import TempNode from '../core/TempNode.js';
import { nodeProxy, vec4, mat2, mat4 } from '../tsl/TSLBase.js';
import { cos, sin } from '../math/MathNode.js';
/** @module RotateNode **/
/**
* Applies a rotation to the given position node.
*
* @augments TempNode
*/
class RotateNode extends TempNode {
static get type() {
return 'RotateNode';
}
/**
* Constructs a new rotate node.
*
* @param {Node} positionNode - The position node.
* @param {Node} rotationNode - Represents the rotation that is applied to the position node. Depending
* on whether the position data are 2D or 3D, the rotation is expressed a single float value or an Euler value.
*/
constructor( positionNode, rotationNode ) {
super();
/**
* The position node.
*
* @type {Node}
*/
this.positionNode = positionNode;
/**
* Represents the rotation that is applied to the position node.
* Depending on whether the position data are 2D or 3D, the rotation is expressed a single float value or an Euler value.
*
* @type {Node}
*/
this.rotationNode = rotationNode;
}
/**
* The type of the {@link RotateNode#positionNode} defines the node's type.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {String} The node's type.
*/
getNodeType( builder ) {
return this.positionNode.getNodeType( builder );
}
setup( builder ) {
const { rotationNode, positionNode } = this;
const nodeType = this.getNodeType( builder );
if ( nodeType === 'vec2' ) {
const cosAngle = rotationNode.cos();
const sinAngle = rotationNode.sin();
const rotationMatrix = mat2(
cosAngle, sinAngle,
sinAngle.negate(), cosAngle
);
return rotationMatrix.mul( positionNode );
} else {
const rotation = rotationNode;
const rotationXMatrix = mat4( vec4( 1.0, 0.0, 0.0, 0.0 ), vec4( 0.0, cos( rotation.x ), sin( rotation.x ).negate(), 0.0 ), vec4( 0.0, sin( rotation.x ), cos( rotation.x ), 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) );
const rotationYMatrix = mat4( vec4( cos( rotation.y ), 0.0, sin( rotation.y ), 0.0 ), vec4( 0.0, 1.0, 0.0, 0.0 ), vec4( sin( rotation.y ).negate(), 0.0, cos( rotation.y ), 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) );
const rotationZMatrix = mat4( vec4( cos( rotation.z ), sin( rotation.z ).negate(), 0.0, 0.0 ), vec4( sin( rotation.z ), cos( rotation.z ), 0.0, 0.0 ), vec4( 0.0, 0.0, 1.0, 0.0 ), vec4( 0.0, 0.0, 0.0, 1.0 ) );
return rotationXMatrix.mul( rotationYMatrix ).mul( rotationZMatrix ).mul( vec4( positionNode, 1.0 ) ).xyz;
}
}
}
export default RotateNode;
/**
* TSL function for creating a rotate node.
*
* @function
* @param {Node} positionNode - The position node.
* @param {Node} rotationNode - Represents the rotation that is applied to the position node. Depending
* on whether the position data are 2D or 3D, the rotation is expressed a single float value or an Euler value.
* @returns {RotateNode}
*/
export const rotate = /*@__PURE__*/ nodeProxy( RotateNode );