import Mesh from './Mesh'; import { Point } from '@pixi/math'; /** * 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) { super(texture, new Float32Array(points.length * 4), new Float32Array(points.length * 4), new Uint16Array(points.length * 2), 5); /* * @member {PIXI.Point[]} An array of points that determine the rope */ this.points = points; this.refresh(); } /** * Refreshes */ refresh() { const points = this.points; if (!points) return; const vertexBuffer = this.geometry.getAttribute('aVertexPosition'); const uvBuffer = this.geometry.getAttribute('aTextureCoord'); const indexBuffer = this.geometry.getIndex(); // 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 (vertexBuffer.data.length / 4 !== points.length) { vertexBuffer.data = new Float32Array(points.length * 4); uvBuffer.data = new Float32Array(points.length * 4); indexBuffer.data = new Uint16Array(points.length * 2); } const uvs = uvBuffer.data; const indices = indexBuffer.data; const textureUvs = this.texture._uvs; const offset = new Point(textureUvs.x0, textureUvs.y0); const factor = new Point(textureUvs.x2 - textureUvs.x0, Number(textureUvs.y2 - textureUvs.y0)); uvs[0] = 0 + offset.x; uvs[1] = 0 + offset.y; uvs[2] = 0 + offset.x; uvs[3] = 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] = factor.y + offset.y; index = i * 2; indices[index] = index; indices[index + 1] = index + 1; } // ensure that the changes are uploaded vertexBuffer.update(); uvBuffer.update(); indexBuffer.update(); } /** * 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 vertexBuffer = this.geometry.getAttribute('aVertexPosition'); const vertices = vertexBuffer.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; } // mark the buffer as requiring an upload.. vertexBuffer.update(); this.uniforms.alpha = this.worldAlpha; this.containerUpdateTransform(); } /** * When the texture is updated, this event will fire to update the scale and frame * * @private */ _onTextureUpdate() { this.refresh(); } }