@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
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text/typescript
/**
* position from local to world
*
*
*
*/
import {TypedGlNode} from './_Base';
import {NodeParamsConfig, ParamConfig} from '../utils/params/ParamsConfig';
import {GlConnectionPointType, GlConnectionPoint} from '../utils/io/connections/Gl';
import {ShadersCollectionController} from './code/utils/ShadersCollectionController';
import {ShaderName} from '../utils/shaders/ShaderName';
import {ThreeToGl} from '../../../core/ThreeToGl';
const OUTPUT_NAME = 'worldPosition';
class PositionToWorldGlParamsConfig extends NodeParamsConfig {
position = ParamConfig.VECTOR3([0, 1, 0]);
}
const ParamsConfig = new PositionToWorldGlParamsConfig();
export class PositionToWorldGlNode extends TypedGlNode<PositionToWorldGlParamsConfig> {
override paramsConfig = ParamsConfig;
static override type(): Readonly<'positionToWorld'> {
return 'positionToWorld';
}
override initializeNode() {
super.initializeNode();
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(OUTPUT_NAME, GlConnectionPointType.VEC4),
]);
}
override setLines(linesController: ShadersCollectionController) {
if (linesController.currentShaderName() == ShaderName.VERTEX) {
const input = ThreeToGl.vector3(this.variableForInputParam(this.p.position));
const outValue = this.glVarName(OUTPUT_NAME);
const bodyLine = `vec4 ${outValue} = modelMatrix * vec4(${input}, 1.0)`;
linesController.addBodyLines(this, [bodyLine], ShaderName.VERTEX);
}
}
}