@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.
106 lines (105 loc) • 3.52 kB
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, 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;
}