import { Vector3D } from '@awayjs/core'; import { ContextGLVertexBufferFormat } from '@awayjs/stage'; import { ShaderBase, _Render_RenderableBase, AnimationRegisterData } from '@awayjs/renderer'; import { AnimationElements } from '../data/AnimationElements'; import { ParticlePropertiesMode } from '../data/ParticlePropertiesMode'; import { ParticlePositionNode } from '../nodes/ParticlePositionNode'; import { ParticleAnimator } from '../ParticleAnimator'; import { ParticleStateBase } from './ParticleStateBase'; /** * ... * @author ... */ export class ParticlePositionState extends ParticleStateBase { /** @private */ public static POSITION_INDEX: number = 0; private _particlePositionNode: ParticlePositionNode; private _position: Vector3D; /** * Defines the position of the particle when in global mode. Defaults to 0,0,0. */ public get position(): Vector3D { return this._position; } public set position(value: Vector3D) { this._position = value; } /** * */ public getPositions(): Array { return this._pDynamicProperties; } public setPositions(value: Array): void { this._pDynamicProperties = value; this._pDynamicPropertiesDirty = new Object(); } constructor(animator: ParticleAnimator, particlePositionNode: ParticlePositionNode) { super(animator, particlePositionNode); this._particlePositionNode = particlePositionNode; this._position = this._particlePositionNode._iPosition; } /** * @inheritDoc */ public setRenderState(shader: ShaderBase, renderable: _Render_RenderableBase, animationElements: AnimationElements, animationRegisterData: AnimationRegisterData): void { if (this._particlePositionNode.mode == ParticlePropertiesMode.LOCAL_DYNAMIC && !this._pDynamicPropertiesDirty[animationElements._iUniqueId]) this._pUpdateDynamicProperties(animationElements); const index: number = animationRegisterData.getRegisterIndex(this._pAnimationNode, ParticlePositionState.POSITION_INDEX); if (this._particlePositionNode.mode == ParticlePropertiesMode.GLOBAL) shader.setVertexConst(index, this._position.x, this._position.y, this._position.z); else animationElements.activateVertexBuffer(index, this._particlePositionNode._iDataOffset, shader.stage, ContextGLVertexBufferFormat.FLOAT_3); } }