80 lines
2.9 KiB
JavaScript
80 lines
2.9 KiB
JavaScript
xrf.frag.uv = function(v, opts){
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let { frag, mesh, model, camera, scene, renderer, THREE} = opts
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if( !mesh.geometry ) return // nothing to do here
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if( v.floats.length != 4 ) return console.warn('xrfragment.js: got less than 4 uv values ')
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xrf.frag.uv.init(mesh)
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mesh.uv.u = v.floats[0]
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mesh.uv.v = v.floats[1]
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mesh.uv.uspeed = v.floats[2] || 1.0
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mesh.uv.vspeed = v.floats[3] || 1.0
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mesh.uv.ushift = v.shift[0] || v.floats[0] < 0 // negative u is always relative
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mesh.uv.vshift = v.shift[1] || v.floats[1] < 0 // negative v is always relative
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mesh.uv.uloop = v.shift[2] || false
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mesh.uv.vloop = v.shift[3] || false
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mesh.onBeforeRender = xrf.frag.uv.scroll
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}
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xrf.frag.uv.init = function(mesh){
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if( !mesh.uv ) mesh.uv = {u:0, v:0, uspeed:1, vspeed:1, uloop:false, vloop:false, uv:false}
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let uv = mesh.geometry.getAttribute("uv")
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if( !uv.old ) uv.old = mesh.geometry.getAttribute("uv").clone()
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}
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xrf.frag.uv.scroll = function(){
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let diffU = 0.0 // distance to end-state (non-looping mode)
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let diffV = 0.0 // distance to end-state (non-looping mode)
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let uv = this.geometry.getAttribute("uv")
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// translate!
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for( let i = 0; i < uv.count; i++ ){
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if( this.uv.uspeed == 1.0 ) uv.setX(i, this.uv.ushift ? uv.getX(i) + this.uv.u : uv.old.getX(i) + this.uv.u )
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if( this.uv.vspeed == 1.0 ) uv.setY(i, this.uv.vshift ? uv.getY(i) + this.uv.v : uv.old.getY(i) + this.uv.v )
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if( this.uv.uloop || this.uv.vloop ){
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let u = uv.getX(i)
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let v = uv.getY(i)
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let uTarget = this.uv.ushift ? uv.getX(i) + this.uv.u : uv.old.getX(i) + this.uv.u
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let vTarget = this.uv.vshift ? uv.getY(i) + this.uv.v : uv.old.getY(i) + this.uv.v
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// scroll U
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if( this.uv.uloop ){
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u += this.uv.uspeed * xrf.clock.delta
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}else{
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// *TODO* tween to offset
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//// recover from super-high uv-values due to looped scrolling
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//if( Math.abs(u-uTarget) > 10.0 ) u = uv.old.getX(i)
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//u = u > uTarget ? u + (this.uv.uspeed * -xrf.clock.delta)
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// : u + (this.uv.uspeed * xrf.clock.delta)
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//diffU += Math.abs( u - uTarget ) // are we done yet? (non-looping mode)
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}
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// scroll V
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if( this.uv.vloop ){
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v += this.uv.vspeed * xrf.clock.delta
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}else{
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// *TODO* tween to offset
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//// recover from super-high uv-values due to looped scrolling
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//// recover from super-high uv-values due to looped scrolling
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//if( Math.abs(v-vTarget) > 10.0 ) v = uv.old.getY(i)
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//v = v > vTarget ? v + (this.uv.vspeed * -xrf.clock.delta)
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// : v + (this.uv.vspeed * xrf.clock.delta)
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//diffV += Math.abs( v - vTarget )
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}
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uv.setXY(i,u,v)
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}
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}
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uv.needsUpdate = true
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if( (!this.uv.uloop && diffU < 0.05) &&
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(!this.uv.vloop && diffV < 0.05)
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){ // stop animating if done
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this.onBeforeRender = function(){}
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}
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}
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