@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 { NodeMaterialConnectionPoint } from "../../nodeMaterialBlockConnectionPoint.js";
import type { AbstractMesh } from "../../../../Meshes/abstractMesh.js";
import type { NodeMaterial, NodeMaterialDefines } from "../../nodeMaterial.js";
import type { Effect } from "../../../effect.js";
import type { Mesh } from "../../../../Meshes/mesh.js";
/**
* Block used to add morph targets support to vertex shader
*/
export declare class MorphTargetsBlock extends NodeMaterialBlock {
private _repeatableContentAnchor;
/**
* Create a new MorphTargetsBlock
* @param name defines the block name
*/
constructor(name: string);
/**
* Gets the current class name
* @returns the class name
*/
getClassName(): string;
/**
* Gets the position input component
*/
get position(): NodeMaterialConnectionPoint;
/**
* Gets the normal input component
*/
get normal(): NodeMaterialConnectionPoint;
/**
* Gets the tangent input component
*/
get tangent(): NodeMaterialConnectionPoint;
/**
* Gets the uv input component
*/
get uv(): NodeMaterialConnectionPoint;
/**
* Gets the uv2 input component
*/
get uv2(): NodeMaterialConnectionPoint;
/**
* Gets the color input component
*/
get color(): NodeMaterialConnectionPoint;
/**
* Gets the position output component
*/
get positionOutput(): NodeMaterialConnectionPoint;
/**
* Gets the normal output component
*/
get normalOutput(): NodeMaterialConnectionPoint;
/**
* Gets the tangent output component
*/
get tangentOutput(): NodeMaterialConnectionPoint;
/**
* Gets the uv output component
*/
get uvOutput(): NodeMaterialConnectionPoint;
/**
* Gets the uv2 output component
*/
get uv2Output(): NodeMaterialConnectionPoint;
/**
* Gets the color output component
*/
get colorOutput(): NodeMaterialConnectionPoint;
initialize(state: NodeMaterialBuildState): void;
private _initShaderSourceAsync;
autoConfigure(material: NodeMaterial, additionalFilteringInfo?: (node: NodeMaterialBlock) => boolean): void;
prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial, mesh?: AbstractMesh): void;
bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, defines: NodeMaterialDefines, mesh?: AbstractMesh): void;
protected _buildBlock(state: NodeMaterialBuildState): this;
}