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pixi.js / src / core / sprites / Sprite.js
@Ivan Popelyshev Ivan Popelyshev on 11 Dec 2015 15 KB + GroupD8 math module
var math = require('../math'),
    Texture = require('../textures/Texture'),
    Container = require('../display/Container'),
    CanvasTinter = require('../renderers/canvas/utils/CanvasTinter'),
    utils = require('../utils'),
    CONST = require('../const'),
    tempPoint = new math.Point(),
    GroupD8 = math.GroupD8,
    canvasRenderWorldTransform = new math.Matrix();

/**
 * The Sprite object is the base for all textured objects that are rendered to the screen
 *
 * A sprite can be created directly from an image like this:
 *
 * ```js
 * var sprite = new PIXI.Sprite.fromImage('assets/image.png');
 * ```
 *
 * @class
 * @extends PIXI.Container
 * @memberof PIXI
 * @param texture {PIXI.Texture} The texture for this sprite
 */
function Sprite(texture)
{
    Container.call(this);

    /**
     * The anchor sets the origin point of the texture.
     * The default is 0,0 this means the texture's origin is the top left
     * Setting the anchor to 0.5,0.5 means the texture's origin is centered
     * Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner
     *
     * @member {PIXI.Point}
     */
    this.anchor = new math.Point();

    /**
     * The texture that the sprite is using
     *
     * @member {PIXI.Texture}
     * @private
     */
    this._texture = null;

    /**
     * The width of the sprite (this is initially set by the texture)
     *
     * @member {number}
     * @private
     */
    this._width = 0;

    /**
     * The height of the sprite (this is initially set by the texture)
     *
     * @member {number}
     * @private
     */
    this._height = 0;

    /**
     * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
     *
     * @member {number}
     * @default 0xFFFFFF
     */
    this.tint = 0xFFFFFF;

    /**
     * The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.
     *
     * @member {number}
     * @default PIXI.BLEND_MODES.NORMAL
     * @see PIXI.BLEND_MODES
     */
    this.blendMode = CONST.BLEND_MODES.NORMAL;

    /**
     * The shader that will be used to render the sprite. Set to null to remove a current shader.
     *
     * @member {PIXI.AbstractFilter|PIXI.Shader}
     */
    this.shader = null;

    /**
     * An internal cached value of the tint.
     *
     * @member {number}
     * @default 0xFFFFFF
     */
    this.cachedTint = 0xFFFFFF;

    // call texture setter
    this.texture = texture || Texture.EMPTY;
}

// constructor
Sprite.prototype = Object.create(Container.prototype);
Sprite.prototype.constructor = Sprite;
module.exports = Sprite;

Object.defineProperties(Sprite.prototype, {
    /**
     * The width of the sprite, setting this will actually modify the scale to achieve the value set
     *
     * @member {number}
     * @memberof PIXI.Sprite#
     */
    width: {
        get: function ()
        {
            return Math.abs(this.scale.x) * this.texture._frame.width;
        },
        set: function (value)
        {
            var sign = utils.sign(this.scale.x) || 1;
            this.scale.x = sign * value / this.texture._frame.width;
            this._width = value;
        }
    },

    /**
     * The height of the sprite, setting this will actually modify the scale to achieve the value set
     *
     * @member {number}
     * @memberof PIXI.Sprite#
     */
    height: {
        get: function ()
        {
            return  Math.abs(this.scale.y) * this.texture._frame.height;
        },
        set: function (value)
        {
            var sign = utils.sign(this.scale.y) || 1;
            this.scale.y = sign * value / this.texture._frame.height;
            this._height = value;
        }
    },

    /**
     * The texture that the sprite is using
     *
     * @member {PIXI.Texture}
     * @memberof PIXI.Sprite#
     */
    texture: {
        get: function ()
        {
            return  this._texture;
        },
        set: function (value)
        {
            if (this._texture === value)
            {
                return;
            }

            this._texture = value;
            this.cachedTint = 0xFFFFFF;

            if (value)
            {
                // wait for the texture to load
                if (value.baseTexture.hasLoaded)
                {
                    this._onTextureUpdate();
                }
                else
                {
                    value.once('update', this._onTextureUpdate, this);
                }
            }
        }
    }
});

/**
 * When the texture is updated, this event will fire to update the scale and frame
 *
 * @private
 */
Sprite.prototype._onTextureUpdate = function ()
{
    // so if _width is 0 then width was not set..
    if (this._width)
    {
        this.scale.x = utils.sign(this.scale.x) * this._width / this.texture.frame.width;
    }

    if (this._height)
    {
        this.scale.y = utils.sign(this.scale.y) * this._height / this.texture.frame.height;
    }
};

/**
*
* Renders the object using the WebGL renderer
*
* @param renderer {PIXI.WebGLRenderer}
* @private
*/
Sprite.prototype._renderWebGL = function (renderer)
{
    renderer.setObjectRenderer(renderer.plugins.sprite);
    renderer.plugins.sprite.render(this);
};

