@awayjs/graphics
Version:
AwayJS graphics classes
177 lines (176 loc) • 12.2 kB
JavaScript
import { __extends } from "tslib";
import { Vector3D } from '@awayjs/core';
import { ShaderRegisterElement } from '@awayjs/stage';
import { ParticlePropertiesMode } from '../data/ParticlePropertiesMode';
import { ParticleRotateToPositionState } from '../states/ParticleRotateToPositionState';
import { ParticleNodeBase } from './ParticleNodeBase';
/**
* A particle animation node used to control the rotation of a particle to face to a position
*/
var ParticleRotateToPositionNode = /** @class */ (function (_super) {
__extends(ParticleRotateToPositionNode, _super);
/**
* Creates a new <code>ParticleRotateToPositionNode</code>
*/
function ParticleRotateToPositionNode(mode, position) {
if (position === void 0) { position = null; }
var _this = _super.call(this, 'ParticleRotateToPosition', mode, 3, 3) || this;
_this._pStateClass = ParticleRotateToPositionState;
_this._iPosition = position || new Vector3D();
return _this;
}
/**
* @inheritDoc
*/
ParticleRotateToPositionNode.prototype.getAGALVertexCode = function (shader, animationSet, registerCache, animationRegisterData) {
var positionAttribute = (this._pMode == ParticlePropertiesMode.GLOBAL) ? registerCache.getFreeVertexConstant() : registerCache.getFreeVertexAttribute();
animationRegisterData.setRegisterIndex(this, ParticleRotateToPositionState.POSITION_INDEX, positionAttribute.index);
var code = '';
var len = animationRegisterData.rotationRegisters.length;
var i;
if (animationSet.hasBillboard) {
var temp1 = registerCache.getFreeVertexVectorTemp();
registerCache.addVertexTempUsages(temp1, 1);
var temp2 = registerCache.getFreeVertexVectorTemp();
registerCache.addVertexTempUsages(temp2, 1);
var temp3 = registerCache.getFreeVertexVectorTemp();
var rotationMatrixRegister = registerCache.getFreeVertexConstant();
animationRegisterData.setRegisterIndex(this, ParticleRotateToPositionState.MATRIX_INDEX, rotationMatrixRegister.index);
registerCache.getFreeVertexConstant();
registerCache.getFreeVertexConstant();
registerCache.getFreeVertexConstant();
registerCache.removeVertexTempUsage(temp1);
registerCache.removeVertexTempUsage(temp2);
//process the position
code += 'sub ' + temp1 + '.xyz,' + positionAttribute + '.xyz,' + animationRegisterData.positionTarget + '.xyz\n';
code += 'm33 ' + temp1 + '.xyz,' + temp1 + '.xyz,' + rotationMatrixRegister + '\n';
code += 'mov ' + temp3 + ',' + animationRegisterData.vertexZeroConst + '\n';
code += 'mov ' + temp3 + '.xy,' + temp1 + '.xy\n';
code += 'nrm ' + temp3 + '.xyz,' + temp3 + '.xyz\n';
//temp3.x=cos,temp3.y=sin
//only process z axis
code += 'mov ' + temp2 + ',' + animationRegisterData.vertexZeroConst + '\n';
code += 'mov ' + temp2 + '.x,' + temp3 + '.y\n';
code += 'mov ' + temp2 + '.y,' + temp3 + '.x\n';
code += 'mov ' + temp1 + ',' + animationRegisterData.vertexZeroConst + '\n';
code += 'mov ' + temp1 + '.x,' + temp3 + '.x\n';
code += 'neg ' + temp1 + '.y,' + temp3 + '.y\n';
code += 'mov ' + temp3 + ',' + animationRegisterData.vertexZeroConst + '\n';
code += 'mov ' + temp3 + '.z,' + animationRegisterData.vertexOneConst + '\n';
code += 'm33 ' + animationRegisterData.scaleAndRotateTarget + '.xyz,' + animationRegisterData.scaleAndRotateTarget + '.xyz,' + temp1 + '\n';
for (i = 0; i < len; i++)
code += 'm33 ' + animationRegisterData.rotationRegisters[i] + '.xyz,' + animationRegisterData.rotationRegisters[i] + ',' + temp1 + '\n';
}
else {
var nrmDirection = registerCache.getFreeVertexVectorTemp();
