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 { ParticleOscillatorState } from '../states/ParticleOscillatorState';
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 using simple harmonic motion.
*/
export class ParticleOscillatorNode extends ParticleNodeBase {
/** @private */
public _iOscillator: Vector3D;
/**
* Reference for ocsillator node properties on a single particle (when in local property mode).
* Expects a Vector3D object representing the axis (x,y,z) and cycle speed (w) of the motion on the particle.
*/
public static OSCILLATOR_VECTOR3D: string = 'OscillatorVector3D';
/**
* Creates a new ParticleOscillatorNode
*
* @param mode Defines whether the mode of operation acts on local properties of a particle or global properties of the node.
* @param [optional] oscillator Defines the default oscillator axis (x, y, z) and cycleDuration (w) of the node, used when in global mode.
*/
constructor(mode: number, oscillator: Vector3D = null) {
super('ParticleOscillator', mode, 4);
this._pStateClass = ParticleOscillatorState;
this._iOscillator = oscillator || new Vector3D();
}
/**
* @inheritDoc
*/
public getAGALVertexCode(shader: ShaderBase, animationSet: ParticleAnimationSet, registerCache: ShaderRegisterCache, animationRegisterData: AnimationRegisterData): string {
const oscillatorRegister: ShaderRegisterElement = (this._pMode == ParticlePropertiesMode.GLOBAL) ? registerCache.getFreeVertexConstant() : registerCache.getFreeVertexAttribute();
animationRegisterData.setRegisterIndex(this, ParticleOscillatorState.OSCILLATOR_INDEX, oscillatorRegister.index);
const temp: ShaderRegisterElement = registerCache.getFreeVertexVectorTemp();
const dgree: ShaderRegisterElement = new ShaderRegisterElement(temp.regName, temp.index, 0);
const sin: ShaderRegisterElement = new ShaderRegisterElement(temp.regName, temp.index, 1);
const cos: 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 += 'mul ' + dgree + ',' + animationRegisterData.vertexTime + ',' + oscillatorRegister + '.w\n';
code += 'sin ' + sin + ',' + dgree + '\n';
code += 'mul ' + distance + '.xyz,' + sin + ',' + oscillatorRegister + '.xyz\n';
code += 'add ' + animationRegisterData.positionTarget + '.xyz,' + distance + '.xyz,' + animationRegisterData.positionTarget + '.xyz\n';
if (animationSet.needVelocity) {
code += 'cos ' + cos + ',' + dgree + '\n';
code += 'mul ' + distance + '.xyz,' + cos + ',' + oscillatorRegister + '.xyz\n';
code += 'add ' + animationRegisterData.velocityTarget + '.xyz,' + distance + '.xyz,' + animationRegisterData.velocityTarget + '.xyz\n';
}
return code;
}
/**
* @inheritDoc
*/
public getAnimationState(animator: AnimatorBase): ParticleOscillatorState {
return animator.getAnimationState(this);
}
/**
* @inheritDoc
*/
public _iGeneratePropertyOfOneParticle(param: ParticleProperties): void {
//(Vector3D.x,Vector3D.y,Vector3D.z) is oscillator axis, Vector3D.w is oscillator cycle duration
const drift: Vector3D = param[ParticleOscillatorNode.OSCILLATOR_VECTOR3D];
if (!drift)
throw (new Error('there is no ' + ParticleOscillatorNode.OSCILLATOR_VECTOR3D + ' in param!'));
this._pOneData[0] = drift.x;
this._pOneData[1] = drift.y;
this._pOneData[2] = drift.z;
if (drift.w <= 0)
throw (new Error('the cycle duration must greater than zero'));
this._pOneData[3] = Math.PI * 2 / drift.w;
}
}