MCP 3D Printer Server

by DMontgomery40
Verified
import { equirectUV } from '../../nodes/utils/EquirectUVNode.js'; import { texture as TSL_Texture } from '../../nodes/accessors/TextureNode.js'; import { positionWorldDirection } from '../../nodes/accessors/Position.js'; import NodeMaterial from '../../materials/nodes/NodeMaterial.js'; import { WebGLCubeRenderTarget } from '../../renderers/WebGLCubeRenderTarget.js'; import { Scene } from '../../scenes/Scene.js'; import { CubeCamera } from '../../cameras/CubeCamera.js'; import { BoxGeometry } from '../../geometries/BoxGeometry.js'; import { Mesh } from '../../objects/Mesh.js'; import { BackSide, NoBlending, LinearFilter, LinearMipmapLinearFilter } from '../../constants.js'; // @TODO: Consider rename WebGLCubeRenderTarget to just CubeRenderTarget /** * This class represents a cube render target. It is a special version * of `WebGLCubeRenderTarget` which is compatible with `WebGPURenderer`. * * @augments WebGLCubeRenderTarget */ class CubeRenderTarget extends WebGLCubeRenderTarget { constructor( size = 1, options = {} ) { super( size, options ); this.isCubeRenderTarget = true; } /** * Converts the given equirectangular texture to a cube map. * * @param {Renderer} renderer - The renderer. * @param {Texture} texture - The equirectangular texture. * @return {CubeRenderTarget} A reference to this cube render target. */ fromEquirectangularTexture( renderer, texture ) { const currentMinFilter = texture.minFilter; const currentGenerateMipmaps = texture.generateMipmaps; texture.generateMipmaps = true; this.texture.type = texture.type; this.texture.colorSpace = texture.colorSpace; this.texture.generateMipmaps = texture.generateMipmaps; this.texture.minFilter = texture.minFilter; this.texture.magFilter = texture.magFilter; const geometry = new BoxGeometry( 5, 5, 5 ); const uvNode = equirectUV( positionWorldDirection ); const material = new NodeMaterial(); material.colorNode = TSL_Texture( texture, uvNode, 0 ); material.side = BackSide; material.blending = NoBlending; const mesh = new Mesh( geometry, material ); const scene = new Scene(); scene.add( mesh ); // Avoid blurred poles if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter; const camera = new CubeCamera( 1, 10, this ); const currentMRT = renderer.getMRT(); renderer.setMRT( null ); camera.update( renderer, scene ); renderer.setMRT( currentMRT ); texture.minFilter = currentMinFilter; texture.currentGenerateMipmaps = currentGenerateMipmaps; mesh.geometry.dispose(); mesh.material.dispose(); return this; } } export default CubeRenderTarget;