MCP 3D Printer Server
by DMontgomery40
Verified
import { clearcoat, clearcoatRoughness, sheen, sheenRoughness, iridescence, iridescenceIOR, iridescenceThickness, specularColor, specularF90, diffuseColor, metalness, roughness, anisotropy, alphaT, anisotropyT, anisotropyB, ior, transmission, thickness, attenuationDistance, attenuationColor, dispersion } from '../../nodes/core/PropertyNode.js';
import { materialClearcoat, materialClearcoatRoughness, materialClearcoatNormal, materialSheen, materialSheenRoughness, materialIridescence, materialIridescenceIOR, materialIridescenceThickness, materialSpecularIntensity, materialSpecularColor, materialAnisotropy, materialIOR, materialTransmission, materialThickness, materialAttenuationDistance, materialAttenuationColor, materialDispersion } from '../../nodes/accessors/MaterialNode.js';
import { float, vec2, vec3, If } from '../../nodes/tsl/TSLBase.js';
import getRoughness from '../../nodes/functions/material/getRoughness.js';
import { TBNViewMatrix } from '../../nodes/accessors/AccessorsUtils.js';
import PhysicalLightingModel from '../../nodes/functions/PhysicalLightingModel.js';
import MeshStandardNodeMaterial from './MeshStandardNodeMaterial.js';
import { mix, pow2, min } from '../../nodes/math/MathNode.js';
import { MeshPhysicalMaterial } from '../MeshPhysicalMaterial.js';
const _defaultValues = /*@__PURE__*/ new MeshPhysicalMaterial();
/**
* Node material version of `MeshPhysicalMaterial`.
*
* @augments MeshStandardNodeMaterial
*/
class MeshPhysicalNodeMaterial extends MeshStandardNodeMaterial {
static get type() {
return 'MeshPhysicalNodeMaterial';
}
/**
* Constructs a new mesh physical node material.
*
* @param {Object?} parameters - The configuration parameter.
*/
constructor( parameters ) {
super();
/**
* This flag can be used for type testing.
*
* @type {Boolean}
* @readonly
* @default true
*/
this.isMeshPhysicalNodeMaterial = true;
/**
* The clearcoat of physical materials is by default inferred from the `clearcoat`
* and `clearcoatMap` properties. This node property allows to overwrite the default
* and define the clearcoat with a node instead.
*
* If you don't want to overwrite the clearcoat but modify the existing
* value instead, use {@link module:MaterialNode.materialClearcoat}.
*
* @type {Node<float>?}
* @default null
*/
this.clearcoatNode = null;
/**
* The clearcoat roughness of physical materials is by default inferred from the `clearcoatRoughness`
* and `clearcoatRoughnessMap` properties. This node property allows to overwrite the default
* and define the clearcoat roughness with a node instead.
*
* If you don't want to overwrite the clearcoat roughness but modify the existing
* value instead, use {@link module:MaterialNode.materialClearcoatRoughness}.
*
* @type {Node<float>?}
* @default null
*/
this.clearcoatRoughnessNode = null;
/**
* The clearcoat normal of physical materials is by default inferred from the `clearcoatNormalMap`
* property. This node property allows to overwrite the default
* and define the clearcoat normal with a node instead.
*
* If you don't want to overwrite the clearcoat normal but modify the existing
* value instead, use {@link module:MaterialNode.materialClearcoatNormal}.
*
* @type {Node<vec3>?}
* @default null
*/
this.clearcoatNormalNode = null;
/**
* The sheen of physical materials is by default inferred from the `sheen`, `sheenColor`
* and `sheenColorMap` properties. This node property allows to overwrite the default
* and define the sheen with a node instead.
*
* If you don't want to overwrite the sheen but modify the existing
* value instead, use {@link module:MaterialNode.materialSheen}.
*
* @type {Node<vec3>?}
* @default null
*/
this.sheenNode = null;
/**
* The sheen roughness of physical materials is by default inferred from the `sheenRoughness` and
* `sheenRoughnessMap` properties. This node property allows to overwrite the default
* and define the sheen roughness with a node instead.
