@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
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text/typescript
/**
* mirrors an SDF
*
* @remarks
*
* based on [https://iquilezles.org/articles/distfunctions/](https://iquilezles.org/articles/distfunctions/)
*/
import {BaseSDFGlNode} from './_BaseSDF';
import {ThreeToGl} from '../../../../src/core/ThreeToGl';
import SDFMirrorMethods from './gl/raymarching/sdfMirror.glsl';
import {NodeParamsConfig, ParamConfig} from '../utils/params/ParamsConfig';
import {GlConnectionPointType, GlConnectionPoint} from '../utils/io/connections/Gl';
import {ShadersCollectionController} from './code/utils/ShadersCollectionController';
import {FunctionGLDefinition} from './utils/GLDefinition';
import {isBooleanTrue} from '../../../core/Type';
const OUTPUT_NAME = 'p';
class SDFMirrorGlParamsConfig extends NodeParamsConfig {
position = ParamConfig.VECTOR3([0, 0, 0], {hidden: true});
center = ParamConfig.VECTOR3([0, 0, 0]);
smooth = ParamConfig.BOOLEAN(0);
smoothFactor = ParamConfig.FLOAT(0, {
visibleIf: {smooth: 1},
step: 0.0001,
});
mirrorX = ParamConfig.BOOLEAN(1);
mirrorY = ParamConfig.BOOLEAN(1);
mirrorZ = ParamConfig.BOOLEAN(1);
}
const ParamsConfig = new SDFMirrorGlParamsConfig();
export class SDFMirrorGlNode extends BaseSDFGlNode<SDFMirrorGlParamsConfig> {
override paramsConfig = ParamsConfig;
static override type() {
return 'SDFMirror';
}
override initializeNode() {
super.initializeNode();
this.io.connection_points.spare_params.setInputlessParamNames(['mirrorX', 'mirrorY', 'mirrorZ']);
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(OUTPUT_NAME, GlConnectionPointType.VEC3),
]);
}
override setLines(shadersCollectionController: ShadersCollectionController) {
const position = this.position();
const center = ThreeToGl.vector3(this.variableForInputParam(this.p.center));
const output = this.glVarName(OUTPUT_NAME);
const suffix = this._functionSuffix();
const bodyLines: string[] = [];
if (suffix) {
const functionName = `SDFMirror${suffix}`;
const args = [`${position} - ${center}`];
if (isBooleanTrue(this.pv.smooth)) {
const smoothFactor = ThreeToGl.float(this.variableForInputParam(this.p.smoothFactor));
args.push(smoothFactor);
}
const bodyLine = `vec3 ${output} = ${functionName}(${args.join(',')})`;
bodyLines.push(bodyLine);
} else {
const bodyLine = `vec3 ${output} = ${position} - ${center}`;
bodyLines.push(bodyLine);
}
shadersCollectionController.addBodyLines(this, bodyLines);
shadersCollectionController.addDefinitions(this, [new FunctionGLDefinition(this, SDFMirrorMethods)]);
}
private _functionSuffix() {
const x = isBooleanTrue(this.pv.mirrorX);
const y = isBooleanTrue(this.pv.mirrorY);
const z = isBooleanTrue(this.pv.mirrorZ);
if (!(x || y || z)) {
return null;
}
const args: string[] = [];
if (x) args.push('X');
if (y) args.push('Y');
if (z) args.push('Z');
if (isBooleanTrue(this.pv.smooth)) {
args.push('Smooth');
}
return args.join('');
}
}