@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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TypeScript
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;
}