MCP 3D Printer Server
by DMontgomery40
Verified
import { Material } from '../Material.js';
import { NormalBlending } from '../../constants.js';
import { getNodeChildren, getCacheKey } from '../../nodes/core/NodeUtils.js';
import { attribute } from '../../nodes/core/AttributeNode.js';
import { output, diffuseColor, emissive, varyingProperty } from '../../nodes/core/PropertyNode.js';
import { materialAlphaTest, materialColor, materialOpacity, materialEmissive, materialNormal, materialLightMap, materialAO } from '../../nodes/accessors/MaterialNode.js';
import { modelViewProjection } from '../../nodes/accessors/ModelViewProjectionNode.js';
import { normalLocal } from '../../nodes/accessors/Normal.js';
import { instancedMesh } from '../../nodes/accessors/InstancedMeshNode.js';
import { batch } from '../../nodes/accessors/BatchNode.js';
import { materialReference } from '../../nodes/accessors/MaterialReferenceNode.js';
import { positionLocal, positionView } from '../../nodes/accessors/Position.js';
import { skinningReference } from '../../nodes/accessors/SkinningNode.js';
import { morphReference } from '../../nodes/accessors/MorphNode.js';
import { mix } from '../../nodes/math/MathNode.js';
import { float, vec3, vec4 } from '../../nodes/tsl/TSLBase.js';
import AONode from '../../nodes/lighting/AONode.js';
import { lightingContext } from '../../nodes/lighting/LightingContextNode.js';
import IrradianceNode from '../../nodes/lighting/IrradianceNode.js';
import { depth, viewZToLogarithmicDepth, viewZToOrthographicDepth } from '../../nodes/display/ViewportDepthNode.js';
import { cameraFar, cameraNear, cameraProjectionMatrix } from '../../nodes/accessors/Camera.js';
import { clipping, clippingAlpha, hardwareClipping } from '../../nodes/accessors/ClippingNode.js';
import NodeMaterialObserver from './manager/NodeMaterialObserver.js';
import getAlphaHashThreshold from '../../nodes/functions/material/getAlphaHashThreshold.js';
import { modelViewMatrix } from '../../nodes/accessors/ModelNode.js';
/**
* Base class for all node materials.
*
* @augments Material
*/
class NodeMaterial extends Material {
static get type() {
return 'NodeMaterial';
}
/**
* Represents the type of the node material.
*
* @type {String}
*/
get type() {
return this.constructor.type;
}
set type( _value ) { /* */ }
/**
* Constructs a new node material.
*/
constructor() {
super();
/**
* This flag can be used for type testing.
*
* @type {Boolean}
* @readonly
* @default true
*/
this.isNodeMaterial = true;
/**
* Whether this material is affected by fog or not.
*
* @type {Boolean}
* @default true
*/
this.fog = true;
/**
* Whether this material is affected by lights or not.
*
* @type {Boolean}
* @default false
*/
this.lights = false;
/**
* Whether this material uses hardware clipping or not.
* This property is managed by the engine and should not be
* modified by apps.
*
* @type {Boolean}
* @default false
*/
this.hardwareClipping = false;
/**
* Node materials which set their `lights` property to `true`
* are affected by all lights of the scene. Sometimes selective
* lighting is wanted which means only _some_ lights in the scene
* affect a material. This can be achieved by creating an instance
* of {@link module:LightsNode~LightsNode} with a list of selective
* lights and assign the node to this property.
*
* ```js
* const customLightsNode = lights( [ light1, light2 ] );
* material.lightsNode = customLightsNode;
* ```
*
* @type {LightsNode?}
* @default null
*/
this.lightsNode = null;
/**
* The environment of node materials can be defined by an environment
* map assigned to the `envMap` property or by `Scene.environment`
* if the node material is a PBR material. This node property allows to overwrite
* the default behavior and define the environment with a custom node.
*
* ```js
* material.envNode = pmremTexture( renderTarget.texture );
* ```
*
* @type {Node<vec3>?}
* @default null
*/
this.envNode = null;
/**
* The lighting of node materials might be influenced by ambient occlusion.
* The default AO is inferred from an ambient occlusion map assigned to `aoMap`
* and the respective `aoMapIntensity`. This node property allows to overwrite
* the default and define the ambient occlusion with a custom node instead.
*
* If you don't want to overwrite the diffuse color but modify the existing
* values instead, use {@link module:MaterialNode.materialAO}.
