@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
53 lines (52 loc) • 2.19 kB
JavaScript
"use strict";
import { ThreeToGl } from "../../../core/ThreeToGl";
import { NodeParamsConfig, ParamConfig } from "../utils/params/ParamsConfig";
import { GlConnectionPointType, GlConnectionPoint } from "../utils/io/connections/Gl";
import { BaseSDFGlNode } from "./_BaseSDF";
import { GlType } from "../../poly/registers/nodes/types/Gl";
const OUTPUT_NAME = "float";
class SDFHorseShoeGlParamsConfig extends NodeParamsConfig {
constructor() {
super(...arguments);
this.position = ParamConfig.VECTOR3([0, 0, 0], { hidden: true });
this.center = ParamConfig.VECTOR3([0, 0, 0]);
this.angle = ParamConfig.FLOAT(1, {
range: [0, Math.PI],
rangeLocked: [true, true],
step: 1e-5
});
this.radius = ParamConfig.FLOAT(1);
this.length = ParamConfig.FLOAT(1);
this.thickness = ParamConfig.FLOAT(0.1);
this.width = ParamConfig.FLOAT(0.1);
}
}
const ParamsConfig = new SDFHorseShoeGlParamsConfig();
export class SDFHorseShoeGlNode extends BaseSDFGlNode {
constructor() {
super(...arguments);
this.paramsConfig = ParamsConfig;
}
static type() {
return GlType.SDF_HORSE_SHOE;
}
initializeNode() {
super.initializeNode();
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(OUTPUT_NAME, GlConnectionPointType.FLOAT)
]);
}
setLines(shadersCollectionController) {
const position = this.position();
const center = ThreeToGl.vector3(this.variableForInputParam(this.p.center));
const angle = ThreeToGl.float(this.variableForInputParam(this.p.angle));
const radius = ThreeToGl.float(this.variableForInputParam(this.p.radius));
const length = ThreeToGl.float(this.variableForInputParam(this.p.length));
const thickness = ThreeToGl.float(this.variableForInputParam(this.p.thickness));
const width = ThreeToGl.float(this.variableForInputParam(this.p.width));
const float = this.glVarName(OUTPUT_NAME);
const bodyLine = `float ${float} = sdHorseshoe(${position} - ${center}, ${angle}, ${radius}, ${length}, vec2(${thickness}, ${width}))`;
shadersCollectionController.addBodyLines(this, [bodyLine]);
this._addSDFMethods(shadersCollectionController);
}
}