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- /*BabylonJS Materials*/
- // Dependencies for this module:
- // ../../../../Tools/Gulp/babylonjs
- declare module 'babylonjs-materials' {
- export * from "babylonjs-materials/src/cell";
- export * from "babylonjs-materials/src/custom";
- export * from "babylonjs-materials/src/fire";
- export * from "babylonjs-materials/src/fur";
- export * from "babylonjs-materials/src/gradient";
- export * from "babylonjs-materials/src/grid";
- export * from "babylonjs-materials/src/lava";
- export * from "babylonjs-materials/src/mix";
- export * from "babylonjs-materials/src/normal";
- export * from "babylonjs-materials/src/shadowOnly";
- export * from "babylonjs-materials/src/simple";
- export * from "babylonjs-materials/src/sky";
- export * from "babylonjs-materials/src/terrain";
- export * from "babylonjs-materials/src/triPlanar";
- export * from "babylonjs-materials/src/water";
- }
- declare module 'babylonjs-materials/src/cell' {
- export * from "babylonjs-materials/src/cell/cellMaterial";
- }
- declare module 'babylonjs-materials/src/custom' {
- export * from "babylonjs-materials/src/custom/customMaterial";
- }
- declare module 'babylonjs-materials/src/fire' {
- export * from "babylonjs-materials/src/fire/fireMaterial";
- }
- declare module 'babylonjs-materials/src/fur' {
- export * from "babylonjs-materials/src/fur/furMaterial";
- }
- declare module 'babylonjs-materials/src/gradient' {
- export * from "babylonjs-materials/src/gradient/gradientMaterial";
- }
- declare module 'babylonjs-materials/src/grid' {
- export * from "babylonjs-materials/src/grid/gridMaterial";
- }
- declare module 'babylonjs-materials/src/lava' {
- export * from "babylonjs-materials/src/lava/lavaMaterial";
- }
- declare module 'babylonjs-materials/src/mix' {
- export * from "babylonjs-materials/src/mix/mixMaterial";
- }
- declare module 'babylonjs-materials/src/normal' {
- export * from "babylonjs-materials/src/normal/normalMaterial";
- }
- declare module 'babylonjs-materials/src/shadowOnly' {
- export * from "babylonjs-materials/src/shadowOnly/shadowOnlyMaterial";
- }
- declare module 'babylonjs-materials/src/simple' {
- export * from "babylonjs-materials/src/simple/simpleMaterial";
- }
- declare module 'babylonjs-materials/src/sky' {
- export * from "babylonjs-materials/src/sky/skyMaterial";
- }
- declare module 'babylonjs-materials/src/terrain' {
- export * from "babylonjs-materials/src/terrain/terrainMaterial";
- }
- declare module 'babylonjs-materials/src/triPlanar' {
- export * from "babylonjs-materials/src/triPlanar/triPlanarMaterial";
- }
- declare module 'babylonjs-materials/src/water' {
- export * from "babylonjs-materials/src/water/waterMaterial";
- }
- declare module 'babylonjs-materials/src/cell/cellMaterial' {
- import { PushMaterial, BaseTexture, Scene, Color3, AbstractMesh, Nullable, SubMesh, Matrix, Mesh, IAnimatable } from "babylonjs";
- import "./cell.fragment";
- import "./cell.vertex";
- export class CellMaterial extends PushMaterial {
- diffuseTexture: BaseTexture;
- diffuseColor: Color3;
- _computeHighLevel: boolean;
- computeHighLevel: boolean;
- disableLighting: boolean;
- maxSimultaneousLights: number;
- constructor(name: string, scene: Scene);
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): Nullable<BaseTexture>;
- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
- getAnimatables(): IAnimatable[];
- getActiveTextures(): BaseTexture[];
- hasTexture(texture: BaseTexture): boolean;
- dispose(forceDisposeEffect?: boolean): void;
- getClassName(): string;
- clone(name: string): CellMaterial;
- serialize(): any;
- static Parse(source: any, scene: Scene, rootUrl: string): CellMaterial;
- }
- }
- declare module 'babylonjs-materials/src/custom/customMaterial' {
- import { StandardMaterial, Texture, Mesh, Effect, StandardMaterialDefines, Scene } from "babylonjs";
- export class CustomShaderStructure {
- FragmentStore: string;
- VertexStore: string;
- constructor();
- }
- export class ShaderSpecialParts {
- constructor();
- Fragment_Begin: string;
- Fragment_Definitions: string;
- Fragment_MainBegin: string;
- Fragment_Custom_Diffuse: string;
- Fragment_Custom_Alpha: string;
- Fragment_Before_FragColor: string;
- Vertex_Begin: string;
- Vertex_Definitions: string;
- Vertex_MainBegin: string;
- Vertex_Before_PositionUpdated: string;
- Vertex_Before_NormalUpdated: string;
- }
- export class CustomMaterial extends StandardMaterial {
- static ShaderIndexer: number;
- CustomParts: ShaderSpecialParts;
- _isCreatedShader: boolean;
- _createdShaderName: string;
- _customUniform: string[];
- _newUniforms: string[];
- _newUniformInstances: any[];
- _newSamplerInstances: Texture[];
- FragmentShader: string;
- VertexShader: string;
- AttachAfterBind(mesh: Mesh, effect: Effect): void;
