CameraNode.js 3.1 KB

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