@awayjs/graphics
Version:
AwayJS graphics classes
100 lines (99 loc) • 6.25 kB
JavaScript
import { __extends } from "tslib";
import { Vector3D } from '@awayjs/core';
import { ShaderRegisterElement } from '@awayjs/stage';
import { ParticlePropertiesMode } from '../data/ParticlePropertiesMode';
import { ParticleBezierCurveState } from '../states/ParticleBezierCurveState';
import { ParticleNodeBase } from './ParticleNodeBase';
/**
* A particle animation node used to control the position of a particle over time along a bezier curve.
*/
var ParticleBezierCurveNode = /** @class */ (function (_super) {
__extends(ParticleBezierCurveNode, _super);
/**
* Creates a new <code>ParticleBezierCurveNode</code>
*
* @param mode Defines whether the mode of operation acts on local properties of a particle or global properties of the node.
* @param [optional] controlPoint Defines the default control point of the node, used when in global mode.
* @param [optional] endPoint Defines the default end point of the node, used when in global mode.
*/
function ParticleBezierCurveNode(mode, controlPoint, endPoint) {
if (controlPoint === void 0) { controlPoint = null; }
if (endPoint === void 0) { endPoint = null; }
var _this = _super.call(this, 'ParticleBezierCurve', mode, 6) || this;
_this._pStateClass = ParticleBezierCurveState;
_this._iControlPoint = controlPoint || new Vector3D();
_this._iEndPoint = endPoint || new Vector3D();
return _this;
}
/**
* @inheritDoc
*/
ParticleBezierCurveNode.prototype.getAGALVertexCode = function (shader, animationSet, registerCache, animationRegisterData) {
var controlValue = (this._pMode == ParticlePropertiesMode.GLOBAL) ? registerCache.getFreeVertexConstant() : registerCache.getFreeVertexAttribute();
animationRegisterData.setRegisterIndex(this, ParticleBezierCurveState.BEZIER_CONTROL_INDEX, controlValue.index);
var endValue = (this._pMode == ParticlePropertiesMode.GLOBAL) ? registerCache.getFreeVertexConstant() : registerCache.getFreeVertexAttribute();
animationRegisterData.setRegisterIndex(this, ParticleBezierCurveState.BEZIER_END_INDEX, endValue.index);
var temp = registerCache.getFreeVertexVectorTemp();
var rev_time = new ShaderRegisterElement(temp.regName, temp.index, 0);
var time_2 = new ShaderRegisterElement(temp.regName, temp.index, 1);
var time_temp = new ShaderRegisterElement(temp.regName, temp.index, 2);
registerCache.addVertexTempUsages(temp, 1);
var temp2 = registerCache.getFreeVertexVectorTemp();
var distance = new ShaderRegisterElement(temp2.regName, temp2.index);
registerCache.removeVertexTempUsage(temp);
var code = '';
code += 'sub ' + rev_time + ',' + animationRegisterData.vertexOneConst + ',' + animationRegisterData.vertexLife + '\n';
code += 'mul ' + time_2 + ',' + animationRegisterData.vertexLife + ',' + animationRegisterData.vertexLife + '\n';
code += 'mul ' + time_temp + ',' + animationRegisterData.vertexLife + ',' + rev_time + '\n';
code += 'mul ' + time_temp + ',' + time_temp + ',' + animationRegisterData.vertexTwoConst + '\n';
code += 'mul ' + distance + '.xyz,' + time_temp + ',' + controlValue + '\n';
code += 'add ' + animationRegisterData.positionTarget + '.xyz,' + distance + '.xyz,' + animationRegisterData.positionTarget + '.xyz\n';
code += 'mul ' + distance + '.xyz,' + time_2 + ',' + endValue + '\n';
code += 'add ' + animationRegisterData.positionTarget + '.xyz,' + distance + '.xyz,' + animationRegisterData.positionTarget + '.xyz\n';
if (animationSet.needVelocity) {
code += 'mul ' + time_2 + ',' + animationRegisterData.vertexLife + ',' + animationRegisterData.vertexTwoConst + '\n';
code += 'sub ' + time_temp + ',' + animationRegisterData.vertexOneConst + ',' + time_2 + '\n';
code += 'mul ' + time_temp + ',' + animationRegisterData.vertexTwoConst + ',' + time_temp + '\n';
code += 'mul ' + distance + '.xyz,' + controlValue + ',' + time_temp + '\n';
code += 'add ' + animationRegisterData.velocityTarget + '.xyz,' + distance + '.xyz,' + animationRegisterData.velocityTarget + '.xyz\n';
code += 'mul ' + distance + '.xyz,' + endValue + ',' + time_2 + '\n';
code += 'add ' + animationRegisterData.velocityTarget + '.xyz,' + distance + '.xyz,' + animationRegisterData.velocityTarget + '.xyz\n';
}
return code;
};
/**
* @inheritDoc
*/
ParticleBezierCurveNode.prototype.getAnimationState = function (animator) {
return animator.getAnimationState(this);
};
/**
* @inheritDoc
*/
ParticleBezierCurveNode.prototype._iGeneratePropertyOfOneParticle = function (param) {
var bezierControl = param[ParticleBezierCurveNode.BEZIER_CONTROL_VECTOR3D];
if (!bezierControl)
throw new Error('there is no ' + ParticleBezierCurveNode.BEZIER_CONTROL_VECTOR3D + ' in param!');
var bezierEnd = param[ParticleBezierCurveNode.BEZIER_END_VECTOR3D];
if (!bezierEnd)
throw new Error('there is no ' + ParticleBezierCurveNode.BEZIER_END_VECTOR3D + ' in param!');
this._pOneData[0] = bezierControl.x;
this._pOneData[1] = bezierControl.y;
this._pOneData[2] = bezierControl.z;
this._pOneData[3] = bezierEnd.x;
this._pOneData[4] = bezierEnd.y;
this._pOneData[5] = bezierEnd.z;
};
/**
* Reference for bezier curve node properties on a single particle (when in local property mode).
* Expects a <code>Vector3D</code> object representing the control point position (0, 1, 2) of the curve.
*/
ParticleBezierCurveNode.BEZIER_CONTROL_VECTOR3D = 'BezierControlVector3D';
/**
* Reference for bezier curve node properties on a single particle (when in local property mode).
* Expects a <code>Vector3D</code> object representing the end point position (0, 1, 2) of the curve.
*/
ParticleBezierCurveNode.BEZIER_END_VECTOR3D = 'BezierEndVector3D';
return ParticleBezierCurveNode;
}(ParticleNodeBase));
export { ParticleBezierCurveNode };