@babylonjs/core
Version:
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.
65 lines (64 loc) • 2.8 kB
TypeScript
import { BaseTexture } from "./baseTexture.js";
import type { Scene } from "../../scene.js";
import type { Nullable } from "../../types.js";
/**
* This represents a texture coming from an equirectangular image supported by the web browser canvas.
*/
export declare class EquiRectangularCubeTexture extends BaseTexture {
/** The six faces of the cube. */
private static _FacesMapping;
private _noMipmap;
private _onLoad;
private _onError;
/** The size of the cubemap. */
private _size;
/** Whether to supersample the input image */
private _supersample;
/** The buffer of the image. */
private _buffer;
/** The width of the input image. */
private _width;
/** The height of the input image. */
private _height;
/** The URL to the image. */
url: string;
/**
* Instantiates an EquiRectangularCubeTexture from the following parameters.
* @param url The location of the image
* @param scene The scene the texture will be used in
* @param size The cubemap desired size (the more it increases the longer the generation will be)
* @param noMipmap Forces to not generate the mipmap if true
* @param gammaSpace Specifies if the texture will be used in gamma or linear space
* (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
* @param onLoad — defines a callback called when texture is loaded
* @param onError — defines a callback called if there is an error
* @param supersample — defines if texture must be supersampled (default: false)
*/
constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, supersample?: boolean);
/**
* Load the image data, by putting the image on a canvas and extracting its buffer.
* @param loadTextureCallback
* @param onError
*/
private _loadImage;
/**
* Convert the image buffer into a cubemap and create a CubeTexture.
*/
private _loadTexture;
/**
* Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
* @param buffer The ArrayBuffer that should be converted.
* @returns The buffer as Float32Array.
*/
private _getFloat32ArrayFromArrayBuffer;
/**
* Get the current class name of the texture useful for serialization or dynamic coding.
* @returns "EquiRectangularCubeTexture"
*/
getClassName(): string;
/**
* Create a clone of the current EquiRectangularCubeTexture and return it.
* @returns A clone of the current EquiRectangularCubeTexture.
*/
clone(): EquiRectangularCubeTexture;
}