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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 { AbstractMesh } from "../../../../Meshes/abstractMesh.js"; import type { Mesh } from "../../../../Meshes/mesh.js"; import type { Effect } from "../../../effect.js"; import type { NodeMaterialConnectionPoint } from "../../nodeMaterialBlockConnectionPoint.js"; import type { NodeMaterial, NodeMaterialDefines } from "../../nodeMaterial.js"; import type { EffectFallbacks } from "../../../effectFallbacks.js"; /** * Block used to add support for vertex skinning (bones) */ export declare class BonesBlock extends NodeMaterialBlock { /** * Creates a new BonesBlock * @param name defines the block name */ constructor(name: string); /** * Initialize the block and prepare the context for build * @param state defines the state that will be used for the build */ initialize(state: NodeMaterialBuildState): void; private _initShaderSourceAsync; /** * Gets the current class name * @returns the class name */ getClassName(): string; /** * Gets the matrix indices input component */ get matricesIndices(): NodeMaterialConnectionPoint; /** * Gets the matrix weights input component */ get matricesWeights(): NodeMaterialConnectionPoint; /** * Gets the extra matrix indices input component */ get matricesIndicesExtra(): NodeMaterialConnectionPoint; /** * Gets the extra matrix weights input component */ get matricesWeightsExtra(): NodeMaterialConnectionPoint; /** * Gets the world input component */ get world(): NodeMaterialConnectionPoint; /** * Gets the output component */ get output(): NodeMaterialConnectionPoint; autoConfigure(material: NodeMaterial, additionalFilteringInfo?: (node: NodeMaterialBlock) => boolean): void; provideFallbacks(fallbacks: EffectFallbacks, mesh?: AbstractMesh): void; bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void; prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial, mesh?: AbstractMesh): void; protected _buildBlock(state: NodeMaterialBuildState): this; }