123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201 |
- declare module BABYLON {
- /**
- * AsciiArtFontTexture is the helper class used to easily create your ascii art font texture.
- *
- * It basically takes care rendering the font front the given font size to a texture.
- * This is used later on in the postprocess.
- */
- class AsciiArtFontTexture extends BaseTexture {
- private _font;
- private _text;
- private _charSize;
- /**
- * Gets the size of one char in the texture (each char fits in size * size space in the texture).
- */
- readonly charSize: number;
- /**
- * Create a new instance of the Ascii Art FontTexture class
- * @param name the name of the texture
- * @param font the font to use, use the W3C CSS notation
- * @param text the caracter set to use in the rendering.
- * @param scene the scene that owns the texture
- */
- constructor(name: string, font: string, text: string, scene?: Nullable<Scene>);
- /**
- * Gets the max char width of a font.
- * @param font the font to use, use the W3C CSS notation
- * @return the max char width
- */
- private getFontWidth(font);
- /**
- * Gets the max char height of a font.
- * @param font the font to use, use the W3C CSS notation
- * @return the max char height
- */
- private getFontHeight(font);
- /**
- * Clones the current AsciiArtTexture.
- * @return the clone of the texture.
- */
- clone(): AsciiArtFontTexture;
- /**
- * Parses a json object representing the texture and returns an instance of it.
- * @param source the source JSON representation
- * @param scene the scene to create the texture for
- * @return the parsed texture
- */
- static Parse(source: any, scene: Scene): AsciiArtFontTexture;
- }
- /**
- * Option available in the Ascii Art Post Process.
- */
- interface IAsciiArtPostProcessOptions {
- /**
- * The font to use following the w3c font definition.
- */
- font?: string;
- /**
- * The character set to use in the postprocess.
- */
- characterSet?: string;
- /**
- * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
- * This number is defined between 0 and 1;
- */
- mixToTile?: number;
- /**
- * This defines the amount you want to mix the normal rendering pass in the ascii art.
- * This number is defined between 0 and 1;
- */
- mixToNormal?: number;
- }
- /**
- * AsciiArtPostProcess helps rendering everithing in Ascii Art.
- *
- * Simmply add it to your scene and let the nerd that lives in you have fun.
- * Example usage: var pp = new AsciiArtPostProcess("myAscii", "20px Monospace", camera);
- */
- class AsciiArtPostProcess extends PostProcess {
- /**
- * The font texture used to render the char in the post process.
- */
- private _asciiArtFontTexture;
- /**
- * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
- * This number is defined between 0 and 1;
- */
- mixToTile: number;
- /**
- * This defines the amount you want to mix the normal rendering pass in the ascii art.
- * This number is defined between 0 and 1;
- */
- mixToNormal: number;
- /**
- * Instantiates a new Ascii Art Post Process.
- * @param name the name to give to the postprocess
- * @camera the camera to apply the post process to.
- * @param options can either be the font name or an option object following the IAsciiArtPostProcessOptions format
- */
- constructor(name: string, camera: Camera, options?: string | IAsciiArtPostProcessOptions);
- }
- }
- declare module BABYLON {
- /**
- * DigitalRainFontTexture is the helper class used to easily create your digital rain font texture.
- *
- * It basically takes care rendering the font front the given font size to a texture.
- * This is used later on in the postprocess.
- */
- class DigitalRainFontTexture extends BaseTexture {
- private _font;
- private _text;
- private _charSize;
- /**
- * Gets the size of one char in the texture (each char fits in size * size space in the texture).
- */
- readonly charSize: number;
- /**
- * Create a new instance of the Digital Rain FontTexture class
- * @param name the name of the texture
- * @param font the font to use, use the W3C CSS notation
- * @param text the caracter set to use in the rendering.
- * @param scene the scene that owns the texture
- */
- constructor(name: string, font: string, text: string, scene?: Nullable<Scene>);
- /**
- * Gets the max char width of a font.
- * @param font the font to use, use the W3C CSS notation
- * @return the max char width
- */
- private getFontWidth(font);
- /**
- * Gets the max char height of a font.
- * @param font the font to use, use the W3C CSS notation
- * @return the max char height
- */
- private getFontHeight(font);
- /**
- * Clones the current DigitalRainFontTexture.
- * @return the clone of the texture.
- */
- clone(): DigitalRainFontTexture;
- /**
- * Parses a json object representing the texture and returns an instance of it.
- * @param source the source JSON representation
- * @param scene the scene to create the texture for
- * @return the parsed texture
- */
- static Parse(source: any, scene: Scene): DigitalRainFontTexture;
- }
- /**
- * Option available in the Digital Rain Post Process.
- */
- interface IDigitalRainPostProcessOptions {
- /**
- * The font to use following the w3c font definition.
- */
- font?: string;
- /**
- * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
- * This number is defined between 0 and 1;
- */
- mixToTile?: number;
- /**
- * This defines the amount you want to mix the normal rendering pass in the digital rain.
- * This number is defined between 0 and 1;
- */
- mixToNormal?: number;
- }
- /**
- * DigitalRainPostProcess helps rendering everithing in digital rain.
- *
- * Simmply add it to your scene and let the nerd that lives in you have fun.
- * Example usage: var pp = new DigitalRainPostProcess("digitalRain", "20px Monospace", camera);
- */
- class DigitalRainPostProcess extends PostProcess {
- /**
- * The font texture used to render the char in the post process.
- */
- private _digitalRainFontTexture;
- /**
- * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
- * This number is defined between 0 and 1;
- */
- mixToTile: number;
- /**
- * This defines the amount you want to mix the normal rendering pass in the digital rain.
- * This number is defined between 0 and 1;
- */
- mixToNormal: number;
- /**
- * Instantiates a new Digital Rain Post Process.
- * @param name the name to give to the postprocess
- * @camera the camera to apply the post process to.
- * @param options can either be the font name or an option object following the IDigitalRainPostProcessOptions format
- */
- constructor(name: string, camera: Camera, options?: string | IDigitalRainPostProcessOptions);
- }
- }
|