- ReviewUniform(name: string, arr: string[]): string[];
- Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines): string;
- constructor(name: string, scene: Scene);
- AddUniform(name: string, kind: string, param: any): CustomMaterial;
- Fragment_Begin(shaderPart: string): CustomMaterial;
- Fragment_Definitions(shaderPart: string): CustomMaterial;
- Fragment_MainBegin(shaderPart: string): CustomMaterial;
- Fragment_Custom_Diffuse(shaderPart: string): CustomMaterial;
- Fragment_Custom_Alpha(shaderPart: string): CustomMaterial;
- Fragment_Before_FragColor(shaderPart: string): CustomMaterial;
- Vertex_Begin(shaderPart: string): CustomMaterial;
- Vertex_Definitions(shaderPart: string): CustomMaterial;
- Vertex_MainBegin(shaderPart: string): CustomMaterial;
- Vertex_Before_PositionUpdated(shaderPart: string): CustomMaterial;
- Vertex_Before_NormalUpdated(shaderPart: string): CustomMaterial;
- }
- }
- declare module 'babylonjs-materials/src/fire/fireMaterial' {
- import { PushMaterial, Nullable, BaseTexture, Color3, Scene, AbstractMesh, SubMesh, Matrix, Mesh, IAnimatable } from "babylonjs";
- import "./fire.fragment";
- import "./fire.vertex";
- export class FireMaterial extends PushMaterial {
- diffuseTexture: Nullable<BaseTexture>;
- distortionTexture: Nullable<BaseTexture>;
- opacityTexture: Nullable<BaseTexture>;
- diffuseColor: Color3;
- speed: number;
- constructor(name: string, scene: Scene);
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): Nullable<BaseTexture>;
- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
- getAnimatables(): IAnimatable[];
- getActiveTextures(): BaseTexture[];
- hasTexture(texture: BaseTexture): boolean;
- getClassName(): string;
- dispose(forceDisposeEffect?: boolean): void;
- clone(name: string): FireMaterial;
- serialize(): any;
- static Parse(source: any, scene: Scene, rootUrl: string): FireMaterial;
- }
- }
- declare module 'babylonjs-materials/src/fur/furMaterial' {
- import { PushMaterial, BaseTexture, Color3, Vector3, DynamicTexture, AbstractMesh, Scene, Nullable, SubMesh, Matrix, Mesh, IAnimatable } from "babylonjs";
- import "./fur.fragment";
- import "./fur.vertex";
- export class FurMaterial extends PushMaterial {
- diffuseTexture: BaseTexture;
- heightTexture: BaseTexture;
- diffuseColor: Color3;
- furLength: number;
- furAngle: number;
- furColor: Color3;
- furOffset: number;
- furSpacing: number;
- furGravity: Vector3;
- furSpeed: number;
- furDensity: number;
- furOcclusion: number;
- furTexture: DynamicTexture;
- disableLighting: boolean;
- maxSimultaneousLights: number;
- highLevelFur: boolean;
- _meshes: AbstractMesh[];
- constructor(name: string, scene: Scene);
- furTime: number;
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): Nullable<BaseTexture>;
- updateFur(): void;
- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
- getAnimatables(): IAnimatable[];
- getActiveTextures(): BaseTexture[];
- hasTexture(texture: BaseTexture): boolean;
- dispose(forceDisposeEffect?: boolean): void;
- clone(name: string): FurMaterial;
- serialize(): any;
- getClassName(): string;
- static Parse(source: any, scene: Scene, rootUrl: string): FurMaterial;
- static GenerateTexture(name: string, scene: Scene): DynamicTexture;
- static FurifyMesh(sourceMesh: Mesh, quality: number): Mesh[];
- }
- }
- declare module 'babylonjs-materials/src/gradient/gradientMaterial' {
- import { PushMaterial, Color3, Scene, Nullable, BaseTexture, AbstractMesh, SubMesh, Matrix, Mesh, IAnimatable } from "babylonjs";
- import "./gradient.fragment";
- import "./gradient.vertex";
- export class GradientMaterial extends PushMaterial {
- maxSimultaneousLights: number;
- topColor: Color3;
- topColorAlpha: number;
- bottomColor: Color3;
- bottomColorAlpha: number;
- offset: number;
- scale: number;
- smoothness: number;
- disableLighting: boolean;
- constructor(name: string, scene: Scene);
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): Nullable<BaseTexture>;
- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
- getAnimatables(): IAnimatable[];
- dispose(forceDisposeEffect?: boolean): void;
- clone(name: string): GradientMaterial;
- serialize(): any;
- getClassName(): string;
- static Parse(source: any, scene: Scene, rootUrl: string): GradientMaterial;
- }
- }
- declare module 'babylonjs-materials/src/grid/gridMaterial' {
- import { Color3, Vector3, Scene, AbstractMesh, SubMesh, Matrix, Mesh } from "babylonjs";
- import "./grid.fragment";
- import "./grid.vertex";
- /**
- * The grid materials allows you to wrap any shape with a grid.
- * Colors are customizable.
- */
- export class GridMaterial extends BABYLON.PushMaterial {
- /**
- * Main color of the grid (e.g. between lines)
- */
- mainColor: Color3;
- /**
- * Color of the grid lines.
