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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 { Vector3 } from "three"; import { BaseRaySphereJsNode } from "./_BaseRaySphere"; import { JsConnectionPoint, JsConnectionPointType, JS_CONNECTION_POINT_IN_NODE_DEF } from "../utils/io/connections/Js"; import { Poly } from "../../Poly"; const CONNECTION_OPTIONS = JS_CONNECTION_POINT_IN_NODE_DEF; const OUTPUT_NAME = "position"; export class RayIntersectSphereJsNode extends BaseRaySphereJsNode { static type() { return "rayIntersectSphere"; } initializeNode() { super.initializeNode(); this.io.outputs.setNamedOutputConnectionPoints([ new JsConnectionPoint(OUTPUT_NAME, JsConnectionPointType.BOOLEAN, CONNECTION_OPTIONS) ]); } setLines(shadersCollectionController) { const ray = this.variableForInput(shadersCollectionController, JsConnectionPointType.RAY); const sphere = this.variableForInput(shadersCollectionController, JsConnectionPointType.SPHERE); const out = this.jsVarName(OUTPUT_NAME); const tmpVarName = shadersCollectionController.addVariable(this, new Vector3()); const func = Poly.namedFunctionsRegister.getFunction("rayIntersectSphere", this, shadersCollectionController); const bodyLine = func.asString(ray, sphere, tmpVarName); shadersCollectionController.addBodyOrComputed(this, [ { dataType: JsConnectionPointType.VECTOR3, varName: out, value: bodyLine } ]); } }