*
* @type {Node<float>?}
* @default null
*/
this.aoNode = null;
/**
* The diffuse color of node materials is by default inferred from the
* `color` and `map` properties. This node property allows to overwrite the default
* and define the diffuse color with a node instead.
*
* ```js
* material.colorNode = color( 0xff0000 ); // define red color
* ```
*
* If you don't want to overwrite the diffuse color but modify the existing
* values instead, use {@link module:MaterialNode.materialColor}.
*
* ```js
* material.colorNode = materialColor.mul( color( 0xff0000 ) ); // give diffuse colors a red tint
* ```
*
* @type {Node<vec3>?}
* @default null
*/
this.colorNode = null;
/**
* The normals of node materials are by default inferred from the `normalMap`/`normalScale`
* or `bumpMap`/`bumpScale` properties. This node property allows to overwrite the default
* and define the normals with a node instead.
*
* If you don't want to overwrite the normals but modify the existing values instead,
* use {@link module:MaterialNode.materialNormal}.
*
* @type {Node<vec3>?}
* @default null
*/
this.normalNode = null;
/**
* The opacity of node materials is by default inferred from the `opacity`
* and `alphaMap` properties. This node property allows to overwrite the default
* and define the opacity with a node instead.
*
* If you don't want to overwrite the normals but modify the existing
* value instead, use {@link module:MaterialNode.materialOpacity}.
*
* @type {Node<float>?}
* @default null
*/
this.opacityNode = null;
/**
* This node can be used to to implement a variety of filter-like effects. The idea is
* to store the current rendering into a texture e.g. via `viewportSharedTexture()`, use it
* to create an arbitrary effect and then assign the node composition to this property.
* Everything behind the object using this material will now be affected by a filter.
*
* ```js
* const material = new NodeMaterial()
* material.transparent = true;
*
* // everything behind the object will be monochromatic
* material.backdropNode = saturation( viewportSharedTexture().rgb, 0 );
* ```
*
* Backdrop computations are part of the lighting so only lit materials can use this property.
*
* @type {Node<vec3>?}
* @default null
*/
this.backdropNode = null;
/**
* This node allows to modulate the influence of `backdropNode` to the outgoing light.
*
* @type {Node<float>?}
* @default null
*/
this.backdropAlphaNode = null;
/**
* The alpha test of node materials is by default inferred from the `alphaTest`
* property. This node property allows to overwrite the default and define the
* alpha test with a node instead.
*
* If you don't want to overwrite the alpha test but modify the existing
* value instead, use {@link module:MaterialNode.materialAlphaTest}.
*
* @type {Node<float>?}
* @default null
*/
this.alphaTestNode = null;
/**
* The local vertex positions are computed based on multiple factors like the
* attribute data, morphing or skinning. This node property allows to overwrite
* the default and define local vertex positions with nodes instead.
*
* If you don't want to overwrite the vertex positions but modify the existing
* values instead, use {@link module:Position.positionLocal}.
*
*```js
* material.positionNode = positionLocal.add( displace );
* ```
*
* @type {Node<vec3>?}
* @default null
*/
this.positionNode = null;
/**
* This node property is intended for logic which modifies geometry data once or per animation step.
* Apps usually place such logic randomly in initialization routines or in the animation loop.
* `geometryNode` is intended as a dedicated API so there is an intended spot where geometry modifications
* can be implemented.
*
* The idea is to assign a `Fn` definition that holds the geometry modification logic. A typical example
* would be a GPU based particle system that provides a node material for usage on app level. The particle
* simulation would be implemented as compute shaders and managed inside a `Fn` function. This function is
* eventually assigned to `geometryNode`.
*
* @type {Function}
* @default null
*/
this.geometryNode = null;
/**
* Allows to overwrite depth values in the fragment shader.
*
* @type {Node<float>?}
* @default null
*/
this.depthNode = null;
/**
* Allows to overwrite the position used for shadow map rendering which
* is by default {@link module:Position.positionWorld}, the vertex position
* in world space.
*
* @type {Node<float>?}
* @default null
*/
this.shadowPositionNode = null;
/**
* This node can be used to influence how an object using this node material
* receive shadows.
