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import TempNode from '../core/TempNode.js';
import { addNodeClass } from '../core/Node.js';
import {
addNodeElement,
nodeProxy,
vec4,
mat2,
mat4,
} from '../shadernode/ShaderNode.js';
import { cos, sin } from '../math/MathNode.js';
class RotateNode extends TempNode {
constructor( positionNode, rotationNode ) {
super();
this.positionNode = positionNode;
this.rotationNode = rotationNode;
}
getNodeType( builder ) {
return this.positionNode.getNodeType( builder );
}
setup( builder ) {
const { rotationNode, positionNode } = this;
const nodeType = this.getNodeType( builder );
if ( nodeType === 'vec2' ) {
const cosAngle = rotationNode.cos();
const sinAngle = rotationNode.sin();
const rotationMatrix = mat2(
cosAngle, sinAngle,
sinAngle.negate(), cosAngle
);
return rotationMatrix.mul( positionNode );
} else {
const rotation = rotationNode;
const rotationXMatrix = mat4( vec4( 1.0, 0.0, 0.0, 0.0 ), vec4( 0.0, cos( rotation.x ), sin( rotation.x ).negate(), 0.0 ), vec4( 0.0, sin( rotation.x ), cos( rotation.x ), 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) );
const rotationYMatrix = mat4( vec4( cos( rotation.y ), 0.0, sin( rotation.y ), 0.0 ), vec4( 0.0, 1.0, 0.0, 0.0 ), vec4( sin( rotation.y ).negate(), 0.0, cos( rotation.y ), 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) );
const rotationZMatrix = mat4( vec4( cos( rotation.z ), sin( rotation.z ).negate(), 0.0, 0.0 ), vec4( sin( rotation.z ), cos( rotation.z ), 0.0, 0.0 ), vec4( 0.0, 0.0, 1.0, 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) );
return rotationXMatrix.mul( rotationYMatrix ).mul( rotationZMatrix ).mul( vec4( positionNode, 1.0 ) ).xyz;
}
}
}
export default RotateNode;
export const rotate = nodeProxy( RotateNode );
addNodeElement( 'rotate', rotate );
addNodeClass( 'RotateNode', RotateNode );