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@polygonjs/polygonjs

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node-based WebGL 3D engine https://polygonjs.com

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"use strict"; import { BaseSDFGlNode } from "./_BaseSDF"; import { ThreeToGl } from "../../../../src/core/ThreeToGl"; import SDFQuaternionMethods from "./gl/quaternion.glsl"; import SDFTransformMethods from "./gl/raymarching/sdfTransform.glsl"; import { NodeParamsConfig, ParamConfig } from "../utils/params/ParamsConfig"; import { GlConnectionPointType, GlConnectionPoint } from "../utils/io/connections/Gl"; import { FunctionGLDefinition } from "./utils/GLDefinition"; import { GlType } from "../../poly/registers/nodes/types/Gl"; const OUTPUT_NAME = "p"; class SDFTransformGlParamsConfig extends NodeParamsConfig { constructor() { super(...arguments); this.position = ParamConfig.VECTOR3([0, 0, 0], { hidden: true }); this.t = ParamConfig.VECTOR3([0, 0, 0]); this.r = ParamConfig.VECTOR3([0, 0, 0]); } } const ParamsConfig = new SDFTransformGlParamsConfig(); export class SDFTransformGlNode extends BaseSDFGlNode { constructor() { super(...arguments); this.paramsConfig = ParamsConfig; } static type() { return GlType.SDF_TRANSFORM; } initializeNode() { super.initializeNode(); this.io.outputs.setNamedOutputConnectionPoints([ new GlConnectionPoint(OUTPUT_NAME, GlConnectionPointType.VEC3) ]); } setLines(shadersCollectionController) { const position = this.position(); const t = ThreeToGl.vector3(this.variableForInputParam(this.p.t)); const r = ThreeToGl.vector3(this.variableForInputParam(this.p.r)); const float = this.glVarName(OUTPUT_NAME); const bodyLine = `vec3 ${float} = SDFTransform(${position}, ${t}, ${r})`; shadersCollectionController.addBodyLines(this, [bodyLine]); shadersCollectionController.addDefinitions(this, [new FunctionGLDefinition(this, SDFQuaternionMethods)]); shadersCollectionController.addDefinitions(this, [new FunctionGLDefinition(this, SDFTransformMethods)]); } }