92db2ee370002dab4c4de4c59947cbdc2cc7dce93882b7ad8b34d4af8a14f1b4.json 19 KB

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  1. {"ast":null,"code":"import { NodeMaterialBlock } from \"../nodeMaterialBlock.js\";\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes.js\";\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets.js\";\nimport { RegisterClass } from \"../../../Misc/typeStore.js\";\n/**\n * Block used to create a Color3/4 out of individual inputs (one for each component)\n */\nexport class ColorMergerBlock extends NodeMaterialBlock {\n /**\n * Create a new ColorMergerBlock\n * @param name defines the block name\n */\n constructor(name) {\n super(name, NodeMaterialBlockTargets.Neutral);\n /**\n * Gets or sets the swizzle for r (meaning which component to affect to the output.r)\n */\n this.rSwizzle = \"r\";\n /**\n * Gets or sets the swizzle for g (meaning which component to affect to the output.g)\n */\n this.gSwizzle = \"g\";\n /**\n * Gets or sets the swizzle for b (meaning which component to affect to the output.b)\n */\n this.bSwizzle = \"b\";\n /**\n * Gets or sets the swizzle for a (meaning which component to affect to the output.a)\n */\n this.aSwizzle = \"a\";\n this.registerInput(\"rgb \", NodeMaterialBlockConnectionPointTypes.Color3, true);\n this.registerInput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, true);\n this.registerInput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, true);\n this.registerInput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, true);\n this.registerInput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, true);\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4);\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3);\n }\n /**\n * Gets the current class name\n * @returns the class name\n */\n getClassName() {\n return \"ColorMergerBlock\";\n }\n /**\n * Gets the rgb component (input)\n */\n get rgbIn() {\n return this._inputs[0];\n }\n /**\n * Gets the r component (input)\n */\n get r() {\n return this._inputs[1];\n }\n /**\n * Gets the g component (input)\n */\n get g() {\n return this._inputs[2];\n }\n /**\n * Gets the b component (input)\n */\n get b() {\n return this._inputs[3];\n }\n /**\n * Gets the a component (input)\n */\n get a() {\n return this._inputs[4];\n }\n /**\n * Gets the rgba component (output)\n */\n get rgba() {\n return this._outputs[0];\n }\n /**\n * Gets the rgb component (output)\n */\n get rgbOut() {\n return this._outputs[1];\n }\n /**\n * Gets the rgb component (output)\n * @deprecated Please use rgbOut instead.\n */\n get rgb() {\n return this.rgbOut;\n }\n _inputRename(name) {\n if (name === \"rgb \") {\n return \"rgbIn\";\n }\n return name;\n }\n _buildSwizzle(len) {\n const swizzle = this.rSwizzle + this.gSwizzle + this.bSwizzle + this.aSwizzle;\n return \".\" + swizzle.substring(0, len);\n }\n _buildBlock(state) {\n super._buildBlock(state);\n const rInput = this.r;\n const gInput = this.g;\n const bInput = this.b;\n const aInput = this.a;\n const rgbInput = this.rgbIn;\n const color4Output = this._outputs[0];\n const color3Output = this._outputs[1];\n const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);\n const vec3 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector3);\n if (rgbInput.isConnected) {\n if (color4Output.hasEndpoints) {\n state.compilationString += state._declareOutput(color4Output) + ` = ${vec4}(${rgbInput.associatedVariableName}, ${aInput.isConnected ? this._writeVariable(aInput) : \"0.0\"})${this._buildSwizzle(4)};\\n`;\n }\n if (color3Output.hasEndpoints) {\n state.compilationString += state._declareOutput(color3Output) + ` = ${rgbInput.associatedVariableName}${this._buildSwizzle(3)};\\n`;\n }\n } else {\n if (color4Output.hasEndpoints) {\n state.compilationString += state._declareOutput(color4Output) + ` = ${vec4}(${rInput.isConnected ? this._writeVariable(rInput) : \"0.0\"}, ${gInput.isConnected ? this._writeVariable(gInput) : \"0.0\"}, ${bInput.isConnected ? this._writeVariable(bInput) : \"0.0\"}, ${aInput.isConnected ? this._writeVariable(aInput) : \"0.0\"})${this._buildSwizzle(4)};\\n`;\n }\n if (color3Output.hasEndpoints) {\n state.compilationString += state._declareOutput(color3Output) + ` = ${vec3}(${rInput.isConnected ? this._writeVariable(rInput) : \"0.0\"}, ${gInput.isConnected ? this._writeVariable(gInput) : \"0.0\"}, ${bInput.isConnected ? this._writeVariable(bInput) : \"0.0\"})${this._buildSwizzle(3)};\\n`;\n }\n }\n return this;\n }\n serialize() {\n const serializationObject = super.serialize();\n serializationObject.rSwizzle = this.rSwizzle;\n serializationObject.gSwizzle = this.gSwizzle;\n serializationObject.bSwizzle = this.bSwizzle;\n serializationObject.aSwizzle = this.aSwizzle;\n return serializationObject;\n }\n _deserialize(serializationObject, scene, rootUrl) {\n var _serializationObject$, _serializationObject$2, _serializationObject$3, _serializationObject$4;\n super._deserialize(serializationObject, scene, rootUrl);\n this.rSwizzle = (_serializationObject$ = serializationObject.rSwizzle) !== null && _serializationObject$ !== void 0 ? _serializationObject$ : \"r\";\n this.gSwizzle = (_serializationObject$2 = serializationObject.gSwizzle) !== null && _serializationObject$2 !== void 0 ? _serializationObject$2 : \"g\";\n this.bSwizzle = (_serializationObject$3 = serializationObject.bSwizzle) !== null && _serializationObject$3 !== void 0 ? _serializationObject$3 : \"b\";\n this.aSwizzle = (_serializationObject$4 = serializationObject.aSwizzle) !== null && _serializationObject$4 !== void 0 ? _serializationObject$4 : \"a\";\n }\n _dumpPropertiesCode() {\n let codeString = super._dumpPropertiesCode();\n codeString += `${this._codeVariableName}.rSwizzle = \"${this.rSwizzle}\";\\n`;\n codeString += `${this._codeVariableName}.gSwizzle = \"${this.gSwizzle}\";\\n`;\n codeString += `${this._codeVariableName}.bSwizzle = \"${this.bSwizzle}\";\\n`;\n codeString += `${this._codeVariableName}.aSwizzle = \"${this.aSwizzle}\";\\n`;\n return codeString;\n }\n}\nRegisterClass(\"BABYLON.ColorMergerBlock\", ColorMergerBlock);","map":{"version":3,"names":["NodeMaterialBlock","NodeMaterialBlockConnectionPointTypes","NodeMaterialBlockTargets","RegisterClass","ColorMergerBlock","constructor","name","Neutral","rSwizzle","gSwizzle","bSwizzle","aSwizzle","registerInput","Color3","Float","registerOutput","Color4","getClassName","rgbIn","_inputs","r","g","b","a","rgba","_outputs","rgbOut","rgb","_inputRename","_buildSwizzle","len","swizzle","substring","_buildBlock","state","rInput","gInput","bInput","aInput","rgbInput","color4Output","color3Output","vec4","_getShaderType","Vector4","vec3","Vector3","isConnected","hasEndpoints","compilationString","_declareOutput","associatedVariableName","_writeVariable","serialize","serializationObject","_deserialize","scene","rootUrl","_serializationObject$","_serializationObject$2","_serializationObject$3","_serializationObject$4","_dumpPropertiesCode","codeString","_codeVariableName"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/Materials/Node/Blocks/colorMergerBlock.js"],"sourcesContent":["import { NodeMaterialBlock } from \"../nodeMaterialBlock.js\";\nimport { NodeMaterialBlockConnectionPointTypes } from \"../Enums/nodeMaterialBlockConnectionPointTypes.js\";\nimport { NodeMaterialBlockTargets } from \"../Enums/nodeMaterialBlockTargets.js\";\nimport { RegisterClass } from \"../../../Misc/typeStore.js\";\n/**\n * Block used to create a Color3/4 out of individual inputs (one for each component)\n */\nexport class ColorMergerBlock extends NodeMaterialBlock {\n /**\n * Create a new ColorMergerBlock\n * @param name defines the block name\n */\n constructor(name) {\n super(name, NodeMaterialBlockTargets.Neutral);\n /**\n * Gets or sets the swizzle for r (meaning which component to affect to the output.r)\n */\n this.rSwizzle = \"r\";\n /**\n * Gets or sets the swizzle for g (meaning which component to affect to the output.g)\n */\n this.gSwizzle = \"g\";\n /**\n * Gets or sets the swizzle for b (meaning which component to affect to the output.b)\n */\n this.bSwizzle = \"b\";\n /**\n * Gets or sets the swizzle for a (meaning which component to affect to the output.a)\n */\n this.aSwizzle = \"a\";\n this.registerInput(\"rgb \", NodeMaterialBlockConnectionPointTypes.Color3, true);\n this.registerInput(\"r\", NodeMaterialBlockConnectionPointTypes.Float, true);\n this.registerInput(\"g\", NodeMaterialBlockConnectionPointTypes.Float, true);\n