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