Переглянути джерело

rename .transform to .position ( .transform or .position = new PositionNode() )

sunag 7 роки тому
батько
коміт
231a8a63f9

+ 1 - 1
examples/js/nodes/materials/PhongNodeMaterial.js

@@ -32,7 +32,7 @@ NodeUtils.addShortcuts( PhongNodeMaterial.prototype, 'fragment', [
 	'ao', 
 	'environment', 
 	'environmentAlpha',
-	'transform' 
+	'position' 
 ] );
 
 export { PhongNodeMaterial };

+ 1 - 1
examples/js/nodes/materials/SpriteNodeMaterial.js

@@ -22,7 +22,7 @@ SpriteNodeMaterial.prototype.constructor = SpriteNodeMaterial;
 NodeUtils.addShortcuts( SpriteNodeMaterial.prototype, 'fragment', [ 
 	'color', 
 	'alpha', 
-	'transform', 
+	'position', 
 	'spherical' 
 ] );
 

+ 1 - 1
examples/js/nodes/materials/StandardNodeMaterial.js

@@ -34,7 +34,7 @@ NodeUtils.addShortcuts( StandardNodeMaterial.prototype, 'fragment', [
 	'shadow', 
 	'ao', 
 	'environment', 
-	'transform' 
+	'position' 
 ] );
 
 export { StandardNodeMaterial };

+ 6 - 6
examples/js/nodes/materials/nodes/PhongNode.js

@@ -31,7 +31,7 @@ PhongNode.prototype.build = function ( builder ) {
 
 	if ( builder.isShader( 'vertex' ) ) {
 
-		var transform = this.transform ? this.transform.parseAndBuildCode( builder, 'v3', { cache: 'transform' } ) : undefined;
+		var position = this.position ? this.position.parseAndBuildCode( builder, 'v3', { cache: 'position' } ) : undefined;
 
 		builder.mergeUniform( THREE.UniformsUtils.merge( [
 
@@ -74,11 +74,11 @@ PhongNode.prototype.build = function ( builder ) {
 			"#include <begin_vertex>"
 		];
 
-		if ( transform ) {
+		if ( position ) {
 
 			output.push(
-				transform.code,
-				transform.result ? "transformed = " + transform.result + ";" : ''
+				position.code,
+				position.result ? "transformed = " + position.result + ";" : ''
 			);
 
 		}
@@ -325,7 +325,7 @@ PhongNode.prototype.copy = function ( source ) {
 	
 	// vertex
 
-	if ( source.transform ) this.transform = source.transform;
+	if ( source.position ) this.position = source.position;
 
 	// fragment
 
@@ -360,7 +360,7 @@ PhongNode.prototype.toJSON = function ( meta ) {
 
 		// vertex
 
-		if ( this.transform ) data.transform = this.transform.toJSON( meta ).uuid;
+		if ( this.position ) data.position = this.position.toJSON( meta ).uuid;
 
 		// fragment
 

+ 7 - 7
examples/js/nodes/materials/nodes/SpriteNode.js

@@ -29,7 +29,7 @@ SpriteNode.prototype.build = function ( builder ) {
 
 	if ( builder.isShader( 'vertex' ) ) {
 
-		var transform = this.transform ? this.transform.parseAndBuildCode( builder, 'v3', { cache: 'transform' } ) : undefined;
+		var position = this.position ? this.position.parseAndBuildCode( builder, 'v3', { cache: 'position' } ) : undefined;
 
 		builder.mergeUniform( THREE.UniformsUtils.merge( [
 			THREE.UniformsLib[ "fog" ]
@@ -43,11 +43,11 @@ SpriteNode.prototype.build = function ( builder ) {
 			"#include <begin_vertex>"
 		];
 
-		if ( transform ) {
+		if ( position ) {
 
 			output.push(
-				transform.code,
-				transform.result ? "transformed = " + transform.result + ";" : ''
+				position.code,
+				position.result ? "transformed = " + position.result + ";" : ''
 			);
 
 		}
@@ -148,13 +148,13 @@ SpriteNode.prototype.copy = function ( source ) {
 	
 	// vertex
 	
-	if ( source.transform ) this.transform = source.transform;
+	if ( source.position ) this.position = source.position;
 	
 	// fragment
 	
 	this.color = source.color;
 	
-	if ( source.spherical !== undefined ) this.spherical = source.transform;
+	if ( source.spherical !== undefined ) this.spherical = source.position;
 	
 	if ( source.alpha ) this.alpha = source.alpha;
 
@@ -170,7 +170,7 @@ SpriteNode.prototype.toJSON = function ( meta ) {
 
 		// vertex
 
-		if ( this.transform ) data.transform = this.transform.toJSON( meta ).uuid;
+		if ( this.position ) data.position = this.position.toJSON( meta ).uuid;
 
