@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 { NodeMaterial, NodeMaterialDefines } from "../../nodeMaterial.js";
import type { AbstractMesh } from "../../../../Meshes/abstractMesh.js";
import type { Mesh } from "../../../../Meshes/mesh.js";
import type { Effect } from "../../../effect.js";
import type { Scene } from "../../../../scene.js";
/**
* Block used to perturb normals based on a normal map
*/
export declare class PerturbNormalBlock extends NodeMaterialBlock {
private _tangentSpaceParameterName;
private _tangentCorrectionFactorName;
private _worldMatrixName;
/** Gets or sets a boolean indicating that normal should be inverted on X axis */
invertX: boolean;
/** Gets or sets a boolean indicating that normal should be inverted on Y axis */
invertY: boolean;
/** Gets or sets a boolean indicating that parallax occlusion should be enabled */
useParallaxOcclusion: boolean;
/** Gets or sets a boolean indicating that sampling mode is in Object space */
useObjectSpaceNormalMap: boolean;
/**
* Create a new PerturbNormalBlock
* @param name defines the block name
*/
constructor(name: string);
/**
* Gets the current class name
* @returns the class name
*/
getClassName(): string;
/**
* Gets the world position input component
*/
get worldPosition(): NodeMaterialConnectionPoint;
/**
* Gets the world normal input component
*/
get worldNormal(): NodeMaterialConnectionPoint;
/**
* Gets the world tangent input component
*/
get worldTangent(): NodeMaterialConnectionPoint;
/**
* Gets the uv input component
*/
get uv(): NodeMaterialConnectionPoint;
/**
* Gets the normal map color input component
*/
get normalMapColor(): NodeMaterialConnectionPoint;
/**
* Gets the strength input component
*/
get strength(): NodeMaterialConnectionPoint;
/**
* Gets the view direction input component
*/
get viewDirection(): NodeMaterialConnectionPoint;
/**
* Gets the parallax scale input component
*/
get parallaxScale(): NodeMaterialConnectionPoint;
/**
* Gets the parallax height input component
*/
get parallaxHeight(): NodeMaterialConnectionPoint;
/**
* Gets the TBN input component
*/
get TBN(): NodeMaterialConnectionPoint;
/**
* Gets the World input component
*/
get world(): NodeMaterialConnectionPoint;
/**
* Gets the output component
*/
get output(): NodeMaterialConnectionPoint;
/**
* Gets the uv offset output component
*/
get uvOffset(): NodeMaterialConnectionPoint;
initialize(state: NodeMaterialBuildState): void;
private _initShaderSourceAsync;
prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
autoConfigure(material: NodeMaterial, additionalFilteringInfo?: (node: NodeMaterialBlock) => boolean): void;
protected _buildBlock(state: NodeMaterialBuildState): this;
protected _dumpPropertiesCode(): string;
serialize(): any;
_deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
}