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@polygonjs/polygonjs

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node-based WebGL 3D engine https://polygonjs.com

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/** * Update a scene before some passes are rendered * * @remarks * The node can also be provided a second input, which has to be an UpdateScene post node. * This node will then be able to reset the changes made by this node. * */ import { TypedPostNode, TypedPostNodeContext } from './_Base'; import { NodeParamsConfig } from '../utils/params/ParamsConfig'; import { UpdateScenePass } from './utils/effects/UpdateScenePass'; import { CoreObjectType, ObjectContent } from '../../../core/geometry/ObjectContent'; import { PostType } from '../../poly/registers/nodes/types/Post'; declare class UpdateScenePostParamsConfig extends NodeParamsConfig { /** @param reset */ reset: import("../utils/params/ParamsConfig").ParamTemplate<import("../../index_all").ParamType.BOOLEAN>; /** @param objects Mask */ objectsMask: import("../utils/params/ParamsConfig").ParamTemplate<import("../../index_all").ParamType.STRING>; /** @param invertMask */ invertMask: import("../utils/params/ParamsConfig").ParamTemplate<import("../../index_all").ParamType.BOOLEAN>; /** @param prints which objects are targeted by this node, for debugging */ /** @param update selected objects material to a matte one */ setMatteMaterial: import("../utils/params/ParamsConfig").ParamTemplate<import("../../index_all").ParamType.BOOLEAN>; /** @param set visible state */ setVisible: import("../utils/params/ParamsConfig").ParamTemplate<import("../../index_all").ParamType.BOOLEAN>; /** @param set visible state */ visible: import("../utils/params/ParamsConfig").ParamTemplate<import("../../index_all").ParamType.BOOLEAN>; /** @param reset */ resetChanges: import("../utils/params/ParamsConfig").ParamTemplate<import("../../index_all").ParamType.BUTTON>; } export declare class UpdateScenePostNode extends TypedPostNode<UpdateScenePass, UpdateScenePostParamsConfig> { paramsConfig: UpdateScenePostParamsConfig; static type(): PostType; initializeNode(): void; createPass(context: TypedPostNodeContext): UpdateScenePass; updatePass(pass: UpdateScenePass): void; private _nodeToReset; static PARAM_CALLBACK_resetChanges(node: UpdateScenePostNode): void; private _objectsList; objectsList(): ObjectContent<CoreObjectType>[]; private _materialByMesh; private _visibleByObject; applyChanges(): void; resetChanges(): void; private _updateObjectBound; private _updateObject; } export {};