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@polygonjs/polygonjs

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

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/** * 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)); } }