@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
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text/typescript
/**
* Assigns actor nodes to input objects
*
*
*/
// import {TypedSopNode} from './_Base';
import {CoreGroup} from '../../../core/geometry/Group';
import {NodeParamsConfig, ParamConfig} from '../utils/params/ParamsConfig';
import {NetworkNodeType} from '../../poly/NodeContext';
import {filterObjectsWithGroup} from '../../../core/geometry/Mask';
import {SopType} from '../../poly/registers/nodes/types/Sop';
import {TypedActorSopNode} from './_BaseActor';
import {isBooleanTrue} from '../../../core/Type';
import {ActorBuilderNode} from '../../scene/utils/ActorsManager';
import {InputCloneMode} from '../../poly/InputCloneMode';
class ActorSopParamsConfig extends NodeParamsConfig {
/** @param select which objects this applies the actor behavior to */
group = ParamConfig.STRING('', {
objectMask: true,
});
/** @param build actor from child nodes */
useThisNode = ParamConfig.BOOLEAN(1, {
separatorAfter: true,
});
/** @param actor node */
node = ParamConfig.NODE_PATH('', {
visibleIf: {useThisNode: 0},
nodeSelection: {
types: [NetworkNodeType.ACTOR],
},
dependentOnFoundNode: false,
separatorAfter: true,
});
}
const ParamsConfig = new ActorSopParamsConfig();
export class ActorSopNode extends TypedActorSopNode<ActorSopParamsConfig> {
override readonly paramsConfig = ParamsConfig;
static override type() {
return SopType.ACTOR;
}
protected override initializeNode() {
this.io.inputs.setCount(1);
this.io.inputs.initInputsClonedState(InputCloneMode.FROM_NODE);
}
override async cook(inputCoreGroups: CoreGroup[]) {
// compile
this.compilationController.compileIfRequired();
//
const coreGroup = inputCoreGroups[0];
const objects = filterObjectsWithGroup(coreGroup, this.pv);
const actorNode = await this._findActorNode();
if (actorNode) {
const actorsManager = this.scene().actorsManager;
for (const object of objects) {
actorsManager.assignActorBuilder(object, actorNode);
}
}
this.setCoreGroup(coreGroup);
}
private async _findActorNode() {
if (isBooleanTrue(this.pv.useThisNode)) {
return this;
} else {
const node = this.pv.node.node() as ActorBuilderNode | undefined;
if (node) {
await node.compute();
}
return node;
}
}
}