import * as React from "react"; import { GlobalState } from '../../globalState'; import { LineContainerComponent } from '../../sharedComponents/lineContainerComponent'; import { DraggableLineComponent } from '../../sharedComponents/draggableLineComponent'; require("./nodeList.scss"); interface INodeListComponentProps { globalState: GlobalState; } export class NodeListComponent extends React.Component { private static _Tooltips:{[key: string]: string} = { "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", "MorphTargetsBlock": "Provides the final positions, normals, tangents, and uvs based on morph targets in a mesh", "AddBlock": "Adds the left and right inputs together. Left and right inputs have to be of the same type", "DistanceBlock": "Provides a distance vector based on the left and right input vectors", "DivideBlock": "Divides the left input by the right input", "LengthBlock": "Outputs the length of an input vector", "MaxBlock": "Outputs the largest value between the left and right inputs", "MinBlock": "Outputs the smallest value between the left and right inputs", "MultiplyBlock": "Multiplies the left and right inputs together", "NegateBlock": "Multiplies the input by -1", "OneMinusBlock": "Subtracts the input value from 1 (1 - input)", "RandomNumberBlock": "Provides a random number based on an input seed", "ReciprocalBlock": "Outputs the reciprocal value(s) vased on the input value(s)", "ScaleBlock": "Multiplies the input value(s) by the factor", "SubtractBlock": "Subtracts the right input from the left input", "PosterizeBlock": "Reduces the number of colors in an image to the value of input steps", "ReplaceColorBlock": "Replaces a reference color in input value with a different replacement color. Distance is the tolerance variation of the color", "ColorMergerBlock": "Combines individual color channels into color Vectors", "ColorSplitterBlock": "Separates color Vectors into individual color channels", "VectorMergerBlock": "Combines up to 4 input values into Vectors", "VectorSplitterBlock": "Separates Vectors into individual elements", "Color3": "A Vector3 representing combined color values (red, green, and blue)", "Color4": "A Vector4 representing combined color and alpha values (red, green, blue, and alpha)", "DeltaTimeBlock": "A Float representing the time value that's passed since the last frame has rendered", "Float": "A Float for a single floating point value", "TextureBlock": "A container node for a texture (image or url)", "TimeBlock": "A Float of a constantly increasing floating point value, starting when the scene is loaded", "Vector2": "A Vector2 representing two values", "Vector3": "A Vector3 representing three values", "Vector4": "A Vector4 representing four values", "LerpBlock": "Provides linear interpolated value(s) between the left and right inputs, based on the gradient input", "SmoothStepBlock": "Outputs a value based on a the input value's position on a curve between the two edge values", "Matrix": "A container for a vector transformation", "ProjectionMatrixBlock": "A matrix moving from 3D space to screen space", "ViewMatrixBlock": "A matrix moving from 3D space to camera space", "ViewProjectionMatrixBlock": "A matrix moving from 3D space to camera space, and ending in screen space", "WorldMatrixBlock": "A matrix moving from local space to world space", "WorldViewProjectionMatrixBlock": "A matrix moving from local space to world space, then to camera space, and ending in screen space", "ColorBlock": "A Color4 representing the color of each vertex of the attached mesh", "InstancesBlock": "Provides the world matrix for each instance. This is used to apply materials to instances as well as original meshes", "MatrixIndicesBlock": "A Vector4 representing the vertex to bone skinning assignments", "MatricesWeightsBlock": "A Vector4 representing the vertex to bone skinning weights", "NormalBlock": "A Vector3 representing the normal of each vertex of the attached mesh", "PositionBlock": "A Vector3 representing the position of each vertex of the attached mesh", "TangentBlock": "A Vector3 representing the tangent of each vertex of the attached mesh", "UVBlock": "A Vector2 representing the UV coordinates of each vertex of the attached mesh", "DiscardBlock": "A final output node that will not output a pixel below the cutoff value", "FragmentOutputBlock": "The final node for outputing the color of each pixel. This node must be included in every node material", "VertexOutputBlock": "The final node for outputing the position of each vertex. This node must be included in every node material", "ClampBlock": "Ignores all values of the input outside of the Minimum and Maximum property values", "NormalizeBlock": "Remaps the length of a vector or color to 1", "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", "CeilingBlock": "Outputs the highest value of the input", "FloorBlock": "Outputs the lowest value of the input", "RoundBlock": "Outputs the nearest whole number based on the input value", "StepBlock": "Outputs 1 for any input value above the edge input, outputs 0 for any input value below the edge input", "CameraPositionBlock": "A Vector3 position of the active