babylon.waterMaterial.d.ts 2.7 KB

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  1. /// <reference path="../../../dist/preview release/babylon.d.ts" />
  2. /// <reference path="../simple/babylon.simpleMaterial.d.ts" />
  3. declare module BABYLON {
  4. class WaterMaterial extends Material {
  5. renderTargetSize: Vector2;
  6. bumpTexture: BaseTexture;
  7. diffuseColor: Color3;
  8. specularColor: Color3;
  9. specularPower: number;
  10. disableLighting: boolean;
  11. /**
  12. * @param {number}: Represents the wind force
  13. */
  14. windForce: number;
  15. /**
  16. * @param {Vector2}: The direction of the wind in the plane (X, Z)
  17. */
  18. windDirection: Vector2;
  19. /**
  20. * @param {number}: Wave height, represents the height of the waves
  21. */
  22. waveHeight: number;
  23. /**
  24. * @param {number}: Bump height, represents the bump height related to the bump map
  25. */
  26. bumpHeight: number;
  27. /**
  28. * @param {number}: The water color blended with the reflection and refraction samplers
  29. */
  30. waterColor: Color3;
  31. /**
  32. * @param {number}: The blend factor related to the water color
  33. */
  34. colorBlendFactor: number;
  35. /**
  36. * @param {number}: Represents the maximum length of a wave
  37. */
  38. waveLength: number;
  39. /**
  40. * @param {number}: Defines the waves speed
  41. */
  42. waveSpeed: number;
  43. private _mesh;
  44. private _refractionRTT;
  45. private _reflectionRTT;
  46. private _material;
  47. private _reflectionTransform;
  48. private _lastTime;
  49. private _scaledDiffuse;
  50. private _scaledSpecular;
  51. private _renderId;
  52. private _defines;
  53. private _cachedDefines;
  54. /**
  55. * Constructor
  56. */
  57. constructor(name: string, scene: Scene, renderTargetSize?: Vector2);
  58. refractionTexture: RenderTargetTexture;
  59. reflectionTexture: RenderTargetTexture;
  60. addToRenderList(node: any): void;
  61. enableRenderTargets(enable: boolean): void;
  62. needAlphaBlending(): boolean;
  63. needAlphaTesting(): boolean;
  64. getAlphaTestTexture(): BaseTexture;
  65. private _checkCache(scene, mesh?, useInstances?);
  66. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  67. bindOnlyWorldMatrix(world: Matrix): void;
  68. bind(world: Matrix, mesh?: Mesh): void;
  69. private _createRenderTargets(scene, renderTargetSize);
  70. getAnimatables(): IAnimatable[];
  71. dispose(forceDisposeEffect?: boolean): void;
  72. clone(name: string): WaterMaterial;
  73. serialize(): any;
  74. static Parse(source: any, scene: Scene, rootUrl: string): WaterMaterial;
  75. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  76. }
  77. }