@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 type { NodeMaterial, NodeMaterialDefines } from "../../nodeMaterial.js";
import { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
import type { NodeMaterialConnectionPoint } from "../../nodeMaterialBlockConnectionPoint.js";
import type { AbstractMesh } from "../../../../Meshes/abstractMesh.js";
import type { Mesh } from "../../../../Meshes/mesh.js";
import type { Effect } from "../../../effect.js";
import type { NodeMaterialBuildState } from "../../nodeMaterialBuildState.js";
/**
* Block used to implement the anisotropy module of the PBR material
*/
export declare class AnisotropyBlock extends NodeMaterialBlock {
private _tangentCorrectionFactorName;
/**
* The two properties below are set by the main PBR block prior to calling methods of this class.
* This is to avoid having to add them as inputs here whereas they are already inputs of the main block, so already known.
* It's less burden on the user side in the editor part.
*/
/** @internal */
worldPositionConnectionPoint: NodeMaterialConnectionPoint;
/** @internal */
worldNormalConnectionPoint: NodeMaterialConnectionPoint;
/**
* Create a new AnisotropyBlock
* @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;
/**
* Gets the current class name
* @returns the class name
*/
getClassName(): string;
/**
* Gets the intensity input component
*/
get intensity(): NodeMaterialConnectionPoint;
/**
* Gets the direction input component
*/
get direction(): NodeMaterialConnectionPoint;
/**
* Gets the uv input component
*/
get uv(): NodeMaterialConnectionPoint;
/**
* Gets the worldTangent input component
*/
get worldTangent(): NodeMaterialConnectionPoint;
/**
* Gets the TBN input component
*/
get TBN(): NodeMaterialConnectionPoint;
/**
* Gets the roughness input component
*/
get roughness(): NodeMaterialConnectionPoint;
/**
* Gets the anisotropy object output component
*/
get anisotropy(): NodeMaterialConnectionPoint;
private _generateTBNSpace;
/**
* Gets the main code of the block (fragment side)
* @param state current state of the node material building
* @param generateTBNSpace if true, the code needed to create the TBN coordinate space is generated
* @returns the shader code
*/
getCode(state: NodeMaterialBuildState, generateTBNSpace?: boolean): string;
prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
protected _buildBlock(state: NodeMaterialBuildState): this;
}