@openhps/core
Version:
Open Hybrid Positioning System - Core component
168 lines (151 loc) • 4.73 kB
JavaScript
import Object3DNode from './Object3DNode.js';
import { Fn, nodeImmutable } from '../tsl/TSLBase.js';
import { uniform } from '../core/UniformNode.js';
import { Matrix4 } from '../../math/Matrix4.js';
import { cameraViewMatrix } from './Camera.js';
import { Matrix3 } from '../../math/Matrix3.js';
/**
* This type of node is a specialized version of `Object3DNode`
* with larger set of model related metrics. Unlike `Object3DNode`,
* `ModelNode` extracts the reference to the 3D object from the
* current node frame state.
*
* @augments Object3DNode
*/
class ModelNode extends Object3DNode {
static get type() {
return 'ModelNode';
}
/**
* Constructs a new object model node.
*
* @param {('position'|'viewPosition'|'direction'|'scale'|'worldMatrix')} scope - The node represents a different type of transformation depending on the scope.
*/
constructor(scope) {
super(scope);
}
/**
* Extracts the model reference from the frame state and then
* updates the uniform value depending on the scope.
*
* @param {NodeFrame} frame - The current node frame.
*/
update(frame) {
this.object3d = frame.object;
super.update(frame);
}
}
export default ModelNode;
/**
* TSL object that represents the object's direction in world space.
*
* @tsl
* @type {ModelNode<vec3>}
*/
export const modelDirection = /*@__PURE__*/nodeImmutable(ModelNode, ModelNode.DIRECTION);
/**
* TSL object that represents the object's world matrix.
*
* @tsl
* @type {ModelNode<mat4>}
*/
export const modelWorldMatrix = /*@__PURE__*/nodeImmutable(ModelNode, ModelNode.WORLD_MATRIX);
/**
* TSL object that represents the object's position in world space.
*
* @tsl
* @type {ModelNode<vec3>}
*/
export const modelPosition = /*@__PURE__*/nodeImmutable(ModelNode, ModelNode.POSITION);
/**
* TSL object that represents the object's scale in world space.
*
* @tsl
* @type {ModelNode<vec3>}
*/
export const modelScale = /*@__PURE__*/nodeImmutable(ModelNode, ModelNode.SCALE);
/**
* TSL object that represents the object's position in view/camera space.
*
* @tsl
* @type {ModelNode<vec3>}
*/
export const modelViewPosition = /*@__PURE__*/nodeImmutable(ModelNode, ModelNode.VIEW_POSITION);
/**
* TSL object that represents the object's radius.
*
* @tsl
* @type {ModelNode<float>}
*/
export const modelRadius = /*@__PURE__*/nodeImmutable(ModelNode, ModelNode.RADIUS);
/**
* TSL object that represents the object's normal matrix.
*
* @tsl
* @type {UniformNode<mat3>}
*/
export const modelNormalMatrix = /*@__PURE__*/uniform(new Matrix3()).onObjectUpdate(({
object
}, self) => self.value.getNormalMatrix(object.matrixWorld));
/**
* TSL object that represents the object's inverse world matrix.
*
* @tsl
* @type {UniformNode<mat4>}
*/
export const modelWorldMatrixInverse = /*@__PURE__*/uniform(new Matrix4()).onObjectUpdate(({
object
}, self) => self.value.copy(object.matrixWorld).invert());
/**
* TSL object that represents the object's model view matrix.
*
* @tsl
* @type {Node<mat4>}
*/
export const modelViewMatrix = /*@__PURE__*/Fn(builder => {
return builder.renderer.nodes.modelViewMatrix || mediumpModelViewMatrix;
}).once()().toVar('modelViewMatrix');
// GPU Precision
/**
* TSL object that represents the object's model view in `mediump` precision.
*
* @tsl
* @type {Node<mat4>}
*/
export const mediumpModelViewMatrix = /*@__PURE__*/cameraViewMatrix.mul(modelWorldMatrix);
// CPU Precision
/**
* TSL object that represents the object's model view in `highp` precision
* which is achieved by computing the matrix in JS and not in the shader.
*
* @tsl
* @type {Node<mat4>}
*/
export const highpModelViewMatrix = /*@__PURE__*/Fn(builder => {
builder.context.isHighPrecisionModelViewMatrix = true;
return uniform('mat4').onObjectUpdate(({
object,
camera
}) => {
return object.modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse, object.matrixWorld);
});
}).once()().toVar('highpModelViewMatrix');
/**
* TSL object that represents the object's model normal view in `highp` precision
* which is achieved by computing the matrix in JS and not in the shader.
*
* @tsl
* @type {Node<mat3>}
*/
export const highpModelNormalViewMatrix = /*@__PURE__*/Fn(builder => {
const isHighPrecisionModelViewMatrix = builder.context.isHighPrecisionModelViewMatrix;
return uniform('mat3').onObjectUpdate(({
object,
camera
}) => {
if (isHighPrecisionModelViewMatrix !== true) {
object.modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse, object.matrixWorld);
}
return object.normalMatrix.getNormalMatrix(object.modelViewMatrix);
});
}).once()().toVar('highpModelNormalViewMatrix');