scene camera", "FogBlock": "Applies fog to a scene. Outputs fog with increasing value based on distance from the camera", "FogColorBlock": "A Color3 for the fog color", "ImageProcessingBlock": "Provides access to all of the Babylon image processing properties", "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", "LightInformationBlock": "Provides the direction, color and intensity of a selected light based on its world position", "PerturbNormalBlock": "Creates a new normal direction based on a normal map, the world position, and world normal", "ReflectionTextureBlock": "Creates a reflection of the input texture", "ViewDirectionBlock": "Outputs the direction vector of where the camera is aimed", "AbsBlock": "Outputs the absolute value of the input value", "ArcCosBlock": "Outputs the inverse of the cosine value based on the input value", "ArcSinBlock": "Outputs the inverse of the sine value based on the input value", "ArcTan2Block": "Outputs the inverse of the tangent value based on the input value", "ArcTanBlock": "Outputs the inverse of the tangent value based on the input value", "CosBlock": "Outputs the cosine value based on the input value", "DegreesToRadiansBlock": "Converts the input value (degrees) to radians", "Exp2Block": "Outputs the input value multiplied by itself 1 time. (Exponent of 2)", "ExpBlock": "Outputs the input value multiplied by itself 9 time. (Exponent of 10)", "FractBlock": "Everything after the period", "LogBlock": "The logarithm value based on the input value", "PowBlock": "Outputs the input value multiplied by itself the number of times equal to the power input (Exponent of power)", "RadiansToDegreesBlock": "Converts the input value (radians) to degrees", "SawToothWaveBlock": "Outputs a sawtooth pattern value between -1 and 1 based on the input value", "SignBlock": "returns 1 if 10 or -1 if -10", "SinBlock": "Outputs the the sine value based on the input value", "SqrtBlock": "Outputs the the square root of the input value", "SquareWaveBlock": "Outputs a stepped pattern value between -1 and 1 based on the input value", "TanBlock": "Outputs the the tangent value based on the input value", "TriangleWaveBlock": "Outputs a sawtooth pattern value between 0 and 1 based on the input value", "CrossBlock": "Outputs a vector that is perpendicular to two input vectors", "DotBlock": "Outputs the cos of the angle between two vectors", "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", "TransformBlock": "Transforms a input vector based on an input matrix" } constructor(props: INodeListComponentProps) { super(props); this.state = { filter: "" }; } filterContent(filter: string) { this.setState({ filter: filter }); } render() { // Block types used to create the menu from const allBlocks = { Animation: ["BonesBlock", "MorphTargetsBlock"], Basic_Math: ["AddBlock", "DivideBlock", "MultiplyBlock", "ScaleBlock", "SubtractBlock", "OneMinusBlock", "MaxBlock", "MinBlock", "LengthBlock", "DistanceBlock", "NegateBlock", "RandomNumberBlock", "ReciprocalBlock"], Color_Management: ["ReplaceColorBlock", "PosterizeBlock", "GradientBlock"], Conversion_Blocks: ["ColorMergerBlock", "ColorSplitterBlock", "VectorMergerBlock", "VectorSplitterBlock"], Inputs: ["Float", "Vector2", "Vector3", "Vector4", "Color3", "Color4", "TextureBlock", "ReflectionTextureBlock", "TimeBlock", "DeltaTimeBlock"], Interpolation: ["LerpBlock", "StepBlock", "SmoothStepBlock", "NLerpBlock"], Matrices: ["Matrix", "WorldMatrixBlock", "WorldViewMatrixBlock", "WorldViewProjectionMatrixBlock", "ViewMatrixBlock", "ViewProjectionMatrixBlock", "ProjectionMatrixBlock"], Mesh: ["InstancesBlock", "PositionBlock", "UVBlock", "ColorBlock", "NormalBlock", "TangentBlock", "MatrixIndicesBlock", "MatrixWeightsBlock", "WorldPositionBlock", "WorldNormalBlock", "FrontFacingBlock"], Noises: ["SimplexPerlin3DBlock", "WorleyNoise3DBlock"], Output_Blocks: ["VertexOutputBlock", "FragmentOutputBlock", "DiscardBlock"], Range: ["ClampBlock", "RemapBlock", "NormalizeBlock"], Round: ["RoundBlock", "CeilingBlock", "FloorBlock"], Scene: ["FogBlock", "CameraPositionBlock", "FogColorBlock", "ImageProcessingBlock", "LightBlock", "LightInformationBlock", "ViewDirectionBlock", "PerturbNormalBlock", "NormalBlendBlock"], Trigonometry: ["CosBlock", "SinBlock", "AbsBlock", "ExpBlock", "Exp2Block", "SqrtBlock", "PowBlock", "LogBlock", "ArcCosBlock", "ArcSinBlock", "TanBlock", "ArcTanBlock", "FractBlock", "SignBlock", "ArcTan2Block", "DegreesToRadiansBlock", "RadiansToDegreesBlock", "SawToothWaveBlock", "TriangleWaveBlock", "SquareWaveBlock"], Vector_Math: ["CrossBlock", "DotBlock", "TransformBlock", "FresnelBlock", "Rotate2dBlock", "DerivativeBlock"], } // Create node menu var blockMenu = [] for (var key in allBlocks) { var blockList = (allBlocks as any)[key].filter((b: string) => !this.state.filter || b.toLowerCase().indexOf(this.state.filter.toLowerCase()) !== -1) .sort((a: string, b: string) => a.localeCompare(b)) .map((block: any, i: number) => { let tooltip = NodeListComponent._Tooltips[block] || ""; return }); if (blockList.length) { blockMenu.push( {blockList} ); } } return (
this.filterContent(evt.target.value)} />
{blockMenu}
); } }