/**
 * Returns the bounds of the Sprite as a rectangle. The bounds calculation takes the worldTransform into account.
 *
 * @param matrix {PIXI.Matrix} the transformation matrix of the sprite
 * @return {PIXI.Rectangle} the framing rectangle
 */
Sprite.prototype.getBounds = function (matrix)
{
    if(!this._currentBounds)
    {

        var width = this._texture._frame.width;
        var height = this._texture._frame.height;

        var w0 = width * (1-this.anchor.x);
        var w1 = width * -this.anchor.x;

        var h0 = height * (1-this.anchor.y);
        var h1 = height * -this.anchor.y;

        var worldTransform = matrix || this.worldTransform ;

        var a = worldTransform.a;
        var b = worldTransform.b;
        var c = worldTransform.c;
        var d = worldTransform.d;
        var tx = worldTransform.tx;
        var ty = worldTransform.ty;

        var minX,
            maxX,
            minY,
            maxY;

        //TODO - I am SURE this can be optimised, but the below is not accurate enough..
        /*
        if (b === 0 && c === 0)
        {
            // scale may be negative!
            if (a < 0)
            {
                a *= -1;
            }

            if (d < 0)
            {
                d *= -1;
            }

            // this means there is no rotation going on right? RIGHT?
            // if thats the case then we can avoid checking the bound values! yay
            minX = a * w1 + tx;
            maxX = a * w0 + tx;
            minY = d * h1 + ty;
            maxY = d * h0 + ty;
        }
        else
        {
        */

        var x1 = a * w1 + c * h1 + tx;
        var y1 = d * h1 + b * w1 + ty;

        var x2 = a * w0 + c * h1 + tx;
        var y2 = d * h1 + b * w0 + ty;

        var x3 = a * w0 + c * h0 + tx;
        var y3 = d * h0 + b * w0 + ty;

        var x4 =  a * w1 + c * h0 + tx;
        var y4 =  d * h0 + b * w1 + ty;

        minX = x1;
        minX = x2 < minX ? x2 : minX;
        minX = x3 < minX ? x3 : minX;
        minX = x4 < minX ? x4 : minX;

        minY = y1;
        minY = y2 < minY ? y2 : minY;
        minY = y3 < minY ? y3 : minY;
        minY = y4 < minY ? y4 : minY;

        maxX = x1;
        maxX = x2 > maxX ? x2 : maxX;
        maxX = x3 > maxX ? x3 : maxX;
        maxX = x4 > maxX ? x4 : maxX;

        maxY = y1;
        maxY = y2 > maxY ? y2 : maxY;
        maxY = y3 > maxY ? y3 : maxY;
        maxY = y4 > maxY ? y4 : maxY;

        //}

        // check for children
        if(this.children.length)
        {
            var childBounds = this.containerGetBounds();

            w0 = childBounds.x;
            w1 = childBounds.x + childBounds.width;
            h0 = childBounds.y;
            h1 = childBounds.y + childBounds.height;

            minX = (minX < w0) ? minX : w0;
            minY = (minY < h0) ? minY : h0;

            maxX = (maxX > w1) ? maxX : w1;
            maxY = (maxY > h1) ? maxY : h1;
        }

        var bounds = this._bounds;

        bounds.x = minX;
        bounds.width = maxX - minX;

        bounds.y = minY;
        bounds.height = maxY - minY;

        // store a reference so that if this function gets called again in the render cycle we do not have to recalculate
        this._currentBounds = bounds;
    }

    return this._currentBounds;
};

/**
 * Gets the local bounds of the sprite object.
 *
 */
Sprite.prototype.getLocalBounds = function ()
{
    this._bounds.x = -this._texture._frame.width * this.anchor.x;
    this._bounds.y = -this._texture._frame.height * this.anchor.y;
    this._bounds.width = this._texture._frame.width;
    this._bounds.height = this._texture._frame.height;
    return this._bounds;
};

/**
* Tests if a point is inside this sprite
*
* @param point {PIXI.Point} the point to test
* @return {boolean} the result of the test
*/
Sprite.prototype.containsPoint = function( point )
{
    this.worldTransform.applyInverse(point,  tempPoint);

    var width = this._texture._frame.width;
    var height = this._texture._frame.height;
    var x1 = -width * this.anchor.x;
    var y1;

    if ( tempPoint.x > x1 && tempPoint.x < x1 + width )
    {
        y1 = -height * this.anchor.y;

        if ( tempPoint.y > y1 && tempPoint.y < y1 + height )
        {
            return true;
        }
    }

    return false;
};

/**
* Renders the object using the Canvas renderer
*
* @param renderer {PIXI.CanvasRenderer} The renderer
* @private
*/
Sprite.prototype._renderCanvas = function (renderer)
{
    if (this.texture.crop.width <= 0 || this.texture.crop.height <= 0)
    {
        return;
    }

    var compositeOperation = renderer.blendModes[this.blendMode];
    if (compositeOperation !== renderer.context.globalCompositeOperation)
    {
        renderer.context.globalCompositeOperation = compositeOperation;
    }

