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pixi.js / src / mesh / Mesh.js
@Mat Groves Mat Groves on 17 Jul 2016 13 KB Dev bounds refactor (#2729)
var core = require('../core'),
    glCore = require('pixi-gl-core'),
    Shader = require('./webgl/MeshShader'),
    tempPoint = new core.Point(),
    tempPolygon = new core.Polygon();

/**
 * Base mesh class
 * @class
 * @extends PIXI.Container
 * @memberof PIXI.mesh
 * @param texture {PIXI.Texture} The texture to use
 * @param [vertices] {Float32Array} if you want to specify the vertices
 * @param [uvs] {Float32Array} if you want to specify the uvs
 * @param [indices] {Uint16Array} if you want to specify the indices
 * @param [drawMode] {number} the drawMode, can be any of the Mesh.DRAW_MODES consts
 */
function Mesh(texture, vertices, uvs, indices, drawMode)
{
    core.Container.call(this);

    /**
     * The texture of the Mesh
     *
     * @member {PIXI.Texture}
     * @private
     */
    this._texture = null;

    /**
     * The Uvs of the Mesh
     *
     * @member {Float32Array}
     */
    this.uvs = uvs || new Float32Array([0, 0,
        1, 0,
        1, 1,
        0, 1]);

    /**
     * An array of vertices
     *
     * @member {Float32Array}
     */
    this.vertices = vertices || new Float32Array([0, 0,
        100, 0,
        100, 100,
        0, 100]);

    /*
     * @member {Uint16Array} An array containing the indices of the vertices
     */
    //  TODO auto generate this based on draw mode!
    this.indices = indices || new Uint16Array([0, 1, 3, 2]);

    /**
     * Whether the Mesh is dirty or not
     *
     * @member {boolean}
     */
    this.dirty = true;
    this.indexDirty = true;

    /**
     * The blend mode to be applied to the sprite. Set to `PIXI.BLEND_MODES.NORMAL` to remove any blend mode.
     *
     * @member {number}
     * @default PIXI.BLEND_MODES.NORMAL
     * @see PIXI.BLEND_MODES
     */
    this.blendMode = core.BLEND_MODES.NORMAL;

    /**
     * Triangles in canvas mode are automatically antialiased, use this value to force triangles to overlap a bit with each other.
     *
     * @member {number}
     */
    this.canvasPadding = 0;

    /**
     * The way the Mesh should be drawn, can be any of the {@link PIXI.mesh.Mesh.DRAW_MODES} consts
     *
     * @member {number}
     * @see PIXI.mesh.Mesh.DRAW_MODES
     */
    this.drawMode = drawMode || Mesh.DRAW_MODES.TRIANGLE_MESH;

    // run texture setter;
    this.texture = texture;

     /**
     * The default shader that is used if a mesh doesn't have a more specific one.
     *
     * @member {PIXI.Shader}
     */
    this.shader = null;


    /**
     * The tint applied to the mesh. This is a [r,g,b] value. A value of [1,1,1] will remove any tint effect.
     *
     * @member {number}
     * @memberof PIXI.mesh.Mesh#
     */
    this.tintRgb = new Float32Array([1, 1, 1]);

    this._glDatas = [];
}

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

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

            this._texture = value;

            if (value)
            {
                // wait for the texture to load
                if (value.baseTexture.hasLoaded)
                {
                    this._onTextureUpdate();
                }
                else
                {
                    value.once('update', this._onTextureUpdate, this);
                }
            }
        }
    },
    /**
     * The tint applied to the mesh. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
     *
     * @member {number}
     * @memberof PIXI.mesh.Mesh#
     * @default 0xFFFFFF
     */
    tint: {
        get: function() {
            return core.utils.rgb2hex(this.tintRgb);
        },
        set: function(value) {
            this.tintRgb = core.utils.hex2rgb(value, this.tintRgb);
        }
    }
});