registerCache.addVertexTempUsages(nrmDirection, 1);
var temp = registerCache.getFreeVertexVectorTemp();
registerCache.addVertexTempUsages(temp, 1);
var cos = new ShaderRegisterElement(temp.regName, temp.index, 0);
var sin = new ShaderRegisterElement(temp.regName, temp.index, 1);
var o_temp = new ShaderRegisterElement(temp.regName, temp.index, 2);
var tempSingle = new ShaderRegisterElement(temp.regName, temp.index, 3);
var R = registerCache.getFreeVertexVectorTemp();
registerCache.addVertexTempUsages(R, 1);
registerCache.removeVertexTempUsage(nrmDirection);
registerCache.removeVertexTempUsage(temp);
registerCache.removeVertexTempUsage(R);
code += 'sub ' + nrmDirection + '.xyz,' + positionAttribute + '.xyz,' + animationRegisterData.positionTarget + '.xyz\n';
code += 'nrm ' + nrmDirection + '.xyz,' + nrmDirection + '.xyz\n';
code += 'mov ' + sin + ',' + nrmDirection + '.y\n';
code += 'mul ' + cos + ',' + sin + ',' + sin + '\n';
code += 'sub ' + cos + ',' + animationRegisterData.vertexOneConst + ',' + cos + '\n';
code += 'sqt ' + cos + ',' + cos + '\n';
code += 'mul ' + R + '.x,' + cos + ',' + animationRegisterData.scaleAndRotateTarget + '.y\n';
code += 'mul ' + R + '.y,' + sin + ',' + animationRegisterData.scaleAndRotateTarget + '.z\n';
code += 'mul ' + R + '.z,' + sin + ',' + animationRegisterData.scaleAndRotateTarget + '.y\n';
code += 'mul ' + R + '.w,' + cos + ',' + animationRegisterData.scaleAndRotateTarget + '.z\n';
code += 'sub ' + animationRegisterData.scaleAndRotateTarget + '.y,' + R + '.x,' + R + '.y\n';
code += 'add ' + animationRegisterData.scaleAndRotateTarget + '.z,' + R + '.z,' + R + '.w\n';
code += 'abs ' + R + '.y,' + nrmDirection + '.y\n';
code += 'sge ' + R + '.z,' + R + '.y,' + animationRegisterData.vertexOneConst + '\n';
code += 'mul ' + R + '.x,' + R + '.y,' + nrmDirection + '.y\n';
//judgu if nrmDirection=(0,1,0);
code += 'mov ' + nrmDirection + '.y,' + animationRegisterData.vertexZeroConst + '\n';
code += 'dp3 ' + sin + ',' + nrmDirection + '.xyz,' + nrmDirection + '.xyz\n';
code += 'sge ' + tempSingle + ',' + animationRegisterData.vertexZeroConst + ',' + sin + '\n';
code += 'mov ' + nrmDirection + '.y,' + animationRegisterData.vertexZeroConst + '\n';
code += 'nrm ' + nrmDirection + '.xyz,' + nrmDirection + '.xyz\n';
code += 'sub ' + sin + ',' + animationRegisterData.vertexOneConst + ',' + tempSingle + '\n';
code += 'mul ' + sin + ',' + sin + ',' + nrmDirection + '.x\n';
code += 'mov ' + cos + ',' + nrmDirection + '.z\n';
code += 'neg ' + cos + ',' + cos + '\n';
code += 'sub ' + o_temp + ',' + animationRegisterData.vertexOneConst + ',' + cos + '\n';
code += 'mul ' + o_temp + ',' + R + '.x,' + tempSingle + '\n';
code += 'add ' + cos + ',' + cos + ',' + o_temp + '\n';
code += 'mul ' + R + '.x,' + cos + ',' + animationRegisterData.scaleAndRotateTarget + '.x\n';
code += 'mul ' + R + '.y,' + sin + ',' + animationRegisterData.scaleAndRotateTarget + '.z\n';
code += 'mul ' + R + '.z,' + sin + ',' + animationRegisterData.scaleAndRotateTarget + '.x\n';
code += 'mul ' + R + '.w,' + cos + ',' + animationRegisterData.scaleAndRotateTarget + '.z\n';
code += 'sub ' + animationRegisterData.scaleAndRotateTarget + '.x,' + R + '.x,' + R + '.y\n';
code += 'add ' + animationRegisterData.scaleAndRotateTarget + '.z,' + R + '.z,' + R + '.w\n';
for (i = 0; i < len; i++) {
//just repeat the calculate above
//because of the limited registers, no need to optimise
code += 'sub ' + nrmDirection + '.xyz,' + positionAttribute + '.xyz,' + animationRegisterData.positionTarget + '.xyz\n';
