Class MinBlock
Hierarchy
-
NodeMaterialBlock
- MinBlock
Index
Constructors
Properties
Accessors
Methods
- auto
Configure - bind
- build
- clone
- connect
To - dispose
- get
Class Name - get
First Available Input - get
First Available Output - get
Input ByName - get
Output ByName - get
Sibling Output - initialize
- initialize
Defines - is
Ready - prepare
Defines - provide
Fallbacks - register
Input - register
Output - replace
Repeatable Content - serialize
- update
Uniforms And Samples - validate
Block Name
Constructors
constructor
-
Creates a new MinBlock
Parameters
-
name: string
defines the block name
Returns MinBlock
-
Properties
commentsSearch playground for comments
Gets or sets the comments associated with this block
inputs Are ExclusiveSearch playground for inputsAreExclusive
Gets or sets a boolean indicating that only one input can be connected at a time
unique IdSearch playground for uniqueId
Gets or sets the unique id of the node
visible InInspectorSearch playground for visibleInInspector
Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default)
visible OnFrameSearch playground for visibleOnFrame
Gets or sets a boolean indicating that this input can be edited from a collapsed frame
Accessors
build Id
-
Gets or sets the build Id
Returns number
-
Gets or sets the build Id
Parameters
-
value: number
Returns any
-
inputs
-
Gets the list of input points
Returns NodeMaterialConnectionPoint[]
is Final Merger
-
Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
Returns boolean
is Input
-
Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
Returns boolean
is Unique
-
Gets a boolean indicating that this block can only be used once per NodeMaterial
Returns boolean
left
-
Gets the left operand input component
Returns NodeMaterialConnectionPoint
name
-
Gets the name of the block
Returns string
-
Sets the name of the block. Will check if the name is valid.
Parameters
-
newName: string
Returns any
-
output
-
Gets the output component
Returns NodeMaterialConnectionPoint
outputs
-
Gets the list of output points
Returns NodeMaterialConnectionPoint[]
right
-
Gets the right operand input component
Returns NodeMaterialConnectionPoint
target
-
Gets or sets the target of the block
Returns NodeMaterialBlockTargets
-
Gets or sets the target of the block
Parameters
-
value: NodeMaterialBlockTargets
Returns any
-
Methods
auto ConfigureSearch playground for autoConfigure
-
Lets the block try to connect some inputs automatically
Parameters
-
material: NodeMaterial
defines the hosting NodeMaterial
Returns void
-
bindSearch playground for bind
-
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
-
Optional subMesh: SubMesh
defines the submesh that will be rendered
Returns void
-
buildSearch playground for build
-
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
-
cloneSearch playground for clone
-
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
-
connect ToSearch playground for connectTo
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Connect current block with another block
Parameters
-
other: NodeMaterialBlock
defines the block to connect with
-
Optional options: { input?: string; output?: string; outputSwizzle?: string }
define the various options to help pick the right connections
-
Optional input?: string
-
Optional output?: string
-
Optional output
Swizzle?: string
-
Returns this | undefined
the current block
-
disposeSearch playground for dispose
-
Release resources
Returns void
get Class NameSearch playground for getClassName
-
Gets the current class name
Returns string
the class name
get First Available InputSearch playground for getFirstAvailableInput
-
Will return the first available input e.g. the first one which is not an uniform or an attribute
Parameters
-
Optional forOutput: Nullable<NodeMaterialConnectionPoint>
defines an optional connection point to check compatibility with
Returns Nullable<NodeMaterialConnectionPoint>
the first available input or null
-
get First Available OutputSearch playground for getFirstAvailableOutput
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Will return the first available output e.g. the first one which is not yet connected and not a varying
Parameters
-
Optional forBlock: Nullable<NodeMaterialBlock>
defines an optional block to check compatibility with
Returns Nullable<NodeMaterialConnectionPoint>
the first available input or null
-
get Input ByNameSearch playground for getInputByName
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Find an input by its name
Parameters
-
name: string
defines the name of the input to look for
Returns Nullable<NodeMaterialConnectionPoint>
the input or null if not found
-
get Output ByNameSearch playground for getOutputByName
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Find an output by its name
Parameters
-
name: string
defines the name of the outputto look for
Returns Nullable<NodeMaterialConnectionPoint>
the output or null if not found
-
get Sibling OutputSearch playground for getSiblingOutput
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Gets the sibling of the given output
Parameters
-
current: NodeMaterialConnectionPoint
defines the current output
Returns Nullable<NodeMaterialConnectionPoint>
the next output in the list or null
-
initializeSearch playground for initialize
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Initialize the block and prepare the context for build
Parameters
-
state: NodeMaterialBuildState
defines the state that will be used for the build
Returns void
-
initialize DefinesSearch playground for initializeDefines
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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
-
is ReadySearch playground for isReady
-
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
-
prepare DefinesSearch playground for prepareDefines
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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
-
Optional subMesh: SubMesh
defines which submesh to render
Returns void
-
provide FallbacksSearch playground for provideFallbacks
-
Add potential fallbacks if shader compilation fails
Parameters
-
mesh: AbstractMesh
defines the mesh to be rendered
-
fallbacks: EffectFallbacks
defines the current prioritized list of fallbacks
Returns void
-
register InputSearch playground for registerInput
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Register a new input. Must be called inside a block constructor
Parameters
-
name: string
defines the connection point name
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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)
-
Optional point: NodeMaterialConnectionPoint
an already created connection point. If not provided, create a new one
Returns this
the current block
-
register OutputSearch playground for registerOutput
-
Register a new output. Must be called inside a block constructor
Parameters
-
name: string
defines the connection point name
-
type: NodeMaterialBlockConnectionPointTypes
defines the connection point type
-
Optional target: NodeMaterialBlockTargets
defines the target to use to limit the connection point (will be VertexAndFragment by default)
-
Optional point: NodeMaterialConnectionPoint
an already created connection point. If not provided, create a new one
Returns this
the current block
-
replace Repeatable ContentSearch playground for replaceRepeatableContent
-
Function called when a block is declared as repeatable content generator
Parameters
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vertexShaderState: NodeMaterialBuildState
defines the current compilation state for the vertex shader
-
fragmentShaderState: NodeMaterialBuildState
defines the current compilation state for the fragment shader
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mesh: AbstractMesh
defines the mesh to be rendered
-
defines: NodeMaterialDefines
defines the material defines to update
Returns void
-
serializeSearch playground for serialize
-
Serializes this block in a JSON representation
Returns any
the serialized block object
update Uniforms And SamplesSearch playground for updateUniformsAndSamples
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Add uniforms, samplers and uniform buffers at compilation time
Parameters
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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
-
validate Block NameSearch playground for validateBlockName
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Validates the new name for the block node.
Parameters
-
newName: string
the new name to be given to the node.
Returns boolean
false if the name is a reserve word, else true.
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Block used to get the min of 2 values