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@openhps/core

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Open Hybrid Positioning System - Core component

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import { UVMapping } from '../../constants.js'; import { Euler } from '../../math/Euler.js'; import { Matrix4 } from '../../math/Matrix4.js'; import Node from '../core/Node.js'; import { renderGroup } from '../core/UniformGroupNode.js'; import { nodeImmutable, uniform } from '../tsl/TSLBase.js'; import { reference } from './ReferenceNode.js'; const _e1 = /*@__PURE__*/new Euler(); const _m1 = /*@__PURE__*/new Matrix4(); /** * This module allows access to a collection of scene properties. The following predefined TSL objects * are available for easier use: * * - `backgroundBlurriness`: A node that represents the scene's background blurriness. * - `backgroundIntensity`: A node that represents the scene's background intensity. * - `backgroundRotation`: A node that represents the scene's background rotation. * * @augments Node */ class SceneNode extends Node { static get type() { return 'SceneNode'; } /** * Constructs a new scene node. * * @param {('backgroundBlurriness'|'backgroundIntensity'|'backgroundRotation')} scope - The scope defines the type of scene property that is accessed. * @param {?Scene} [scene=null] - A reference to the scene. */ constructor(scope = SceneNode.BACKGROUND_BLURRINESS, scene = null) { super(); /** * The scope defines the type of scene property that is accessed. * * @type {('backgroundBlurriness'|'backgroundIntensity'|'backgroundRotation')} */ this.scope = scope; /** * A reference to the scene that is going to be accessed. * * @type {?Scene} * @default null */ this.scene = scene; } /** * Depending on the scope, the method returns a different type of node that represents * the respective scene property. * * @param {NodeBuilder} builder - The current node builder. * @return {Node} The output node. */ setup(builder) { const scope = this.scope; const scene = this.scene !== null ? this.scene : builder.scene; let output; if (scope === SceneNode.BACKGROUND_BLURRINESS) { output = reference('backgroundBlurriness', 'float', scene); } else if (scope === SceneNode.BACKGROUND_INTENSITY) { output = reference('backgroundIntensity', 'float', scene); } else if (scope === SceneNode.BACKGROUND_ROTATION) { output = uniform('mat4').label('backgroundRotation').setGroup(renderGroup).onRenderUpdate(() => { const background = scene.background; if (background !== null && background.isTexture && background.mapping !== UVMapping) { _e1.copy(scene.backgroundRotation); // accommodate left-handed frame _e1.x *= -1; _e1.y *= -1; _e1.z *= -1; _m1.makeRotationFromEuler(_e1); } else { _m1.identity(); } return _m1; }); } else { console.error('THREE.SceneNode: Unknown scope:', scope); } return output; } } SceneNode.BACKGROUND_BLURRINESS = 'backgroundBlurriness'; SceneNode.BACKGROUND_INTENSITY = 'backgroundIntensity'; SceneNode.BACKGROUND_ROTATION = 'backgroundRotation'; export default SceneNode; /** * TSL object that represents the scene's background blurriness. * * @tsl * @type {SceneNode} */ export const backgroundBlurriness = /*@__PURE__*/nodeImmutable(SceneNode, SceneNode.BACKGROUND_BLURRINESS); /** * TSL object that represents the scene's background intensity. * * @tsl * @type {SceneNode} */ export const backgroundIntensity = /*@__PURE__*/nodeImmutable(SceneNode, SceneNode.BACKGROUND_INTENSITY); /** * TSL object that represents the scene's background rotation. * * @tsl * @type {SceneNode} */ export const backgroundRotation = /*@__PURE__*/nodeImmutable(SceneNode, SceneNode.BACKGROUND_ROTATION);