@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
72 lines (64 loc) • 2.41 kB
text/typescript
/**
* revolves P around an axis before using it as an input for 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 {NodeParamsConfig, ParamConfig} from '../utils/params/ParamsConfig';
import {GlConnectionPointType, GlConnectionPoint} from '../utils/io/connections/Gl';
import {ShadersCollectionController} from './code/utils/ShadersCollectionController';
import {GlType} from '../../poly/registers/nodes/types/Gl';
enum SDFRevolutionGlAxis {
X = 'X',
Y = 'Y',
Z = 'Z',
}
const SDF_REVOLUTION_AXISES: SDFRevolutionGlAxis[] = [
SDFRevolutionGlAxis.X,
SDFRevolutionGlAxis.Y,
SDFRevolutionGlAxis.Z,
];
const OUTPUT_NAME = 'p';
class SDFRevolutionGlParamsConfig extends NodeParamsConfig {
position = ParamConfig.VECTOR3([0, 0, 0], {hidden: true});
center = ParamConfig.VECTOR3([0, 0, 0]);
radius = ParamConfig.FLOAT(1);
axis = ParamConfig.INTEGER(SDF_REVOLUTION_AXISES.indexOf(SDFRevolutionGlAxis.Y), {
menu: {
entries: SDF_REVOLUTION_AXISES.map((name, value) => ({name, value})),
},
});
}
const ParamsConfig = new SDFRevolutionGlParamsConfig();
export class SDFRevolutionGlNode extends BaseSDFGlNode<SDFRevolutionGlParamsConfig> {
override paramsConfig = ParamsConfig;
static override type() {
return GlType.SDF_REVOLUTION;
}
override initializeNode() {
super.initializeNode();
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(OUTPUT_NAME, GlConnectionPointType.VEC2),
]);
}
setAxis(axis: SDFRevolutionGlAxis) {
this.p.axis.set(SDF_REVOLUTION_AXISES.indexOf(axis));
}
override setLines(shadersCollectionController: ShadersCollectionController) {
const position = this.position();
const center = ThreeToGl.vector3(this.variableForInputParam(this.p.center));
const radius = ThreeToGl.float(this.variableForInputParam(this.p.radius));
const out = this.glVarName(OUTPUT_NAME);
const functionName = this._functionName();
const bodyLine = `vec2 ${out} = ${functionName}(${position} - ${center}, ${radius})`;
shadersCollectionController.addBodyLines(this, [bodyLine]);
this._addSDFMethods(shadersCollectionController);
}
private _functionName() {
const axis = SDF_REVOLUTION_AXISES[this.pv.axis];
return `SDFRevolution${axis}`;
}
}