91 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			91 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import NodeMaterial, { addNodeMaterial } from './NodeMaterial.js';
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								import { uniform } from '../core/UniformNode.js';
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								import { cameraProjectionMatrix } from '../accessors/CameraNode.js';
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								import { materialRotation } from '../accessors/MaterialNode.js';
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								import { modelViewMatrix, modelWorldMatrix } from '../accessors/ModelNode.js';
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								import { positionLocal } from '../accessors/PositionNode.js';
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								import { float, vec2, vec3, vec4 } from '../shadernode/ShaderNode.js';
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								import { SpriteMaterial } from 'three';
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								const defaultValues = new SpriteMaterial();
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								class SpriteNodeMaterial extends NodeMaterial {
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									constructor( parameters ) {
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										super();
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										this.isSpriteNodeMaterial = true;
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										this.lights = false;
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										this.normals = false;
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										this.positionNode = null;
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										this.rotationNode = null;
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										this.scaleNode = null;
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										this.setDefaultValues( defaultValues );
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										this.setValues( parameters );
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									}
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									setupPosition( { object, context } ) {
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										// < VERTEX STAGE >
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										const { positionNode, rotationNode, scaleNode } = this;
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										const vertex = positionLocal;
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										let mvPosition = modelViewMatrix.mul( vec3( positionNode || 0 ) );
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										let scale = vec2( modelWorldMatrix[ 0 ].xyz.length(), modelWorldMatrix[ 1 ].xyz.length() );
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										if ( scaleNode !== null ) {
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											scale = scale.mul( scaleNode );
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										}
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										let alignedPosition = vertex.xy;
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										if ( object.center && object.center.isVector2 === true ) {
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											alignedPosition = alignedPosition.sub( uniform( object.center ).sub( 0.5 ) );
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										}
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										alignedPosition = alignedPosition.mul( scale );
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										const rotation = float( rotationNode || materialRotation );
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										const rotatedPosition = alignedPosition.rotate( rotation );
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										mvPosition = vec4( mvPosition.xy.add( rotatedPosition ), mvPosition.zw );
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										const modelViewProjection = cameraProjectionMatrix.mul( mvPosition );
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										context.vertex = vertex;
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										return modelViewProjection;
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									}
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									copy( source ) {
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										this.positionNode = source.positionNode;
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										this.rotationNode = source.rotationNode;
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										this.scaleNode = source.scaleNode;
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										return super.copy( source );
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									}
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								}
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								export default SpriteNodeMaterial;
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								addNodeMaterial( 'SpriteNodeMaterial', SpriteNodeMaterial );
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