@polygonjs/polygonjs
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node-based WebGL 3D engine https://polygonjs.com
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text/typescript
/**
* Function of SDF torus
*
* @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 {isBooleanTrue} from '../../../core/Type';
import {GlType} from '../../poly/registers/nodes/types/Gl';
const OUTPUT_NAME = 'float';
class SDFTorusGlParamsConfig extends NodeParamsConfig {
position = ParamConfig.VECTOR3([0, 0, 0], {hidden: true});
center = ParamConfig.VECTOR3([0, 0, 0]);
radius1 = ParamConfig.FLOAT(1);
radius2 = ParamConfig.FLOAT(0.1);
capped = ParamConfig.BOOLEAN(0);
angle = ParamConfig.FLOAT(0.5 * Math.PI, {
range: [0, Math.PI],
rangeLocked: [true, true],
step: 0.0001,
visibleIf: {capped: 1},
});
}
const ParamsConfig = new SDFTorusGlParamsConfig();
export class SDFTorusGlNode extends BaseSDFGlNode<SDFTorusGlParamsConfig> {
override paramsConfig = ParamsConfig;
static override type() {
return GlType.SDF_TORUS;
}
override initializeNode() {
super.initializeNode();
this.io.connection_points.spare_params.setInputlessParamNames(['capped']);
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(OUTPUT_NAME, GlConnectionPointType.FLOAT),
]);
}
override setLines(shadersCollectionController: ShadersCollectionController) {
const position = this.position();
const center = ThreeToGl.vector3(this.variableForInputParam(this.p.center));
const radius1 = ThreeToGl.float(this.variableForInputParam(this.p.radius1));
const radius2 = ThreeToGl.float(this.variableForInputParam(this.p.radius2));
const float = this.glVarName(OUTPUT_NAME);
if (isBooleanTrue(this.pv.capped)) {
const angle = ThreeToGl.float(this.variableForInputParam(this.p.angle));
// const rb = ThreeToGl.float(this.variableForInputParam(this.p.rb));
// const torus = `sdTorus(${position} - ${center}, vec2(${radius1},${radius2}))`;
const torusCapped = `sdCappedTorus(${position} - ${center}, ${angle}, ${radius1}, ${radius2})`;
const bodyLine = `float ${float} = ${torusCapped}`;
// const bodyLine = `float ${float} = ${torus}`;
shadersCollectionController.addBodyLines(this, [bodyLine]);
} else {
const torus = `sdTorus(${position} - ${center}, vec2(${radius1}, ${radius2}))`;
// const torusCapped = `sdCappedTorus(${position} - ${center}, vec2(${radius1},${radius2}), ${ra}, ${rb})`;
// const bodyLine = `float ${float} = ${cap} ? ${torusCapped} : ${torus}`;
const bodyLine = `float ${float} = ${torus}`;
shadersCollectionController.addBodyLines(this, [bodyLine]);
}
this._addSDFMethods(shadersCollectionController);
}
}