@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
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text/typescript
/**
* Projects points from the left input geometry onto the faces of the right input geometry.
*
*/
import {TypedSopNode} from './_Base';
import {CoreGroup} from '../../../core/geometry/Group';
import {NodeParamsConfig, ParamConfig} from '../utils/params/ParamsConfig';
import {RaySopMode, RaySopOperation, RAY_SOP_MODES} from '../../operations/sop/Ray';
import {SopType} from '../../poly/registers/nodes/types/Sop';
const DEFAULT = RaySopOperation.DEFAULT_PARAMS;
class RaySopParamsConfig extends NodeParamsConfig {
/** @param method used to ray points onto the collision geometry */
mode = ParamConfig.INTEGER(DEFAULT.mode, {
menu: {
entries: RAY_SOP_MODES.map((name, value) => ({name, value})),
},
});
/** @param toggle on to use the normals as the ray direction */
useNormals = ParamConfig.BOOLEAN(DEFAULT.useNormals);
/** @param if the normals are not used as the ray direction, this define the direction used */
direction = ParamConfig.VECTOR3(DEFAULT.direction.toArray(), {
visibleIf: {useNormals: 0},
});
/** @param moves the points or leaves them in place */
transformPoints = ParamConfig.BOOLEAN(DEFAULT.transformPoints);
/** @param copies the normals from the right geometry to the left one */
transferFaceNormals = ParamConfig.BOOLEAN(DEFAULT.transferFaceNormals);
/** @param copies the UVs */
transferUVs = ParamConfig.BOOLEAN(DEFAULT.transferUVs);
/** @param adds an attribute with the distance to the hit position on the target geometry */
addDistAttribute = ParamConfig.BOOLEAN(DEFAULT.addDistAttribute);
}
const ParamsConfig = new RaySopParamsConfig();
export class RaySopNode extends TypedSopNode<RaySopParamsConfig> {
override paramsConfig = ParamsConfig;
static override type() {
return SopType.RAY;
}
override initializeNode() {
this.io.inputs.setCount(2);
this.io.inputs.initInputsClonedState(RaySopOperation.INPUT_CLONED_STATE);
}
private _operation: RaySopOperation | undefined;
override cook(inputCoreGroups: CoreGroup[]) {
this._operation = this._operation || new RaySopOperation(this._scene, this.states, this);
const coreGroup = this._operation.cook(inputCoreGroups, this.pv);
this.setCoreGroup(coreGroup);
}
setMode(mode: RaySopMode) {
this.p.mode.set(RAY_SOP_MODES.indexOf(mode));
}
}