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@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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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, type 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 the block * @param state - the build state */ initialize(state: NodeMaterialBuildState): void; private _initShaderSourceAsync; /** * Auto configure the block based on the material * @param material - the node material * @param additionalFilteringInfo - additional filtering info */ autoConfigure(material: NodeMaterial, additionalFilteringInfo?: (node: NodeMaterialBlock) => boolean): void; /** * Prepare the list of defines * @param defines - the list of defines * @param nodeMaterial - the node material * @param mesh - the mesh */ prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial, mesh?: AbstractMesh): void; /** * Bind data to effect * @param effect - the effect to bind to * @param nodeMaterial - the node material * @param mesh - the mesh */ bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void; /** * Replace repeatable content * @param vertexShaderState - the vertex shader build state * @param defines - the list of defines * @param mesh - the mesh */ replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, defines: NodeMaterialDefines, mesh?: AbstractMesh): void; protected _buildBlock(state: NodeMaterialBuildState): this; }