import { Vector3D } from '@awayjs/core';
import { ShaderRegisterCache, ShaderRegisterElement } from '@awayjs/stage';
import { ShaderBase, AnimationRegisterData } from '@awayjs/renderer';
import { ParticleProperties } from '../data/ParticleProperties';
import { ParticlePropertiesMode } from '../data/ParticlePropertiesMode';
import { ParticleBezierCurveState } from '../states/ParticleBezierCurveState';
import { ParticleAnimationSet } from '../ParticleAnimationSet';
import { AnimatorBase } from '../AnimatorBase';
import { ParticleNodeBase } from './ParticleNodeBase';
/**
* A particle animation node used to control the position of a particle over time along a bezier curve.
*/
export class ParticleBezierCurveNode extends ParticleNodeBase {
/** @private */
public _iControlPoint: Vector3D;
/** @private */
public _iEndPoint: Vector3D;
/**
* Reference for bezier curve node properties on a single particle (when in local property mode).
* Expects a Vector3D object representing the control point position (0, 1, 2) of the curve.
*/
public static BEZIER_CONTROL_VECTOR3D: string = 'BezierControlVector3D';
/**
* Reference for bezier curve node properties on a single particle (when in local property mode).
* Expects a Vector3D object representing the end point position (0, 1, 2) of the curve.
*/
public static BEZIER_END_VECTOR3D: string = 'BezierEndVector3D';
/**
* Creates a new ParticleBezierCurveNode
*
* @param mode Defines whether the mode of operation acts on local properties of a particle or global properties of the node.
* @param [optional] controlPoint Defines the default control point of the node, used when in global mode.
* @param [optional] endPoint Defines the default end point of the node, used when in global mode.
*/
constructor(mode: number, controlPoint: Vector3D = null, endPoint: Vector3D = null) {
super('ParticleBezierCurve', mode, 6);
this._pStateClass = ParticleBezierCurveState;
this._iControlPoint = controlPoint || new Vector3D();
this._iEndPoint = endPoint || new Vector3D();
}
/**
* @inheritDoc
*/
public getAGALVertexCode(shader: ShaderBase, animationSet: ParticleAnimationSet, registerCache: ShaderRegisterCache, animationRegisterData: AnimationRegisterData): string {
const controlValue: ShaderRegisterElement = (this._pMode == ParticlePropertiesMode.GLOBAL) ? registerCache.getFreeVertexConstant() : registerCache.getFreeVertexAttribute();
animationRegisterData.setRegisterIndex(this, ParticleBezierCurveState.BEZIER_CONTROL_INDEX, controlValue.index);
const endValue: ShaderRegisterElement = (this._pMode == ParticlePropertiesMode.GLOBAL) ? registerCache.getFreeVertexConstant() : registerCache.getFreeVertexAttribute();
animationRegisterData.setRegisterIndex(this, ParticleBezierCurveState.BEZIER_END_INDEX, endValue.index);
const temp: ShaderRegisterElement = registerCache.getFreeVertexVectorTemp();
const rev_time: ShaderRegisterElement = new ShaderRegisterElement(temp.regName, temp.index, 0);
const time_2: ShaderRegisterElement = new ShaderRegisterElement(temp.regName, temp.index, 1);
const time_temp: ShaderRegisterElement = new ShaderRegisterElement(temp.regName, temp.index, 2);
registerCache.addVertexTempUsages(temp, 1);
const temp2: ShaderRegisterElement = registerCache.getFreeVertexVectorTemp();
const distance: ShaderRegisterElement = new ShaderRegisterElement(temp2.regName, temp2.index);
registerCache.removeVertexTempUsage(temp);
let code: string = '';
code += 'sub ' + rev_time + ',' + animationRegisterData.vertexOneConst + ',' + animationRegisterData.vertexLife + '\n';
code += 'mul ' + time_2 + ',' + animationRegisterData.vertexLife + ',' + animationRegisterData.vertexLife + '\n';
code += 'mul ' + time_temp + ',' + animationRegisterData.vertexLife + ',' + rev_time + '\n';
code += 'mul ' + time_temp + ',' + time_temp + ',' + animationRegisterData.vertexTwoConst + '\n';
code += 'mul ' + distance + '.xyz,' + time_temp + ',' + controlValue + '\n';
code += 'add ' + animationRegisterData.positionTarget + '.xyz,' + distance + '.xyz,' + animationRegisterData.positionTarget + '.xyz\n';
code += 'mul ' + distance + '.xyz,' + time_2 + ',' + endValue + '\n';
code += 'add ' + animationRegisterData.positionTarget + '.xyz,' + distance + '.xyz,' + animationRegisterData.positionTarget + '.xyz\n';
if (animationSet.needVelocity) {
code += 'mul ' + time_2 + ',' + animationRegisterData.vertexLife + ',' + animationRegisterData.vertexTwoConst + '\n';
code += 'sub ' + time_temp + ',' + animationRegisterData.vertexOneConst + ',' + time_2 + '\n';
code += 'mul ' + time_temp + ',' + animationRegisterData.vertexTwoConst + ',' + time_temp + '\n';
code += 'mul ' + distance + '.xyz,' + controlValue + ',' + time_temp + '\n';
code += 'add ' + animationRegisterData.velocityTarget + '.xyz,' + distance + '.xyz,' + animationRegisterData.velocityTarget + '.xyz\n';
code += 'mul ' + distance + '.xyz,' + endValue + ',' + time_2 + '\n';
code += 'add ' + animationRegisterData.velocityTarget + '.xyz,' + distance + '.xyz,' + animationRegisterData.velocityTarget + '.xyz\n';
}
return code;
}
/**
* @inheritDoc
*/
public getAnimationState(animator: AnimatorBase): ParticleBezierCurveState {
return animator.getAnimationState(this);
}
/**
* @inheritDoc
*/
public _iGeneratePropertyOfOneParticle(param: ParticleProperties): void {
const bezierControl: Vector3D = param[ParticleBezierCurveNode.BEZIER_CONTROL_VECTOR3D];
if (!bezierControl)
throw new Error('there is no ' + ParticleBezierCurveNode.BEZIER_CONTROL_VECTOR3D + ' in param!');
const bezierEnd: Vector3D = param[ParticleBezierCurveNode.BEZIER_END_VECTOR3D];
if (!bezierEnd)
throw new Error('there is no ' + ParticleBezierCurveNode.BEZIER_END_VECTOR3D + ' in param!');
this._pOneData[0] = bezierControl.x;
this._pOneData[1] = bezierControl.y;
this._pOneData[2] = bezierControl.z;
this._pOneData[3] = bezierEnd.x;
this._pOneData[4] = bezierEnd.y;
this._pOneData[5] = bezierEnd.z;
}
}