CameraNode.js 2.8 KB

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  1. import Object3DNode from './Object3DNode.js';
  2. import { addNodeClass } from '../core/Node.js';
  3. import { label } from '../core/ContextNode.js';
  4. import { NodeUpdateType } from '../core/constants.js';
  5. //import { sharedUniformGroup } from '../core/UniformGroupNode.js';
  6. import { nodeImmutable } from '../shadernode/ShaderNode.js';
  7. //const cameraGroup = sharedUniformGroup( 'camera' );
  8. class CameraNode extends Object3DNode {
  9. constructor( scope = CameraNode.POSITION ) {
  10. super( scope );
  11. this.updateType = NodeUpdateType.RENDER;
  12. //this._uniformNode.groupNode = cameraGroup;
  13. }
  14. getNodeType( builder ) {
  15. const scope = this.scope;
  16. if ( scope === CameraNode.PROJECTION_MATRIX ) {
  17. return 'mat4';
  18. } else if ( scope === CameraNode.NEAR || scope === CameraNode.FAR || scope === CameraNode.LOG_DEPTH ) {
  19. return 'float';
  20. }
  21. return super.getNodeType( builder );
  22. }
  23. update( frame ) {
  24. const camera = frame.camera;
  25. const uniformNode = this._uniformNode;
  26. const scope = this.scope;
  27. //cameraGroup.needsUpdate = true;
  28. if ( scope === CameraNode.VIEW_MATRIX ) {
  29. uniformNode.value = camera.matrixWorldInverse;
  30. } else if ( scope === CameraNode.PROJECTION_MATRIX ) {
  31. uniformNode.value = camera.projectionMatrix;
  32. } else if ( scope === CameraNode.NEAR ) {
  33. uniformNode.value = camera.near;
  34. } else if ( scope === CameraNode.FAR ) {
  35. uniformNode.value = camera.far;
  36. } else if ( scope === CameraNode.LOG_DEPTH ) {
  37. uniformNode.value = 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 );
  38. } else {
  39. this.object3d = camera;
  40. super.update( frame );
  41. }
  42. }
  43. generate( builder ) {
  44. const scope = this.scope;
  45. if ( scope === CameraNode.PROJECTION_MATRIX ) {
  46. this._uniformNode.nodeType = 'mat4';
  47. } else if ( scope === CameraNode.NEAR || scope === CameraNode.FAR || scope === CameraNode.LOG_DEPTH ) {
  48. this._uniformNode.nodeType = 'float';
  49. }
  50. return super.generate( builder );
  51. }
  52. }
  53. CameraNode.PROJECTION_MATRIX = 'projectionMatrix';
  54. CameraNode.NEAR = 'near';
  55. CameraNode.FAR = 'far';
  56. CameraNode.LOG_DEPTH = 'logDepth';
  57. export default CameraNode;
  58. export const cameraProjectionMatrix = label( nodeImmutable( CameraNode, CameraNode.PROJECTION_MATRIX ), 'projectionMatrix' );
  59. export const cameraNear = nodeImmutable( CameraNode, CameraNode.NEAR );
  60. export const cameraFar = nodeImmutable( CameraNode, CameraNode.FAR );
  61. export const cameraLogDepth = nodeImmutable( CameraNode, CameraNode.LOG_DEPTH );
  62. export const cameraViewMatrix = nodeImmutable( CameraNode, CameraNode.VIEW_MATRIX );
  63. export const cameraNormalMatrix = nodeImmutable( CameraNode, CameraNode.NORMAL_MATRIX );
  64. export const cameraWorldMatrix = nodeImmutable( CameraNode, CameraNode.WORLD_MATRIX );
  65. export const cameraPosition = nodeImmutable( CameraNode, CameraNode.POSITION );
  66. addNodeClass( 'CameraNode', CameraNode );