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- 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 );
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