/**
 * Renders the object using the WebGL renderer
 *
 * @param renderer {PIXI.WebGLRenderer} a reference to the WebGL renderer
 * @private
 */
Mesh.prototype._renderWebGL = function (renderer)
{
    // get rid of any thing that may be batching.
    renderer.flush();

    //  renderer.plugins.mesh.render(this);
    var gl = renderer.gl;
    var glData = this._glDatas[renderer.CONTEXT_UID];

    if(!glData)
    {
        glData = {
            shader:new Shader(gl),
            vertexBuffer:glCore.GLBuffer.createVertexBuffer(gl, this.vertices, gl.STREAM_DRAW),
            uvBuffer:glCore.GLBuffer.createVertexBuffer(gl, this.uvs, gl.STREAM_DRAW),
            indexBuffer:glCore.GLBuffer.createIndexBuffer(gl, this.indices, gl.STATIC_DRAW),
            // build the vao object that will render..
            vao:new glCore.VertexArrayObject(gl)
        };

        // build the vao object that will render..
        glData.vao = new glCore.VertexArrayObject(gl)
        .addIndex(glData.indexBuffer)
        .addAttribute(glData.vertexBuffer, glData.shader.attributes.aVertexPosition, gl.FLOAT, false, 2 * 4, 0)
        .addAttribute(glData.uvBuffer, glData.shader.attributes.aTextureCoord, gl.FLOAT, false, 2 * 4, 0);

        this._glDatas[renderer.CONTEXT_UID] = glData;


        this.indexDirty = false;
    }

    if(this.dirty)
    {
        this.dirty = false;
        glData.uvBuffer.upload();

    }

    if(this.indexDirty)
    {
        this.indexDirty = false;
        glData.indexBuffer.upload();
    }

    glData.vertexBuffer.upload();

    renderer.bindShader(glData.shader);
    renderer.bindTexture(this._texture, 0);

    glData.shader.uniforms.translationMatrix = this.worldTransform.toArray(true);
    glData.shader.uniforms.alpha = this.worldAlpha;
    glData.shader.uniforms.tint = this.tintRgb;

    var drawMode = this.drawMode === Mesh.DRAW_MODES.TRIANGLE_MESH ? gl.TRIANGLE_STRIP : gl.TRIANGLES;

    glData.vao.bind()
    .draw(drawMode, this.indices.length)
    .unbind();
};

/**
 * Renders the object using the Canvas renderer
 *
 * @param renderer {PIXI.CanvasRenderer}
 * @private
 */
Mesh.prototype._renderCanvas = function (renderer)
{
    var context = renderer.context;

    var transform = this.worldTransform;
    var res = renderer.resolution;

    if (renderer.roundPixels)
    {
        context.setTransform(transform.a * res, transform.b * res, transform.c * res, transform.d * res, (transform.tx * res) | 0, (transform.ty * res) | 0);
    }
    else
    {
        context.setTransform(transform.a * res, transform.b * res, transform.c * res, transform.d * res, transform.tx * res, transform.ty * res);
    }

    if (this.drawMode === Mesh.DRAW_MODES.TRIANGLE_MESH)
    {
        this._renderCanvasTriangleMesh(context);
    }
    else
    {
        this._renderCanvasTriangles(context);
    }
};

/**
 * Draws the object in Triangle Mesh mode using canvas
 *
 * @param context {CanvasRenderingContext2D} the current drawing context
 * @private
 */
Mesh.prototype._renderCanvasTriangleMesh = function (context)
{
    // draw triangles!!
    var vertices = this.vertices;
    var uvs = this.uvs;

    var length = vertices.length / 2;
    // this.count++;

    for (var i = 0; i < length - 2; i++)
    {
        // draw some triangles!
        var index = i * 2;
        this._renderCanvasDrawTriangle(context, vertices, uvs, index, (index + 2), (index + 4));
    }
};