- */
- lineColor: Color3;
- /**
- * The scale of the grid compared to unit.
- */
- gridRatio: number;
- /**
- * Allows setting an offset for the grid lines.
- */
- gridOffset: Vector3;
- /**
- * The frequency of thicker lines.
- */
- majorUnitFrequency: number;
- /**
- * The visibility of minor units in the grid.
- */
- minorUnitVisibility: number;
- /**
- * The grid opacity outside of the lines.
- */
- opacity: number;
- /**
- * Determine RBG output is premultiplied by alpha value.
- */
- preMultiplyAlpha: boolean;
- /**
- * constructor
- * @param name The name given to the material in order to identify it afterwards.
- * @param scene The scene the material is used in.
- */
- constructor(name: string, scene: Scene);
- /**
- * Returns wehter or not the grid requires alpha blending.
- */
- needAlphaBlending(): boolean;
- needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
- /**
- * Dispose the material and its associated resources.
- * @param forceDisposeEffect will also dispose the used effect when true
- */
- dispose(forceDisposeEffect?: boolean): void;
- clone(name: string): GridMaterial;
- serialize(): any;
- getClassName(): string;
- static Parse(source: any, scene: Scene, rootUrl: string): GridMaterial;
- }
- }
- declare module 'babylonjs-materials/src/lava/lavaMaterial' {
- import { PushMaterial, BaseTexture, Color3, Scene, Nullable, AbstractMesh, SubMesh, Matrix, Mesh, IAnimatable } from "babylonjs";
- import "./lava.fragment";
- import "./lava.vertex";
- export class LavaMaterial extends PushMaterial {
- diffuseTexture: BaseTexture;
- noiseTexture: BaseTexture;
- fogColor: Color3;
- speed: number;
- movingSpeed: number;
- lowFrequencySpeed: number;
- fogDensity: number;
- diffuseColor: Color3;
- disableLighting: boolean;
- unlit: boolean;
- maxSimultaneousLights: number;
- constructor(name: string, scene: Scene);
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): Nullable<BaseTexture>;
- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
- getAnimatables(): IAnimatable[];
- getActiveTextures(): BaseTexture[];
- hasTexture(texture: BaseTexture): boolean;
- dispose(forceDisposeEffect?: boolean): void;
- clone(name: string): LavaMaterial;
- serialize(): any;
- getClassName(): string;
- static Parse(source: any, scene: Scene, rootUrl: string): LavaMaterial;
- }
- }
- declare module 'babylonjs-materials/src/mix/mixMaterial' {
- import { PushMaterial, BaseTexture, Texture, Color3, Scene, Nullable, AbstractMesh, SubMesh, Matrix, Mesh, IAnimatable } from "babylonjs";
- import "./mix.fragment";
- import "./mix.vertex";
- export class MixMaterial extends PushMaterial {
- mixTexture1: BaseTexture;
- mixTexture2: BaseTexture;
- diffuseTexture1: Texture;
- diffuseTexture2: Texture;
- diffuseTexture3: Texture;
- diffuseTexture4: Texture;
- diffuseTexture5: Texture;
- diffuseTexture6: Texture;
- diffuseTexture7: Texture;
- diffuseTexture8: Texture;
- /**
- * Uniforms
- */
- diffuseColor: Color3;
- specularColor: Color3;
- specularPower: number;
- disableLighting: boolean;
- maxSimultaneousLights: number;
- constructor(name: string, scene: Scene);
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): Nullable<BaseTexture>;
- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
- getAnimatables(): IAnimatable[];
- getActiveTextures(): BaseTexture[];
- hasTexture(texture: BaseTexture): boolean;
- dispose(forceDisposeEffect?: boolean): void;
- clone(name: string): MixMaterial;
- serialize(): any;
- getClassName(): string;
- static Parse(source: any, scene: Scene, rootUrl: string): MixMaterial;
- }
- }
- declare module 'babylonjs-materials/src/normal/normalMaterial' {
- import { PushMaterial, BaseTexture, Color3, Scene, Nullable, AbstractMesh, SubMesh, Matrix, Mesh, IAnimatable } from "babylonjs";
- import "./normal.fragment";
- import "./normal.vertex";
- export class NormalMaterial extends PushMaterial {
- diffuseTexture: BaseTexture;
- diffuseColor: Color3;
- disableLighting: boolean;
- maxSimultaneousLights: number;
- constructor(name: string, scene: Scene);
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): Nullable<BaseTexture>;
- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
- getAnimatables(): IAnimatable[];
- getActiveTextures(): BaseTexture[];
- hasTexture(texture: BaseTexture): boolean;
- dispose(forceDisposeEffect?: boolean): void;
- clone(name: string): NormalMaterial;
- serialize(): any;
- getClassName(): string;
- static Parse(source: any, scene: Scene, rootUrl: string): NormalMaterial;
- }
- }
- declare module 'babylonjs-materials/src/shadowOnly/shadowOnlyMaterial' {
- import { PushMaterial, IShadowLight, Scene, Nullable, BaseTexture, AbstractMesh, SubMesh, Matrix, Mesh } from "babylonjs";
- import "./shadowOnly.fragment";
- import "./shadowOnly.vertex";
