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@babylonjs/gui

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Babylon.js GUI module =====================

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import type { Nullable } from "@babylonjs/core/types.js"; import type { Matrix } from "@babylonjs/core/Maths/math.vector.js"; import { Vector4 } from "@babylonjs/core/Maths/math.vector.js"; import type { IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js"; import type { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js"; import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js"; import type { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js"; import type { SubMesh } from "@babylonjs/core/Meshes/subMesh.js"; import type { Mesh } from "@babylonjs/core/Meshes/mesh.js"; import type { Scene } from "@babylonjs/core/scene.js"; import { Color4 } from "@babylonjs/core/Maths/math.color.js"; import "./shaders/mrdlBackplate.fragment"; import "./shaders/mrdlBackplate.vertex"; /** * Class used to render backplate material with MRDL */ export declare class MRDLBackplateMaterial extends PushMaterial { /** * URL pointing to the texture used to define the coloring for the Iridescent Map effect. */ static IRIDESCENT_MAP_TEXTURE_URL: string; private _iridescentMapTexture; /** * Gets or sets the corner radius on the backplate. If this value is changed, update the lineWidth to match. */ radius: number; /** * Gets or sets the line width of the backplate. */ lineWidth: number; /** * Gets or sets whether to use absolute sizes when calculating effects on the backplate. * Since desktop and VR/AR have different relative sizes, it's usually best to keep this false. */ absoluteSizes: boolean; /** @internal */ _filterWidth: number; /** * Gets or sets the base color of the backplate. */ baseColor: Color4; /** * Gets or sets the line color of the backplate. */ lineColor: Color4; /** * Gets or sets the top left Radii Multiplier. */ radiusTopLeft: number; /** * Gets or sets the top left Radii Multiplier. */ radiusTopRight: number; /** * Gets or sets the top left Radii Multiplier. */ radiusBottomLeft: number; /** * Gets or sets the top left Radii Multiplier. */ radiusBottomRight: number; /** @internal */ _rate: number; /** * Gets or sets the color of the highlights on the backplate line. */ highlightColor: Color4; /** * Gets or sets the width of the highlights on the backplate line. */ highlightWidth: number; /** @internal */ _highlightTransform: Vector4; /** @internal */ _highlight: number; /** * Gets or sets the intensity of the iridescence effect. */ iridescenceIntensity: number; /** * Gets or sets the intensity of the iridescence effect on the backplate edges. */ iridescenceEdgeIntensity: number; /** * Gets or sets the Tint of the iridescence effect on the backplate. */ iridescenceTint: Color4; /** @internal */ _angle: number; /** * Gets or sets the opacity of the backplate (0.0 - 1.0). */ fadeOut: number; /** @internal */ _reflected: boolean; /** @internal */ _frequency: number; /** @internal */ _verticalOffset: number; /** * Gets or sets the gradient color effect on the backplate. */ gradientColor: Color4; /** * Gets or sets the top left gradient color effect on the backplate. */ topLeftGradientColor: Color4; /** * Gets or sets the top right gradient color effect on the backplate. */ topRightGradientColor: Color4; /** * Gets or sets the bottom left gradient color effect on the backplate. */ bottomLeftGradientColor: Color4; /** * Gets or sets the bottom right gradient color effect on the backplate. */ bottomRightGradientColor: Color4; /** * Gets or sets the edge width of the backplate. */ edgeWidth: number; /** * Gets or sets the edge width of the backplate. */ edgePower: number; /** * Gets or sets the edge width of the backplate. */ edgeLineGradientBlend: number; constructor(name: string, scene?: Scene); needAlphaBlending(): boolean; needAlphaTesting(): boolean; getAlphaTestTexture(): Nullable<BaseTexture>; isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean; bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void; /** * Get the list of animatables in the material. * @returns the list of animatables object used in the material */ getAnimatables(): IAnimatable[]; dispose(forceDisposeEffect?: boolean): void; clone(name: string): MRDLBackplateMaterial; serialize(): any; getClassName(): string; static Parse(source: any, scene: Scene, rootUrl: string): MRDLBackplateMaterial; }