@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
60 lines (59 loc) • 2.45 kB
JavaScript
;
import { BaseSDFGlNode } from "./_BaseSDF";
import { ThreeToGl } from "../../../../src/core/ThreeToGl";
import { NodeParamsConfig, ParamConfig } from "../utils/params/ParamsConfig";
import { GlConnectionPointType, GlConnectionPoint } from "../utils/io/connections/Gl";
import { isBooleanTrue } from "../../../core/Type";
import { GlType } from "../../poly/registers/nodes/types/Gl";
const OUTPUT_NAME = "float";
class SDFTorusGlParamsConfig extends NodeParamsConfig {
constructor() {
super(...arguments);
this.position = ParamConfig.VECTOR3([0, 0, 0], { hidden: true });
this.center = ParamConfig.VECTOR3([0, 0, 0]);
this.radius1 = ParamConfig.FLOAT(1);
this.radius2 = ParamConfig.FLOAT(0.1);
this.capped = ParamConfig.BOOLEAN(0);
this.angle = ParamConfig.FLOAT(0.5 * Math.PI, {
range: [0, Math.PI],
rangeLocked: [true, true],
step: 1e-4,
visibleIf: { capped: 1 }
});
}
}
const ParamsConfig = new SDFTorusGlParamsConfig();
export class SDFTorusGlNode extends BaseSDFGlNode {
constructor() {
super(...arguments);
this.paramsConfig = ParamsConfig;
}
static type() {
return GlType.SDF_TORUS;
}
initializeNode() {
super.initializeNode();
this.io.connection_points.spare_params.setInputlessParamNames(["capped"]);
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 radius1 = ThreeToGl.float(this.variableForInputParam(this.p.radius1));
const radius2 = ThreeToGl.float(this.variableForInputParam(this.p.radius2));
const float = this.glVarName(OUTPUT_NAME);
if (isBooleanTrue(this.pv.capped)) {
const angle = ThreeToGl.float(this.variableForInputParam(this.p.angle));
const torusCapped = `sdCappedTorus(${position} - ${center}, ${angle}, ${radius1}, ${radius2})`;
const bodyLine = `float ${float} = ${torusCapped}`;
shadersCollectionController.addBodyLines(this, [bodyLine]);
} else {
const torus = `sdTorus(${position} - ${center}, vec2(${radius1}, ${radius2}))`;
const bodyLine = `float ${float} = ${torus}`;
shadersCollectionController.addBodyLines(this, [bodyLine]);
}
this._addSDFMethods(shadersCollectionController);
}
}