- export class ShadowOnlyMaterial extends PushMaterial {
- constructor(name: string, scene: Scene);
- shadowColor: BABYLON.Color3;
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): Nullable<BaseTexture>;
- activeLight: IShadowLight;
- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
- clone(name: string): ShadowOnlyMaterial;
- serialize(): any;
- getClassName(): string;
- static Parse(source: any, scene: Scene, rootUrl: string): ShadowOnlyMaterial;
- }
- }
- declare module 'babylonjs-materials/src/simple/simpleMaterial' {
- import { PushMaterial, BaseTexture, Color3, Scene, Nullable, AbstractMesh, SubMesh, Matrix, Mesh, IAnimatable } from "babylonjs";
- import "./simple.fragment";
- import "./simple.vertex";
- export class SimpleMaterial extends PushMaterial {
- diffuseTexture: BaseTexture;
- diffuseColor: Color3;
- disableLighting: boolean;
- maxSimultaneousLights: number;
- constructor(name: string, scene: Scene);
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): Nullable<BaseTexture>;
- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
- getAnimatables(): IAnimatable[];
- getActiveTextures(): BaseTexture[];
- hasTexture(texture: BaseTexture): boolean;
- dispose(forceDisposeEffect?: boolean): void;
- clone(name: string): SimpleMaterial;
- serialize(): any;
- getClassName(): string;
- static Parse(source: any, scene: Scene, rootUrl: string): SimpleMaterial;
- }
- }
- declare module 'babylonjs-materials/src/sky/skyMaterial' {
- import { PushMaterial, Vector3, Scene, Nullable, BaseTexture, AbstractMesh, SubMesh, Matrix, Mesh, IAnimatable } from "babylonjs";
- import "./sky.fragment";
- import "./sky.vertex";
- export class SkyMaterial extends PushMaterial {
- luminance: number;
- turbidity: number;
- rayleigh: number;
- mieCoefficient: number;
- mieDirectionalG: number;
- distance: number;
- inclination: number;
- azimuth: number;
- sunPosition: Vector3;
- useSunPosition: boolean;
- constructor(name: string, scene: Scene);
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): Nullable<BaseTexture>;
- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
- getAnimatables(): IAnimatable[];
- dispose(forceDisposeEffect?: boolean): void;
- clone(name: string): SkyMaterial;
- serialize(): any;
- getClassName(): string;
- static Parse(source: any, scene: Scene, rootUrl: string): SkyMaterial;
- }
- }
- declare module 'babylonjs-materials/src/terrain/terrainMaterial' {
- import { PushMaterial, BaseTexture, Texture, Color3, Scene, Nullable, AbstractMesh, SubMesh, Matrix, Mesh, IAnimatable } from "babylonjs";
- import "./terrain.fragment";
- import "./terrain.vertex";
- export class TerrainMaterial extends PushMaterial {
- mixTexture: BaseTexture;
- diffuseTexture1: Texture;
- diffuseTexture2: Texture;
- diffuseTexture3: Texture;
- bumpTexture1: Texture;
- bumpTexture2: Texture;
- bumpTexture3: Texture;
- diffuseColor: Color3;
- specularColor: Color3;
- specularPower: number;
- disableLighting: boolean;
- maxSimultaneousLights: number;
- constructor(name: string, scene: Scene);
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): Nullable<BaseTexture>;
- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
- getAnimatables(): IAnimatable[];
- getActiveTextures(): BaseTexture[];
- hasTexture(texture: BaseTexture): boolean;
- dispose(forceDisposeEffect?: boolean): void;
- clone(name: string): TerrainMaterial;
- serialize(): any;
- getClassName(): string;
- static Parse(source: any, scene: Scene, rootUrl: string): TerrainMaterial;
- }
- }
- declare module 'babylonjs-materials/src/triPlanar/triPlanarMaterial' {
- import { PushMaterial, BaseTexture, Color3, Scene, Nullable, AbstractMesh, SubMesh, Matrix, Mesh, IAnimatable } from "babylonjs";
- import "./triplanar.fragment";
- import "./triplanar.vertex";
- export class TriPlanarMaterial extends PushMaterial {
- mixTexture: BaseTexture;
- diffuseTextureX: BaseTexture;
- diffuseTextureY: BaseTexture;
- diffuseTextureZ: BaseTexture;
- normalTextureX: BaseTexture;
- normalTextureY: BaseTexture;
- normalTextureZ: BaseTexture;
- tileSize: number;
- diffuseColor: Color3;
- specularColor: Color3;
- specularPower: number;
- disableLighting: boolean;
- maxSimultaneousLights: number;
- constructor(name: string, scene: Scene);
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): Nullable<BaseTexture>;
- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
- getAnimatables(): IAnimatable[];
- getActiveTextures(): BaseTexture[];
- hasTexture(texture: BaseTexture): boolean;
- dispose(forceDisposeEffect?: boolean): void;
- clone(name: string): TriPlanarMaterial;
- serialize(): any;
- getClassName(): string;
- static Parse(source: any, scene: Scene, rootUrl: string): TriPlanarMaterial;
- }
- }
- declare module 'babylonjs-materials/src/water/waterMaterial' {
