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@openhps/core

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Open Hybrid Positioning System - Core component

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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);