@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
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text/typescript
/**
* NeighbourRepulse is used in particles systems to create flocking behaviours
*
*
*
*/
import Repulse from './gl/neighbour/repulse.glsl';
import {TypedGlNode} from './_Base';
import {ThreeToGl} from '../../../../src/core/ThreeToGl';
import {ParamConfig, NodeParamsConfig} from '../utils/params/ParamsConfig';
import {ShadersCollectionController} from './code/utils/ShadersCollectionController';
import {GlConnectionPointType, GlConnectionPoint} from '../utils/io/connections/Gl';
import {FunctionGLDefinition} from './utils/GLDefinition';
import {BaseGlShaderAssembler} from './code/assemblers/_Base';
import {GlobalsTextureHandler} from './code/globals/Texture';
const OUTPUT_NAME = 'force';
class NeighbourRepulseGlParamsConfig extends NodeParamsConfig {
positionAttribName = ParamConfig.STRING('position');
position = ParamConfig.VECTOR3([0, 0, 0]);
amount = ParamConfig.FLOAT(1, {
range: [0, 1],
rangeLocked: [true, false],
});
minDist = ParamConfig.FLOAT(1, {
range: [0, 10],
rangeLocked: [true, false],
});
maxDist = ParamConfig.FLOAT(2, {
range: [0, 10],
rangeLocked: [true, false],
});
}
const ParamsConfig = new NeighbourRepulseGlParamsConfig();
export class NeighbourRepulseGlNode extends TypedGlNode<NeighbourRepulseGlParamsConfig> {
override paramsConfig = ParamsConfig;
static override type() {
return 'neighbourRepulse';
}
override initializeNode() {
super.initializeNode();
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(OUTPUT_NAME, GlConnectionPointType.VEC3),
]);
}
override setLines(shadersCollectionController: ShadersCollectionController) {
const bodyLines: string[] = [];
const position = ThreeToGl.vector3(this.variableForInputParam(this.p.position));
const amount = ThreeToGl.float(this.variableForInputParam(this.p.amount));
const minDist = ThreeToGl.float(this.variableForInputParam(this.p.minDist));
const maxDist = ThreeToGl.float(this.variableForInputParam(this.p.maxDist));
// TODO:
// - ensure that in the for loop the number of particles is known so that we don't look up non existing ones
const out = this.glVarName(OUTPUT_NAME);
const assembler = shadersCollectionController.assembler() as BaseGlShaderAssembler;
const globalsHandler = assembler.globalsHandler();
if (!globalsHandler) {
return;
}
if ((globalsHandler as GlobalsTextureHandler).attribTextureData) {
const globalsTextureHandler = globalsHandler as GlobalsTextureHandler;
const textureData = globalsTextureHandler.attribTextureData(this.pv.positionAttribName);
if (textureData) {
const {textureName, component, uvName} = textureData;
const args = [
textureName,
uvName,
position,
// repulse
amount,
minDist,
maxDist,
].join(', ');
const {functionName, functionDeclaration} = this._templateFunctionDefinition(component);
shadersCollectionController.addDefinitions(this, [new FunctionGLDefinition(this, functionDeclaration)]);
bodyLines.push(`vec3 ${out} = ${functionName}(${args})`);
}
}
shadersCollectionController.addBodyLines(this, bodyLines);
}
private _templateFunctionDefinition(component: string) {
const functionName = `${this.type()}${this.graphNodeId()}`;
const functionDeclaration = Repulse.replace('__FUNCTION__NAME__', functionName).replace(
'__COMPONENT__',
component
);
return {
functionName,
functionDeclaration,
};
}
}