MCP 3D Printer Server

by DMontgomery40
Verified
import NodeMaterial from './NodeMaterial.js'; import { diffuseColor, metalness, roughness, specularColor, specularF90 } from '../../nodes/core/PropertyNode.js'; import { mix } from '../../nodes/math/MathNode.js'; import { materialRoughness, materialMetalness } from '../../nodes/accessors/MaterialNode.js'; import getRoughness from '../../nodes/functions/material/getRoughness.js'; import PhysicalLightingModel from '../../nodes/functions/PhysicalLightingModel.js'; import EnvironmentNode from '../../nodes/lighting/EnvironmentNode.js'; import { float, vec3, vec4 } from '../../nodes/tsl/TSLBase.js'; import { MeshStandardMaterial } from '../MeshStandardMaterial.js'; const _defaultValues = /*@__PURE__*/ new MeshStandardMaterial(); /** * Node material version of `MeshStandardMaterial`. * * @augments NodeMaterial */ class MeshStandardNodeMaterial extends NodeMaterial { static get type() { return 'MeshStandardNodeMaterial'; } /** * Constructs a new mesh standard 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.isMeshStandardNodeMaterial = true; /** * Set to `true` because standard materials react on lights. * * @type {Boolean} * @default true */ this.lights = true; /** * The emissive color of standard materials is by default inferred from the `emissive`, * `emissiveIntensity` and `emissiveMap` properties. This node property allows to * overwrite the default and define the emissive color with a node instead. * * If you don't want to overwrite the emissive color but modify the existing * value instead, use {@link module:MaterialNode.materialEmissive}. * * @type {Node<vec3>?} * @default null */ this.emissiveNode = null; /** * The metalness of standard materials is by default inferred from the `metalness`, * and `metalnessMap` properties. This node property allows to * overwrite the default and define the metalness with a node instead. * * If you don't want to overwrite the metalness but modify the existing * value instead, use {@link module:MaterialNode.materialMetalness}. * * @type {Node<float>?} * @default null */ this.metalnessNode = null; /** * The roughness of standard materials is by default inferred from the `roughness`, * and `roughnessMap` properties. This node property allows to * overwrite the default and define the roughness with a node instead. * * If you don't want to overwrite the roughness but modify the existing * value instead, use {@link module:MaterialNode.materialRoughness}. * * @type {Node<float>?} * @default null */ this.roughnessNode = null; this.setDefaultValues( _defaultValues ); this.setValues( parameters ); } /** * Overwritten since this type of material uses {@link EnvironmentNode} * to implement the PBR (PMREM based) environment mapping. Besides, the * method honors `Scene.environment`. * * @param {NodeBuilder} builder - The current node builder. * @return {EnvironmentNode<vec3>?} The environment node. */ setupEnvironment( builder ) { let envNode = super.setupEnvironment( builder ); if ( envNode === null && builder.environmentNode ) { envNode = builder.environmentNode; } return envNode ? new EnvironmentNode( envNode ) : null; } /** * Setups the lighting model. * * @return {PhysicalLightingModel} The lighting model. */ setupLightingModel( /*builder*/ ) { return new PhysicalLightingModel(); } /** * Setups the specular related node variables. */ setupSpecular() { const specularColorNode = mix( vec3( 0.04 ), diffuseColor.rgb, metalness ); specularColor.assign( specularColorNode ); specularF90.assign( 1.0 ); } /** * Setups the standard specific node variables. * * @param {NodeBuilder} builder - The current node builder. */ setupVariants() { // METALNESS const metalnessNode = this.metalnessNode ? float( this.metalnessNode ) : materialMetalness; metalness.assign( metalnessNode ); // ROUGHNESS let roughnessNode = this.roughnessNode ? float( this.roughnessNode ) : materialRoughness; roughnessNode = getRoughness( { roughness: roughnessNode } ); roughness.assign( roughnessNode ); // SPECULAR COLOR this.setupSpecular(); // DIFFUSE COLOR diffuseColor.assign( vec4( diffuseColor.rgb.mul( metalnessNode.oneMinus() ), diffuseColor.a ) ); } copy( source ) { this.emissiveNode = source.emissiveNode; this.metalnessNode = source.metalnessNode; this.roughnessNode = source.roughnessNode; return super.copy( source ); } } export default MeshStandardNodeMaterial;