CustomNodeEditor.js 1.7 KB

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  1. import { LabelElement } from 'flow';
  2. import { Color, Vector2, Vector3, Vector4 } from 'three';
  3. import * as Nodes from 'three/nodes';
  4. import { uniform } from 'three/nodes';
  5. import { BaseNodeEditor } from '../BaseNodeEditor.js';
  6. import { createInputLib } from '../NodeEditorUtils.js';
  7. const typeToValue = {
  8. 'color': Color,
  9. 'vec2': Vector2,
  10. 'vec3': Vector3,
  11. 'vec4': Vector4
  12. };
  13. const createElementFromProperty = ( node, property ) => {
  14. const nodeType = property.nodeType;
  15. const defaultValue = uniform( typeToValue[ nodeType ] ? new typeToValue[ nodeType ]() : 0 );
  16. let label = property.label;
  17. if ( label === undefined ) {
  18. label = property.name;
  19. if ( label.endsWith( 'Node' ) === true ) {
  20. label = label.slice( 0, label.length - 4 );
  21. }
  22. }
  23. node[ property.name ] = defaultValue;
  24. const element = new LabelElement( label ).setInput( property.defaultLength || 1 );
  25. if ( createInputLib[ nodeType ] !== undefined ) {
  26. createInputLib[ nodeType ]( defaultValue, element );
  27. }
  28. element.onConnect( ( elmt ) => {
  29. elmt.setEnabledInputs( ! elmt.getLinkedObject() );
  30. node[ property.name ] = elmt.getLinkedObject() || defaultValue;
  31. } );
  32. return element;
  33. };
  34. export class CustomNodeEditor extends BaseNodeEditor {
  35. constructor( settings ) {
  36. const shaderNode = Nodes[ settings.shaderNode ];
  37. let node = null;
  38. const elements = [];
  39. if ( settings.properties !== undefined ) {
  40. node = shaderNode();
  41. for ( const property of settings.properties ) {
  42. elements.push( createElementFromProperty( node, property ) );
  43. }
  44. } else {
  45. node = shaderNode;
  46. }
  47. super( settings.name, node, 300 );
  48. this.title.setIcon( 'ti ti-' + settings.icon );
  49. for ( const element of elements ) {
  50. this.add( element );
  51. }
  52. }
  53. }