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@babylonjs/core

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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.

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import { __decorate } from "../../../tslib.es6.js"; import { NodeMaterialBlock } from "../nodeMaterialBlock.js"; import { NodeMaterialBlockConnectionPointTypes } from "../Enums/nodeMaterialBlockConnectionPointTypes.js"; import { NodeMaterialBlockTargets } from "../Enums/nodeMaterialBlockTargets.js"; import { RegisterClass } from "../../../Misc/typeStore.js"; import { editableInPropertyPage } from "../../../Decorators/nodeDecorator.js"; /** * block used to Generate a Worley Noise 3D Noise Pattern */ // Source: https://github.com/Erkaman/glsl-worley // Converted to BJS by Pryme8 // // Worley Noise 3D // Return vec2 value range of -1.0->1.0, F1-F2 respectivly export class WorleyNoise3DBlock extends NodeMaterialBlock { /** * Creates a new WorleyNoise3DBlock * @param name defines the block name */ constructor(name) { super(name, NodeMaterialBlockTargets.Neutral); /** Gets or sets a boolean indicating that normal should be inverted on X axis */ this.manhattanDistance = false; this.registerInput("seed", NodeMaterialBlockConnectionPointTypes.Vector3); this.registerInput("jitter", NodeMaterialBlockConnectionPointTypes.Float); this.registerOutput("output", NodeMaterialBlockConnectionPointTypes.Vector2); this.registerOutput("x", NodeMaterialBlockConnectionPointTypes.Float); this.registerOutput("y", NodeMaterialBlockConnectionPointTypes.Float); } /** * Gets the current class name * @returns the class name */ getClassName() { return "WorleyNoise3DBlock"; } /** * Gets the seed input component */ get seed() { return this._inputs[0]; } /** * Gets the jitter input component */ get jitter() { return this._inputs[1]; } /** * Gets the output component */ get output() { return this._outputs[0]; } /** * Gets the x component */ get x() { return this._outputs[1]; } /** * Gets the y component */ get y() { return this._outputs[2]; } _buildBlock(state) { super._buildBlock(state); if (!this.seed.isConnected) { return; } if (!this.output.hasEndpoints && !this.x.hasEndpoints && !this.y.hasEndpoints) { return; } let functionString = `vec3 permute(vec3 x){\n`; functionString += ` return mod((34.0 * x + 1.0) * x, 289.0);\n`; functionString += `}\n\n`; functionString += `vec3 dist(vec3 x, vec3 y, vec3 z, bool manhattanDistance){\n`; functionString += ` return [manhattanDistance ? abs(x) + abs(y) + abs(z) : (x * x + y * y + z * z)];\n`; functionString += `}\n\n`; functionString += `vec2 worley(vec3 P, float jitter, bool manhattanDistance){\n`; functionString += ` float K = 0.142857142857; // 1/7\n`; functionString += ` float Ko = 0.428571428571; // 1/2-K/2\n`; functionString += ` float K2 = 0.020408163265306; // 1/(7*7)\n`; functionString += ` float Kz = 0.166666666667; // 1/6\n`; functionString += ` float Kzo = 0.416666666667; // 1/2-1/6*2\n`; functionString += `\n`; functionString += ` vec3 Pi = mod(floor(P), 289.0);\n`; functionString += ` vec3 Pf = fract(P) - 0.5;\n`; functionString += `\n`; functionString += ` vec3 Pfx = Pf.x + vec3(1.0, 0.0, -1.0);\n`; functionString += ` vec3 Pfy = Pf.y + vec3(1.0, 0.0, -1.0);\n`; functionString += ` vec3 Pfz = Pf.z + vec3(1.0, 0.0, -1.0);\n`; functionString += `\n`; functionString += ` vec3 p = permute(Pi.x + vec3(-1.0, 0.0, 1.0));\n`; functionString += ` vec3 p1 = permute(p + Pi.y - 1.0);\n`; functionString += ` vec3 p2 = permute(p + Pi.y);\n`; functionString += ` vec3 p3 = permute(p + Pi.y + 1.0);\n`; functionString += `\n`; functionString += ` vec3 p11 = permute(p1 + Pi.z - 1.0);\n`; functionString += ` vec3 p12 = permute(p1 + Pi.z);\n`; functionString += ` vec3 p13 = permute(p1 + Pi.z + 1.0);\n`; functionString += `\n`; functionString += ` vec3 p21 = permute(p2 + Pi.z - 1.0);\n`; functionString += ` vec3 p22 = permute(p2 + Pi.z);\n`; functionString += ` vec3 p23 = permute(p2 + Pi.z + 1.0);\n`; functionString += `\n`; functionString += ` vec3 p31 = permute(p3 + Pi.z - 1.0);\n`; functionString += ` vec3 p32 = permute(p3 + Pi.z);\n`; functionString += ` vec3 p33 = permute(p3 + Pi.z + 1.0);\n`; functionString += `\n`; functionString += ` vec3 ox11 = fract(p11*K) - Ko;\n`; functionString += ` vec3 oy11 = mod(floor(p11*K), 7.0)*K - Ko;\n`; functionString += ` vec3 oz11 = floor(p11*K2)*Kz - Kzo; // p11 < 289 guaranteed\n`; functionString += `\n`; functionString += ` vec3 ox12 = fract(p12*K) - Ko;\n`; functionString += ` vec3 oy12 = mod(floor(p12*K), 7.0)*K - Ko;\n`; functionString += ` vec3 oz12 = floor(p12*K2)*Kz - Kzo;\n`; functionString += `\n`; functionString += ` vec3 ox13 = fract(p13*K) - Ko;\n`; functionString += ` vec3 oy13 = mod(floor(p13*K), 7.0)*K - Ko;\n`; functionString += ` vec3 oz13 = floor(p13*K2)*Kz - Kzo;\n`; functionString += `\n`; functionString += ` vec3 ox21 = fract(p21*K) - Ko;\n`; functionString += ` vec3 oy21 = mod(floor(p21*K), 7.0)*K - Ko;\n`; functionString += ` vec3 oz21 = floor(p21*K2)*Kz - Kzo;\n`; functionString += `\n`; functionString += ` vec3 ox22 = fract(p22*K) - Ko;\n`; functionString += ` vec3 oy22 = mod(floor(p22*K), 7.0)*K - Ko;\n`; functionString += ` vec3 oz22 = floor(p22*K2)*Kz - Kzo;\n`; functionString += `\n`; functionString += ` vec3 ox23 = fract(p23*K) - Ko;\n`; functionString += ` vec3 oy23 = mod(floor(p23*K), 7.0)*K - Ko;\n`; functionString += ` vec3 oz23 = floor(p23*K2)*Kz - Kzo;\n`; functionString += `\n`; functionString += ` vec3 ox31 = fract(p31*K) - Ko;\n`; functionString += ` vec3 oy31 = mod(floor(p31*K), 7.0)*K - Ko;\n`; functionString += ` vec3 oz31 = floor(p31*K2)*Kz - Kzo;\n`; functionString += `\n`; functionString += ` vec3 ox32 = fract(p32*K) - Ko;\n`; functionString += ` vec3 oy32 = mod(floor(p32*K), 7.0)*K - Ko;\n`; functionString += ` vec3 oz32 = floor(p32*K2)*Kz - Kzo;\n`; functionString += `\n`; functionString += ` vec3 ox33 = fract(p33*K) - Ko;\n`; functionString += ` vec3 oy33 = mod(floor(p33*K), 7.0)*K - Ko;\n`; functionString += ` vec3 oz33 = floor(p33*K2)*Kz - Kzo;\n`; functionString += `\n`; functionString += ` vec3 dx11 = Pfx + jitter*ox11;\n`; functionString += ` vec3 dy11 = Pfy.x + jitter*oy11;\n`; functionString += ` vec3 dz11 = Pfz.x + jitter*oz11;\n`; functionString += `\n`; functionString += ` vec3 dx12 = Pfx + jitter*ox12;\n`; functionString += ` vec3 dy12 = Pfy.x + jitter*oy12;\n`; functionString += ` vec3 dz12 = Pfz.y + jitter*oz12;\n`; functionString += `\n`; functionString += ` vec3 dx13 = Pfx + jitter*ox13;\n`; functionString += ` vec3 dy13 = Pfy.x + jitter*oy13;\n`; functionString += ` vec3 dz13 = Pfz.z + jitter*oz13;\n`; functionString += `\n`; functionString += ` vec3 dx21 = Pfx + jitter*ox21;\n`; functionString += ` vec3 dy21 = Pfy.y + jitter*oy21;\n`; functionString += ` vec3 dz21 = Pfz.x + jitter*oz21;\n`; functionString += `\n`; functionString += ` vec3 dx22 = Pfx + jitter*ox22;\n`; functionString += ` vec3 dy22 = Pfy.y + jitter*oy22;\n`; functionString += ` vec3 dz22 = Pfz.y + jitter*oz22;\n`; functionString += `\n`; functionString += ` vec3 dx23 = Pfx + jitter*ox23;\n`; functionString += ` vec3 dy23 = Pfy.y + jitter*oy23;\n`; functionString += ` vec3 dz23 = Pfz.z + jitter*oz23;\n`; functionString += `\n`; functionString += ` vec3 dx31 = Pfx + jitter*ox31;\n`; functionString += ` vec3 dy31 = Pfy.z + jitter*oy31;\n`; functionString += ` vec3 dz31 = Pfz.x + jitter*oz31;\n`; functionString += `\n`; functionString += ` vec3 dx32 = Pfx + jitter*ox32;\n`; functionString += ` vec3 dy32 = Pfy.z + jitter*oy32;\n`; functionString += ` vec3 dz32 = Pfz.y + jitter*oz32;\n`; functionString += `\n`; functionString += ` vec3 dx33 = Pfx + jitter*ox33;\n`; functionString += ` vec3 dy33 = Pfy.z + jitter*oy33;\n`; functionString += ` vec3 dz33 = Pfz.z + jitter*oz33;\n`; functionString += `\n`; functionString += ` vec3 d11 = dist(dx11, dy11, dz11, manhattanDistance);\n`; functionString += ` vec3 d12 = dist(dx12, dy12, dz12, manhattanDistance);\n`; functionString += ` vec3 d13 = dist(dx13, dy13, dz13, manhattanDistance);\n`; functionString += ` vec3 d21 = dist(dx21, dy21, dz21, manhattanDistance);\n`; functionString += ` vec3 d22 = dist(dx22, dy22, dz22, manhattanDistance);\n`; functionString += ` vec3 d23 = dist(dx23, dy23, dz23, manhattanDistance);\n`; functionString += ` vec3 d31 = dist(dx31, dy31, dz31, manhattanDistance);\n`; functionString += ` vec3 d32 = dist(dx32, dy32, dz32, manhattanDistance);\n`; functionString += ` vec3 d33 = dist(dx33, dy33, dz33, manhattanDistance);\n`; functionString += `\n`; functionString += ` vec3 d1a = min(d11, d12);\n`; functionString += ` d12 = max(d11, d12);\n`; functionString += ` d11 = min(d1a, d13); // Smallest now not in d12 or d13\n`; functionString += ` d13 = max(d1a, d13);\n`; functionString += ` d12 = min(d12, d13); // 2nd smallest now not in d13\n`; functionString += ` vec3 d2a = min(d21, d22);\n`; functionString += ` d22 = max(d21, d22);\n`; functionString += ` d21 = min(d2a, d23); // Smallest now not in d22 or d23\n`; functionString += ` d23 = max(d2a, d23);\n`; functionString += ` d22 = min(d22, d23); // 2nd smallest now not in d23\n`; functionString += ` vec3 d3a = min(d31, d32);\n`; functionString += ` d32 = max(d31, d32);\n`; functionString += ` d31 = min(d3a, d33); // Smallest now not in d32 or d33\n`; functionString += ` d33 = max(d3a, d33);\n`; functionString += ` d32 = min(d32, d33); // 2nd smallest