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@@ -12,6 +12,98 @@ interface INodeListComponentProps {
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export class NodeListComponent extends React.Component<INodeListComponentProps, {filter: string}> {
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+ private static _Tooltips:{[key: string]: string} = {
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+ "BonesBlock": "Provides a world matrix for each vertex, based on skeletal (bone/joint) animation. mesh.matricesIndices and mesh.matricesWeights are the vertex to bone assignments and weighting, and assume no more than 4 bones influencing any given vertex. If a vertex is influenced by more than 4 bones, then mesh.matricesIndicesExtra and mesh.matricesWeightsExtra can be used for up to 8 bones of influence per vertex",
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+ "MorphTargetsBlock": "Provides the final positions, normals, tangents, and uvs based on morph targets in a mesh",
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+ "AddBlock": "Adds the left and right inputs together. Left and right inputs have to be of the same type",
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+ "DistanceBlock": "Provides a distance vector based on the left and right input vectors",
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+ "DivideBlock": "Divides the left input by the right input",
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+ "LengthBlock": "Outputs the length of an input vector",
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+ "MaxBlock": "Outputs the largest value between the left and right inputs",
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+ "MinBlock": "Outputs the smallest value between the left and right inputs",
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+ "MultiplyBlock": "Multiplies the left and right inputs together",
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+ "NegateBlock": "Multiplies the input by -1",
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+ "OneMinusBlock": "Subtracts the input value from 1 (1 - input)",
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+ "RandomNumberBlock": "Provides a random number based on an input seed",
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+ "ReciprocalBlock": "Outputs the reciprocal value(s) vased on the input value(s)",
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+ "ScaleBlock": "Multiplies the input value(s) by the factor",
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+ "SubtractBlock": "Subtracts the right input from the left input",
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+ "PosterizeBlock": "Reduces the number of colors in an image to the value of input steps",
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+ "ReplaceColorBlock": "Replaces a reference color in input value with a different replacement color. Distance is the tolerance variation of the color",
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+ "ColorMergerBlock": "Combines individual color channels into color Vectors",
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+ "ColorSplitterBlock": "Separates color Vectors into individual color channels",
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+ "VectorMergerBlock": "Combines up to 4 input values into Vectors",
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+ "VectorSplitterBlock": "Separates Vectors into individual elements",
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+ "Color3": "A Vector3 representing combined color values (red, green, and blue)",
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+ "Color4": "A Vector4 representing combined color and alpha values (red, green, blue, and alpha)",
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+ "DeltaTimeBlock": "A Float representing the time value that's passed since the last frame has rendered",
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+ "Float": "A Float for a single floating point value",
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+ "TextureBlock": "A container node for a texture (image or url)",
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+ "TimeBlock": "A Float of a constantly increasing floating point value, starting when the scene is loaded",
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+ "Vector2": "A Vector2 representing two values",
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+ "Vector3": "A Vector3 representing three values",
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+ "Vector4": "A Vector4 representing four values",
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+ "LerpBlock": "Provides linear interpolated value(s) between the left and right inputs, based on the gradient input",
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+ "SmoothStepBlock": "Outputs a value based on a the input value's position on a curve between the two edge values",
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+ "Matrix": "A container for a vector transformation",
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+ "ProjectionMatrixBlock": "A matrix moving from 3D space to screen space",
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+ "ViewMatrixBlock": "A matrix moving from 3D space to camera space",
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+ "ViewProjectionMatrixBlock": "A matrix moving from 3D space to camera space, and ending in screen space",
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+ "WorldMatrixBlock": "A matrix moving from local space to world space",
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+ "WorldViewProjectionMatrixBlock": "A matrix moving from local space to world space, then to camera space, and ending in screen space",
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+ "ColorBlock": "A Color4 representing the color of each vertex of the attached mesh",
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+ "InstancesBlock": "Provides the world matrix for each instance. This is used to apply materials to instances as well as original meshes",
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+ "MatrixIndicesBlock": "A Vector4 representing the vertex to bone skinning assignments",
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+ "MatricesWeightsBlock": "A Vector4 representing the vertex to bone skinning weights",
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+ "NormalBlock": "A Vector3 representing the normal of each vertex of the attached mesh",
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+ "PositionBlock": "A Vector3 representing the position of each vertex of the attached mesh",
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+ "TangentBlock": "A Vector3 representing the tangent of each vertex of the attached mesh",
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+ "UVBlock": "A Vector2 representing the UV coordinates of each vertex of the attached mesh",
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+ "DiscardBlock": "A final output node that will not output a pixel below the cutoff value",
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+ "FragmentOutputBlock": "The final node for outputing the color of each pixel. This node must be included in every node material",