*
* ```js
* const totalShadows = float( 1 ).toVar();
* material.receivedShadowNode = Fn( ( [ shadow ] ) => {
* totalShadows.mulAssign( shadow );
* //return float( 1 ); // bypass received shadows
* return shadow.mix( color( 0xff0000 ), 1 ); // modify shadow color
* } );
*
* @type {Node<vec4>?}
* @default null
*/
this.receivedShadowNode = null;
/**
* This node can be used to influence how an object using this node material
* casts shadows. To apply a color to shadows, you can simply do:
*
* ```js
* material.castShadowNode = vec4( 1, 0, 0, 1 );
* ```
*
* Which can be nice to fake colored shadows of semi-transparent objects. It
* is also common to use the property with `Fn` function so checks are performed
* per fragment.
*
* ```js
* materialCustomShadow.castShadowNode = Fn( () => {
* hash( vertexIndex ).greaterThan( 0.5 ).discard();
* return materialColor;
* } )();
* ```
*
* @type {Node<vec4>?}
* @default null
*/
this.castShadowNode = null;
/**
* This node can be used to define the final output of the material.
*
* TODO: Explain the differences to `fragmentNode`.
*
* @type {Node<vec4>?}
* @default null
*/
this.outputNode = null;
/**
* MRT configuration is done on renderer or pass level. This node allows to
* overwrite what values are written into MRT targets on material level. This
* can be useful for implementing selective FX features that should only affect
* specific objects.
*
* @type {MRTNode?}
* @default null
*/
this.mrtNode = null;
/**
* This node property can be used if you need complete freedom in implementing
* the fragment shader. Assigning a node will replace the built-in material
* logic used in the fragment stage.
*
* @type {Node<vec4>?}
* @default null
*/
this.fragmentNode = null;
/**
* This node property can be used if you need complete freedom in implementing
* the vertex shader. Assigning a node will replace the built-in material logic
* used in the vertex stage.
*
* @type {Node<vec4>?}
* @default null
*/
this.vertexNode = null;
}
/**
* Allows to define a custom cache key that influence the material key computation
* for render objects.
*
* @return {String} The custom cache key.
*/
customProgramCacheKey() {
return this.type + getCacheKey( this );
}
/**
* Builds this material with the given node builder.
*
* @param {NodeBuilder} builder - The current node builder.
*/
build( builder ) {
this.setup( builder );
}
/**
* Setups a node material observer with the given builder.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {NodeMaterialObserver} The node material observer.
*/
setupObserver( builder ) {
return new NodeMaterialObserver( builder );
}
/**
* Setups the vertex and fragment stage of this node material.
*
* @param {NodeBuilder} builder - The current node builder.
*/
setup( builder ) {
builder.context.setupNormal = () => this.setupNormal( builder );
builder.context.setupPositionView = () => this.setupPositionView( builder );
builder.context.setupModelViewProjection = () => this.setupModelViewProjection( builder );
const renderer = builder.renderer;
const renderTarget = renderer.getRenderTarget();
// < VERTEX STAGE >
builder.addStack();
const vertexNode = this.vertexNode || this.setupVertex( builder );
builder.stack.outputNode = vertexNode;
this.setupHardwareClipping( builder );
if ( this.geometryNode !== null ) {
builder.stack.outputNode = builder.stack.outputNode.bypass( this.geometryNode );
}
builder.addFlow( 'vertex', builder.removeStack() );
// < FRAGMENT STAGE >
builder.addStack();
let resultNode;
const clippingNode = this.setupClipping( builder );
if ( this.depthWrite === true || this.depthTest === true ) {
// only write depth if depth buffer is configured
if ( renderTarget !== null ) {
if ( renderTarget.depthBuffer === true ) this.setupDepth( builder );
} else {
if ( renderer.depth === true ) this.setupDepth( builder );
}
}
if ( this.fragmentNode === null ) {
this.setupDiffuseColor( builder );
this.setupVariants( builder );
const outgoingLightNode = this.setupLighting( builder );
if ( clippingNode !== null ) builder.stack.add( clippingNode );
// force unsigned floats - useful for RenderTargets
const basicOutput = vec4( outgoingLightNode, diffuseColor.a ).max( 0 );
resultNode = this.setupOutput( builder, basicOutput );
// OUTPUT NODE
output.assign( resultNode );
//
if ( this.outputNode !== null ) resultNode = this.outputNode;
// MRT
if ( renderTarget !== null ) {
const mrt = renderer.getMRT();
const materialMRT = this.mrtNode;
if ( mrt !== null ) {
resultNode = mrt;
if ( materialMRT !== null ) {
resultNode = mrt.merge( materialMRT );
}
} else if ( materialMRT !== null ) {
resultNode = materialMRT;
}
}
} else {
let fragmentNode = this.fragmentNode;
if ( fragmentNode.isOutputStructNode !== true ) {
fragmentNode = vec4( fragmentNode );
}
resultNode = this.setupOutput( builder, fragmentNode );
}
builder.stack.outputNode = resultNode;
builder.addFlow( 'fragment', builder.removeStack() );
// < OBSERVER >
builder.observer = this.setupObserver( builder );
}
/**
* Setups the clipping node.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {ClippingNode} The clipping node.
