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three

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JavaScript 3D library

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import { Material, Texture, TextureEncoding, WebGLRenderer } from '../../../../src/Three'; import { Node } from './Node'; import { NodeUniform } from './NodeUniform'; export class NodeBuilder { constructor(); slots: string[]; caches: string[]; contexts: object[]; keywords: object; nodeData: object; requires: { uv: boolean[]; color: boolean[]; lights: boolean; fog: boolean; transparent: boolean; irradiance: boolean; }; includes: { consts: object[]; functions: object[]; structs: object[]; }; attributes: object; prefixCode: string; parsCode: { vertex: string; fragment: string; }; code: { vertex: string; fragment: string; }; nodeCode: { vertex: string; fragment: string; }; resultCode: { vertex: string; fragment: string; }; finalCode: { vertex: string; fragment: string; }; inputs: { uniforms: { list: object[]; vertex: object[]; fragment: object[]; }; vars: { varying: object[]; vertex: object[]; fragment: object[]; } }; defines: object; uniforms: object; extensions: object; updaters: object[]; nodes: object[]; analyzing: boolean; build( vertex: Node, fragment: Node ): this; buildShader( shader: string, node: Node ): void; setMaterial( material: Material, renderer: WebGLRenderer ): this; addFlow( slot: string, cache?: string, context?: object ): this; removeFlow(): this; addCache( name: string ): this; removeCache(): this; addContext( context: object ): this; removeContext(): this; addSlot( name: string ): this; removeSlot(): this; addVertexCode( code: string ): void; addFragmentCode( code: string ): void; addCode( code: string, shader: string ): void; addVertexNodeCode( code: string ): void; addFragmentNodeCode( code: string ): void; addNodeCode( code: string, shader: string ): void; clearNodeCode( shader: string ): string; clearVertexNodeCode(): string; clearFragmentNodeCode(): string; addVertexFinalCode( code: string ): void; addFragmentFinalCode( code: string ): void; addFinalCode( code: string, shader: string ): void; addVertexParsCode( code: string ): void; addFragmentParsCode( code: string ): void; addParsCode( code: string, shader: string ): void; addVaryCode( code: string ): void; isCache( name: string ): boolean; isSlot( name: string ): boolean; define( name: string, value: any ): void; isDefined( name: string ): boolean; getVar( uuid: string, type: string, ns: string, shader?: string, prefix?: string, label?: string ): object; getVar( uuid: string, type: string, ns: string, label: string ): object; getAttribute( name: string, type: string ): any; getCode( shader: string ): string; getVarListCode( vars: object[], prefix?: string ): string; getVars( shader: string ): object[]; getNodeData( node: Node ): object; createUniform( shader: string, type: string, node: Node, ns?: string, needsUpdate?: boolean, label?: string ): NodeUniform; createVertexUniform( type: string, node: Node, ns?: string, needsUpdate?: boolean, label?: string ): NodeUniform; createFragmentUniform( type: string, node: Node, ns?: string, needsUpdate?: boolean, label?: string ): NodeUniform; include( node: Node, parent?: boolean, source?: string ): void; colorToVectorProperties( color: string ): string; colorToVector( color: string ): string; getIncludes( type: string, shader: string ): object[]; getIncludesCode( type: string, shader: string ): string; getConstructorFromLength( len: number ): string; isTypeMatrix( format: string ): boolean; getTypeLength( type: string ): number; getTypeFromLength( len: number ): string; findNode(): Node; resolve(): void; format( code: string, from: string, to: string ): string; getTypeByFormat( format: string ): string; getFormatByType( type: string ): string; getUuid( uuid: string, useCache?: boolean ): string; getElementByIndex( index: number ): string; getIndexByElement( elm: string ): number; isShader( shader: string ): boolean; setShader( shader: string ): this; mergeDefines( defines: object ): object; mergeUniform( uniforms: object ): object; getTextureEncodingFromMap( map: Texture ): TextureEncoding; }