Constructor
new L3D.NodeOutput()
Properties
The list of NodeInputs connnected to from this output.
A dataSource dynamically provides the data for the output, rather than it being computed by the node.
Does this output have any connections?
The unique id of the output.
If true the output does not need to be recomputed.
Does the data for this node need to be recomputed?
The name of the output.
The node that owns the outptu.
The data type of the output. If it's a dynamic type, then it will get the type from the node.
Methods
configure(info)
Configure the NodeOutput with the given data.
info |
Object |
disconnect(input, skipInputDisconnect)
Disconnect the given input from this output.
input |
NodeInput | |
skipInputDisconnect |
bool | if true, then the input.disconnect will not be called. This is used to avoid cycles when it's called from NodeInput.disconnect. |
disconnectAll()
Disconnect all connections from this node.
execute()
Calls executeEvent for all connected nodes.
get(context)
Get the value of an node output, which calls the nodes compute method if the data is invalid.
context |
* | Optional context used for computing the value. |
set(value)
Set the data stored by this output. This cached value will be used by subsequent calls to get.
value |
* |
setDirty(fromShaderUniform)
Mark the node output as dirty.
fromShaderUniform |
bool | If the dirty propagation was originated from a shader uniform output. This is used by Material nodes to avoid invalidating shader data unnecessarily causing shaders to be regenerated when a uniform value changes. |