API

Class MeshAttributeExistsBlock

Block used to check if Mesh attribute of specified type exists and provide an alternative fallback input for to use in such case

Hierarchy (View Summary)

Index
attributeType: MeshAttributeExistsBlockTypes = MeshAttributeExistsBlockTypes.None

Defines which mesh attribute to use

comments: string = ""

Gets or sets the comments associated with this block

inputsAreExclusive: boolean = false

Gets or sets a boolean indicating that only one input can be connected at a time

onCodeIsReadyObservable: any = ...

Observable raised when the block code is ready (if the code loading is async)

uniqueId: number

Gets or sets the unique id of the node

visibleInInspector: boolean = false

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

visibleOnFrame: boolean = false

Gets or sets a boolean indicating that this input can be edited from a collapsed frame

  • get willBeGeneratedIntoVertexShaderFromFragmentShader(): boolean

    Gets a boolean indicating that the code of this block will be promoted to vertex shader even if connected to fragment output

    Returns boolean

  • Deserializes the block from a serialization object

    Parameters

    • serializationObject: any

      the object to deserialize from

    • scene: Scene

      the current scene

    • rootUrl: string

      the root URL for loading

    Returns void

  • Add uniforms, samplers and uniform buffers at compilation time

    Parameters

    • state: NodeMaterialBuildState

      defines the state to update

    • nodeMaterial: NodeMaterial

      defines the node material requesting the update

    • defines: NodeMaterialDefines

      defines the material defines to update

    • uniformBuffers: string[]

      defines the list of uniform buffer names

    Returns void