this.registerInput(\"b\", NodeMaterialBlockConnectionPointTypes.Float, true);\n this.registerInput(\"a\", NodeMaterialBlockConnectionPointTypes.Float, true);\n this.registerOutput(\"rgba\", NodeMaterialBlockConnectionPointTypes.Color4);\n this.registerOutput(\"rgb\", NodeMaterialBlockConnectionPointTypes.Color3);\n }\n /**\n * Gets the current class name\n * @returns the class name\n */\n getClassName() {\n return \"ColorMergerBlock\";\n }\n /**\n * Gets the rgb component (input)\n */\n get rgbIn() {\n return this._inputs[0];\n }\n /**\n * Gets the r component (input)\n */\n get r() {\n return this._inputs[1];\n }\n /**\n * Gets the g component (input)\n */\n get g() {\n return this._inputs[2];\n }\n /**\n * Gets the b component (input)\n */\n get b() {\n return this._inputs[3];\n }\n /**\n * Gets the a component (input)\n */\n get a() {\n return this._inputs[4];\n }\n /**\n * Gets the rgba component (output)\n */\n get rgba() {\n return this._outputs[0];\n }\n /**\n * Gets the rgb component (output)\n */\n get rgbOut() {\n return this._outputs[1];\n }\n /**\n * Gets the rgb component (output)\n * @deprecated Please use rgbOut instead.\n */\n get rgb() {\n return this.rgbOut;\n }\n _inputRename(name) {\n if (name === \"rgb \") {\n return \"rgbIn\";\n }\n return name;\n }\n _buildSwizzle(len) {\n const swizzle = this.rSwizzle + this.gSwizzle + this.bSwizzle + this.aSwizzle;\n return \".\" + swizzle.substring(0, len);\n }\n _buildBlock(state) {\n super._buildBlock(state);\n const rInput = this.r;\n const gInput = this.g;\n const bInput = this.b;\n const aInput = this.a;\n const rgbInput = this.rgbIn;\n const color4Output = this._outputs[0];\n const color3Output = this._outputs[1];\n const vec4 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector4);\n const vec3 = state._getShaderType(NodeMaterialBlockConnectionPointTypes.Vector3);\n if (rgbInput.isConnected) {\n if (color4Output.hasEndpoints) {\n state.compilationString +=\n state._declareOutput(color4Output) +\n ` = ${vec4}(${rgbInput.associatedVariableName}, ${aInput.isConnected ? this._writeVariable(aInput) : \"0.0\"})${this._buildSwizzle(4)};\\n`;\n }\n if (color3Output.hasEndpoints) {\n state.compilationString += state._declareOutput(color3Output) + ` = ${rgbInput.associatedVariableName}${this._buildSwizzle(3)};\\n`;\n }\n }\n else {\n if (color4Output.hasEndpoints) {\n state.compilationString +=\n state._declareOutput(color4Output) +\n ` = ${vec4}(${rInput.isConnected ? this._writeVariable(rInput) : \"0.0\"}, ${gInput.isConnected ? this._writeVariable(gInput) : \"0.0\"}, ${bInput.isConnected ? this._writeVariable(bInput) : \"0.0\"}, ${aInput.isConnected ? this._writeVariable(aInput) : \"0.0\"})${this._buildSwizzle(4)};\\n`;\n }\n if (color3Output.hasEndpoints) {\n state.compilationString +=\n state._declareOutput(color3Output) +\n ` = ${vec3}(${rInput.isConnected ? this._writeVariable(rInput) : \"0.0\"}, ${gInput.isConnected ? this._writeVariable(gInput) : \"0.0\"}, ${bInput.isConnected ? this._writeVariable(bInput) : \"0.0\"})${this._buildSwizzle(3)};\\n`;\n }\n }\n return this;\n }\n serialize() {\n const serializationObject = super.serialize();\n serializationObject.rSwizzle = this.rSwizzle;\n serializationObject.gSwizzle = this.gSwizzle;\n serializationObject.bSwizzle = this.bSwizzle;\n serializationObject.aSwizzle = this.aSwizzle;\n return serializationObject;\n }\n _deserialize(serializationObject, scene, rootUrl) {\n super._deserialize(serializationObject, scene, rootUrl);\n this.rSwizzle = serializationObject.rSwizzle ?? \"r\";\n this.gSwizzle = serializationObject.gSwizzle ?? \"g\";\n this.bSwizzle = serializationObject.bSwizzle ?? \"b\";\n this.aSwizzle = serializationObject.aSwizzle ?? \"a\";\n }\n _dumpPropertiesCode() {\n let codeString = super._dumpPropertiesCode();\n codeString += `${this._codeVariableName}.rSwizzle = \"${this.rSwizzle}\";\\n`;\n codeString += `${this._codeVariableName}.gSwizzle = \"${this.gSwizzle}\";\\n`;\n codeString += `${this._codeVariableName}.bSwizzle = \"${this.bSwizzle}\";\\n`;\n codeString += `${this._codeVariableName}.aSwizzle = \"${this.aSwizzle}\";\\n`;\n return codeString;\n }\n}\nRegisterClass(\"BABYLON.ColorMergerBlock\", 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