File: //var/www/aspa/three/addons/nodes/utils/RotateNode.js
import TempNode from '../core/TempNode.js';
import { addNodeClass } from '../core/Node.js';
import {
	addNodeElement,
	nodeProxy,
	vec4,
	mat2,
	mat4,
} from '../shadernode/ShaderNode.js';
import { cos, sin } from '../math/MathNode.js';
class RotateNode extends TempNode {
	constructor( positionNode, rotationNode ) {
		super();
		this.positionNode = positionNode;
		this.rotationNode = rotationNode;
	}
	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;
export const rotate = nodeProxy( RotateNode );
addNodeElement( 'rotate', rotate );
addNodeClass( 'RotateNode', RotateNode );