 		// fragment
 

+ 6 - 6
examples/js/nodes/materials/nodes/StandardNode.js

@@ -34,7 +34,7 @@ StandardNode.prototype.build = function ( builder ) {
 
 	if ( builder.isShader( 'vertex' ) ) {
 
-		var transform = this.transform ? this.transform.parseAndBuildCode( builder, 'v3', { cache: 'transform' } ) : undefined;
+		var position = this.position ? this.position.parseAndBuildCode( builder, 'v3', { cache: 'position' } ) : undefined;
 
 		builder.mergeUniform( THREE.UniformsUtils.merge( [
 
@@ -81,11 +81,11 @@ StandardNode.prototype.build = function ( builder ) {
 			"#include <begin_vertex>"
 		];
 
-		if ( transform ) {
+		if ( position ) {
 
 			output.push(
-				transform.code,
-				transform.result ? "transformed = " + transform.result + ";" : ''
+				position.code,
+				position.result ? "transformed = " + position.result + ";" : ''
 			);
 
 		}
@@ -396,7 +396,7 @@ StandardNode.prototype.copy = function ( source ) {
 	
 	// vertex
 
-	if ( source.transform ) this.transform = source.transform;
+	if ( source.position ) this.position = source.position;
 
 	// fragment
 
@@ -435,7 +435,7 @@ StandardNode.prototype.toJSON = function ( meta ) {
 
 		// vertex
 
-		if ( this.transform ) data.transform = this.transform.toJSON( meta ).uuid;
+		if ( this.position ) data.position = this.position.toJSON( meta ).uuid;
 
 		// fragment
 

+ 6 - 6
examples/js/nodes/utils/UVTransformNode.js

@@ -6,12 +6,12 @@ import { ExpressionNode } from '../core/ExpressionNode.js';
 import { Matrix3Node } from '../inputs/Matrix3Node.js';
 import { UVNode } from '../accessors/UVNode.js';
  
-function UVTransformNode( uv, transform ) {
+function UVTransformNode( uv, position ) {
 
 	ExpressionNode.call( this, "( uvTransform * vec3( uvNode, 1 ) ).xy", "vec2" );
 
 	this.uv = uv || new UVNode();
-	this.transform = transform || new Matrix3Node();
+	this.position = position || new Matrix3Node();
 
 };
 
@@ -22,7 +22,7 @@ UVTransformNode.prototype.nodeType = "UVTransform";
 UVTransformNode.prototype.generate = function ( builder, output ) {
 
 	this.keywords[ "uvNode" ] = this.uv;
-	this.keywords[ "uvTransform" ] = this.transform;
+	this.keywords[ "uvTransform" ] = this.position;
 
 	return ExpressionNode.prototype.generate.call( this, builder, output );
 
@@ -33,7 +33,7 @@ UVTransformNode.prototype.setUvTransform = function ( tx, ty, sx, sy, rotation,
 	cx = cx !== undefined ? cx : .5;
 	cy = cy !== undefined ? cy : .5;
 
-	this.transform.value.setUvTransform( tx, ty, sx, sy, rotation, cx, cy );
+	this.position.value.setUvTransform( tx, ty, sx, sy, rotation, cx, cy );
 
 };
 
@@ -42,7 +42,7 @@ UVTransformNode.prototype.copy = function ( source ) {
 	ExpressionNode.prototype.copy.call( this, source );
 	
 	this.uv = source.uv;
-	this.transform = source.transform;
+	this.position = source.position;
 					
 };
 
@@ -55,7 +55,7 @@ UVTransformNode.prototype.toJSON = function ( meta ) {
 		data = this.createJSONNode( meta );
 
 		data.uv = this.uv.toJSON( meta ).uuid;
-		data.transform = this.transform.toJSON( meta ).uuid;
+		data.position = this.position.toJSON( meta ).uuid;
 
 	}
 

Різницю між файлами не показано, бо вона завелика
+ 0 - 0
examples/nodes/displace.json


Різницю між файлами не показано, бо вона завелика
+ 0 - 0
examples/nodes/wave.json


+ 16 - 16
examples/webgl_materials_nodes.html

@@ -291,7 +291,7 @@
 					//mtl.light = // input/output light (vec3)
 					//mtl.environment = // reflection/refraction (vec3)
 					//mtl.environmentAlpha = // environment alpha (float)
-					//mtl.transform = // vertex transformation (vec3)
+					//mtl.position = // vertex local position (vec3)
 
 					var mask = new THREE.SwitchNode( new THREE.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
 
@@ -322,7 +322,7 @@
 					//mtl.light = // custom-light (vec3)
 					//mtl.ao = // ambient occlusion (float)
 					//mtl.environment = // reflection/refraction (vec3)
-					//mtl.transform = // vertex transformation (vec3)
+					//mtl.position = // vertex local position (vec3)
 
 					var mask = new THREE.SwitchNode( new THREE.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
 
