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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 type { Nullable } from "../../../../types.js"; import type { NodeMaterialTeleportInBlock } from "./teleportInBlock.js"; import { NodeMaterialBlock } from "../../nodeMaterialBlock.js"; import type { NodeMaterialConnectionPoint } from "../../nodeMaterialBlockConnectionPoint.js"; import type { Scene } from "../../../../scene.js"; import { NodeMaterialBlockTargets } from "../../Enums/nodeMaterialBlockTargets.js"; import type { NodeMaterialBuildState } from "../../nodeMaterialBuildState.js"; /** * Defines a block used to receive a value from a teleport entry point */ export declare class NodeMaterialTeleportOutBlock extends NodeMaterialBlock { /** @internal */ _entryPoint: Nullable<NodeMaterialTeleportInBlock>; /** @internal */ _tempEntryPointUniqueId: Nullable<number>; /** * Create a new TeleportOutBlock * @param name defines the block name */ constructor(name: string); /** * Gets the entry point */ get entryPoint(): Nullable<NodeMaterialTeleportInBlock>; /** * Gets the current class name * @returns the class name */ getClassName(): string; /** * Gets the output component */ get output(): NodeMaterialConnectionPoint; /** * Gets or sets the target of the block */ get target(): NodeMaterialBlockTargets; set target(value: NodeMaterialBlockTargets); /** Detach from entry point */ detach(): void; protected _buildBlock(state: NodeMaterialBuildState): void; /** * Clone the current block to a new identical block * @param scene defines the hosting scene * @param rootUrl defines the root URL to use to load textures and relative dependencies * @returns a copy of the current block */ clone(scene: Scene, rootUrl?: string): NodeMaterialBlock | null; protected _customBuildStep(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): void; _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string; _dumpCodeForOutputConnections(alreadyDumped: NodeMaterialBlock[]): string; protected _dumpPropertiesCode(): string; /** * Serializes this block in a JSON representation * @returns the serialized block object */ serialize(): any; _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void; }