@class NSString, MDLScatteringFunction, NSMutableArray; @interface MDLMaterial : NSObject { NSMutableArray *_userProperties; NSMutableArray *_builtinProperties; MDLScatteringFunction *_scatteringFunction; } @property (readonly, retain, nonatomic) MDLScatteringFunction *scatteringFunction; @property (copy, nonatomic) NSString *name; @property (retain, nonatomic) MDLMaterial *baseMaterial; @property (readonly, nonatomic) unsigned long long count; @property (nonatomic) unsigned long long materialFace; + (id)decodeMaterialWithCoder:(id)a0 allocator:(id)a1; - (id)init; - (id)objectAtIndexedSubscript:(unsigned long long)a0; - (void)removeAllProperties; - (void)setProperty:(id)a0; - (void).cxx_destruct; - (id)objectForKeyedSubscript:(id)a0; - (void)removeProperty:(id)a0; - (unsigned long long)countByEnumeratingWithState:(struct { unsigned long long x0; id *x1; unsigned long long *x2; unsigned long long x3[5]; } *)a0 objects:(id *)a1 count:(unsigned long long)a2; - (id)propertyNamed:(id)a0; - (id)propertyWithSemantic:(unsigned long long)a0; - (id)initWithName:(id)a0 scatteringFunction:(id)a1; - (struct BidirectionalScatteringDistributionFunction { void /* function */ **x0; struct BSDFMaterialValues { struct CGColor *x0; float x1; struct CGColor *x2; float x3; float x4; float x5; float x6; float x7; float x8; float x9; float x10; float x11; float x12; float x13; float x14; float x15; } x1; } *)bsdf; - (void)conformToMatProperties; - (void)encodeMaterialWithCoder:(id)a0 allocator:(id)a1; - (id)initWithName:(id)a0 physicallyPlausibleBSDF:(struct PhysicallyPlausibleDistribution { void /* function */ **x0; struct BSDFMaterialValues { struct CGColor *x0; float x1; struct CGColor *x2; float x3; float x4; float x5; float x6; float x7; float x8; float x9; float x10; float x11; float x12; float x13; float x14; float x15; } x1; } *)a1; - (void)loadTexturesUsingArchiveAssetResolver:(id)a0 cache:(id)a1; - (void)loadTexturesUsingResolver:(id)a0; - (void)loadTexturesUsingResolver:(id)a0 cache:(id)a1; - (id)propertiesWithSemantic:(unsigned long long)a0; - (void)resolveTexturesWithResolver:(id)a0; - (void)setScatteringFunction:(id)a0; @end