*/
setupClipping( builder ) {
if ( builder.clippingContext === null ) return null;
const { unionPlanes, intersectionPlanes } = builder.clippingContext;
let result = null;
if ( unionPlanes.length > 0 || intersectionPlanes.length > 0 ) {
const samples = builder.renderer.samples;
if ( this.alphaToCoverage && samples > 1 ) {
// to be added to flow when the color/alpha value has been determined
result = clippingAlpha();
} else {
builder.stack.add( clipping() );
}
}
return result;
}
/**
* Setups the hardware clipping if available on the current device.
*
* @param {NodeBuilder} builder - The current node builder.
*/
setupHardwareClipping( builder ) {
this.hardwareClipping = false;
if ( builder.clippingContext === null ) return;
const candidateCount = builder.clippingContext.unionPlanes.length;
// 8 planes supported by WebGL ANGLE_clip_cull_distance and WebGPU clip-distances
if ( candidateCount > 0 && candidateCount <= 8 && builder.isAvailable( 'clipDistance' ) ) {
builder.stack.add( hardwareClipping() );
this.hardwareClipping = true;
}
return;
}
/**
* Setups the depth of this material.
*
* @param {NodeBuilder} builder - The current node builder.
*/
setupDepth( builder ) {
const { renderer, camera } = builder;
// Depth
let depthNode = this.depthNode;
if ( depthNode === null ) {
const mrt = renderer.getMRT();
if ( mrt && mrt.has( 'depth' ) ) {
depthNode = mrt.get( 'depth' );
} else if ( renderer.logarithmicDepthBuffer === true ) {
if ( camera.isPerspectiveCamera ) {
depthNode = viewZToLogarithmicDepth( positionView.z, cameraNear, cameraFar );
} else {
depthNode = viewZToOrthographicDepth( positionView.z, cameraNear, cameraFar );
}
}
}
if ( depthNode !== null ) {
depth.assign( depthNode ).append();
}
}
/**
* Setups the position node in view space. This method exists
* so derived node materials can modify the implementation e.g. sprite materials.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {Node<vec3>} The position in view space.
*/
setupPositionView( /*builder*/ ) {
return modelViewMatrix.mul( positionLocal ).xyz;
}
/**
* Setups the position in clip space.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {Node<vec4>} The position in view space.
*/
setupModelViewProjection( /*builder*/ ) {
return cameraProjectionMatrix.mul( positionView );
}
/**
* Setups the logic for the vertex stage.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {Node<vec4>} The position in clip space.
*/
setupVertex( builder ) {
builder.addStack();
this.setupPosition( builder );
builder.context.vertex = builder.removeStack();
return modelViewProjection;
}
/**
* Setups the computation of the position in local space.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {Node<vec3>} The position in local space.
*/
setupPosition( builder ) {
const { object, geometry } = builder;
if ( geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color ) {
morphReference( object ).append();
}
if ( object.isSkinnedMesh === true ) {
skinningReference( object ).append();
}
if ( this.displacementMap ) {
const displacementMap = materialReference( 'displacementMap', 'texture' );
const displacementScale = materialReference( 'displacementScale', 'float' );
const displacementBias = materialReference( 'displacementBias', 'float' );
positionLocal.addAssign( normalLocal.normalize().mul( ( displacementMap.x.mul( displacementScale ).add( displacementBias ) ) ) );
}
if ( object.isBatchedMesh ) {
batch( object ).append();
}
if ( ( object.isInstancedMesh && object.instanceMatrix && object.instanceMatrix.isInstancedBufferAttribute === true ) ) {
instancedMesh( object ).append();
}
if ( this.positionNode !== null ) {
positionLocal.assign( this.positionNode.context( { isPositionNodeInput: true } ) );
}
return positionLocal;
}
/**
* Setups the computation of the material's diffuse color.
*
* @param {NodeBuilder} builder - The current node builder.
* @param {BufferGeometry} geometry - The geometry.
