MCP 3D Printer Server
by DMontgomery40
Verified
import NodeFunction from '../../../nodes/core/NodeFunction.js';
import NodeFunctionInput from '../../../nodes/core/NodeFunctionInput.js';
const declarationRegexp = /^[fn]*\s*([a-z_0-9]+)?\s*\(([\s\S]*?)\)\s*[\-\>]*\s*([a-z_0-9]+(?:<[\s\S]+?>)?)/i;
const propertiesRegexp = /([a-z_0-9]+)\s*:\s*([a-z_0-9]+(?:<[\s\S]+?>)?)/ig;
const wgslTypeLib = {
'f32': 'float',
'i32': 'int',
'u32': 'uint',
'bool': 'bool',
'vec2<f32>': 'vec2',
'vec2<i32>': 'ivec2',
'vec2<u32>': 'uvec2',
'vec2<bool>': 'bvec2',
'vec2f': 'vec2',
'vec2i': 'ivec2',
'vec2u': 'uvec2',
'vec2b': 'bvec2',
'vec3<f32>': 'vec3',
'vec3<i32>': 'ivec3',
'vec3<u32>': 'uvec3',
'vec3<bool>': 'bvec3',
'vec3f': 'vec3',
'vec3i': 'ivec3',
'vec3u': 'uvec3',
'vec3b': 'bvec3',
'vec4<f32>': 'vec4',
'vec4<i32>': 'ivec4',
'vec4<u32>': 'uvec4',
'vec4<bool>': 'bvec4',
'vec4f': 'vec4',
'vec4i': 'ivec4',
'vec4u': 'uvec4',
'vec4b': 'bvec4',
'mat2x2<f32>': 'mat2',
'mat2x2f': 'mat2',
'mat3x3<f32>': 'mat3',
'mat3x3f': 'mat3',
'mat4x4<f32>': 'mat4',
'mat4x4f': 'mat4',
'sampler': 'sampler',
'texture_1d': 'texture',
'texture_2d': 'texture',
'texture_2d_array': 'texture',
'texture_multisampled_2d': 'cubeTexture',
'texture_depth_2d': 'depthTexture',
'texture_depth_multisampled_2d': 'depthTexture',
'texture_3d': 'texture3D',
'texture_cube': 'cubeTexture',
'texture_cube_array': 'cubeTexture',
'texture_storage_1d': 'storageTexture',
'texture_storage_2d': 'storageTexture',
'texture_storage_2d_array': 'storageTexture',
'texture_storage_3d': 'storageTexture'
};
const parse = ( source ) => {
source = source.trim();
const declaration = source.match( declarationRegexp );
if ( declaration !== null && declaration.length === 4 ) {
const inputsCode = declaration[ 2 ];
const propsMatches = [];
let match = null;
while ( ( match = propertiesRegexp.exec( inputsCode ) ) !== null ) {
propsMatches.push( { name: match[ 1 ], type: match[ 2 ] } );
}
// Process matches to correctly pair names and types
const inputs = [];
for ( let i = 0; i < propsMatches.length; i ++ ) {
const { name, type } = propsMatches[ i ];
let resolvedType = type;
if ( resolvedType.startsWith( 'ptr' ) ) {
resolvedType = 'pointer';
} else {
if ( resolvedType.startsWith( 'texture' ) ) {
resolvedType = type.split( '<' )[ 0 ];
}
resolvedType = wgslTypeLib[ resolvedType ];
}
inputs.push( new NodeFunctionInput( resolvedType, name ) );
}
const blockCode = source.substring( declaration[ 0 ].length );
const outputType = declaration[ 3 ] || 'void';
const name = declaration[ 1 ] !== undefined ? declaration[ 1 ] : '';
const type = wgslTypeLib[ outputType ] || outputType;
return {
type,
inputs,
name,
inputsCode,
blockCode,
outputType
};
} else {
throw new Error( 'FunctionNode: Function is not a WGSL code.' );
}
};
/**
* This class represents a WSL node function.
*
* @augments NodeFunction
*/
class WGSLNodeFunction extends NodeFunction {
/**
* Constructs a new WGSL node function.
*
* @param {String} source - The WGSL source.
*/
constructor( source ) {
const { type, inputs, name, inputsCode, blockCode, outputType } = parse( source );
super( type, inputs, name );
this.inputsCode = inputsCode;
this.blockCode = blockCode;
this.outputType = outputType;
}
/**
* This method returns the WGSL code of the node function.
*
* @param {String} [name=this.name] - The function's name.
* @return {String} The shader code.
*/
getCode( name = this.name ) {
const outputType = this.outputType !== 'void' ? '-> ' + this.outputType : '';
return `fn ${ name } ( ${ this.inputsCode.trim() } ) ${ outputType }` + this.blockCode;
}
}
export default WGSLNodeFunction;