*
* If you don't want to overwrite the sheen roughness but modify the existing
* value instead, use {@link module:MaterialNode.materialSheenRoughness}.
*
* @type {Node<float>?}
* @default null
*/
this.sheenRoughnessNode = null;
/**
* The iridescence of physical materials is by default inferred from the `iridescence`
* property. This node property allows to overwrite the default
* and define the iridescence with a node instead.
*
* If you don't want to overwrite the iridescence but modify the existing
* value instead, use {@link module:MaterialNode.materialIridescence}.
*
* @type {Node<float>?}
* @default null
*/
this.iridescenceNode = null;
/**
* The iridescence IOR of physical materials is by default inferred from the `iridescenceIOR`
* property. This node property allows to overwrite the default
* and define the iridescence IOR with a node instead.
*
* If you don't want to overwrite the iridescence IOR but modify the existing
* value instead, use {@link module:MaterialNode.materialIridescenceIOR}.
*
* @type {Node<float>?}
* @default null
*/
this.iridescenceIORNode = null;
/**
* The iridescence thickness of physical materials is by default inferred from the `iridescenceThicknessRange`
* and `iridescenceThicknessMap` properties. This node property allows to overwrite the default
* and define the iridescence thickness with a node instead.
*
* If you don't want to overwrite the iridescence thickness but modify the existing
* value instead, use {@link module:MaterialNode.materialIridescenceThickness}.
*
* @type {Node<float>?}
* @default null
*/
this.iridescenceThicknessNode = null;
/**
* The specular intensity of physical materials is by default inferred from the `specularIntensity`
* and `specularIntensityMap` properties. This node property allows to overwrite the default
* and define the specular intensity with a node instead.
*
* If you don't want to overwrite the specular intensity but modify the existing
* value instead, use {@link module:MaterialNode.materialSpecularIntensity}.
*
* @type {Node<float>?}
* @default null
*/
this.specularIntensityNode = null;
/**
* The specular color of physical materials is by default inferred from the `specularColor`
* and `specularColorMap` properties. This node property allows to overwrite the default
* and define the specular color with a node instead.
*
* If you don't want to overwrite the specular color but modify the existing
* value instead, use {@link module:MaterialNode.materialSpecularColor}.
*
* @type {Node<vec3>?}
* @default null
*/
this.specularColorNode = null;
/**
* The ior of physical materials is by default inferred from the `ior`
* property. This node property allows to overwrite the default
* and define the ior with a node instead.
*
* If you don't want to overwrite the ior but modify the existing
* value instead, use {@link module:MaterialNode.materialIOR}.
*
* @type {Node<float>?}
* @default null
*/
this.iorNode = null;
/**
* The transmission of physical materials is by default inferred from the `transmission` and
* `transmissionMap` properties. This node property allows to overwrite the default
* and define the transmission with a node instead.
*
* If you don't want to overwrite the transmission but modify the existing
* value instead, use {@link module:MaterialNode.materialTransmission}.
*
* @type {Node<float>?}
* @default null
*/
this.transmissionNode = null;
/**
* The thickness of physical materials is by default inferred from the `thickness` and
* `thicknessMap` properties. This node property allows to overwrite the default
* and define the thickness with a node instead.
*
* If you don't want to overwrite the thickness but modify the existing
* value instead, use {@link module:MaterialNode.materialThickness}.
*
* @type {Node<float>?}
* @default null
*/
this.thicknessNode = null;
/**
* The attenuation distance of physical materials is by default inferred from the
* `attenuationDistance` property. This node property allows to overwrite the default
* and define the attenuation distance with a node instead.
*
* If you don't want to overwrite the attenuation distance but modify the existing
* value instead, use {@link module:MaterialNode.materialAttenuationDistance}.
*
* @type {Node<float>?}
* @default null
*/
this.attenuationDistanceNode = null;
/**
* The attenuation color of physical materials is by default inferred from the
* `attenuationColor` property. This node property allows to overwrite the default
* and define the attenuation color with a node instead.