*/
setupDiffuseColor( { object, geometry } ) {
let colorNode = this.colorNode ? vec4( this.colorNode ) : materialColor;
// VERTEX COLORS
if ( this.vertexColors === true && geometry.hasAttribute( 'color' ) ) {
colorNode = vec4( colorNode.xyz.mul( attribute( 'color', 'vec3' ) ), colorNode.a );
}
// Instanced colors
if ( object.instanceColor ) {
const instanceColor = varyingProperty( 'vec3', 'vInstanceColor' );
colorNode = instanceColor.mul( colorNode );
}
if ( object.isBatchedMesh && object._colorsTexture ) {
const batchColor = varyingProperty( 'vec3', 'vBatchColor' );
colorNode = batchColor.mul( colorNode );
}
// COLOR
diffuseColor.assign( colorNode );
// OPACITY
const opacityNode = this.opacityNode ? float( this.opacityNode ) : materialOpacity;
diffuseColor.a.assign( diffuseColor.a.mul( opacityNode ) );
// ALPHA TEST
if ( this.alphaTestNode !== null || this.alphaTest > 0 ) {
const alphaTestNode = this.alphaTestNode !== null ? float( this.alphaTestNode ) : materialAlphaTest;
diffuseColor.a.lessThanEqual( alphaTestNode ).discard();
}
// ALPHA HASH
if ( this.alphaHash === true ) {
diffuseColor.a.lessThan( getAlphaHashThreshold( positionLocal ) ).discard();
}
if ( this.transparent === false && this.blending === NormalBlending && this.alphaToCoverage === false ) {
diffuseColor.a.assign( 1.0 );
}
}
/**
* Abstract interface method that can be implemented by derived materials
* to setup material-specific node variables.
*
* @abstract
* @param {NodeBuilder} builder - The current node builder.
*/
setupVariants( /*builder*/ ) {
// Interface function.
}
/**
* Setups the outgoing light node variable
*
* @return {Node<vec3>} The outgoing light node.
*/
setupOutgoingLight() {
return ( this.lights === true ) ? vec3( 0 ) : diffuseColor.rgb;
}
/**
* Setups the normal node from the material.
*
* @return {Node<vec3>} The normal node.
*/
setupNormal() {
return this.normalNode ? vec3( this.normalNode ) : materialNormal;
}
/**
* Setups the environment node from the material.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {Node<vec4>} The environment node.
*/
setupEnvironment( /*builder*/ ) {
let node = null;
if ( this.envNode ) {
node = this.envNode;
} else if ( this.envMap ) {
node = this.envMap.isCubeTexture ? materialReference( 'envMap', 'cubeTexture' ) : materialReference( 'envMap', 'texture' );
}
return node;
}
/**
* Setups the light map node from the material.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {Node<vec3>} The light map node.
*/
setupLightMap( builder ) {
let node = null;
if ( builder.material.lightMap ) {
node = new IrradianceNode( materialLightMap );
}
return node;
}
/**
* Setups the lights node based on the scene, environment and material.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {LightsNode} The lights node.
*/
setupLights( builder ) {
const materialLightsNode = [];
//
const envNode = this.setupEnvironment( builder );
if ( envNode && envNode.isLightingNode ) {
materialLightsNode.push( envNode );
}
const lightMapNode = this.setupLightMap( builder );
if ( lightMapNode && lightMapNode.isLightingNode ) {
materialLightsNode.push( lightMapNode );
}
if ( this.aoNode !== null || builder.material.aoMap ) {
const aoNode = this.aoNode !== null ? this.aoNode : materialAO;
materialLightsNode.push( new AONode( aoNode ) );
}
let lightsN = this.lightsNode || builder.lightsNode;
if ( materialLightsNode.length > 0 ) {
lightsN = builder.renderer.lighting.createNode( [ ...lightsN.getLights(), ...materialLightsNode ] );
}
return lightsN;
}
/**
* This method should be implemented by most derived materials
* since it defines the material's lighting model.
*
* @abstract
* @param {NodeBuilder} builder - The current node builder.
* @return {LightingModel} The lighting model.
*/
setupLightingModel( /*builder*/ ) {
// Interface function.
}
/**
* Setups the outgoing light node.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {Node<vec3>} The outgoing light node.
