InputBlock

Block used to expose an input value

Hierarchy

Index

Constructors

constructor

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Properties

animationType

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Gets or sets the type of animation applied to the input

associatedVariableName

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associatedVariableName: string

Gets or sets the associated variable name in the shader

buildId

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buildId: number

Gets or sets the build Id

inputs

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Gets the list of input points

isAttribute

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isAttribute: boolean

Gets or sets a boolean indicating that this connection point is coming from an attribute. In this case the connection point name must be the name of the attribute to use Can only be set on inputs

isConstant

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isConstant: boolean

Gets or sets a boolean indicating that the value of this input will not change after a build

isFinalMerger

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isFinalMerger: boolean

Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)

isInput

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isInput: boolean

Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)

isSystemValue

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isSystemValue: boolean

Gets a boolean indicating that the current connection point is a system value

isUndefined

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isUndefined: boolean

Gets a boolean indicating that this connection point not defined yet

isUniform

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isUniform: boolean

Gets or sets a boolean indicating that this connection point is coming from an uniform. In this case the connection point name must be the name of the uniform to use. Can only be set on inputs

isVarying

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isVarying: boolean

Gets or sets a boolean indicating that this connection point is generating a varying variable. Can only be set on exit points

matrixMode

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matrixMode: number

Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix

max

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max: number

Gets or set a value used to limit the range of float values

min

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min: number

Gets or set a value used to limit the range of float values

name

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name: string

Gets or sets the name of the block

output

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Gets the output component

outputs

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Gets the list of output points

systemValue

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Gets or sets the current well known value or null if not defined as a system value

target

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Gets or sets the target of the block

type

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Gets or sets the connection point type (default is float)

uniqueId

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uniqueId: number

Gets or sets the unique id of the node

value

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value: any

Gets or sets the value of that point. Please note that this value will be ignored if valueCallback is defined

valueCallback

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valueCallback: function

Gets or sets a callback used to get the value of that point. Please note that setting this value will force the connection point to ignore the value property

Type declaration

    • (): any
    • Returns any

visibleInInspector

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visibleInInspector: boolean

Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default)

Methods

_deserialize

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  • _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void
  • Parameters

    • serializationObject: any
    • scene: Scene
    • rootUrl: string

    Returns void

animate

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  • animate(scene: Scene): void
  • Animate the input if animationType !== None

    Parameters

    • scene: Scene

      defines the rendering scene

    Returns void

autoConfigure

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bind

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  • Bind data to effect. Will only be called for blocks with isBindable === true

    Parameters

    • effect: Effect

      defines the effect to bind data to

    • nodeMaterial: NodeMaterial

      defines the hosting NodeMaterial

    • Optional mesh: Mesh

      defines the mesh that will be rendered

    Returns void

build

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  • Compile the current node and generate the shader code

    Parameters

    • state: NodeMaterialBuildState

      defines the current compilation state (uniforms, samplers, current string)

    • activeBlocks: NodeMaterialBlock[]

      defines the list of active blocks (i.e. blocks to compile)

    Returns boolean

    true if already built

clone

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  • Clone the current block to a new identical block

    Parameters

    • scene: Scene

      defines the hosting scene

    • Optional rootUrl: string

      defines the root URL to use to load textures and relative dependencies

    Returns Nullable<NodeMaterialBlock>

    a copy of the current block

connectTo

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  • Connect current block with another block

    Parameters

    • other: NodeMaterialBlock

      defines the block to connect with

    • Optional options: object

      define the various options to help pick the right connections

      • Optional input?: string
      • Optional output?: string
      • Optional outputSwizzle?: string

    Returns this | undefined

    the current block

getClassName

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  • getClassName(): string

getFirstAvailableInput

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getFirstAvailableOutput

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getInputByName

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getOutputByName

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getSiblingOutput

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initialize

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initializeDefines

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  • initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void
  • Initialize defines for shader compilation

    Parameters

    • mesh: AbstractMesh

      defines the mesh to be rendered

    • nodeMaterial: NodeMaterial

      defines the node material requesting the update

    • defines: NodeMaterialDefines

      defines the material defines to update

    • Optional useInstances: boolean

      specifies that instances should be used

    Returns void

isReady

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  • isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean
  • Checks if the block is ready

    Parameters

    • mesh: AbstractMesh

      defines the mesh to be rendered

    • nodeMaterial: NodeMaterial

      defines the node material requesting the update

    • defines: NodeMaterialDefines

      defines the material defines to update

    • Optional useInstances: boolean

      specifies that instances should be used

    Returns boolean

    true if the block is ready

prepareDefines

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  • prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void
  • Update defines for shader compilation

    Parameters

    • mesh: AbstractMesh

      defines the mesh to be rendered

    • nodeMaterial: NodeMaterial

      defines the node material requesting the update

    • defines: NodeMaterialDefines

      defines the material defines to update

    • Optional useInstances: boolean

      specifies that instances should be used

    Returns void

provideFallbacks

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registerInput

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  • Register a new input. Must be called inside a block constructor

    Parameters

    • name: string

      defines the connection point name

    • type: NodeMaterialBlockConnectionPointTypes

      defines the connection point type

    • Optional isOptional: boolean

      defines a boolean indicating that this input can be omitted

    • Optional target: NodeMaterialBlockTargets

      defines the target to use to limit the connection point (will be VertexAndFragment by default)

    Returns this

    the current block

registerOutput

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replaceRepeatableContent

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serialize

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  • serialize(): any

setAsAttribute

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  • setAsAttribute(attributeName?: string): InputBlock
  • Set the source of this connection point to a vertex attribute

    Parameters

    • Optional attributeName: string

      defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name

    Returns InputBlock

    the current connection point

setAsSystemValue

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  • Set the source of this connection point to a system value

    Parameters

    Returns InputBlock

    the current connection point

setDefaultValue

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  • setDefaultValue(): void
  • Set the input block to its default value (based on its type)

    Returns void

updateUniformsAndSamples

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