/**
 * Draws the object in triangle mode using canvas
 *
 * @param context {CanvasRenderingContext2D} the current drawing context
 * @private
 */
Mesh.prototype._renderCanvasTriangles = function (context)
{
    // draw triangles!!
    var vertices = this.vertices;
    var uvs = this.uvs;
    var indices = this.indices;

    var length = indices.length;
    // this.count++;

    for (var i = 0; i < length; i += 3)
    {
        // draw some triangles!
        var index0 = indices[i] * 2, index1 = indices[i + 1] * 2, index2 = indices[i + 2] * 2;
        this._renderCanvasDrawTriangle(context, vertices, uvs, index0, index1, index2);
    }
};

/**
 * Draws one of the triangles that form this Mesh
 *
 * @param context {CanvasRenderingContext2D} the current drawing context
 * @param vertices {Float32Array} a reference to the vertices of the Mesh
 * @param uvs {Float32Array} a reference to the uvs of the Mesh
 * @param index0 {number} the index of the first vertex
 * @param index1 {number} the index of the second vertex
 * @param index2 {number} the index of the third vertex
 * @private
 */
Mesh.prototype._renderCanvasDrawTriangle = function (context, vertices, uvs, index0, index1, index2)
{
    var base = this._texture.baseTexture;
    var textureSource = base.source;
    var textureWidth = base.width;
    var textureHeight = base.height;

    var x0 = vertices[index0], x1 = vertices[index1], x2 = vertices[index2];
    var y0 = vertices[index0 + 1], y1 = vertices[index1 + 1], y2 = vertices[index2 + 1];

    var u0 = uvs[index0] * base.width, u1 = uvs[index1] * base.width, u2 = uvs[index2] * base.width;
    var v0 = uvs[index0 + 1] * base.height, v1 = uvs[index1 + 1] * base.height, v2 = uvs[index2 + 1] * base.height;

    if (this.canvasPadding > 0)
    {
        var paddingX = this.canvasPadding / this.worldTransform.a;
        var paddingY = this.canvasPadding / this.worldTransform.d;
        var centerX = (x0 + x1 + x2) / 3;
        var centerY = (y0 + y1 + y2) / 3;

        var normX = x0 - centerX;
        var normY = y0 - centerY;

        var dist = Math.sqrt(normX * normX + normY * normY);
        x0 = centerX + (normX / dist) * (dist + paddingX);
        y0 = centerY + (normY / dist) * (dist + paddingY);

        //

        normX = x1 - centerX;
        normY = y1 - centerY;

        dist = Math.sqrt(normX * normX + normY * normY);
        x1 = centerX + (normX / dist) * (dist + paddingX);
        y1 = centerY + (normY / dist) * (dist + paddingY);

        normX = x2 - centerX;
        normY = y2 - centerY;

        dist = Math.sqrt(normX * normX + normY * normY);
        x2 = centerX + (normX / dist) * (dist + paddingX);
        y2 = centerY + (normY / dist) * (dist + paddingY);
    }

    context.save();
    context.beginPath();


    context.moveTo(x0, y0);
    context.lineTo(x1, y1);
    context.lineTo(x2, y2);

    context.closePath();

    context.clip();

    // Compute matrix transform
    var delta =  (u0 * v1)      + (v0 * u2)      + (u1 * v2)      - (v1 * u2)      - (v0 * u1)      - (u0 * v2);
    var deltaA = (x0 * v1)      + (v0 * x2)      + (x1 * v2)      - (v1 * x2)      - (v0 * x1)      - (x0 * v2);
    var deltaB = (u0 * x1)      + (x0 * u2)      + (u1 * x2)      - (x1 * u2)      - (x0 * u1)      - (u0 * x2);
    var deltaC = (u0 * v1 * x2) + (v0 * x1 * u2) + (x0 * u1 * v2) - (x0 * v1 * u2) - (v0 * u1 * x2) - (u0 * x1 * v2);
    var deltaD = (y0 * v1)      + (v0 * y2)      + (y1 * v2)      - (v1 * y2)      - (v0 * y1)      - (y0 * v2);
    var deltaE = (u0 * y1)      + (y0 * u2)      + (u1 * y2)      - (y1 * u2)      - (y0 * u1)      - (u0 * y2);
    var deltaF = (u0 * v1 * y2) + (v0 * y1 * u2) + (y0 * u1 * v2) - (y0 * v1 * u2) - (v0 * u1 * y2) - (u0 * y1 * v2);

