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 { ParticleRotateToPositionState } from '../states/ParticleRotateToPositionState'; import { ParticleAnimationSet } from '../ParticleAnimationSet'; import { AnimatorBase } from '../AnimatorBase'; import { ParticleNodeBase } from './ParticleNodeBase'; /** * A particle animation node used to control the rotation of a particle to face to a position */ export class ParticleRotateToPositionNode extends ParticleNodeBase { /** @private */ public _iPosition: Vector3D; /** * Reference for the position the particle will rotate to face for a single particle (when in local property mode). * Expects a Vector3D object representing the position that the particle must face. */ public static POSITION_VECTOR3D: string = 'RotateToPositionVector3D'; /** * Creates a new ParticleRotateToPositionNode */ constructor(mode: number, position: Vector3D = null) { super('ParticleRotateToPosition', mode, 3, 3); this._pStateClass = ParticleRotateToPositionState; this._iPosition = position || new Vector3D(); } /** * @inheritDoc */ public getAGALVertexCode(shader: ShaderBase, animationSet: ParticleAnimationSet, registerCache: ShaderRegisterCache, animationRegisterData: AnimationRegisterData): string { const positionAttribute: ShaderRegisterElement = (this._pMode == ParticlePropertiesMode.GLOBAL) ? registerCache.getFreeVertexConstant() : registerCache.getFreeVertexAttribute(); animationRegisterData.setRegisterIndex(this, ParticleRotateToPositionState.POSITION_INDEX, positionAttribute.index); let code: string = ''; const len: number = animationRegisterData.rotationRegisters.length; let i: number; if (animationSet.hasBillboard) { const temp1: ShaderRegisterElement = registerCache.getFreeVertexVectorTemp(); registerCache.addVertexTempUsages(temp1, 1); const temp2: ShaderRegisterElement = registerCache.getFreeVertexVectorTemp(); registerCache.addVertexTempUsages(temp2, 1); const temp3: ShaderRegisterElement = registerCache.getFreeVertexVectorTemp(); const rotationMatrixRegister: ShaderRegisterElement = registerCache.getFreeVertexConstant(); animationRegisterData.setRegisterIndex(this, ParticleRotateToPositionState.MATRIX_INDEX, rotationMatrixRegister.index); registerCache.getFreeVertexConstant(); registerCache.getFreeVertexConstant(); registerCache.getFreeVertexConstant(); registerCache.removeVertexTempUsage(temp1); registerCache.removeVertexTempUsage(temp2); //process the position code += 'sub ' + temp1 + '.xyz,' + positionAttribute + '.xyz,' + animationRegisterData.positionTarget + '.xyz\n'; code += 'm33 ' + temp1 + '.xyz,' + temp1 + '.xyz,' + rotationMatrixRegister + '\n'; code += 'mov ' + temp3 + ',' + animationRegisterData.vertexZeroConst + '\n'; code += 'mov ' + temp3 + '.xy,' + temp1 + '.xy\n'; code += 'nrm ' + temp3 + '.xyz,' + temp3 + '.xyz\n'; //temp3.x=cos,temp3.y=sin //only process z axis code += 'mov ' + temp2 + ',' + animationRegisterData.vertexZeroConst + '\n'; code += 'mov ' + temp2 + '.x,' + temp3 + '.y\n'; code += 'mov ' + temp2 + '.y,' + temp3 + '.x\n'; code += 'mov ' + temp1 + ',' + animationRegisterData.vertexZeroConst + '\n'; code += 'mov ' + temp1 + '.x,' + temp3 + '.x\n'; code += 'neg ' + temp1 + '.y,' + temp3 + '.y\n'; code += 'mov ' + temp3 + ',' + animationRegisterData.vertexZeroConst + '\n'; code += 'mov ' + temp3 + '.z,' + animationRegisterData.vertexOneConst + '\n'; code += 'm33 ' + animationRegisterData.scaleAndRotateTarget + '.xyz,' + animationRegisterData.scaleAndRotateTarget + '.xyz,' + temp1 + '\n'; for (i = 0; i < len; i++) code += 'm33 ' + animationRegisterData.rotationRegisters[i] + '.xyz,' + animationRegisterData.rotationRegisters[i] + ',' + temp1 + '\n'; } else { const nrmDirection: ShaderRegisterElement = registerCache.getFreeVertexVectorTemp(); registerCache.addVertexTempUsages(nrmDirection, 1); const temp: ShaderRegisterElement = registerCache.getFreeVertexVectorTemp(); registerCache.addVertexTempUsages(temp, 1); const cos: ShaderRegisterElement = new ShaderRegisterElement(temp.regName, temp.index, 0); const sin: ShaderRegisterElement = new ShaderRegisterElement(temp.regName, temp.index, 1); const o_temp: ShaderRegisterElement = new ShaderRegisterElement(temp.regName, temp.index, 2); const tempSingle: ShaderRegisterElement = new ShaderRegisterElement(temp.regName, temp.index, 3); const R: ShaderRegisterElement = registerCache.getFreeVertexVectorTemp(); registerCache.addVertexTempUsages(R, 1); registerCache.removeVertexTempUsage(nrmDirection); registerCache.removeVertexTempUsage(temp); registerCache.removeVertexTempUsage(R); code += 'sub ' + nrmDirection + '.xyz,' + positionAttribute + '.xyz,' + animationRegisterData.positionTarget + '.xyz\n'; code += 'nrm ' + nrmDirection + '.xyz,' + nrmDirection + '.xyz\n'; code += 'mov ' + sin + ',' + nrmDirection + '.y\n'; code += 'mul ' + cos + ',' + sin + ',' + sin + '\n'; code += 'sub ' + cos + ',' + animationRegisterData.vertexOneConst + ',' + cos + '\n'; code += 'sqt ' + cos + ',' + cos + '\n'; code += 'mul ' + R + '.x,' + cos + ',' + animationRegisterData.scaleAndRotateTarget + '.y\n'; code += 'mul ' + R + '.y,' + sin + ',' + animationRegisterData.scaleAndRotateTarget + '.z\n'; code += 'mul ' + R + '.z,' + sin + ',' + animationRegisterData.scaleAndRotateTarget + '.y\n'; code += 'mul ' + R + '.w,' + cos + ',' + animationRegisterData.scaleAndRotateTarget + '.z\n'; code += 'sub ' + animationRegisterData.scaleAndRotateTarget + '.y,' + R + '.x,' + R + '.y\n'; code += 'add ' + animationRegisterData.scaleAndRotateTarget + '.z,' + R + '.z,' + R + '.w\n'; code += 'abs ' + R + '.y,' + nrmDirection + '.y\n'; code += 'sge ' + R + '.z,' + R + '.y,' + animationRegisterData.vertexOneConst + '\n'; code += 'mul ' + R + '.x,' + R + '.y,' + nrmDirection + '.y\n'; //judgu if nrmDirection=(0,1,0); code += 'mov ' + nrmDirection + '.y,' + animationRegisterData.vertexZeroConst + '\n'; code += 'dp3 ' + sin + ',' + nrmDirection + '.xyz,' + nrmDirection + '.xyz\n'; code += 'sge ' + tempSingle + ',' + animationRegisterData.vertexZeroConst + ',' + sin + '\n'; code += 'mov ' + nrmDirection + '.y,' + animationRegisterData.vertexZeroConst + '\n'; code += 'nrm ' + nrmDirection + '.xyz,' + nrmDirection + '.xyz\n'; code += 'sub ' + sin + ',' + animationRegisterData.vertexOneConst + ',' + tempSingle + '\n'; code += 'mul ' + sin + ',' + sin + ',' + nrmDirection + '.x\n'; code += 'mov ' + cos + ',' + nrmDirection + '.z\n'; code += 'neg ' + cos + ',' + cos + '\n'; code += 'sub ' + o_temp + ',' + animationRegisterData.vertexOneConst + ',' + cos + '\n'; code += 'mul ' + o_temp + ',' + R + '.x,' + tempSingle + '\n'; code += 'add ' + cos + ',' + cos + ',' + o_temp + '\n'; code += 'mul ' + R + '.x,' + cos + ',' + animationRegisterData.scaleAndRotateTarget + '.x\n'; code += 'mul ' + R + '.y,' + sin + ',' + animationRegisterData.scaleAndRotateTarget + '.z\n'; code += 'mul ' + R + '.z,' + sin + ',' + animationRegisterData.scaleAndRotateTarget + '.x\n'; code += 'mul ' + R + '.w,' + cos + ',' + animationRegisterData.scaleAndRotateTarget + '.z\n'; code += 'sub ' + animationRegisterData.scaleAndRotateTarget + '.x,' + R + '.x,' + R + '.y\n'; code += 'add ' + animationRegisterData.scaleAndRotateTarget + '.z,' + R + '.z,' + R + '.w\n'; for (i = 0; i < len; i++) { //just repeat the calculate above //because of the limited registers, no need to optimise code += 'sub ' + nrmDirection + '.xyz,' + positionAttribute + '.xyz,' + animationRegisterData.positionTarget + '.xyz\n'; code += 'nrm ' + nrmDirection + '.xyz,' + nrmDirection + '.xyz\n'; code += 'mov ' + sin + ',' + nrmDirection + '.y\n'; code += 'mul ' + cos + ',' + sin + ',' + sin + '\n'; code += 'sub ' + cos + ',' + animationRegisterData.vertexOneConst + ',' + cos + '\n'; code += 'sqt ' + cos + ',' + cos + '\n'; code += 'mul ' + R + '.x,' + cos + ',' + animationRegisterData.rotationRegisters[i] + '.y\n'; code += 'mul ' + R + '.y,' + sin + ',' + animationRegisterData.rotationRegisters[i] + '.z\n'; code += 'mul ' + R + '.z,' + sin + ',' + animationRegisterData.rotationRegisters[i] + '.y\n'; code += 'mul ' + R + '.w,' + cos + ',' + animationRegisterData.rotationRegisters[i] + '.z\n'; code += 'sub ' + animationRegisterData.rotationRegisters[i] + '.y,' + R + '.x,' + R + '.y\n'; code += 'add ' + animationRegisterData.rotationRegisters[i] + '.z,' + R + '.z,' + R + '.w\n'; code += 'abs ' + R + '.y,' + nrmDirection + '.y\n'; code += 'sge ' + R + '.z,' + R + '.y,' + animationRegisterData.vertexOneConst + '\n'; code += 'mul ' + R + '.x,' + R + '.y,' + nrmDirection + '.y\n'; code += 'mov ' + nrmDirection + '.y,' + animationRegisterData.vertexZeroConst + '\n'; code += 'dp3 ' + sin + ',' + nrmDirection + '.xyz,' + nrmDirection + '.xyz\n'; code += 'sge ' + tempSingle + ',' + animationRegisterData.vertexZeroConst + ',' + sin + '\n'; code += 'mov ' + nrmDirection + '.y,' + animationRegisterData.vertexZeroConst + '\n'; code += 'nrm ' + nrmDirection + '.xyz,' + nrmDirection + '.xyz\n'; code += 'sub ' + sin + ',' + animationRegisterData.vertexOneConst + ',' + tempSingle + '\n'; code += 'mul ' + sin + ',' + sin + ',' + nrmDirection + '.x\n'; code += 'mov ' + cos + ',' + nrmDirection + '.z\n'; code += 'neg ' + cos + ',' + cos + '\n'; code += 'sub ' + o_temp + ',' + animationRegisterData.vertexOneConst + ',' + cos + '\n'; code += 'mul ' + o_temp + ',' + R + '.x,' + tempSingle + '\n'; code += 'add ' + cos + ',' + cos + ',' + o_temp + '\n'; code += 'mul ' + R + '.x,' + cos + ',' + animationRegisterData.rotationRegisters[i] + '.x\n'; code += 'mul ' + R + '.y,' + sin + ',' + animationRegisterData.rotationRegisters[i] + '.z\n'; code += 'mul ' + R + '.z,' + sin + ',' + animationRegisterData.rotationRegisters[i] + '.x\n'; code += 'mul ' + R + '.w,' + cos + ',' + animationRegisterData.rotationRegisters[i] + '.z\n'; code += 'sub ' + animationRegisterData.rotationRegisters[i] + '.x,' + R + '.x,' + R + '.y\n'; code += 'add ' + animationRegisterData.rotationRegisters[i] + '.z,' + R + '.z,' + R + '.w\n'; } } return code; } /** * @inheritDoc */ public getAnimationState(animator: AnimatorBase): ParticleRotateToPositionState { return animator.getAnimationState(this); } /** * @inheritDoc */ public _iGeneratePropertyOfOneParticle(param: ParticleProperties): void { const offset: Vector3D = param[ParticleRotateToPositionNode.POSITION_VECTOR3D]; if (!offset) throw (new Error('there is no ' + ParticleRotateToPositionNode.POSITION_VECTOR3D + ' in param!')); this._pOneData[0] = offset.x; this._pOneData[1] = offset.y; this._pOneData[2] = offset.z; } }