import Mesh from './Mesh';
import Geometry from './geometry/Geometry';
import * as core from '../core';
import { readFileSync } from 'fs';
import { join } from 'path';
let meshShader;
/**
* The rope allows you to draw a texture across several points and them manipulate these points
*
*```js
* for (let i = 0; i < 20; i++) {
* points.push(new PIXI.Point(i * 50, 0));
* };
* let rope = new PIXI.Rope(PIXI.Texture.fromImage("snake.png"), points);
* ```
*
* @class
* @extends PIXI.mesh.Mesh
* @memberof PIXI.mesh
*
*/
export default class Rope extends Mesh
{
/**
* @param {PIXI.Texture} texture - The texture to use on the rope.
* @param {PIXI.Point[]} points - An array of {@link PIXI.Point} objects to construct this rope.
*/
constructor(texture, points)
{
if(!meshShader)meshShader = new core.Shader( readFileSync(join(__dirname, './webgl/mesh.vert'), 'utf8'), readFileSync(join(__dirname, './webgl/mesh.frag'), 'utf8'));
const geometry = new Geometry();
geometry.addAttribute('aVertexPosition', new Float32Array(points.length * 4), 2)
geometry.addAttribute('aTextureCoord', new Float32Array(points.length * 4), 2)
geometry.addIndex(new Uint16Array(points.length * 2))
super(geometry, meshShader, 5);
this.texture = texture;
/*
* @member {PIXI.Point[]} An array of points that determine the rope
*/
this.points = points;
/**
* Tracker for if the rope is ready to be drawn. Needed because Mesh ctor can
* call _onTextureUpdated which could call refresh too early.
*
* @member {boolean}
* @private
*/
this._ready = true;
this.tint = 0xFFFFFF;
// wait for the texture to load
if (texture.baseTexture.hasLoaded)
{
this._onTextureUpdate();
}
else
{
texture.once('update', this._onTextureUpdate, this);
}
}
/**
* Refreshes
*/
refresh()
{
const points = this.points;
const vertices = this.geometry.getAttribute('aVertexPosition').data;
const uvs = this.geometry.getAttribute('aTextureCoord').data;
//TODO - lets make this more accessable... maybe a getIndx()?
const indices = this.geometry.data.indexBuffer.data;
// if too little points, or texture hasn't got UVs set yet just move on.
if (points.length < 1 || !this.texture._uvs)
{
return;
}
// if the number of points has changed we will need to recreate the arraybuffers
if (vertices.length / 4 !== points.length)
{
/*
this.vertices = new Float32Array(points.length * 4);
this.uvs = new Float32Array(points.length * 4);
this.colors = new Float32Array(points.length * 2);
this.indices = new Uint16Array(points.length * 2);
*/
}
const textureUvs = this.texture._uvs;
const offset = new core.Point(textureUvs.x0, textureUvs.y0);
const factor = new core.Point(textureUvs.x2 - textureUvs.x0, textureUvs.y2 - textureUvs.y0);
uvs[0] = 0 + offset.x;
uvs[1] = 0 + offset.y;
uvs[2] = 0 + offset.x;
uvs[3] = Number(factor.y) + offset.y;
indices[0] = 0;
indices[1] = 1;
const total = points.length;
for (let i = 1; i < total; i++)
{
// time to do some smart drawing!
let index = i * 4;
const amount = i / (total - 1);
uvs[index] = (amount * factor.x) + offset.x;
uvs[index + 1] = 0 + offset.y;
uvs[index + 2] = (amount * factor.x) + offset.x;
uvs[index + 3] = Number(factor.y) + offset.y;
index = i * 2;
indices[index] = index;
indices[index + 1] = index + 1;
}
// ensure that the changes are uploaded
this.geometry.getAttribute('aVertexPosition').update();
this.geometry.getAttribute('aTextureCoord').update();
this.geometry.data.indexBuffer.update();
// console.log(this.geometry.data)
}
/**
* Clear texture UVs when new texture is set
*
* @private
*/
_onTextureUpdate()
{
//super._onTextureUpdate();
// wait for the Rope ctor to finish before calling refresh
if (this._ready)
{
this.refresh();
}
}
/**
* Updates the object transform for rendering
*
* @private
*/
updateTransform()
{
const points = this.points;
if (points.length < 1)
{
return;
}
let lastPoint = points[0];
let nextPoint;
let perpX = 0;
let perpY = 0;
// this.count -= 0.2;
const vertices = this.geometry.getAttribute('aVertexPosition').data;
const total = points.length;
for (let i = 0; i < total; i++)
{
const point = points[i];
const index = i * 4;
if (i < points.length - 1)
{
nextPoint = points[i + 1];
}
else
{
nextPoint = point;
}
perpY = -(nextPoint.x - lastPoint.x);
perpX = nextPoint.y - lastPoint.y;
let ratio = (1 - (i / (total - 1))) * 10;
if (ratio > 1)
{
ratio = 1;
}
const perpLength = Math.sqrt((perpX * perpX) + (perpY * perpY));
const num = this.texture.height / 2; // (20 + Math.abs(Math.sin((i + this.count) * 0.3) * 50) )* ratio;
perpX /= perpLength;
perpY /= perpLength;
perpX *= num;
perpY *= num;
vertices[index] = point.x + perpX;
vertices[index + 1] = point.y + perpY;
vertices[index + 2] = point.x - perpX;
vertices[index + 3] = point.y - perpY;
lastPoint = point;
}
this.shader.uniforms.alpha = 1;
this.shader.uniforms.uSampler2 = this.texture;//
this.geometry.getAttribute('aVertexPosition').update();
this.containerUpdateTransform();
}
_renderWebGL(renderer)
{
this.shader.uniforms.tint = core.utils.hex2rgb(this.tint,temp)
this.shader.uniforms.uSampler2 = this.texture;//
renderer.setObjectRenderer(renderer.plugins.mesh);
renderer.plugins.mesh.render(this);
}
}