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Class Tunnel

Hierarchy

Index

Constructors

constructor

  • new Tunnel(from: vec2, to: vec2, fromRadius: number, toRadius: number): Tunnel

Properties

Readonly from

from: vec2

Readonly fromRadius

fromRadius: number

Readonly to

to: vec2

Readonly toRadius

toRadius: number

Methods

Protected getObjectToSerialize

  • getObjectToSerialize(transform2d: mat2d, transform1d: number): any

minDistance

  • minDistance(target: vec2): number

serializeToUniforms

  • serializeToUniforms(uniforms: any, transform2d: mat2d, transform1d: number): void

Object literals

Static descriptor

descriptor: object

empty

empty: Tunnel = new Tunnel(vec2.fromValues(-100000, -100000),vec2.fromValues(-100000, -100000),0,0)

shaderCombinationSteps

shaderCombinationSteps: number[] = [0, 1, 4, 16, 32]

uniformCountMacroName

uniformCountMacroName: string = "TUNNEL_COUNT"

propertyUniformMapping

propertyUniformMapping: object

from

from: string = "froms"

fromRadius

fromRadius: string = "fromRadii"

toFromDelta

toFromDelta: string = "toFromDeltas"

toRadius

toRadius: string = "toRadii"

sdf

sdf: object

distanceFunctionName

distanceFunctionName: string = "tunnelMinDistance"

shader

shader: string = `uniform vec2 froms[TUNNEL_COUNT];uniform vec2 toFromDeltas[TUNNEL_COUNT];uniform float fromRadii[TUNNEL_COUNT];uniform float toRadii[TUNNEL_COUNT];float tunnelMinDistance(vec2 target, out float colorIndex) {colorIndex = 1.0;float minDistance = 1000.0;for (int i = 0; i < TUNNEL_COUNT; i++) {vec2 targetFromDelta = target - froms[i];float h = clamp(dot(targetFromDelta, toFromDeltas[i])/ dot(toFromDeltas[i], toFromDeltas[i]),0.0, 1.0);float currentDistance = -mix(fromRadii[i], toRadii[i], h) + distance(targetFromDelta, toFromDeltas[i] * h);minDistance = min(minDistance, currentDistance);}return minDistance;}`