SpriteNodeMaterial.js 2.3 KB

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  1. import NodeMaterial, { addNodeMaterial } from './NodeMaterial.js';
  2. import { uniform } from '../core/UniformNode.js';
  3. import { cameraProjectionMatrix } from '../accessors/CameraNode.js';
  4. import { materialRotation } from '../accessors/MaterialNode.js';
  5. import { modelViewMatrix, modelWorldMatrix } from '../accessors/ModelNode.js';
  6. import { positionLocal } from '../accessors/PositionNode.js';
  7. import { float, vec2, vec3, vec4 } from '../shadernode/ShaderNode.js';
  8. import { SpriteMaterial } from 'three';
  9. const defaultValues = new SpriteMaterial();
  10. class SpriteNodeMaterial extends NodeMaterial {
  11. constructor( parameters ) {
  12. super();
  13. this.isSpriteNodeMaterial = true;
  14. this.lights = false;
  15. this.normals = false;
  16. this.positionNode = null;
  17. this.rotationNode = null;
  18. this.scaleNode = null;
  19. this.setDefaultValues( defaultValues );
  20. this.setValues( parameters );
  21. }
  22. setupPosition( { object, context } ) {
  23. // < VERTEX STAGE >
  24. const { positionNode, rotationNode, scaleNode } = this;
  25. const vertex = positionLocal;
  26. let mvPosition = modelViewMatrix.mul( vec3( positionNode || 0 ) );
  27. let scale = vec2( modelWorldMatrix[ 0 ].xyz.length(), modelWorldMatrix[ 1 ].xyz.length() );
  28. if ( scaleNode !== null ) {
  29. scale = scale.mul( scaleNode );
  30. }
  31. let alignedPosition = vertex.xy;
  32. if ( object.center && object.center.isVector2 === true ) {
  33. alignedPosition = alignedPosition.sub( uniform( object.center ).sub( 0.5 ) );
  34. }
  35. alignedPosition = alignedPosition.mul( scale );
  36. const rotation = float( rotationNode || materialRotation );
  37. const cosAngle = rotation.cos();
  38. const sinAngle = rotation.sin();
  39. const rotatedPosition = vec2( // @TODO: Maybe we can create mat2 and write something like rotationMatrix.mul( alignedPosition )?
  40. vec2( cosAngle, sinAngle.negate() ).dot( alignedPosition ),
  41. vec2( sinAngle, cosAngle ).dot( alignedPosition )
  42. );
  43. mvPosition = vec4( mvPosition.xy.add( rotatedPosition ), mvPosition.zw );
  44. const modelViewProjection = cameraProjectionMatrix.mul( mvPosition );
  45. context.vertex = vertex;
  46. return modelViewProjection;
  47. }
  48. copy( source ) {
  49. this.positionNode = source.positionNode;
  50. this.rotationNode = source.rotationNode;
  51. this.scaleNode = source.scaleNode;
  52. return super.copy( source );
  53. }
  54. }
  55. export default SpriteNodeMaterial;
  56. addNodeMaterial( 'SpriteNodeMaterial', SpriteNodeMaterial );