- import { PushMaterial, BaseTexture, Color3, Vector2, SmartArray, RenderTargetTexture, Nullable, AbstractMesh, Matrix, Scene, SubMesh, Mesh, IAnimatable } from "babylonjs";
- import "./water.fragment";
- import "./water.vertex";
- export class WaterMaterial extends PushMaterial {
- renderTargetSize: Vector2;
- bumpTexture: BaseTexture;
- diffuseColor: Color3;
- specularColor: Color3;
- specularPower: number;
- disableLighting: boolean;
- maxSimultaneousLights: number;
- /**
- * @param {number}: Represents the wind force
- */
- windForce: number;
- /**
- * @param {Vector2}: The direction of the wind in the plane (X, Z)
- */
- windDirection: Vector2;
- /**
- * @param {number}: Wave height, represents the height of the waves
- */
- waveHeight: number;
- /**
- * @param {number}: Bump height, represents the bump height related to the bump map
- */
- bumpHeight: number;
- bumpSuperimpose: boolean;
- fresnelSeparate: boolean;
- bumpAffectsReflection: boolean;
- /**
- * @param {number}: The water color blended with the refraction (near)
- */
- waterColor: Color3;
- /**
- * @param {number}: The blend factor related to the water color
- */
- colorBlendFactor: number;
- /**
- * @param {number}: The water color blended with the reflection (far)
- */
- waterColor2: Color3;
- /**
- * @param {number}: The blend factor related to the water color (reflection, far)
- */
- colorBlendFactor2: number;
- /**
- * @param {number}: Represents the maximum length of a wave
- */
- waveLength: number;
- /**
- * @param {number}: Defines the waves speed
- */
- waveSpeed: number;
- protected _renderTargets: SmartArray<RenderTargetTexture>;
- /**
- * Gets a boolean indicating that current material needs to register RTT
- */
- readonly hasRenderTargetTextures: boolean;
- /**
- * Constructor
- */
- constructor(name: string, scene: Scene, renderTargetSize?: Vector2);
- useLogarithmicDepth: boolean;
- readonly refractionTexture: Nullable<RenderTargetTexture>;
- readonly reflectionTexture: Nullable<RenderTargetTexture>;
- addToRenderList(node: any): void;
- enableRenderTargets(enable: boolean): void;
- getRenderList(): Nullable<AbstractMesh[]>;
- readonly renderTargetsEnabled: boolean;
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): Nullable<BaseTexture>;
- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
- getAnimatables(): IAnimatable[];
- getActiveTextures(): BaseTexture[];
- hasTexture(texture: BaseTexture): boolean;
- dispose(forceDisposeEffect?: boolean): void;
- clone(name: string): WaterMaterial;
- serialize(): any;
- getClassName(): string;
- static Parse(source: any, scene: Scene, rootUrl: string): WaterMaterial;
- static CreateDefaultMesh(name: string, scene: Scene): Mesh;
- }
- }
- /*BabylonJS Materials*/
- // Dependencies for this module:
- // ../../../../Tools/Gulp/babylonjs
- declare module BABYLON {
- export class CellMaterial extends BABYLON.PushMaterial {
- diffuseTexture: BABYLON.BaseTexture;
- diffuseColor: BABYLON.Color3;
- _computeHighLevel: boolean;
- computeHighLevel: boolean;
- disableLighting: boolean;
- maxSimultaneousLights: number;
- constructor(name: string, scene: BABYLON.Scene);
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
- getAnimatables(): BABYLON.IAnimatable[];
- getActiveTextures(): BABYLON.BaseTexture[];
- hasTexture(texture: BABYLON.BaseTexture): boolean;
- dispose(forceDisposeEffect?: boolean): void;
- getClassName(): string;
- clone(name: string): CellMaterial;
- serialize(): any;
- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): CellMaterial;
- }
- }
- declare module BABYLON {
- export class CustomShaderStructure {
- FragmentStore: string;
- VertexStore: string;
- constructor();
- }
- export class ShaderSpecialParts {
- constructor();
- Fragment_Begin: string;
- Fragment_Definitions: string;
- Fragment_MainBegin: string;
- Fragment_Custom_Diffuse: string;
- Fragment_Custom_Alpha: string;
- Fragment_Before_FragColor: string;
- Vertex_Begin: string;
- Vertex_Definitions: string;
- Vertex_MainBegin: string;
- Vertex_Before_PositionUpdated: string;
- Vertex_Before_NormalUpdated: string;
- }
- export class CustomMaterial extends BABYLON.StandardMaterial {
- static ShaderIndexer: number;
- CustomParts: ShaderSpecialParts;
- _isCreatedShader: boolean;
- _createdShaderName: string;
- _customUniform: string[];
- _newUniforms: string[];
- _newUniformInstances: any[];
- _newSamplerInstances: BABYLON.Texture[];
- FragmentShader: string;
- VertexShader: string;
- AttachAfterBind(mesh: BABYLON.Mesh, effect: BABYLON.Effect): void;
- ReviewUniform(name: string, arr: string[]): string[];
- Builder(shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: BABYLON.StandardMaterialDefines): string;
- constructor(name: string, scene: BABYLON.Scene);
