import Object3DNode from './Object3DNode.js'; import { addNodeClass } from '../core/Node.js'; import { nodeImmutable } from '../shadernode/ShaderNode.js'; class CameraNode extends Object3DNode { constructor( scope = CameraNode.POSITION ) { super( scope ); } getNodeType( builder ) { const scope = this.scope; if ( scope === CameraNode.PROJECTION_MATRIX ) { return 'mat4'; } return super.getNodeType( builder ); } update( frame ) { const camera = frame.camera; const uniformNode = this._uniformNode; const scope = this.scope; if ( scope === CameraNode.PROJECTION_MATRIX ) { uniformNode.value = camera.projectionMatrix; } else if ( scope === CameraNode.VIEW_MATRIX ) { uniformNode.value = camera.matrixWorldInverse; } else { this.object3d = camera; super.update( frame ); } } generate( builder ) { const scope = this.scope; if ( scope === CameraNode.PROJECTION_MATRIX ) { this._uniformNode.nodeType = 'mat4'; } return super.generate( builder ); } } CameraNode.PROJECTION_MATRIX = 'projectionMatrix'; export default CameraNode; export const cameraProjectionMatrix = nodeImmutable( CameraNode, CameraNode.PROJECTION_MATRIX ); export const cameraViewMatrix = nodeImmutable( CameraNode, CameraNode.VIEW_MATRIX ); export const cameraNormalMatrix = nodeImmutable( CameraNode, CameraNode.NORMAL_MATRIX ); export const cameraWorldMatrix = nodeImmutable( CameraNode, CameraNode.WORLD_MATRIX ); export const cameraPosition = nodeImmutable( CameraNode, CameraNode.POSITION ); addNodeClass( CameraNode );