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polygonjs-engine

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

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/** * Receives multiple events * * @remarks * This is useful when you want to allow an downstream node to be triggered by multiple possible events * */ import {TypedEventNode} from './_Base'; import {EventContext} from '../../scene/utils/events/_BaseEventsController'; import {EventConnectionPointType} from '../utils/io/connections/Event'; const OUTPUT_NAME = 'event'; import {NodeParamsConfig, ParamConfig} from '../utils/params/ParamsConfig'; class AnyEventParamsConfig extends NodeParamsConfig { /** @param toggle on to ensure events are transfered */ active = ParamConfig.BOOLEAN(1); /** @param number of possible events */ inputsCount = ParamConfig.INTEGER(5, { range: [1, 10], rangeLocked: [true, false], }); } const ParamsConfig = new AnyEventParamsConfig(); export class AnyEventNode extends TypedEventNode<AnyEventParamsConfig> { params_config = ParamsConfig; static type() { return 'any'; } initializeNode() { this.io.connection_points.set_expected_input_types_function(this._expected_input_types.bind(this)); this.io.connection_points.set_input_name_function(this._input_name.bind(this)); this.io.connection_points.set_output_name_function(() => OUTPUT_NAME); this.io.connection_points.set_expected_output_types_function(() => [EventConnectionPointType.BASE]); } private _expected_input_types() { const list: EventConnectionPointType[] = new Array(this.pv.inputsCount); list.fill(EventConnectionPointType.BASE); return list; } protected _input_name(index: number) { return `trigger${index}`; } async process_event(event_context: EventContext<Event>) { if (this.p.active.isDirty()) { await this.p.active.compute(); } if (this.pv.active) { this.dispatch_event_to_output(OUTPUT_NAME, event_context); } } }