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import Node, { addNodeClass } from '../core/Node.js';
import { getValueType } from '../core/NodeUtils.js';
import { buffer } from '../accessors/BufferNode.js';
//import { bufferAttribute } from '../accessors/BufferAttributeNode.js';
import { instanceIndex } from '../core/IndexNode.js';
import { nodeProxy, float } from '../shadernode/ShaderNode.js';
import { Vector4, MathUtils } from 'three';
let min = null;
let max = null;
class RangeNode extends Node {
constructor( minNode = float(), maxNode = float() ) {
super();
this.minNode = minNode;
this.maxNode = maxNode;
}
getVectorLength( builder ) {
const minLength = builder.getTypeLength( getValueType( this.minNode.value ) );
const maxLength = builder.getTypeLength( getValueType( this.maxNode.value ) );
return minLength > maxLength ? minLength : maxLength;
}
getNodeType( builder ) {
return builder.object.isInstancedMesh === true ? builder.getTypeFromLength( this.getVectorLength( builder ) ) : 'float';
}
setup( builder ) {
const object = builder.object;
let output = null;
if ( object.isInstancedMesh === true ) {
const minValue = this.minNode.value;
const maxValue = this.maxNode.value;
const minLength = builder.getTypeLength( getValueType( minValue ) );
const maxLength = builder.getTypeLength( getValueType( maxValue ) );
min = min || new Vector4();
max = max || new Vector4();
min.setScalar( 0 );
max.setScalar( 0 );
if ( minLength === 1 ) min.setScalar( minValue );
else if ( minValue.isColor ) min.set( minValue.r, minValue.g, minValue.b );
else min.set( minValue.x, minValue.y, minValue.z || 0, minValue.w || 0 );
if ( maxLength === 1 ) max.setScalar( maxValue );
else if ( maxValue.isColor ) max.set( maxValue.r, maxValue.g, maxValue.b );
else max.set( maxValue.x, maxValue.y, maxValue.z || 0, maxValue.w || 0 );
const stride = 4;
const length = stride * object.count;
const array = new Float32Array( length );
for ( let i = 0; i < length; i ++ ) {
const index = i % stride;
const minElementValue = min.getComponent( index );
const maxElementValue = max.getComponent( index );
array[ i ] = MathUtils.lerp( minElementValue, maxElementValue, Math.random() );
}
const nodeType = this.getNodeType( builder );
output = buffer( array, 'vec4', object.count ).element( instanceIndex ).convert( nodeType );
//output = bufferAttribute( array, 'vec4', 4, 0 ).convert( nodeType );
} else {
output = float( 0 );
}
return output;
}
}
export default RangeNode;
export const range = nodeProxy( RangeNode );
addNodeClass( 'RangeNode', RangeNode );