*
* If you don't want to overwrite the attenuation color but modify the existing
* value instead, use {@link module:MaterialNode.materialAttenuationColor}.
*
* @type {Node<vec3>?}
* @default null
*/
this.attenuationColorNode = null;
/**
* The dispersion of physical materials is by default inferred from the
* `dispersion` property. This node property allows to overwrite the default
* and define the dispersion with a node instead.
*
* If you don't want to overwrite the dispersion but modify the existing
* value instead, use {@link module:MaterialNode.materialDispersion}.
*
* @type {Node<float>?}
* @default null
*/
this.dispersionNode = null;
/**
* The anisotropy of physical materials is by default inferred from the
* `anisotropy` property. This node property allows to overwrite the default
* and define the anisotropy with a node instead.
*
* If you don't want to overwrite the anisotropy but modify the existing
* value instead, use {@link module:MaterialNode.materialAnisotropy}.
*
* @type {Node<float>?}
* @default null
*/
this.anisotropyNode = null;
this.setDefaultValues( _defaultValues );
this.setValues( parameters );
}
/**
* Whether the lighting model should use clearcoat or not.
*
* @type {Boolean}
* @default true
*/
get useClearcoat() {
return this.clearcoat > 0 || this.clearcoatNode !== null;
}
/**
* Whether the lighting model should use iridescence or not.
*
* @type {Boolean}
* @default true
*/
get useIridescence() {
return this.iridescence > 0 || this.iridescenceNode !== null;
}
/**
* Whether the lighting model should use sheen or not.
*
* @type {Boolean}
* @default true
*/
get useSheen() {
return this.sheen > 0 || this.sheenNode !== null;
}
/**
* Whether the lighting model should use anisotropy or not.
*
* @type {Boolean}
* @default true
*/
get useAnisotropy() {
return this.anisotropy > 0 || this.anisotropyNode !== null;
}
/**
* Whether the lighting model should use transmission or not.
*
* @type {Boolean}
* @default true
*/
get useTransmission() {
return this.transmission > 0 || this.transmissionNode !== null;
}
/**
* Whether the lighting model should use dispersion or not.
*
* @type {Boolean}
* @default true
*/
get useDispersion() {
return this.dispersion > 0 || this.dispersionNode !== null;
}
/**
* Setups the specular related node variables.
*/
setupSpecular() {
const iorNode = this.iorNode ? float( this.iorNode ) : materialIOR;
ior.assign( iorNode );
specularColor.assign( mix( min( pow2( ior.sub( 1.0 ).div( ior.add( 1.0 ) ) ).mul( materialSpecularColor ), vec3( 1.0 ) ).mul( materialSpecularIntensity ), diffuseColor.rgb, metalness ) );
specularF90.assign( mix( materialSpecularIntensity, 1.0, metalness ) );
}
/**
* Setups the lighting model.
*
* @return {PhysicalLightingModel} The lighting model.
*/
setupLightingModel( /*builder*/ ) {
return new PhysicalLightingModel( this.useClearcoat, this.useSheen, this.useIridescence, this.useAnisotropy, this.useTransmission, this.useDispersion );
}
/**
* Setups the physical specific node variables.
*
* @param {NodeBuilder} builder - The current node builder.