    //  Ignore null sources
    if (this.texture.valid)
    {
        var texture = this._texture,
            wt = this.worldTransform,
            dx,
            dy,
            width,
            height;

        renderer.context.globalAlpha = this.worldAlpha;

        // If smoothingEnabled is supported and we need to change the smoothing property for this texture
        var smoothingEnabled = texture.baseTexture.scaleMode === CONST.SCALE_MODES.LINEAR;
        if (renderer.smoothProperty && renderer.context[renderer.smoothProperty] !== smoothingEnabled)
        {
            renderer.context[renderer.smoothProperty] = smoothingEnabled;
        }

        //texture can be rotated, that's serious!
        var swapWidthHeight = GroupD8.isSwapWidthHeight(texture.rotate);
        width = swapWidthHeight ? texture.crop.height : texture.crop.width;
        height = swapWidthHeight ? texture.crop.width : texture.crop.height;

        // If the texture is trimmed we offset by the trim x/y, otherwise we use the frame dimensions
        dx = (texture.trim) ? texture.trim.x - (this.anchor.x - 0.5) * texture.trim.width : (this.anchor.x - 0.5) * -texture._frame.width;
        dy = (texture.trim) ? texture.trim.y - (this.anchor.y - 0.5) * texture.trim.height : (this.anchor.y - 0.5) * -texture._frame.height;

        if(texture.rotate) {
            wt.copy(canvasRenderWorldTransform);
            wt = canvasRenderWorldTransform;
            GroupD8.appendRotationInv(wt, texture.rotate, dx, dy);
            // the anchor has already been applied above, so lets set it to zero
            dx = 0;
            dy = 0;
        }
        dx -= width/2;
        dy -= height/2;
        // Allow for pixel rounding
        if (renderer.roundPixels)
        {
            renderer.context.setTransform(
                wt.a,
                wt.b,
                wt.c,
                wt.d,
                (wt.tx * renderer.resolution) | 0,
                (wt.ty * renderer.resolution) | 0
            );

            dx = dx | 0;
            dy = dy | 0;
        }
        else
        {

            renderer.context.setTransform(
                wt.a,
                wt.b,
                wt.c,
                wt.d,
                wt.tx * renderer.resolution,
                wt.ty * renderer.resolution
            );


        }

        var resolution = texture.baseTexture.resolution;

        if (this.tint !== 0xFFFFFF)
        {
            if (this.cachedTint !== this.tint)
            {
                this.cachedTint = this.tint;

                // TODO clean up caching - how to clean up the caches?
                this.tintedTexture = CanvasTinter.getTintedTexture(this, this.tint);
            }

            renderer.context.drawImage(
                this.tintedTexture,
                0,
                0,
                width * resolution,
                height * resolution,
                dx * renderer.resolution,
                dy * renderer.resolution,
                width * renderer.resolution,
                height * renderer.resolution
            );
        }
        else
        {
            renderer.context.drawImage(
                texture.baseTexture.source,
                texture.crop.x * resolution,
                texture.crop.y * resolution,
                width * resolution,
                height * resolution,
                dx  * renderer.resolution,
                dy  * renderer.resolution,
                width * renderer.resolution,
                height * renderer.resolution
            );
        }
    }
};

/**
 * Destroys this sprite and optionally its texture
 *
 * @param [destroyTexture=false] {boolean} Should it destroy the current texture of the sprite as well
 * @param [destroyBaseTexture=false] {boolean} Should it destroy the base texture of the sprite as well
 */
Sprite.prototype.destroy = function (destroyTexture, destroyBaseTexture)
{
    Container.prototype.destroy.call(this);

    this.anchor = null;

    if (destroyTexture)
    {
        this._texture.destroy(destroyBaseTexture);
    }

    this._texture = null;
    this.shader = null;
};

// some helper functions..

/**
 * Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId
 * The frame ids are created when a Texture packer file has been loaded
 *
 * @static
 * @param frameId {string} The frame Id of the texture in the cache
 * @param [crossorigin=(auto)] {boolean} if you want to specify the cross-origin parameter
 * @param [scaleMode=PIXI.SCALE_MODES.DEFAULT] {number} if you want to specify the scale mode, see {@link PIXI.SCALE_MODES} for possible values
 * @return {PIXI.Sprite} A new Sprite using a texture from the texture cache matching the frameId
 */
Sprite.fromFrame = function (frameId)
{
    var texture = utils.TextureCache[frameId];

    if (!texture)
    {
        throw new Error('The frameId "' + frameId + '" does not exist in the texture cache');
    }

    return new Sprite(texture);
};

/**
 * Helper function that creates a sprite that will contain a texture based on an image url
 * If the image is not in the texture cache it will be loaded
 *
 * @static
 * @param imageId {string} The image url of the texture
 * @return {PIXI.Sprite} A new Sprite using a texture from the texture cache matching the image id
 */
Sprite.fromImage = function (imageId, crossorigin, scaleMode)
{
    return new Sprite(Texture.fromImage(imageId, crossorigin, scaleMode));
};