three
Version:
JavaScript 3D library
181 lines (131 loc) • 4.36 kB
JavaScript
import TempNode from '../core/TempNode.js';
import { nodeProxy, vec4, mat2, mat4 } from '../tsl/TSLBase.js';
import { cos, sin } from '../math/MathNode.js';
import { hashString } from '../core/NodeUtils.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.
* @param {string} [order='XYZ'] - The Euler rotation order. Only used for 3D rotation.
*/
constructor( positionNode, rotationNode, order = 'XYZ' ) {
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 Euler rotation order.
*
* @private
* @type {string}
* @default 'XYZ'
*/
this._order = order;
}
/**
* Overwrites the default `customCacheKey()` implementation by including the
* Euler order into the cache key.
*
* @return {number} The hash.
*/
customCacheKey() {
return hashString( this._order );
}
/**
* Sets the Euler rotation order.
*
* @param {string} value - The Euler rotation order.
* @return {RotateNode} A reference to this node.
*/
setOrder( value ) {
this._order = value;
return this;
}
/**
* Gets the Euler rotation order.
*
* @return {string} The Euler rotation order.
*/
getOrder() {
return this._order;
}
/**
* 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.
*/
generateNodeType( 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 order = this._order;
const rotationXMatrix = mat4( vec4( 1.0, 0.0, 0.0, 0.0 ), vec4( 0.0, cos( rotation.x ), sin( rotation.x ), 0.0 ), vec4( 0.0, sin( rotation.x ).negate(), 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 ).negate(), 0.0 ), vec4( 0.0, 1.0, 0.0, 0.0 ), vec4( sin( rotation.y ), 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 ), 0.0, 0.0 ), vec4( sin( rotation.z ).negate(), 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 ) );
const matrixMap = {
'X': rotationXMatrix,
'Y': rotationYMatrix,
'Z': rotationZMatrix
};
const matrixChain = matrixMap[ order.charAt( 0 ) ]
.mul( matrixMap[ order.charAt( 1 ) ] )
.mul( matrixMap[ order.charAt( 2 ) ] );
return matrixChain.mul( vec4( positionNode, 1.0 ) ).xyz;
}
}
serialize( data ) {
super.serialize( data );
data.order = this._order;
}
deserialize( data ) {
super.deserialize( data );
this._order = data.order;
}
}
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.
* @param {string} [order='XYZ'] - The Euler rotation order. Only used for 3D rotation.
* @returns {RotateNode}
*/
export const rotate = /*@__PURE__*/ nodeProxy( RotateNode ).setParameterLength( 2, 3 );