now not in d33\n`; functionString += ` vec3 da = min(d11, d21);\n`; functionString += ` d21 = max(d11, d21);\n`; functionString += ` d11 = min(da, d31); // Smallest now in d11\n`; functionString += ` d31 = max(da, d31); // 2nd smallest now not in d31\n`; functionString += ` if (d11.x >= d11.y) { vec2 temp = d11.yx; d11.x = temp.x; d11.y = temp.y; }\n`; functionString += ` if (d11.x >= d11.z) { vec2 temp = d11.zx; d11.x = temp.x; d11.z = temp.y; }\n`; functionString += ` d12 = min(d12, d21); // 2nd smallest now not in d21\n`; functionString += ` d12 = min(d12, d22); // nor in d22\n`; functionString += ` d12 = min(d12, d31); // nor in d31\n`; functionString += ` d12 = min(d12, d32); // nor in d32\n`; functionString += ` vec2 temp2 = min(d11.yz, d12.xy); // nor in d12.yz\n`; functionString += ` d11.y = temp2.x;\n`; functionString += ` d11.z = temp2.y;\n`; functionString += ` d11.y = min(d11.y, d12.z); // Only two more to go\n`; functionString += ` d11.y = min(d11.y, d11.z); // Done! (Phew!)\n`; functionString += ` return sqrt(d11.xy); // F1, F2\n`; functionString += `}\n\n`; if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) { functionString = state._babylonSLtoWGSL(functionString); } else { functionString = state._babylonSLtoGLSL(functionString); } state._emitFunction("worley3D", functionString, "// Worley3D"); const tempVariable = state._getFreeVariableName("worleyTemp"); state.compilationString += `${state._declareLocalVar(tempVariable, NodeMaterialBlockConnectionPointTypes.Vector2)} = worley(${this.seed.associatedVariableName}, ${this.jitter.associatedVariableName}, ${this.manhattanDistance});\n`; if (this.output.hasEndpoints) { state.compilationString += state._declareOutput(this.output) + ` = ${tempVariable};\n`; } if (this.x.hasEndpoints) { state.compilationString += state._declareOutput(this.x) + ` = ${tempVariable}.x;\n`; } if (this.y.hasEndpoints) { state.compilationString += state._declareOutput(this.y) + ` = ${tempVariable}.y;\n`; } return this; } /** * Exposes the properties to the UI? * @returns - boolean indicating if the block has properties or not */ _dumpPropertiesCode() { const codeString = super._dumpPropertiesCode() + `${this._codeVariableName}.manhattanDistance = ${this.manhattanDistance};\n`; return codeString; } /** * Exposes the properties to the Serialize? * @returns - a serialized object */ serialize() { const serializationObject = super.serialize(); serializationObject.manhattanDistance = this.manhattanDistance; return serializationObject; } /** * Exposes the properties to the deserialize? * @param serializationObject * @param scene * @param rootUrl */ _deserialize(serializationObject, scene, rootUrl) { super._deserialize(serializationObject, scene, rootUrl); this.manhattanDistance = serializationObject.manhattanDistance; } } __decorate([ editableInPropertyPage("Use Manhattan Distance", 0 /* PropertyTypeForEdition.Boolean */, "PROPERTIES", { embedded: true, notifiers: { update: false } }) ], WorleyNoise3DBlock.prototype, "manhattanDistance", void 0); RegisterClass("BABYLON.WorleyNoise3DBlock", WorleyNoise3DBlock); //# sourceMappingURL=worleyNoise3DBlock.js.map