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; } }