*/
setupVariants( builder ) {
super.setupVariants( builder );
// CLEARCOAT
if ( this.useClearcoat ) {
const clearcoatNode = this.clearcoatNode ? float( this.clearcoatNode ) : materialClearcoat;
const clearcoatRoughnessNode = this.clearcoatRoughnessNode ? float( this.clearcoatRoughnessNode ) : materialClearcoatRoughness;
clearcoat.assign( clearcoatNode );
clearcoatRoughness.assign( getRoughness( { roughness: clearcoatRoughnessNode } ) );
}
// SHEEN
if ( this.useSheen ) {
const sheenNode = this.sheenNode ? vec3( this.sheenNode ) : materialSheen;
const sheenRoughnessNode = this.sheenRoughnessNode ? float( this.sheenRoughnessNode ) : materialSheenRoughness;
sheen.assign( sheenNode );
sheenRoughness.assign( sheenRoughnessNode );
}
// IRIDESCENCE
if ( this.useIridescence ) {
const iridescenceNode = this.iridescenceNode ? float( this.iridescenceNode ) : materialIridescence;
const iridescenceIORNode = this.iridescenceIORNode ? float( this.iridescenceIORNode ) : materialIridescenceIOR;
const iridescenceThicknessNode = this.iridescenceThicknessNode ? float( this.iridescenceThicknessNode ) : materialIridescenceThickness;
iridescence.assign( iridescenceNode );
iridescenceIOR.assign( iridescenceIORNode );
iridescenceThickness.assign( iridescenceThicknessNode );
}
// ANISOTROPY
if ( this.useAnisotropy ) {
const anisotropyV = ( this.anisotropyNode ? vec2( this.anisotropyNode ) : materialAnisotropy ).toVar();
anisotropy.assign( anisotropyV.length() );
If( anisotropy.equal( 0.0 ), () => {
anisotropyV.assign( vec2( 1.0, 0.0 ) );
} ).Else( () => {
anisotropyV.divAssign( vec2( anisotropy ) );
anisotropy.assign( anisotropy.saturate() );
} );
// Roughness along the anisotropy bitangent is the material roughness, while the tangent roughness increases with anisotropy.
alphaT.assign( anisotropy.pow2().mix( roughness.pow2(), 1.0 ) );
anisotropyT.assign( TBNViewMatrix[ 0 ].mul( anisotropyV.x ).add( TBNViewMatrix[ 1 ].mul( anisotropyV.y ) ) );
anisotropyB.assign( TBNViewMatrix[ 1 ].mul( anisotropyV.x ).sub( TBNViewMatrix[ 0 ].mul( anisotropyV.y ) ) );
}
// TRANSMISSION
if ( this.useTransmission ) {
const transmissionNode = this.transmissionNode ? float( this.transmissionNode ) : materialTransmission;
const thicknessNode = this.thicknessNode ? float( this.thicknessNode ) : materialThickness;
const attenuationDistanceNode = this.attenuationDistanceNode ? float( this.attenuationDistanceNode ) : materialAttenuationDistance;
const attenuationColorNode = this.attenuationColorNode ? vec3( this.attenuationColorNode ) : materialAttenuationColor;
transmission.assign( transmissionNode );
thickness.assign( thicknessNode );
attenuationDistance.assign( attenuationDistanceNode );
attenuationColor.assign( attenuationColorNode );
if ( this.useDispersion ) {
const dispersionNode = this.dispersionNode ? float( this.dispersionNode ) : materialDispersion;
dispersion.assign( dispersionNode );
}
}
}
/**
* Setups the clearcoat normal node.
*
* @return {Node<vec3>} The clearcoat normal.
*/
setupClearcoatNormal() {
return this.clearcoatNormalNode ? vec3( this.clearcoatNormalNode ) : materialClearcoatNormal;
}
setup( builder ) {
builder.context.setupClearcoatNormal = () => this.setupClearcoatNormal( builder );
super.setup( builder );
}
copy( source ) {
this.clearcoatNode = source.clearcoatNode;
this.clearcoatRoughnessNode = source.clearcoatRoughnessNode;
this.clearcoatNormalNode = source.clearcoatNormalNode;
this.sheenNode = source.sheenNode;
this.sheenRoughnessNode = source.sheenRoughnessNode;
this.iridescenceNode = source.iridescenceNode;
this.iridescenceIORNode = source.iridescenceIORNode;
this.iridescenceThicknessNode = source.iridescenceThicknessNode;
this.specularIntensityNode = source.specularIntensityNode;
this.specularColorNode = source.specularColorNode;
this.transmissionNode = source.transmissionNode;
this.thicknessNode = source.thicknessNode;
this.attenuationDistanceNode = source.attenuationDistanceNode;
this.attenuationColorNode = source.attenuationColorNode;
this.dispersionNode = source.dispersionNode;
this.anisotropyNode = source.anisotropyNode;
return super.copy( source );
}
}
export default MeshPhysicalNodeMaterial;