import { Vector3D } from '@awayjs/core'; import { ShaderRegisterCache, ShaderRegisterElement } from '@awayjs/stage'; import { AnimationRegisterData, ShaderBase } from '@awayjs/renderer'; import { ParticleProperties } from '../data/ParticleProperties'; import { ParticlePropertiesMode } from '../data/ParticlePropertiesMode'; import { ParticleAccelerationState } from '../states/ParticleAccelerationState'; import { ParticleAnimationSet } from '../ParticleAnimationSet'; import { AnimatorBase } from '../AnimatorBase'; import { ParticleNodeBase } from './ParticleNodeBase'; /** * A particle animation node used to apply a constant acceleration vector to the motion of a particle. */ export class ParticleAccelerationNode extends ParticleNodeBase { /** @private */ public _acceleration: Vector3D; /** * Reference for acceleration node properties on a single particle (when in local property mode). * Expects a Vector3D object representing the direction of acceleration on the particle. */ public static ACCELERATION_VECTOR3D: string = 'AccelerationVector3D'; /** * Creates a new ParticleAccelerationNode * * @param mode Defines whether the mode of operation acts on local properties of a particle or global properties of the node. * @param [optional] acceleration Defines the default acceleration vector of the node, used when in global mode. */ constructor(mode: number, acceleration: Vector3D = null) { super('ParticleAcceleration', mode, 3); this._pStateClass = ParticleAccelerationState; this._acceleration = acceleration || new Vector3D(); } /** * @inheritDoc */ public getAGALVertexCode(shader: ShaderBase, animationSet: ParticleAnimationSet, registerCache: ShaderRegisterCache, animationRegisterData: AnimationRegisterData): string { const accelerationValue: ShaderRegisterElement = (this._pMode == ParticlePropertiesMode.GLOBAL) ? registerCache.getFreeVertexConstant() : registerCache.getFreeVertexAttribute(); animationRegisterData.setRegisterIndex(this, ParticleAccelerationState.ACCELERATION_INDEX, accelerationValue.index); const temp: ShaderRegisterElement = registerCache.getFreeVertexVectorTemp(); registerCache.addVertexTempUsages(temp, 1); let code: string = 'mul ' + temp + ',' + animationRegisterData.vertexTime + ',' + accelerationValue + '\n'; if (animationSet.needVelocity) { const temp2: ShaderRegisterElement = registerCache.getFreeVertexVectorTemp(); code += 'mul ' + temp2 + ',' + temp + ',' + animationRegisterData.vertexTwoConst + '\n'; code += 'add ' + animationRegisterData.velocityTarget + '.xyz,' + temp2 + '.xyz,' + animationRegisterData.velocityTarget + '.xyz\n'; } registerCache.removeVertexTempUsage(temp); code += 'mul ' + temp + ',' + temp + ',' + animationRegisterData.vertexTime + '\n'; code += 'add ' + animationRegisterData.positionTarget + '.xyz,' + temp + ',' + animationRegisterData.positionTarget + '.xyz\n'; return code; } /** * @inheritDoc */ public getAnimationState(animator: AnimatorBase): ParticleAccelerationState { return animator.getAnimationState(this); } /** * @inheritDoc */ public _iGeneratePropertyOfOneParticle(param: ParticleProperties): void { const tempAcceleration: Vector3D = param[ParticleAccelerationNode.ACCELERATION_VECTOR3D]; if (!tempAcceleration) throw new Error('there is no ' + ParticleAccelerationNode.ACCELERATION_VECTOR3D + ' in param!'); this._pOneData[0] = tempAcceleration.x / 2; this._pOneData[1] = tempAcceleration.y / 2; this._pOneData[2] = tempAcceleration.z / 2; } }