code += 'nrm ' + nrmDirection + '.xyz,' + nrmDirection + '.xyz\n';
code += 'mov ' + sin + ',' + nrmDirection + '.y\n';
code += 'mul ' + cos + ',' + sin + ',' + sin + '\n';
code += 'sub ' + cos + ',' + animationRegisterData.vertexOneConst + ',' + cos + '\n';
code += 'sqt ' + cos + ',' + cos + '\n';
code += 'mul ' + R + '.x,' + cos + ',' + animationRegisterData.rotationRegisters[i] + '.y\n';
code += 'mul ' + R + '.y,' + sin + ',' + animationRegisterData.rotationRegisters[i] + '.z\n';
code += 'mul ' + R + '.z,' + sin + ',' + animationRegisterData.rotationRegisters[i] + '.y\n';
code += 'mul ' + R + '.w,' + cos + ',' + animationRegisterData.rotationRegisters[i] + '.z\n';
code += 'sub ' + animationRegisterData.rotationRegisters[i] + '.y,' + R + '.x,' + R + '.y\n';
code += 'add ' + animationRegisterData.rotationRegisters[i] + '.z,' + R + '.z,' + R + '.w\n';
code += 'abs ' + R + '.y,' + nrmDirection + '.y\n';
code += 'sge ' + R + '.z,' + R + '.y,' + animationRegisterData.vertexOneConst + '\n';
code += 'mul ' + R + '.x,' + R + '.y,' + nrmDirection + '.y\n';
code += 'mov ' + nrmDirection + '.y,' + animationRegisterData.vertexZeroConst + '\n';
code += 'dp3 ' + sin + ',' + nrmDirection + '.xyz,' + nrmDirection + '.xyz\n';
code += 'sge ' + tempSingle + ',' + animationRegisterData.vertexZeroConst + ',' + sin + '\n';
code += 'mov ' + nrmDirection + '.y,' + animationRegisterData.vertexZeroConst + '\n';
code += 'nrm ' + nrmDirection + '.xyz,' + nrmDirection + '.xyz\n';
code += 'sub ' + sin + ',' + animationRegisterData.vertexOneConst + ',' + tempSingle + '\n';
code += 'mul ' + sin + ',' + sin + ',' + nrmDirection + '.x\n';
code += 'mov ' + cos + ',' + nrmDirection + '.z\n';
code += 'neg ' + cos + ',' + cos + '\n';
code += 'sub ' + o_temp + ',' + animationRegisterData.vertexOneConst + ',' + cos + '\n';
code += 'mul ' + o_temp + ',' + R + '.x,' + tempSingle + '\n';
code += 'add ' + cos + ',' + cos + ',' + o_temp + '\n';
code += 'mul ' + R + '.x,' + cos + ',' + animationRegisterData.rotationRegisters[i] + '.x\n';
code += 'mul ' + R + '.y,' + sin + ',' + animationRegisterData.rotationRegisters[i] + '.z\n';
code += 'mul ' + R + '.z,' + sin + ',' + animationRegisterData.rotationRegisters[i] + '.x\n';
code += 'mul ' + R + '.w,' + cos + ',' + animationRegisterData.rotationRegisters[i] + '.z\n';
code += 'sub ' + animationRegisterData.rotationRegisters[i] + '.x,' + R + '.x,' + R + '.y\n';
code += 'add ' + animationRegisterData.rotationRegisters[i] + '.z,' + R + '.z,' + R + '.w\n';
}
}
return code;
};
/**
* @inheritDoc
*/
ParticleRotateToPositionNode.prototype.getAnimationState = function (animator) {
return animator.getAnimationState(this);
};
/**
* @inheritDoc
*/
ParticleRotateToPositionNode.prototype._iGeneratePropertyOfOneParticle = function (param) {
var offset = param[ParticleRotateToPositionNode.POSITION_VECTOR3D];
if (!offset)
throw (new Error('there is no ' + ParticleRotateToPositionNode.POSITION_VECTOR3D + ' in param!'));
this._pOneData[0] = offset.x;
this._pOneData[1] = offset.y;
this._pOneData[2] = offset.z;
};
/**
* Reference for the position the particle will rotate to face for a single particle (when in local property mode).
* Expects a <code>Vector3D</code> object representing the position that the particle must face.
*/
ParticleRotateToPositionNode.POSITION_VECTOR3D = 'RotateToPositionVector3D';
return ParticleRotateToPositionNode;
}(ParticleNodeBase));
export { ParticleRotateToPositionNode };