseTexture3;
  322. diffuseTexture3: Texture;
  323. private _bumpTexture1;
  324. bumpTexture1: Texture;
  325. private _bumpTexture2;
  326. bumpTexture2: Texture;
  327. private _bumpTexture3;
  328. bumpTexture3: Texture;
  329. diffuseColor: Color3;
  330. specularColor: Color3;
  331. specularPower: number;
  332. private _disableLighting;
  333. disableLighting: boolean;
  334. private _maxSimultaneousLights;
  335. maxSimultaneousLights: number;
  336. private _renderId;
  337. constructor(name: string, scene: Scene);
  338. needAlphaBlending(): boolean;
  339. needAlphaTesting(): boolean;
  340. getAlphaTestTexture(): Nullable<BaseTexture>;
  341. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  342. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  343. getAnimatables(): IAnimatable[];
  344. getActiveTextures(): BaseTexture[];
  345. hasTexture(texture: BaseTexture): boolean;
  346. dispose(forceDisposeEffect?: boolean): void;
  347. clone(name: string): TerrainMaterial;
  348. serialize(): any;
  349. getClassName(): string;
  350. static Parse(source: any, scene: Scene, rootUrl: string): TerrainMaterial;
  351. }
  352. }
  353. declare module BABYLON {
  354. class TriPlanarMaterial extends PushMaterial {
  355. mixTexture: BaseTexture;
  356. private _diffuseTextureX;
  357. diffuseTextureX: BaseTexture;
  358. private _diffuseTextureY;
  359. diffuseTextureY: BaseTexture;
  360. private _diffuseTextureZ;
  361. diffuseTextureZ: BaseTexture;
  362. private _normalTextureX;
  363. normalTextureX: BaseTexture;
  364. private _normalTextureY;
  365. normalTextureY: BaseTexture;
  366. private _normalTextureZ;
  367. normalTextureZ: BaseTexture;
  368. tileSize: number;
  369. diffuseColor: Color3;
  370. specularColor: Color3;
  371. specularPower: number;
  372. private _disableLighting;
  373. disableLighting: boolean;
  374. private _maxSimultaneousLights;
  375. maxSimultaneousLights: number;
  376. private _renderId;
  377. constructor(name: string, scene: Scene);
  378. needAlphaBlending(): boolean;
  379. needAlphaTesting(): boolean;
  380. getAlphaTestTexture(): Nullable<BaseTexture>;
  381. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  382. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  383. getAnimatables(): IAnimatable[];
  384. getActiveTextures(): BaseTexture[];
  385. hasTexture(texture: BaseTexture): boolean;
  386. dispose(forceDisposeEffect?: boolean): void;
  387. clone(name: string): TriPlanarMaterial;
  388. serialize(): any;
  389. getClassName(): string;
  390. static Parse(source: any, scene: Scene, rootUrl: string): TriPlanarMaterial;
  391. }
  392. }
  393. declare module BABYLON {
  394. class SkyMaterial extends PushMaterial {
  395. luminance: number;
  396. turbidity: number;
  397. rayleigh: number;
  398. mieCoefficient: number;
  399. mieDirectionalG: number;
  400. distance: number;
  401. inclination: number;
  402. azimuth: number;
  403. sunPosition: Vector3;
  404. useSunPosition: boolean;
  405. private _cameraPosition;
  406. private _renderId;
  407. constructor(name: string, scene: Scene);
  408. needAlphaBlending(): boolean;
  409. needAlphaTesting(): boolean;
  410. getAlphaTestTexture(): Nullable<BaseTexture>;
  411. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  412. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  413. getAnimatables(): IAnimatable[];
  414. dispose(forceDisposeEffect?: boolean): void;
  415. clone(name: string): SkyMaterial;
  416. serialize(): any;
  417. getClassName(): string;
  418. static Parse(source: any, scene: Scene, rootUrl: string): SkyMaterial;
  419. }
  420. }
  421. declare module BABYLON {
  422. /**
  423. * The grid materials allows you to wrap any shape with a grid.
  424. * Colors are customizable.
  425. */
  426. class GridMaterial extends BABYLON.PushMaterial {
  427. /**
  428. * Main color of the grid (e.g. between lines)
  429. */
  430. mainColor: Color3;
  431. /**
  432. * Color of the grid lines.
  433. */
  434. lineColor: Color3;
  435. /**
  436. * The scale of the grid compared to unit.
  437. */
  438. gridRatio: number;
  439. /**
  440. * Allows setting an offset for the grid lines.
  441. */
  442. gridOffset: Vector3;
  443. /**
  444. * The frequency of thicker lines.
