@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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JavaScript
import { NodeMaterialBlock } from "../nodeMaterialBlock.js";
import { NodeMaterialBlockConnectionPointTypes } from "../Enums/nodeMaterialBlockConnectionPointTypes.js";
import { NodeMaterialBlockTargets } from "../Enums/nodeMaterialBlockTargets.js";
import { RegisterClass } from "../../../Misc/typeStore.js";
import { InputBlock } from "./Input/inputBlock.js";
import { AnimatedInputBlockTypes } from "./Input/animatedInputBlockTypes.js";
import { NodeMaterialModes } from "../Enums/nodeMaterialModes.js";
/**
* Block used to pan UV coordinates over time (similar to Unreal's Panner node).
* This block takes UV coordinates, speed values for X and Y axes, and a time input,
* then outputs animated UV coordinates that scroll based on the speed and time.
*/
export class PannerBlock extends NodeMaterialBlock {
/**
* Creates a new PannerBlock
* @param name defines the block name
*/
constructor(name) {
super(name, NodeMaterialBlockTargets.Neutral);
this.registerInput("uv", NodeMaterialBlockConnectionPointTypes.Vector2);
this.registerInput("speed", NodeMaterialBlockConnectionPointTypes.Vector2);
this.registerInput("time", NodeMaterialBlockConnectionPointTypes.Float);
this.registerOutput("output", NodeMaterialBlockConnectionPointTypes.Vector2);
}
/**
* Gets the current class name
* @returns the class name
*/
getClassName() {
return "PannerBlock";
}
/**
* Gets the uv input component
*/
get uv() {
return this._inputs[0];
}
/**
* Gets the speed input component
*/
get speed() {
return this._inputs[1];
}
/**
* Gets the time input component
*/
get time() {
return this._inputs[2];
}
/**
* Gets the output component
*/
get output() {
return this._outputs[0];
}
/**
* Auto configure the block based on the material
* @param material - the node material
* @param additionalFilteringInfo - additional filtering info
*/
autoConfigure(material, additionalFilteringInfo = () => true) {
if (!this.uv.isConnected) {
if (material.mode !== NodeMaterialModes.PostProcess && material.mode !== NodeMaterialModes.ProceduralTexture) {
const attributeName = material.mode === NodeMaterialModes.Particle ? "particle_uv" : "uv";
let uvInput = material.getInputBlockByPredicate((b) => b.isAttribute && b.name === attributeName && additionalFilteringInfo(b));
if (!uvInput) {
uvInput = new InputBlock("uv");
uvInput.setAsAttribute(attributeName);
}
uvInput.output.connectTo(this.uv);
}
}
if (!this.time.isConnected) {
let timeInput = material.getInputBlockByPredicate((b) => b.animationType === AnimatedInputBlockTypes.Time && additionalFilteringInfo(b));
if (!timeInput) {
timeInput = new InputBlock("time");
timeInput.value = 0;
timeInput.animationType = AnimatedInputBlockTypes.Time;
}
timeInput.output.connectTo(this.time);
}
}
_buildBlock(state) {
super._buildBlock(state);
const output = this._outputs[0];
// Output = UV + speed * time
state.compilationString +=
state._declareOutput(output) + ` = ${this.uv.associatedVariableName} + ${this.speed.associatedVariableName} * ${this.time.associatedVariableName};\n`;
return this;
}
}
RegisterClass("BABYLON.PannerBlock", PannerBlock);
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