MCP 3D Printer Server

by DMontgomery40
Verified
import { uniform } from '../core/UniformNode.js'; import { renderGroup, sharedUniformGroup } from '../core/UniformGroupNode.js'; import { Vector3 } from '../../math/Vector3.js'; import { Fn } from '../tsl/TSLBase.js'; import { uniformArray } from './UniformArrayNode.js'; /** @module Camera **/ /** * TSL object that represents the current `index` value of the camera if used ArrayCamera. * * @type {UniformNode<uint>} */ export const cameraIndex = /*@__PURE__*/ uniform( 0, 'uint' ).setGroup( sharedUniformGroup( 'cameraIndex' ) ).toVarying( 'v_cameraIndex' ); /** * TSL object that represents the `near` value of the camera used for the current render. * * @type {UniformNode<float>} */ export const cameraNear = /*@__PURE__*/ uniform( 'float' ).label( 'cameraNear' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.near ); /** * TSL object that represents the `far` value of the camera used for the current render. * * @type {UniformNode<float>} */ export const cameraFar = /*@__PURE__*/ uniform( 'float' ).label( 'cameraFar' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.far ); /** * TSL object that represents the projection matrix of the camera used for the current render. * * @type {UniformNode<mat4>} */ export const cameraProjectionMatrix = /*@__PURE__*/ ( Fn( ( { camera } ) => { let cameraProjectionMatrix; if ( camera.isArrayCamera && camera.cameras.length > 0 ) { const matrices = []; for ( const subCamera of camera.cameras ) { matrices.push( subCamera.projectionMatrix ); } const cameraProjectionMatrices = uniformArray( matrices ).setGroup( renderGroup ).label( 'cameraProjectionMatrices' ); cameraProjectionMatrix = cameraProjectionMatrices.element( cameraIndex ).toVar( 'cameraProjectionMatrix' ); } else { cameraProjectionMatrix = uniform( 'mat4' ).label( 'cameraProjectionMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.projectionMatrix ); } return cameraProjectionMatrix; } ).once() )(); /** * TSL object that represents the inverse projection matrix of the camera used for the current render. * * @type {UniformNode<mat4>} */ export const cameraProjectionMatrixInverse = /*@__PURE__*/ uniform( 'mat4' ).label( 'cameraProjectionMatrixInverse' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.projectionMatrixInverse ); /** * TSL object that represents the view matrix of the camera used for the current render. * * @type {UniformNode<mat4>} */ export const cameraViewMatrix = /*@__PURE__*/ ( Fn( ( { camera } ) => { let cameraViewMatrix; if ( camera.isArrayCamera && camera.cameras.length > 0 ) { const matrices = []; for ( const subCamera of camera.cameras ) { matrices.push( subCamera.matrixWorldInverse ); } const cameraViewMatrices = uniformArray( matrices ).setGroup( renderGroup ).label( 'cameraViewMatrices' ); cameraViewMatrix = cameraViewMatrices.element( cameraIndex ).toVar( 'cameraViewMatrix' ); } else { cameraViewMatrix = uniform( 'mat4' ).label( 'cameraViewMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.matrixWorldInverse ); } return cameraViewMatrix; } ).once() )(); /** * TSL object that represents the world matrix of the camera used for the current render. * * @type {UniformNode<mat4>} */ export const cameraWorldMatrix = /*@__PURE__*/ uniform( 'mat4' ).label( 'cameraWorldMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.matrixWorld ); /** * TSL object that represents the normal matrix of the camera used for the current render. * * @type {UniformNode<mat3>} */ export const cameraNormalMatrix = /*@__PURE__*/ uniform( 'mat3' ).label( 'cameraNormalMatrix' ).setGroup( renderGroup ).onRenderUpdate( ( { camera } ) => camera.normalMatrix ); /** * TSL object that represents the position in world space of the camera used for the current render. * * @type {UniformNode<vec3>} */ export const cameraPosition = /*@__PURE__*/ uniform( new Vector3() ).label( 'cameraPosition' ).setGroup( renderGroup ).onRenderUpdate( ( { camera }, self ) => self.value.setFromMatrixPosition( camera.matrixWorld ) );