xrfragment-haxe/src/3rd/js/three/xrf/uv.js

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2024-02-08 19:40:43 +01:00
xrf.frag.uv = function(v, opts){
let { frag, mesh, model, camera, scene, renderer, THREE} = opts
if( !mesh.geometry ) return // nothing to do here
xrf.frag.uv.init(mesh)
mesh.uv.x = v.x
mesh.uv.y = v.y !== undefined ? v.y : v.x
mesh.onBeforeRender = xrf.frag.uv.scroll
}
xrf.frag.uv.init = function(mesh){
if( !mesh.uv ) mesh.uv = {x:0, y:0, w:1, h:1, uv:false}
if( !mesh.suv ) mesh.suv = {x:1, y:1, loop:false }
let uv = mesh.geometry.getAttribute("uv")
if( !uv.old ) uv.old = uv.clone()
}
xrf.frag.uv.scroll = function(){
if( this.suv.x > 0.0 || this.suv.y > 0.0 ){
let diff = 0.0 // distance to end-state (non-looping mode)
let uv = this.geometry.getAttribute("uv")
// translate!
for( let i = 0; i < uv.count; i++ ){
let u = uv.getX(i)
let v = uv.getY(i)
let uTarget = uv.old.getX(i) + this.uv.x
let vTarget = uv.old.getY(i) + this.uv.y
if( this.suv.loop ){
u += this.suv.x * xrf.clock.delta
v += this.suv.y * xrf.clock.delta
}else{
// recover from super-high uv-values due to looped scrolling
if( Math.abs(u-uTarget) > 1.0 ) u = uv.old.getX(i)
if( Math.abs(v-vTarget) > 1.0 ) v = uv.old.getY(i)
u = u > uTarget ? u + (this.suv.x * -xrf.clock.delta)
: u + (this.suv.x * xrf.clock.delta)
v = v > vTarget ? v + (this.suv.y * -xrf.clock.delta)
: v + (this.suv.y * xrf.clock.delta)
diff += Math.abs( u - uTarget ) // are we done yet? (non-looping mode)
diff += Math.abs( v - vTarget )
}
uv.setXY(i,u,v)
}
uv.needsUpdate = true
if( !this.suv.loop && diff < 0.05 ){ // stop animating if done
this.onBeforeRender = function(){}
}
}
}