*/
setupLighting( builder ) {
const { material } = builder;
const { backdropNode, backdropAlphaNode, emissiveNode } = this;
// OUTGOING LIGHT
const lights = this.lights === true || this.lightsNode !== null;
const lightsNode = lights ? this.setupLights( builder ) : null;
let outgoingLightNode = this.setupOutgoingLight( builder );
if ( lightsNode && lightsNode.getScope().hasLights ) {
const lightingModel = this.setupLightingModel( builder );
outgoingLightNode = lightingContext( lightsNode, lightingModel, backdropNode, backdropAlphaNode );
} else if ( backdropNode !== null ) {
outgoingLightNode = vec3( backdropAlphaNode !== null ? mix( outgoingLightNode, backdropNode, backdropAlphaNode ) : backdropNode );
}
// EMISSIVE
if ( ( emissiveNode && emissiveNode.isNode === true ) || ( material.emissive && material.emissive.isColor === true ) ) {
emissive.assign( vec3( emissiveNode ? emissiveNode : materialEmissive ) );
outgoingLightNode = outgoingLightNode.add( emissive );
}
return outgoingLightNode;
}
/**
* Setups the output node.
*
* @param {NodeBuilder} builder - The current node builder.
* @param {Node<vec4>} outputNode - The existing output node.
* @return {Node<vec4>} The output node.
*/
setupOutput( builder, outputNode ) {
// FOG
if ( this.fog === true ) {
const fogNode = builder.fogNode;
if ( fogNode ) {
output.assign( outputNode );
outputNode = vec4( fogNode );
}
}
return outputNode;
}
/**
* Most classic material types have a node pendant e.g. for `MeshBasicMaterial`
* there is `MeshBasicNodeMaterial`. This utility method is intended for
* defining all material properties of the classic type in the node type.
*
* @param {Material} material - The material to copy properties with their values to this node material.
*/
setDefaultValues( material ) {
// This approach is to reuse the native refreshUniforms*
// and turn available the use of features like transmission and environment in core
for ( const property in material ) {
const value = material[ property ];
if ( this[ property ] === undefined ) {
this[ property ] = value;
if ( value && value.clone ) this[ property ] = value.clone();
}
}
const descriptors = Object.getOwnPropertyDescriptors( material.constructor.prototype );
for ( const key in descriptors ) {
if ( Object.getOwnPropertyDescriptor( this.constructor.prototype, key ) === undefined &&
descriptors[ key ].get !== undefined ) {
Object.defineProperty( this.constructor.prototype, key, descriptors[ key ] );
}
}
}
/**
* Serializes this material to JSON.
*
* @param {(Object|String)?} meta - The meta information for serialization.
* @return {Object} The serialized node.
*/
toJSON( meta ) {
const isRoot = ( meta === undefined || typeof meta === 'string' );
if ( isRoot ) {
meta = {
textures: {},
images: {},
nodes: {}
};
}
const data = Material.prototype.toJSON.call( this, meta );
const nodeChildren = getNodeChildren( this );
data.inputNodes = {};
for ( const { property, childNode } of nodeChildren ) {
data.inputNodes[ property ] = childNode.toJSON( meta ).uuid;
}
// TODO: Copied from Object3D.toJSON
function extractFromCache( cache ) {
const values = [];
for ( const key in cache ) {
const data = cache[ key ];
delete data.metadata;
values.push( data );
}
return values;
}
if ( isRoot ) {
const textures = extractFromCache( meta.textures );
const images = extractFromCache( meta.images );
const nodes = extractFromCache( meta.nodes );
if ( textures.length > 0 ) data.textures = textures;
if ( images.length > 0 ) data.images = images;
if ( nodes.length > 0 ) data.nodes = nodes;
}
return data;
}
/**
* Copies the properties of the given node material to this instance.
*
* @param {NodeMaterial} source - The material to copy.
* @return {NodeMaterial} A reference to this node material.
*/
copy( source ) {
this.lightsNode = source.lightsNode;
this.envNode = source.envNode;
this.colorNode = source.colorNode;
this.normalNode = source.normalNode;
this.opacityNode = source.opacityNode;
this.backdropNode = source.backdropNode;
this.backdropAlphaNode = source.backdropAlphaNode;
this.alphaTestNode = source.alphaTestNode;
this.positionNode = source.positionNode;
this.geometryNode = source.geometryNode;
this.depthNode = source.depthNode;
this.shadowPositionNode = source.shadowPositionNode;
this.receivedShadowNode = source.receivedShadowNode;
this.castShadowNode = source.castShadowNode;
this.outputNode = source.outputNode;
this.mrtNode = source.mrtNode;
this.fragmentNode = source.fragmentNode;
this.vertexNode = source.vertexNode;
return super.copy( source );
}
}
export default NodeMaterial;