- AddUniform(name: string, kind: string, param: any): CustomMaterial;
- Fragment_Begin(shaderPart: string): CustomMaterial;
- Fragment_Definitions(shaderPart: string): CustomMaterial;
- Fragment_MainBegin(shaderPart: string): CustomMaterial;
- Fragment_Custom_Diffuse(shaderPart: string): CustomMaterial;
- Fragment_Custom_Alpha(shaderPart: string): CustomMaterial;
- Fragment_Before_FragColor(shaderPart: string): CustomMaterial;
- Vertex_Begin(shaderPart: string): CustomMaterial;
- Vertex_Definitions(shaderPart: string): CustomMaterial;
- Vertex_MainBegin(shaderPart: string): CustomMaterial;
- Vertex_Before_PositionUpdated(shaderPart: string): CustomMaterial;
- Vertex_Before_NormalUpdated(shaderPart: string): CustomMaterial;
- }
- }
- declare module BABYLON {
- export class FireMaterial extends BABYLON.PushMaterial {
- diffuseTexture: BABYLON.Nullable<BABYLON.BaseTexture>;
- distortionTexture: BABYLON.Nullable<BABYLON.BaseTexture>;
- opacityTexture: BABYLON.Nullable<BABYLON.BaseTexture>;
- diffuseColor: BABYLON.Color3;
- speed: number;
- constructor(name: string, scene: BABYLON.Scene);
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
- getAnimatables(): BABYLON.IAnimatable[];
- getActiveTextures(): BABYLON.BaseTexture[];
- hasTexture(texture: BABYLON.BaseTexture): boolean;
- getClassName(): string;
- dispose(forceDisposeEffect?: boolean): void;
- clone(name: string): FireMaterial;
- serialize(): any;
- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): FireMaterial;
- }
- }
- declare module BABYLON {
- export class FurMaterial extends BABYLON.PushMaterial {
- diffuseTexture: BABYLON.BaseTexture;
- heightTexture: BABYLON.BaseTexture;
- diffuseColor: BABYLON.Color3;
- furLength: number;
- furAngle: number;
- furColor: BABYLON.Color3;
- furOffset: number;
- furSpacing: number;
- furGravity: BABYLON.Vector3;
- furSpeed: number;
- furDensity: number;
- furOcclusion: number;
- furTexture: BABYLON.DynamicTexture;
- disableLighting: boolean;
- maxSimultaneousLights: number;
- highLevelFur: boolean;
- _meshes: BABYLON.AbstractMesh[];
- constructor(name: string, scene: BABYLON.Scene);
- furTime: number;
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
- updateFur(): void;
- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
- getAnimatables(): BABYLON.IAnimatable[];
- getActiveTextures(): BABYLON.BaseTexture[];
- hasTexture(texture: BABYLON.BaseTexture): boolean;
- dispose(forceDisposeEffect?: boolean): void;
- clone(name: string): FurMaterial;
- serialize(): any;
- getClassName(): string;
- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): FurMaterial;
- static GenerateTexture(name: string, scene: BABYLON.Scene): BABYLON.DynamicTexture;
- static FurifyMesh(sourceMesh: BABYLON.Mesh, quality: number): BABYLON.Mesh[];
- }
- }
- declare module BABYLON {
- export class GradientMaterial extends BABYLON.PushMaterial {
- maxSimultaneousLights: number;
- topColor: BABYLON.Color3;
- topColorAlpha: number;
- bottomColor: BABYLON.Color3;
- bottomColorAlpha: number;
- offset: number;
- scale: number;
- smoothness: number;
- disableLighting: boolean;
- constructor(name: string, scene: BABYLON.Scene);
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
- getAnimatables(): BABYLON.IAnimatable[];
- dispose(forceDisposeEffect?: boolean): void;
- clone(name: string): GradientMaterial;
- serialize(): any;
- getClassName(): string;
- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): GradientMaterial;
- }
- }
- declare module BABYLON {
- /**
- * The grid materials allows you to wrap any shape with a grid.
- * Colors are customizable.
- */
- export class GridMaterial extends BABYLON.PushMaterial {
- /**
- * Main color of the grid (e.g. between lines)
- */
- mainColor: BABYLON.Color3;
- /**
- * Color of the grid lines.
- */
- lineColor: BABYLON.Color3;
- /**
- * The scale of the grid compared to unit.
- */
- gridRatio: number;
- /**
- * Allows setting an offset for the grid lines.
- */
- gridOffset: BABYLON.Vector3;
- /**
- * The frequency of thicker lines.
- */
- majorUnitFrequency: number;
- /**
- * The visibility of minor units in the grid.
- */
- minorUnitVisibility: number;
- /**
- * The grid opacity outside of the lines.
- */
- opacity: number;
- /**
- * Determine RBG output is premultiplied by alpha value.
- */
- preMultiplyAlpha: boolean;
- /**
- * constructor
- * @param name The name given to the material in order to identify it afterwards.
- * @param scene The scene the material is used in.
- */
- constructor(name: string, scene: BABYLON.Scene);
- /**
- * Returns wehter or not the grid requires alpha blending.
- */
- needAlphaBlending(): boolean;
- needAlphaBlendingForMesh(mesh: BABYLON.AbstractMesh): boolean;
- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
- /**
- * Dispose the material and its associated resources.
