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@awayjs/graphics

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import { __extends } from "tslib"; import { Vector3D } from '@awayjs/core'; import { ParticlePropertiesMode } from '../data/ParticlePropertiesMode'; import { ParticlePositionState } from '../states/ParticlePositionState'; import { ParticleNodeBase } from './ParticleNodeBase'; /** * A particle animation node used to set the starting position of a particle. */ var ParticlePositionNode = /** @class */ (function (_super) { __extends(ParticlePositionNode, _super); /** * Creates a new <code>ParticlePositionNode</code> * * @param mode Defines whether the mode of operation acts on local properties of a particle or global properties of the node. * @param [optional] position Defines the default position of the particle when in global mode. Defaults to 0,0,0. */ function ParticlePositionNode(mode, position) { if (position === void 0) { position = null; } var _this = _super.call(this, 'ParticlePosition', mode, 3) || this; _this._pStateClass = ParticlePositionState; _this._iPosition = position || new Vector3D(); return _this; } /** * @inheritDoc */ ParticlePositionNode.prototype.getAGALVertexCode = function (shader, animationSet, registerCache, animationRegisterData) { var positionAttribute = (this._pMode == ParticlePropertiesMode.GLOBAL) ? registerCache.getFreeVertexConstant() : registerCache.getFreeVertexAttribute(); animationRegisterData.setRegisterIndex(this, ParticlePositionState.POSITION_INDEX, positionAttribute.index); return 'add ' + animationRegisterData.positionTarget + '.xyz,' + positionAttribute + '.xyz,' + animationRegisterData.positionTarget + '.xyz\n'; }; /** * @inheritDoc */ ParticlePositionNode.prototype.getAnimationState = function (animator) { return animator.getAnimationState(this); }; /** * @inheritDoc */ ParticlePositionNode.prototype._iGeneratePropertyOfOneParticle = function (param) { var offset = param[ParticlePositionNode.POSITION_VECTOR3D]; if (!offset) throw (new Error('there is no ' + ParticlePositionNode.POSITION_VECTOR3D + ' in param!')); this._pOneData[0] = offset.x; this._pOneData[1] = offset.y; this._pOneData[2] = offset.z; }; /** * Reference for position node properties on a single particle (when in local property mode). * Expects a <code>Vector3D</code> object representing position of the particle. */ ParticlePositionNode.POSITION_VECTOR3D = 'PositionVector3D'; return ParticlePositionNode; }(ParticleNodeBase)); export { ParticlePositionNode };