MCP 3D Printer Server

by DMontgomery40
Verified
import TempNode from '../core/TempNode.js'; import { nodeProxy, vec4, mat2, mat4 } from '../tsl/TSLBase.js'; import { cos, sin } from '../math/MathNode.js'; /** @module RotateNode **/ /** * Applies a rotation to the given position node. * * @augments TempNode */ class RotateNode extends TempNode { static get type() { return 'RotateNode'; } /** * Constructs a new rotate node. * * @param {Node} positionNode - The position node. * @param {Node} rotationNode - Represents the rotation that is applied to the position node. Depending * on whether the position data are 2D or 3D, the rotation is expressed a single float value or an Euler value. */ constructor( positionNode, rotationNode ) { super(); /** * The position node. * * @type {Node} */ this.positionNode = positionNode; /** * Represents the rotation that is applied to the position node. * Depending on whether the position data are 2D or 3D, the rotation is expressed a single float value or an Euler value. * * @type {Node} */ this.rotationNode = rotationNode; } /** * The type of the {@link RotateNode#positionNode} defines the node's type. * * @param {NodeBuilder} builder - The current node builder. * @return {String} The node's type. */ getNodeType( builder ) { return this.positionNode.getNodeType( builder ); } setup( builder ) { const { rotationNode, positionNode } = this; const nodeType = this.getNodeType( builder ); if ( nodeType === 'vec2' ) { const cosAngle = rotationNode.cos(); const sinAngle = rotationNode.sin(); const rotationMatrix = mat2( cosAngle, sinAngle, sinAngle.negate(), cosAngle ); return rotationMatrix.mul( positionNode ); } else { const rotation = rotationNode; const rotationXMatrix = mat4( vec4( 1.0, 0.0, 0.0, 0.0 ), vec4( 0.0, cos( rotation.x ), sin( rotation.x ).negate(), 0.0 ), vec4( 0.0, sin( rotation.x ), cos( rotation.x ), 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) ); const rotationYMatrix = mat4( vec4( cos( rotation.y ), 0.0, sin( rotation.y ), 0.0 ), vec4( 0.0, 1.0, 0.0, 0.0 ), vec4( sin( rotation.y ).negate(), 0.0, cos( rotation.y ), 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) ); const rotationZMatrix = mat4( vec4( cos( rotation.z ), sin( rotation.z ).negate(), 0.0, 0.0 ), vec4( sin( rotation.z ), cos( rotation.z ), 0.0, 0.0 ), vec4( 0.0, 0.0, 1.0, 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) ); return rotationXMatrix.mul( rotationYMatrix ).mul( rotationZMatrix ).mul( vec4( positionNode, 1.0 ) ).xyz; } } } export default RotateNode; /** * TSL function for creating a rotate node. * * @function * @param {Node} positionNode - The position node. * @param {Node} rotationNode - Represents the rotation that is applied to the position node. Depending * on whether the position data are 2D or 3D, the rotation is expressed a single float value or an Euler value. * @returns {RotateNode} */ export const rotate = /*@__PURE__*/ nodeProxy( RotateNode );