Creates a new CrossBlock
defines the block name
Gets or sets the build Id
Gets or sets the comments associated with this block
Gets the list of input points
Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
Gets a boolean indicating that this block can only be used once per NodeMaterial
Gets the left operand input component
Gets or sets the name of the block
Gets the output component
Gets the list of output points
Gets the right operand input component
Gets or sets the target of the block
Gets or sets the unique id of the node
Lets the block try to connect some inputs automatically
defines the hosting NodeMaterial
Bind data to effect. Will only be called for blocks with isBindable === true
defines the effect to bind data to
defines the hosting NodeMaterial
defines the mesh that will be rendered
Compile the current node and generate the shader code
defines the current compilation state (uniforms, samplers, current string)
defines the list of active blocks (i.e. blocks to compile)
true if already built
Clone the current block to a new identical block
defines the hosting scene
defines the root URL to use to load textures and relative dependencies
a copy of the current block
Connect current block with another block
defines the block to connect with
define the various options to help pick the right connections
the current block
Release resources
Gets the current class name
the class name
Will return the first available input e.g. the first one which is not an uniform or an attribute
defines an optional connection point to check compatibility with
the first available input or null
Will return the first available output e.g. the first one which is not yet connected and not a varying
defines an optional block to check compatibility with
the first available input or null
Find an input by its name
defines the name of the input to look for
the input or null if not found
Find an output by its name
defines the name of the outputto look for
the output or null if not found
Gets the sibling of the given output
defines the current output
the next output in the list or null
Initialize the block and prepare the context for build
defines the state that will be used for the build
Initialize defines for shader compilation
defines the mesh to be rendered
defines the node material requesting the update
defines the material defines to update
specifies that instances should be used
Checks if the block is ready
defines the mesh to be rendered
defines the node material requesting the update
defines the material defines to update
specifies that instances should be used
true if the block is ready
Update defines for shader compilation
defines the mesh to be rendered
defines the node material requesting the update
defines the material defines to update
specifies that instances should be used
Add potential fallbacks if shader compilation fails
defines the mesh to be rendered
defines the current prioritized list of fallbacks
Register a new input. Must be called inside a block constructor
defines the connection point name
defines the connection point type
defines a boolean indicating that this input can be omitted
defines the target to use to limit the connection point (will be VertexAndFragment by default)
the current block
Register a new output. Must be called inside a block constructor
defines the connection point name
defines the connection point type
defines the target to use to limit the connection point (will be VertexAndFragment by default)
the current block
Function called when a block is declared as repeatable content generator
defines the current compilation state for the vertex shader
defines the current compilation state for the fragment shader
defines the mesh to be rendered
defines the material defines to update
Serializes this block in a JSON representation
the serialized block object
Add uniforms, samplers and uniform buffers at compilation time
defines the state to update
defines the node material requesting the update
defines the material defines to update
defines the list of uniform buffer names
Generated using TypeDoc
Block used to apply a cross product between 2 vectors