three
Version:
JavaScript 3D library
86 lines (49 loc) • 1.9 kB
JavaScript
import Node from '../core/Node.js';
import AttributeNode from '../core/AttributeNode.js';
import VaryingNode from '../core/VaryingNode.js';
import ModelNode from '../accessors/ModelNode.js';
import CameraNode from '../accessors/CameraNode.js';
import OperatorNode from '../math/OperatorNode.js';
import MathNode from '../math/MathNode.js';
class NormalNode extends Node {
constructor( scope = NormalNode.LOCAL ) {
super( 'vec3' );
this.scope = scope;
}
isGlobal() {
return true;
}
getHash( /*builder*/ ) {
return `normal-${this.scope}`;
}
generate( builder ) {
const scope = this.scope;
let outputNode = null;
if ( scope === NormalNode.GEOMETRY ) {
outputNode = new AttributeNode( 'normal', 'vec3' );
} else if ( scope === NormalNode.LOCAL ) {
outputNode = new VaryingNode( new NormalNode( NormalNode.GEOMETRY ) );
} else if ( scope === NormalNode.VIEW ) {
const vertexNode = new OperatorNode( '*', new ModelNode( ModelNode.NORMAL_MATRIX ), new NormalNode( NormalNode.LOCAL ) );
outputNode = new MathNode( MathNode.NORMALIZE, new VaryingNode( vertexNode ) );
} else if ( scope === NormalNode.WORLD ) {
// To use INVERSE_TRANSFORM_DIRECTION only inverse the param order like this: MathNode( ..., Vector, Matrix );
const vertexNode = new MathNode( MathNode.TRANSFORM_DIRECTION, new NormalNode( NormalNode.VIEW ), new CameraNode( CameraNode.VIEW_MATRIX ) );
outputNode = new MathNode( MathNode.NORMALIZE, new VaryingNode( vertexNode ) );
}
return outputNode.build( builder, this.getNodeType( builder ) );
}
serialize( data ) {
super.serialize( data );
data.scope = this.scope;
}
deserialize( data ) {
super.deserialize( data );
this.scope = data.scope;
}
}
NormalNode.GEOMETRY = 'geometry';
NormalNode.LOCAL = 'local';
NormalNode.VIEW = 'view';
NormalNode.WORLD = 'world';
export default NormalNode;