@openhps/core
Version:
Open Hybrid Positioning System - Core component
82 lines (76 loc) • 2.99 kB
JavaScript
import TempNode from '../core/TempNode.js';
import { nodeProxy, vec4, mat2, mat4 } from '../tsl/TSLBase.js';
import { cos, sin } from '../math/MathNode.js';
/**
* Applies a rotation to the given position node.
*
* @augments TempNode
*/
class RotateNode extends TempNode {
static get type() {
return 'RotateNode';
}
/**
* Constructs a new rotate node.
*
* @param {Node} positionNode - The position node.
* @param {Node} rotationNode - Represents the rotation that is applied to the position node. Depending
* on whether the position data are 2D or 3D, the rotation is expressed a single float value or an Euler value.
*/
constructor(positionNode, rotationNode) {
super();
/**
* The position node.
*
* @type {Node}
*/
this.positionNode = positionNode;
/**
* Represents the rotation that is applied to the position node.
* Depending on whether the position data are 2D or 3D, the rotation is expressed a single float value or an Euler value.
*
* @type {Node}
*/
this.rotationNode = rotationNode;
}
/**
* The type of the {@link RotateNode#positionNode} defines the node's type.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {string} The node's type.
*/
getNodeType(builder) {
return this.positionNode.getNodeType(builder);
}
setup(builder) {
const {
rotationNode,
positionNode
} = this;
const nodeType = this.getNodeType(builder);
if (nodeType === 'vec2') {
const cosAngle = rotationNode.cos();
const sinAngle = rotationNode.sin();
const rotationMatrix = mat2(cosAngle, sinAngle, sinAngle.negate(), cosAngle);
return rotationMatrix.mul(positionNode);
} else {
const rotation = rotationNode;
const rotationXMatrix = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, cos(rotation.x), sin(rotation.x).negate(), 0.0), vec4(0.0, sin(rotation.x), cos(rotation.x), 0.0), vec4(0.0, 0.0, 0.0, 1.0));
const rotationYMatrix = mat4(vec4(cos(rotation.y), 0.0, sin(rotation.y), 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(sin(rotation.y).negate(), 0.0, cos(rotation.y), 0.0), vec4(0.0, 0.0, 0.0, 1.0));
const rotationZMatrix = mat4(vec4(cos(rotation.z), sin(rotation.z).negate(), 0.0, 0.0), vec4(sin(rotation.z), cos(rotation.z), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
return rotationXMatrix.mul(rotationYMatrix).mul(rotationZMatrix).mul(vec4(positionNode, 1.0)).xyz;
}
}
}
export default RotateNode;
/**
* TSL function for creating a rotate node.
*
* @tsl
* @function
* @param {Node} positionNode - The position node.
* @param {Node} rotationNode - Represents the rotation that is applied to the position node. Depending
* on whether the position data are 2D or 3D, the rotation is expressed a single float value or an Euler value.
* @returns {RotateNode}
*/
export const rotate = /*@__PURE__*/nodeProxy(RotateNode).setParameterLength(2);