@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
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text/typescript
/**
* returns a noise value
*
*
*
*/
import {PolyDictionary} from '../../../types/GlobalTypes';
import {JsConnectionPointType} from '../utils/io/connections/Js';
import {ParamlessTypedJsNode} from './_Base';
import {JsLinesCollectionController} from './code/utils/JsLinesCollectionController';
import {Poly} from '../../Poly';
enum NoiseSimplexJsNodeInputName {
POSITION = 'position',
AMP = 'amp',
FREQ = 'freq',
OFFSET = 'offset',
OCTAVES = 'octaves',
AMP_MULT = 'ampMult',
FREQ_MULT = 'freqMult',
SEED = 'seed',
}
const DefaultValues: PolyDictionary<number> = {
[NoiseSimplexJsNodeInputName.POSITION]: 0,
[NoiseSimplexJsNodeInputName.AMP]: 1,
[NoiseSimplexJsNodeInputName.FREQ]: 1,
[NoiseSimplexJsNodeInputName.OFFSET]: 0,
[NoiseSimplexJsNodeInputName.OCTAVES]: 3,
[NoiseSimplexJsNodeInputName.AMP_MULT]: 0.5,
[NoiseSimplexJsNodeInputName.FREQ_MULT]: 2,
[NoiseSimplexJsNodeInputName.SEED]: 0,
};
const OUTPUT_NAME = 'noise';
const ALLOWED_INPUT_TYPES: JsConnectionPointType[] = [
JsConnectionPointType.VECTOR2,
JsConnectionPointType.VECTOR3,
JsConnectionPointType.VECTOR4,
];
function functionNameByType(type: JsConnectionPointType) {
switch (type) {
case JsConnectionPointType.VECTOR2: {
return 'noiseSimplexVector2';
}
case JsConnectionPointType.VECTOR3: {
return 'noiseSimplexVector3';
}
case JsConnectionPointType.VECTOR4: {
return 'noiseSimplexVector4';
}
}
}
export class NoiseSimplexJsNode extends ParamlessTypedJsNode {
static override type() {
return 'noiseSimplex';
}
override initializeNode() {
super.initializeNode();
this.io.connection_points.set_expected_input_types_function(this._expectedInputTypes.bind(this));
this.io.connection_points.set_expected_output_types_function(this._expectedOutputTypes.bind(this));
this.io.connection_points.set_input_name_function(this._expectedInputName.bind(this));
this.io.connection_points.set_output_name_function(this._expectedOutputName.bind(this));
}
private _firstType() {
const firstType = this.io.connection_points.first_input_connection_type();
const type = firstType && ALLOWED_INPUT_TYPES.includes(firstType) ? firstType : JsConnectionPointType.VECTOR3;
return type;
}
protected _expectedInputTypes() {
const type = this._firstType();
return [
type,
JsConnectionPointType.FLOAT,
type,
type,
JsConnectionPointType.INT,
JsConnectionPointType.FLOAT,
JsConnectionPointType.FLOAT,
JsConnectionPointType.FLOAT,
];
}
protected _expectedOutputTypes() {
const type = JsConnectionPointType.FLOAT; //this._firstType()
return [type];
}
protected _expectedInputName(index: number) {
return [
NoiseSimplexJsNodeInputName.POSITION,
NoiseSimplexJsNodeInputName.AMP,
NoiseSimplexJsNodeInputName.FREQ,
NoiseSimplexJsNodeInputName.OFFSET,
NoiseSimplexJsNodeInputName.OCTAVES,
NoiseSimplexJsNodeInputName.AMP_MULT,
NoiseSimplexJsNodeInputName.FREQ_MULT,
NoiseSimplexJsNodeInputName.SEED,
][index];
}
protected _expectedOutputName(index: number) {
return OUTPUT_NAME;
}
override paramDefaultValue(name: string) {
return DefaultValues[name];
}
override setLines(shadersCollectionController: JsLinesCollectionController) {
const position = this.variableForInput(shadersCollectionController, NoiseSimplexJsNodeInputName.POSITION);
const amp = this.variableForInput(shadersCollectionController, NoiseSimplexJsNodeInputName.AMP);
const freq = this.variableForInput(shadersCollectionController, NoiseSimplexJsNodeInputName.FREQ);
const offset = this.variableForInput(shadersCollectionController, NoiseSimplexJsNodeInputName.OFFSET);
const octaves = this.variableForInput(shadersCollectionController, NoiseSimplexJsNodeInputName.OCTAVES);
const ampMult = this.variableForInput(shadersCollectionController, NoiseSimplexJsNodeInputName.AMP_MULT);
const freqMult = this.variableForInput(shadersCollectionController, NoiseSimplexJsNodeInputName.FREQ_MULT);
const seed = this.variableForInput(shadersCollectionController, NoiseSimplexJsNodeInputName.SEED);
const varName = this.jsVarName(this._expectedOutputName(0));
const inputType = this._expectedInputTypes()[0];
const functionName = functionNameByType(inputType);
if (functionName) {
const func = Poly.namedFunctionsRegister.getFunction(functionName, this, shadersCollectionController);
shadersCollectionController.addBodyOrComputed(this, [
{
dataType: inputType,
varName,
value: func.asString(position, amp, freq, offset, octaves, ampMult, freqMult, seed),
},
]);
return;
}
}
}