- * @param forceDisposeEffect will also dispose the used effect when true
- */
- dispose(forceDisposeEffect?: boolean): void;
- clone(name: string): GridMaterial;
- serialize(): any;
- getClassName(): string;
- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): GridMaterial;
- }
- }
- declare module BABYLON {
- export class LavaMaterial extends BABYLON.PushMaterial {
- diffuseTexture: BABYLON.BaseTexture;
- noiseTexture: BABYLON.BaseTexture;
- fogColor: BABYLON.Color3;
- speed: number;
- movingSpeed: number;
- lowFrequencySpeed: number;
- fogDensity: number;
- diffuseColor: BABYLON.Color3;
- disableLighting: boolean;
- unlit: boolean;
- maxSimultaneousLights: number;
- constructor(name: string, scene: BABYLON.Scene);
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
- getAnimatables(): BABYLON.IAnimatable[];
- getActiveTextures(): BABYLON.BaseTexture[];
- hasTexture(texture: BABYLON.BaseTexture): boolean;
- dispose(forceDisposeEffect?: boolean): void;
- clone(name: string): LavaMaterial;
- serialize(): any;
- getClassName(): string;
- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): LavaMaterial;
- }
- }
- declare module BABYLON {
- export class MixMaterial extends BABYLON.PushMaterial {
- mixTexture1: BABYLON.BaseTexture;
- mixTexture2: BABYLON.BaseTexture;
- diffuseTexture1: BABYLON.Texture;
- diffuseTexture2: BABYLON.Texture;
- diffuseTexture3: BABYLON.Texture;
- diffuseTexture4: BABYLON.Texture;
- diffuseTexture5: BABYLON.Texture;
- diffuseTexture6: BABYLON.Texture;
- diffuseTexture7: BABYLON.Texture;
- diffuseTexture8: BABYLON.Texture;
- /**
- * Uniforms
- */
- diffuseColor: BABYLON.Color3;
- specularColor: BABYLON.Color3;
- specularPower: number;
- disableLighting: boolean;
- maxSimultaneousLights: number;
- constructor(name: string, scene: BABYLON.Scene);
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
- getAnimatables(): BABYLON.IAnimatable[];
- getActiveTextures(): BABYLON.BaseTexture[];
- hasTexture(texture: BABYLON.BaseTexture): boolean;
- dispose(forceDisposeEffect?: boolean): void;
- clone(name: string): MixMaterial;
- serialize(): any;
- getClassName(): string;
- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): MixMaterial;
- }
- }
- declare module BABYLON {
- export class NormalMaterial extends BABYLON.PushMaterial {
- diffuseTexture: BABYLON.BaseTexture;
- diffuseColor: BABYLON.Color3;
- disableLighting: boolean;
- maxSimultaneousLights: number;
- constructor(name: string, scene: BABYLON.Scene);
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
- getAnimatables(): BABYLON.IAnimatable[];
- getActiveTextures(): BABYLON.BaseTexture[];
- hasTexture(texture: BABYLON.BaseTexture): boolean;
- dispose(forceDisposeEffect?: boolean): void;
- clone(name: string): NormalMaterial;
- serialize(): any;
- getClassName(): string;
- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): NormalMaterial;
- }
- }
- declare module BABYLON {
- export class ShadowOnlyMaterial extends BABYLON.PushMaterial {
- constructor(name: string, scene: BABYLON.Scene);
- shadowColor: BABYLON.Color3;
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
- activeLight: BABYLON.IShadowLight;
- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
- clone(name: string): ShadowOnlyMaterial;
- serialize(): any;
- getClassName(): string;
- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): ShadowOnlyMaterial;
- }
- }
- declare module BABYLON {
- export class SimpleMaterial extends BABYLON.PushMaterial {
- diffuseTexture: BABYLON.BaseTexture;
- diffuseColor: BABYLON.Color3;
- disableLighting: boolean;
- maxSimultaneousLights: number;
- constructor(name: string, scene: BABYLON.Scene);
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
- getAnimatables(): BABYLON.IAnimatable[];
- getActiveTextures(): BABYLON.BaseTexture[];
- hasTexture(texture: BABYLON.BaseTexture): boolean;
- dispose(forceDisposeEffect?: boolean): void;
- clone(name: string): SimpleMaterial;
- serialize(): any;
- getClassName(): string;
- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): SimpleMaterial;
- }
- }
- declare module BABYLON {
- export class SkyMaterial extends BABYLON.PushMaterial {
- luminance: number;
- turbidity: number;
- rayleigh: number;
- mieCoefficient: number;
- mieDirectionalG: number;
- distance: number;
- inclination: number;
- azimuth: number;
- sunPosition: BABYLON.Vector3;
- useSunPosition: boolean;
- constructor(name: string, scene: BABYLON.Scene);
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
- getAnimatables(): BABYLON.IAnimatable[];
- dispose(forceDisposeEffect?: boolean): void;
- clone(name: string): SkyMaterial;
- serialize(): any;
- getClassName(): string;
- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): SkyMaterial;
- }
- }
- declare module BABYLON {
- export class TerrainMaterial extends BABYLON.PushMaterial {
