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@babylonjs/core

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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.

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import { NodeMaterialBlock } from "../nodeMaterialBlock.js"; import type { NodeMaterialBuildState } from "../nodeMaterialBuildState.js"; import type { NodeMaterialConnectionPoint } from "../nodeMaterialBlockConnectionPoint.js"; import type { Scene } from "../../../scene.js"; import type { AbstractMesh } from "../../../Meshes/abstractMesh.js"; import type { NodeMaterial, NodeMaterialDefines } from "../nodeMaterial.js"; /** * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4 */ export declare class TransformBlock extends NodeMaterialBlock { /** * Defines the value to use to complement W value to transform it to a Vector4 */ complementW: number; /** * Defines the value to use to complement z value to transform it to a Vector4 */ complementZ: number; /** * Boolean indicating if the transformation is made for a direction vector and not a position vector * If set to true the complementW value will be set to 0 else it will be set to 1 */ get transformAsDirection(): boolean; set transformAsDirection(value: boolean); /** * Creates a new TransformBlock * @param name defines the block name */ constructor(name: string); /** * Gets the current class name * @returns the class name */ getClassName(): string; /** * Gets the vector input */ get vector(): NodeMaterialConnectionPoint; /** * Gets the output component */ get output(): NodeMaterialConnectionPoint; /** * Gets the xyz output component */ get xyz(): NodeMaterialConnectionPoint; /** * Gets the matrix transform input */ get transform(): NodeMaterialConnectionPoint; protected _buildBlock(state: NodeMaterialBuildState): this; /** * Update defines for shader compilation * @param defines defines the material defines to update * @param nodeMaterial defines the node material requesting the update * @param mesh defines the mesh to be rendered */ prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial, mesh?: AbstractMesh): void; serialize(): any; _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void; protected _dumpPropertiesCode(): string; }