UNPKG

@polygonjs/polygonjs

Version:

node-based WebGL 3D engine https://polygonjs.com

61 lines (53 loc) 2.24 kB
/** * Function of SDF Tube/Cylinder * * @remarks * * based on [https://iquilezles.org/articles/distfunctions/](https://iquilezles.org/articles/distfunctions/) */ 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 {BaseSDFGlNode} from './_BaseSDF'; import {isBooleanTrue} from '../../../core/Type'; import {GlType} from '../../poly/registers/nodes/types/Gl'; const OUTPUT_NAME = 'float'; class SDFTubeGlParamsConfig extends NodeParamsConfig { position = ParamConfig.VECTOR3([0, 0, 0], {hidden: true}); center = ParamConfig.VECTOR3([0, 0, 0]); capped = ParamConfig.BOOLEAN(1); radius = ParamConfig.FLOAT(0.1); height = ParamConfig.FLOAT(1, { visibleIf: {capped: 1}, }); } const ParamsConfig = new SDFTubeGlParamsConfig(); export class SDFTubeGlNode extends BaseSDFGlNode<SDFTubeGlParamsConfig> { override paramsConfig = ParamsConfig; static override type() { return GlType.SDF_TUBE } 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 radius = ThreeToGl.float(this.variableForInputParam(this.p.radius)); const float = this.glVarName(OUTPUT_NAME); if (isBooleanTrue(this.pv.capped)) { const height = ThreeToGl.float(this.variableForInputParam(this.p.height)); const bodyLine = `float ${float} = sdTubeCapped(${position} - ${center}, ${height}, ${radius})`; shadersCollectionController.addBodyLines(this, [bodyLine]); } else { const bodyLine = `float ${float} = sdTube(${position} - ${center}, ${radius})`; shadersCollectionController.addBodyLines(this, [bodyLine]); } this._addSDFMethods(shadersCollectionController); } }