PBRAnisotropicConfiguration

Define the code related to the anisotropic parameters of the pbr material.

Hierarchy

  • PBRAnisotropicConfiguration

Index

Constructors

constructor

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  • Instantiate a new istance of anisotropy configuration.

    Parameters

    • markAllSubMeshesAsTexturesDirty: function

      Callback to flag the material to dirty

        • (): void
        • Returns void

    Returns PBRAnisotropicConfiguration

Properties

direction

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direction: Vector2

Defines if the effect is along the tangents, bitangents or in between. By default, the effect is "strectching" the highlights along the tangents.

intensity

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intensity: number

Defines the anisotropy strength (between 0 and 1) it defaults to 1.

isEnabled

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isEnabled: boolean

Defines if the anisotropy is enabled in the material.

texture

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Stores the anisotropy values in a texture. rg is direction (like normal from -1 to 1) b is a intensity

Methods

bindForSubMesh

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  • Binds the material data.

    Parameters

    • uniformBuffer: UniformBuffer

      defines the Uniform buffer to fill in.

    • scene: Scene

      defines the scene the material belongs to.

    • isFrozen: boolean

      defines wether the material is frozen or not.

    Returns void

copyTo

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  • Makes a duplicate of the current configuration into another one.

    Parameters

    Returns void

dispose

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  • dispose(forceDisposeTextures?: boolean): void
  • Disposes the resources of the material.

    Parameters

    • Optional forceDisposeTextures: boolean

      Forces the disposal of all textures.

    Returns void

getActiveTextures

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  • getActiveTextures(activeTextures: BaseTexture[]): void
  • Returns an array of the actively used textures.

    Parameters

    Returns void

getAnimatables

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  • Returns the animatable textures.

    Parameters

    • animatables: IAnimatable[]

      Array of animatable textures.

    Returns void

getClassName

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  • getClassName(): string
  • Get the current class name of the texture useful for serialization or dynamic coding.

    Returns string

    "PBRAnisotropicConfiguration"

hasTexture

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  • Checks to see if a texture is used in the material.

    Parameters

    Returns boolean

    • Boolean specifying if a texture is used in the material.

isReadyForSubMesh

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  • isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean
  • Specifies that the submesh is ready to be used.

    Parameters

    • defines: IMaterialAnisotropicDefines

      the list of "defines" to update.

    • scene: Scene

      defines the scene the material belongs to.

    Returns boolean

    • boolean indicating that the submesh is ready or not.

parse

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  • parse(source: any): void
  • Parses a anisotropy Configuration from a serialized object.

    Parameters

    • source: any

      Serialized object.

    Returns void

prepareDefines

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  • prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void
  • Checks to see if a texture is used in the material.

    Parameters

    • defines: IMaterialAnisotropicDefines

      the list of "defines" to update.

    • mesh: AbstractMesh

      the mesh we are preparing the defines for.

    • scene: Scene

      defines the scene the material belongs to.

    Returns void

serialize

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  • serialize(): any
  • Serializes this anisotropy configuration.

    Returns any

    • An object with the serialized config.

Static AddFallbacks

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  • AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number
  • Add fallbacks to the effect fallbacks list.

    Parameters

    • defines: IMaterialAnisotropicDefines

      defines the Base texture to use.

    • fallbacks: EffectFallbacks

      defines the current fallback list.

    • currentRank: number

      defines the current fallback rank.

    Returns number

    the new fallback rank.

Static AddSamplers

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  • AddSamplers(samplers: string[]): void
  • Add the required samplers to the current list.

    Parameters

    • samplers: string[]

      defines the current sampler list.

    Returns void

Static AddUniforms

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  • AddUniforms(uniforms: string[]): void
  • Add the required uniforms to the current list.

    Parameters

    • uniforms: string[]

      defines the current uniform list.

    Returns void

Static PrepareUniformBuffer

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  • Add the required uniforms to the current buffer.

    Parameters

    • uniformBuffer: UniformBuffer

      defines the current uniform buffer.

    Returns void

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