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