@@ -497,7 +497,7 @@
 					//mtl.light = // custom-light (vec3)
 					//mtl.ao = // ambient occlusion (float)
 					//mtl.environment = // reflection/refraction (vec3)
-					//mtl.transform = // vertex transformation (vec3)
+					//mtl.position = // vertex local position (vec3)
 
 					var mask = new THREE.SwitchNode( new THREE.TextureNode( getTexture( "decalDiffuse" ) ), 'w' );
 
@@ -671,7 +671,7 @@
 					);
 
 					mtl.color = color;
-					mtl.transform = blend;
+					mtl.position = blend;
 
 					// GUI
 
@@ -1250,7 +1250,7 @@
 
 					mtl.color = mtl.specular = new THREE.ColorNode( 0 );
 					mtl.emissive = color;
-					mtl.transform = blend;
+					mtl.position = blend;
 
 					// GUI
 
@@ -1605,7 +1605,7 @@
 					);
 
 					mtl.color = colors;
-					mtl.transform = softPosition;
+					mtl.position = softPosition;
 
 					// GUI
 
@@ -1945,8 +1945,8 @@
 					mtl.color = new THREE.ExpressionNode( "myCustomUv + (sin(time*speed)*.5) + (position * .05)", "vec3" );
 					mtl.color.keywords[ "speed" ] = speed;
 
-					mtl.transform = new THREE.ExpressionNode( "mod(time*speed,1.0) < 0.5 ? position + (worldNormal*(1.0+sin(time*speed*1.0))*3.0) : position + sin( position.x * sin(time*speed*2.0))", "vec3" );
-					mtl.transform.keywords[ "speed" ] = speed;
+					mtl.position = new THREE.ExpressionNode( "mod(time*speed,1.0) < 0.5 ? position + (worldNormal*(1.0+sin(time*speed*1.0))*3.0) : position + sin( position.x * sin(time*speed*2.0))", "vec3" );
+					mtl.position.keywords[ "speed" ] = speed;
 
 					// add global keyword ( variable or const )
 					THREE.NodeLib.addKeyword( 'myCustomUv', function ( builder ) {
@@ -2010,16 +2010,16 @@
 					var varying = new THREE.VarNode( "vec3" );
 					varying.value = new THREE.NormalNode( THREE.NormalNode.VIEW );
 					
-					// using BypassNode the NormalNode not apply the value in .transform slot
+					// using BypassNode the NormalNode not apply the value in .position slot
 					// but set the NormalNode value in VarNode
 					// it can be useful to send values between vertex to fragment shader
 					// without affect vertex shader
-					mtl.transform = new THREE.BypassNode( varying );
+					mtl.position = new THREE.BypassNode( varying );
 					mtl.color = varying;
 					
-					// you can also set a independent value in .transform slot using BypassNode
+					// you can also set a independent value in .position slot using BypassNode
 					// such this expression using ExpressionNode
-					mtl.transform.value = new THREE.ExpressionNode("position * ( .1 + abs( sin( time ) ) )", "vec3");
+					mtl.position.value = new THREE.ExpressionNode("position * ( .1 + abs( sin( time ) ) )", "vec3");
 
 					break;
 					
@@ -2045,12 +2045,12 @@
 					// add keyword
 					setMyVar.keywords[ "myVar" ] = varying;
 
-					var transform = new THREE.ExpressionNode( "setMyVar( position * .1 )", "vec3" );
-					transform.includes = [ setMyVar ];
-					transform.keywords[ "tex" ] = new THREE.TextureNode( getTexture( "brick" ) );
+					var position = new THREE.ExpressionNode( "setMyVar( position * .1 )", "vec3" );
+					position.includes = [ setMyVar ];
+					position.keywords[ "tex" ] = new THREE.TextureNode( getTexture( "brick" ) );
 
 					// use BypassNode to "void" functions
-					mtl.transform = new THREE.BypassNode( transform );
+					mtl.position = new THREE.BypassNode( position );
 					
 					// FRAGMENT
 					

+ 1 - 1
examples/webgl_sprites_nodes.html

@@ -152,7 +152,7 @@
 			sprite2.material.color = new THREE.Math1Node( sprite2.material.color, THREE.Math1Node.INVERT );
 			sprite2.material.spherical = false; // look at camera horizontally only, very used to vegetation
 			// horizontal zigzag sprite
-			sprite2.material.transform = new THREE.OperatorNode(
+			sprite2.material.position = new THREE.OperatorNode(
 				new THREE.OperatorNode(
 					new THREE.Math1Node( new THREE.TimerNode( 3 ), THREE.Math1Node.SIN ), // 3 is speed (time scale)
 					new THREE.Vector2Node( .3, 0 ), // horizontal scale (position)

Деякі файли не було показано, через те що забагато файлів було змінено