    context.transform(deltaA / delta, deltaD / delta,
        deltaB / delta, deltaE / delta,
        deltaC / delta, deltaF / delta);

    context.drawImage(textureSource, 0, 0, textureWidth * base.resolution, textureHeight * base.resolution, 0, 0, textureWidth, textureHeight);
    context.restore();
};



/**
 * Renders a flat Mesh
 *
 * @param Mesh {PIXI.mesh.Mesh} The Mesh to render
 * @private
 */
Mesh.prototype.renderMeshFlat = function (Mesh)
{
    var context = this.context;
    var vertices = Mesh.vertices;

    var length = vertices.length/2;
    // this.count++;

    context.beginPath();
    for (var i=1; i < length-2; i++)
    {
        // draw some triangles!
        var index = i*2;

        var x0 = vertices[index],   x1 = vertices[index+2], x2 = vertices[index+4];
        var y0 = vertices[index+1], y1 = vertices[index+3], y2 = vertices[index+5];

        context.moveTo(x0, y0);
        context.lineTo(x1, y1);
        context.lineTo(x2, y2);
    }

    context.fillStyle = '#FF0000';
    context.fill();
    context.closePath();
};

/**
 * When the texture is updated, this event will fire to update the scale and frame
 *
 * @private
 */
Mesh.prototype._onTextureUpdate = function ()
{

};

/**
 * Returns the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.
 *
 * @param [matrix=this.worldTransform] {PIXI.Matrix} the transformation matrix of the sprite
 * @return {PIXI.Rectangle} the framing rectangle
 */
Mesh.prototype._calculateBounds = function ()
{
    //TODO - we can cache local bounds and use them if they are dirty (like graphics)
    this._bounds_.addVertices(this.transform, this.vertices, 0, this.vertices.length);
};

/**
 * Tests if a point is inside this mesh. Works only for TRIANGLE_MESH
 *
 * @param point {PIXI.Point} the point to test
 * @return {boolean} the result of the test
 */
Mesh.prototype.containsPoint = function( point ) {
    if (!this.getBounds().contains(point.x, point.y)) {
        return false;
    }
    this.worldTransform.applyInverse(point,  tempPoint);

    var vertices = this.vertices;
    var points = tempPolygon.points;

    var indices = this.indices;
    var len = this.indices.length;
    var step = this.drawMode === Mesh.DRAW_MODES.TRIANGLES ? 3 : 1;
    for (var i=0;i+2<len;i+=step) {
        var ind0 = indices[i]*2, ind1 = indices[i+1]*2, ind2 = indices[i+2]*2;
        points[0] = vertices[ind0];
        points[1] = vertices[ind0+1];
        points[2] = vertices[ind1];
        points[3] = vertices[ind1+1];
        points[4] = vertices[ind2];
        points[5] = vertices[ind2+1];
        if (tempPolygon.contains(tempPoint.x, tempPoint.y)) {
            return true;
        }
    }
    return false;
};

/**
 * Different drawing buffer modes supported
 *
 * @static
 * @constant
 * @property {object} DRAW_MODES
 * @property {number} DRAW_MODES.TRIANGLE_MESH
 * @property {number} DRAW_MODES.TRIANGLES
 */
Mesh.DRAW_MODES = {
    TRIANGLE_MESH: 0,
    TRIANGLES: 1
};