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+ "VertexOutputBlock": "The final node for outputing the position of each vertex. This node must be included in every node material",
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+ "ClampBlock": "Ignores all values of the input outside of the Minimum and Maximum property values",
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+ "NormalizeBlock": "Remaps the length of a vector or color to 1",
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+ "RemapBlock": "Remaps all input values between sourceMin and sourceMax, to be between targetMin and targetMax. source and target inputs can be static or variable inputs",
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+ "CeilingBlock": "Outputs the highest value of the input",
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+ "FloorBlock": "Outputs the lowest value of the input",
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+ "RoundBlock": "Outputs the nearest whole number based on the input value",
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+ "StepBlock": "Outputs 1 for any input value above the edge input, outputs 0 for any input value below the edge input",
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+ "CameraPositionBlock": "A Vector3 position of the active scene camera",
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+ "FogBlock": "Applies fog to a scene. Outputs fog with increasing value based on distance from the camera",
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+ "FogColorBlock": "A Color3 for the fog color",
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+ "ImageProcessingBlock": "Provides access to all of the Babylon image processing properties",
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+ "LightBlock": "Returns the individual color values (red, green, and blue) of the diffuse or specular colors of the combined OR individual lighting within the scene",
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+ "LightInformationBlock": "Provides the direction, color and intensity of a selected light based on its world position",
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+ "PerturbNormalBlock": "Creates a new normal direction based on a normal map, the world position, and world normal",
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+ "ReflectionTextureBlock": "Creates a reflection of the input texture",
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+ "ViewDirectionBlock": "Outputs the direction vector of where the camera is aimed",
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+ "AbsBlock": "Outputs the absolute value of the input value",
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+ "ArcCosBlock": "Outputs the inverse of the cosine value based on the input value",
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+ "ArcSinBlock": "Outputs the inverse of the sine value based on the input value",
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+ "ArcTan2Block": "Outputs the inverse of the tangent value based on the input value",
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+ "ArcTanBlock": "Outputs the inverse of the tangent value based on the input value",
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+ "CosBlock": "Outputs the cosine value based on the input value",
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+ "DegreesToRadiansBlock": "Converts the input value (degrees) to radians",
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+ "Exp2Block": "Outputs the input value multiplied by itself 1 time. (Exponent of 2)",
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+ "ExpBlock": "Outputs the input value multiplied by itself 9 time. (Exponent of 10)",
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+ "FractBlock": "Everything after the period",
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+ "LogBlock": "The logarithm value based on the input value",
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+ "PowBlock": "Outputs the input value multiplied by itself the number of times equal to the power input (Exponent of power)",
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+ "RadiansToDegreesBlock": "Converts the input value (radians) to degrees",
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+ "SawToothWaveBlock": "Outputs a sawtooth pattern value between -1 and 1 based on the input value",
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+ "SignBlock": "returns 1 if 10 or -1 if -10",
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+ "SinBlock": "Outputs the the sine value based on the input value",
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+ "SqrtBlock": "Outputs the the square root of the input value",
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+ "SquareWaveBlock": "Outputs a stepped pattern value between -1 and 1 based on the input value",
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+ "TanBlock": "Outputs the the tangent value based on the input value",
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+ "TriangleWaveBlock": "Outputs a sawtooth pattern value between 0 and 1 based on the input value",
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+ "CrossBlock": "Outputs a vector that is perpendicular to two input vectors",
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+ "DotBlock": "Outputs the cos of the angle between two vectors",
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+ "FresnelBlock": "Outputs the grazing angle of the surface of the mesh, relative to a camera. Angle can be influenced by the bias and power inputs",
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+ "TransformBlock": "Transforms a input vector based on an input matrix"
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+ }
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+
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constructor(props: INodeListComponentProps) {
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super(props);
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@@ -48,7 +140,9 @@ export class NodeListComponent extends React.Component<INodeListComponentProps,
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var blockList = (allBlocks as any)[key].filter((b: string) => !this.state.filter || b.toLowerCase().indexOf(this.state.filter.toLowerCase()) !== -1)
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.sort((a: string, b: string) => a.localeCompare(b))
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.map((block: any, i: number) => {
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- return <DraggableLineComponent key={block} data={block} />
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+ let tooltip = NodeListComponent._Tooltips[block] || "";
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+
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+ return <DraggableLineComponent key={block} data={block} tooltip={tooltip}/>
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});
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if (blockList.length) {
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