@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 { 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;
}