- mixTexture: BABYLON.BaseTexture;
- diffuseTexture1: BABYLON.Texture;
- diffuseTexture2: BABYLON.Texture;
- diffuseTexture3: BABYLON.Texture;
- bumpTexture1: BABYLON.Texture;
- bumpTexture2: BABYLON.Texture;
- bumpTexture3: BABYLON.Texture;
- diffuseColor: BABYLON.Color3;
- specularColor: BABYLON.Color3;
- specularPower: number;
- disableLighting: boolean;
- maxSimultaneousLights: number;
- constructor(name: string, scene: BABYLON.Scene);
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
- getAnimatables(): BABYLON.IAnimatable[];
- getActiveTextures(): BABYLON.BaseTexture[];
- hasTexture(texture: BABYLON.BaseTexture): boolean;
- dispose(forceDisposeEffect?: boolean): void;
- clone(name: string): TerrainMaterial;
- serialize(): any;
- getClassName(): string;
- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): TerrainMaterial;
- }
- }
- declare module BABYLON {
- export class TriPlanarMaterial extends BABYLON.PushMaterial {
- mixTexture: BABYLON.BaseTexture;
- diffuseTextureX: BABYLON.BaseTexture;
- diffuseTextureY: BABYLON.BaseTexture;
- diffuseTextureZ: BABYLON.BaseTexture;
- normalTextureX: BABYLON.BaseTexture;
- normalTextureY: BABYLON.BaseTexture;
- normalTextureZ: BABYLON.BaseTexture;
- tileSize: number;
- diffuseColor: BABYLON.Color3;
- specularColor: BABYLON.Color3;
- specularPower: number;
- disableLighting: boolean;
- maxSimultaneousLights: number;
- constructor(name: string, scene: BABYLON.Scene);
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
- getAnimatables(): BABYLON.IAnimatable[];
- getActiveTextures(): BABYLON.BaseTexture[];
- hasTexture(texture: BABYLON.BaseTexture): boolean;
- dispose(forceDisposeEffect?: boolean): void;
- clone(name: string): TriPlanarMaterial;
- serialize(): any;
- getClassName(): string;
- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): TriPlanarMaterial;
- }
- }
- declare module BABYLON {
- export class WaterMaterial extends BABYLON.PushMaterial {
- renderTargetSize: BABYLON.Vector2;
- bumpTexture: BABYLON.BaseTexture;
- diffuseColor: BABYLON.Color3;
- specularColor: BABYLON.Color3;
- specularPower: number;
- disableLighting: boolean;
- maxSimultaneousLights: number;
- /**
- * @param {number}: Represents the wind force
- */
- windForce: number;
- /**
- * @param {Vector2}: The direction of the wind in the plane (X, Z)
- */
- windDirection: BABYLON.Vector2;
- /**
- * @param {number}: Wave height, represents the height of the waves
- */
- waveHeight: number;
- /**
- * @param {number}: Bump height, represents the bump height related to the bump map
- */
- bumpHeight: number;
- bumpSuperimpose: boolean;
- fresnelSeparate: boolean;
- bumpAffectsReflection: boolean;
- /**
- * @param {number}: The water color blended with the refraction (near)
- */
- waterColor: BABYLON.Color3;
- /**
- * @param {number}: The blend factor related to the water color
- */
- colorBlendFactor: number;
- /**
- * @param {number}: The water color blended with the reflection (far)
- */
- waterColor2: BABYLON.Color3;
- /**
- * @param {number}: The blend factor related to the water color (reflection, far)
- */
- colorBlendFactor2: number;
- /**
- * @param {number}: Represents the maximum length of a wave
- */
- waveLength: number;
- /**
- * @param {number}: Defines the waves speed
- */
- waveSpeed: number;
- protected _renderTargets: BABYLON.SmartArray<BABYLON.RenderTargetTexture>;
- /**
- * Gets a boolean indicating that current material needs to register RTT
- */
- readonly hasRenderTargetTextures: boolean;
- /**
- * Constructor
- */
- constructor(name: string, scene: BABYLON.Scene, renderTargetSize?: BABYLON.Vector2);
- useLogarithmicDepth: boolean;
- readonly refractionTexture: BABYLON.Nullable<BABYLON.RenderTargetTexture>;
- readonly reflectionTexture: BABYLON.Nullable<BABYLON.RenderTargetTexture>;
- addToRenderList(node: any): void;
- enableRenderTargets(enable: boolean): void;
- getRenderList(): BABYLON.Nullable<BABYLON.AbstractMesh[]>;
- readonly renderTargetsEnabled: boolean;
- needAlphaBlending(): boolean;
- needAlphaTesting(): boolean;
- getAlphaTestTexture(): BABYLON.Nullable<BABYLON.BaseTexture>;
- isReadyForSubMesh(mesh: BABYLON.AbstractMesh, subMesh: BABYLON.SubMesh, useInstances?: boolean): boolean;
- bindForSubMesh(world: BABYLON.Matrix, mesh: BABYLON.Mesh, subMesh: BABYLON.SubMesh): void;
- getAnimatables(): BABYLON.IAnimatable[];
- getActiveTextures(): BABYLON.BaseTexture[];
- hasTexture(texture: BABYLON.BaseTexture): boolean;
- dispose(forceDisposeEffect?: boolean): void;
- clone(name: string): WaterMaterial;
- serialize(): any;
- getClassName(): string;
- static Parse(source: any, scene: BABYLON.Scene, rootUrl: string): WaterMaterial;
- static CreateDefaultMesh(name: string, scene: BABYLON.Scene): BABYLON.Mesh;
- }
- }
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