  445. */
  446. majorUnitFrequency: number;
  447. /**
  448. * The visibility of minor units in the grid.
  449. */
  450. minorUnitVisibility: number;
  451. /**
  452. * The grid opacity outside of the lines.
  453. */
  454. opacity: number;
  455. /**
  456. * Determine RBG output is premultiplied by alpha value.
  457. */
  458. preMultiplyAlpha: boolean;
  459. private _gridControl;
  460. private _renderId;
  461. /**
  462. * constructor
  463. * @param name The name given to the material in order to identify it afterwards.
  464. * @param scene The scene the material is used in.
  465. */
  466. constructor(name: string, scene: Scene);
  467. /**
  468. * Returns wehter or not the grid requires alpha blending.
  469. */
  470. needAlphaBlending(): boolean;
  471. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  472. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  473. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  474. dispose(forceDisposeEffect?: boolean): void;
  475. clone(name: string): GridMaterial;
  476. serialize(): any;
  477. getClassName(): string;
  478. static Parse(source: any, scene: Scene, rootUrl: string): GridMaterial;
  479. }
  480. }
  481. declare module BABYLON {
  482. class CustomShaderStructure {
  483. FragmentStore: string;
  484. VertexStore: string;
  485. constructor();
  486. }
  487. class ShaderSpecialParts {
  488. constructor();
  489. Fragment_Begin: string;
  490. Fragment_Definitions: string;
  491. Fragment_MainBegin: string;
  492. Fragment_Custom_Diffuse: string;
  493. Fragment_Custom_Alpha: string;
  494. Fragment_Before_FragColor: string;
  495. Vertex_Begin: string;
  496. Vertex_Definitions: string;
  497. Vertex_MainBegin: string;
  498. Vertex_Before_PositionUpdated: string;
  499. Vertex_Before_NormalUpdated: string;
  500. }
  501. class CustomMaterial extends StandardMaterial {
  502. static ShaderIndexer: number;
  503. CustomParts: ShaderSpecialParts;
  504. _isCreatedShader: boolean;
  505. _createdShaderName: string;
  506. _customUniform: string[];
  507. _newUniforms: string[];
  508. _newUniformInstances: any[];
  509. _newSamplerInstances: Texture[];
  510. FragmentShader: string;
  511. VertexShader: string;
  512. AttachAfterBind(mesh: Mesh, effect: Effect): void;
  513. ReviewUniform(name: string, arr: string[]): string[];
  514. Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines): string;
  515. constructor(name: string, scene: Scene);
  516. AddUniform(name: string, kind: string, param: any): CustomMaterial;
  517. Fragment_Begin(shaderPart: string): CustomMaterial;
  518. Fragment_Definitions(shaderPart: string): CustomMaterial;
  519. Fragment_MainBegin(shaderPart: string): CustomMaterial;
  520. Fragment_Custom_Diffuse(shaderPart: string): CustomMaterial;
  521. Fragment_Custom_Alpha(shaderPart: string): CustomMaterial;
  522. Fragment_Before_FragColor(shaderPart: string): CustomMaterial;
  523. Vertex_Begin(shaderPart: string): CustomMaterial;
  524. Vertex_Definitions(shaderPart: string): CustomMaterial;
  525. Vertex_MainBegin(shaderPart: string): CustomMaterial;
  526. Vertex_Before_PositionUpdated(shaderPart: string): CustomMaterial;
  527. Vertex_Before_NormalUpdated(shaderPart: string): CustomMaterial;
  528. }
  529. }
  530. declare module BABYLON {
  531. class CellMaterial extends PushMaterial {
  532. private _diffuseTexture;
  533. diffuseTexture: BaseTexture;
  534. diffuseColor: Color3;
  535. _computeHighLevel: boolean;
  536. computeHighLevel: boolean;
  537. private _disableLighting;
  538. disableLighting: boolean;
  539. private _maxSimultaneousLights;
  540. maxSimultaneousLights: number;
  541. private _renderId;
  542. constructor(name: string, scene: Scene);
  543. needAlphaBlending(): boolean;
  544. needAlphaTesting(): boolean;
  545. getAlphaTestTexture(): Nullable<BaseTexture>;
  546. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  547. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  548. getAnimatables(): IAnimatable[];
  549. getActiveTextures(): BaseTexture[];
  550. hasTexture(texture: BaseTexture): boolean;
  551. dispose(forceDisposeEffect?: boolean): void;
  552. getClassName(): string;
  553. clone(name: string): CellMaterial;
  554. serialize(): any;
  555. static Parse(source: any, scene: Scene, rootUrl: string): CellMaterial;
  556. }
  557. }