@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
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text/typescript
/**
* Layout UVs of multiple objects so that they have no overlap
*
* @remarks
*
* lays out the UVs of input geometries so that they fit in a 1x1 square and do not overlap.
*
* @remarks
*
* This node can be very useful to prepare geometries to use a lightmap in their materials. A typical setup would be:
*
* input geometry -> sop/Face -> sop/UvUnwrap -> sop/UvLayout
*
*
*/
import {TypedSopNode} from './_Base';
import {CoreGroup} from '../../../core/geometry/Group';
import {UvLayoutSopOperation} from '../../operations/sop/UvLayout';
import {NodeParamsConfig, ParamConfig} from '../utils/params/ParamsConfig';
import {SopType} from '../../poly/registers/nodes/types/Sop';
const DEFAULT = UvLayoutSopOperation.DEFAULT_PARAMS;
class UvLayoutSopParamConfig extends NodeParamsConfig {
/** @param expected map resolution */
res = ParamConfig.INTEGER(DEFAULT.res);
/** @param padding between uv islands, in pixels */
padding = ParamConfig.INTEGER(DEFAULT.padding);
/** @param uv attribute to layout */
uv = ParamConfig.STRING(DEFAULT.uv);
/** @param new uv attribute that will be set or created */
uv2 = ParamConfig.STRING(DEFAULT.uv2);
}
const ParamsConfig = new UvLayoutSopParamConfig();
export class UvLayoutSopNode extends TypedSopNode<UvLayoutSopParamConfig> {
override paramsConfig = ParamsConfig;
static override type() {
return SopType.UV_LAYOUT;
}
override initializeNode() {
this.io.inputs.setCount(1);
this.io.inputs.initInputsClonedState(UvLayoutSopOperation.INPUT_CLONED_STATE);
}
private _operation: UvLayoutSopOperation | undefined;
override cook(input_contents: CoreGroup[]) {
this._operation = this._operation || new UvLayoutSopOperation(this.scene(), this.states, this);
const core_group = this._operation.cook(input_contents, this.pv);
this.setCoreGroup(core_group);
}
}