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1'use strict';
2
3var _typeof = typeof Symbol === "function" && typeof Symbol.iterator === "symbol" ? function (obj) { return typeof obj; } : function (obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol ? "symbol" : typeof obj; }; /*
4 * Generate the global transforms of all the nodes in the graph. This works
5 * recursively. Nodes don't necessarily have transforms, so these will pass
6 * through the parent matrix, or use an identity matrix for top level nodes.
7 *
8 * Nodes don't have to auto-update, and will be skipped over.
9 */
10
11Object.defineProperty(exports, "__esModule", {
12 value: true
13});
14exports.walkAndUpdateTransforms = walkAndUpdateTransforms;
15exports.default = updateGlobalTransforms;
16
17var _update = require('../transform/update');
18
19var _update2 = _interopRequireDefault(_update);
20
21var _glMat = require('gl-mat4');
22
23function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
24
25var IDENTITY = (0, _glMat.identity)(Array(16));
26
27function walkAndUpdateTransforms(graph, children, parentMatrix) {
28 for (var i = 0; i < children.length; i++) {
29 var nextMatrix = parentMatrix;
30 var node = children[i];
31
32 if (_typeof(node.transform) === 'object') {
33 if (node.transform.flags.autoUpdate) {
34 (0, _update2.default)(node.transform);
35
36 var localMatrix = node.transform.local;
37 var globalMatrix = node.transform.global;
38
39 (0, _glMat.multiply)(globalMatrix, parentMatrix, localMatrix);
40 nextMatrix = globalMatrix;
41 } else {
42 nextMatrix = node.transform.global;
43 }
44 }
45
46 walkAndUpdateTransforms(graph, graph.children.get(node), nextMatrix);
47 }
48}
49
50function updateGlobalTransforms(scene, graph) {
51 var children = graph.children.get(scene);
52
53 // Start recursing through all the first level items in the scene
54 // Provide an identity matrix as the base if no transform exists
55 // Copy over the local transform to global
56
57 for (var i = 0; i < children.length; i++) {
58 var node = children[i];
59 var nextMatrix = IDENTITY;
60
61 if (_typeof(node.transform) === 'object') {
62 if (node.transform.flags.autoUpdate) {
63 (0, _update2.default)(node.transform);
64 (0, _glMat.copy)(node.transform.global, node.transform.local);
65 }
66
67 nextMatrix = node.transform.global;
68 }
69
70 walkAndUpdateTransforms(graph, scene.children(node), nextMatrix);
71 }
72}
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