MCP 3D Printer Server

by DMontgomery40
Verified
import AnalyticLightNode from './AnalyticLightNode.js'; import { getDistanceAttenuation } from './LightUtils.js'; import { uniform } from '../core/UniformNode.js'; import { smoothstep } from '../math/MathNode.js'; import { positionView } from '../accessors/Position.js'; import { renderGroup } from '../core/UniformGroupNode.js'; import { lightViewPosition, lightTargetDirection, lightProjectionUV } from '../accessors/Lights.js'; import { texture } from '../accessors/TextureNode.js'; /** * Module for representing spot lights as nodes. * * @augments AnalyticLightNode */ class SpotLightNode extends AnalyticLightNode { static get type() { return 'SpotLightNode'; } /** * Constructs a new spot light node. * * @param {SpotLight?} [light=null] - The spot light source. */ constructor( light = null ) { super( light ); /** * Uniform node representing the cone cosine. * * @type {UniformNode<float>} */ this.coneCosNode = uniform( 0 ).setGroup( renderGroup ); /** * Uniform node representing the penumbra cosine. * * @type {UniformNode<float>} */ this.penumbraCosNode = uniform( 0 ).setGroup( renderGroup ); /** * Uniform node representing the cutoff distance. * * @type {UniformNode<float>} */ this.cutoffDistanceNode = uniform( 0 ).setGroup( renderGroup ); /** * Uniform node representing the decay exponent. * * @type {UniformNode<float>} */ this.decayExponentNode = uniform( 0 ).setGroup( renderGroup ); } /** * Overwritten to updated spot light specific uniforms. * * @param {NodeFrame} frame - A reference to the current node frame. */ update( frame ) { super.update( frame ); const { light } = this; this.coneCosNode.value = Math.cos( light.angle ); this.penumbraCosNode.value = Math.cos( light.angle * ( 1 - light.penumbra ) ); this.cutoffDistanceNode.value = light.distance; this.decayExponentNode.value = light.decay; } /** * Computes the spot attenuation for the given angle. * * @param {Node<float>} angleCosine - The angle to compute the spot attenuation for. * @return {Node<float>} The spot attenuation. */ getSpotAttenuation( angleCosine ) { const { coneCosNode, penumbraCosNode } = this; return smoothstep( coneCosNode, penumbraCosNode, angleCosine ); } setup( builder ) { super.setup( builder ); const lightingModel = builder.context.lightingModel; const { colorNode, cutoffDistanceNode, decayExponentNode, light } = this; const lVector = lightViewPosition( light ).sub( positionView ); // @TODO: Add it into LightNode const lightDirection = lVector.normalize(); const angleCos = lightDirection.dot( lightTargetDirection( light ) ); const spotAttenuation = this.getSpotAttenuation( angleCos ); const lightDistance = lVector.length(); const lightAttenuation = getDistanceAttenuation( { lightDistance, cutoffDistance: cutoffDistanceNode, decayExponent: decayExponentNode } ); let lightColor = colorNode.mul( spotAttenuation ).mul( lightAttenuation ); if ( light.map ) { const spotLightCoord = lightProjectionUV( light ); const projectedTexture = texture( light.map, spotLightCoord.xy ).onRenderUpdate( () => light.map ); const inSpotLightMap = spotLightCoord.mul( 2. ).sub( 1. ).abs().lessThan( 1. ).all(); lightColor = inSpotLightMap.select( lightColor.mul( projectedTexture ), lightColor ); } const reflectedLight = builder.context.reflectedLight; lightingModel.direct( { lightDirection, lightColor, reflectedLight }, builder.stack, builder ); } } export default SpotLightNode;