var Container = require('../display/Container'); /** * The ParticleContainer class is a really fast version of the Container built solely for speed, * so use when you need a lot of sprites or particles. The tradeoff of the ParticleContainer is that advanced * functionality will not work. ParticleContainer implements only the basic object transform (position, scale, rotation). * Any other functionality like tinting, masking, etc will not work on sprites in this batch. * * It's extremely easy to use : * * ```js * var container = new ParticleContainer(); * * for (var i = 0; i < 100; ++i) * { * var sprite = new PIXI.Sprite.fromImage("myImage.png"); * container.addChild(sprite); * } * ``` * * And here you have a hundred sprites that will be renderer at the speed of light. * * @class * @extends Container * @memberof PIXI * * @param size {number} The number of images in the SpriteBatch before it flushes. */ function ParticleContainer(size, properties) { Container.call(this); // set properties to be dynamic (true) / static (false) // TODO this could be easier to understand! this._properties = properties || [false, true, false, false, false]; this._size = size || 15000; this._buffers = null; this._updateStatic = false; this.interactiveChildren = false; } ParticleContainer.prototype = Object.create(Container.prototype); ParticleContainer.prototype.constructor = ParticleContainer; module.exports = ParticleContainer; /** * Updates the object transform for rendering * * @private */ ParticleContainer.prototype.updateTransform = function () { // TODO don't need to! this.displayObjectUpdateTransform(); // PIXI.Container.prototype.updateTransform.call( this ); }; /** * Renders the container using the WebGL renderer * * @param renderer {WebGLRenderer} The webgl renderer * @private */ ParticleContainer.prototype.renderWebGL = function (renderer) { if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { return; } renderer.setObjectRenderer( renderer.plugins.particle ); renderer.plugins.particle.render( this ); }; /** * Adds a child to this particle container at a specified index. If the index is out of bounds an error will be thrown * * @param child {DisplayObject} The child to add * @param index {Number} The index to place the child in * @return {DisplayObject} The child that was added. */ ParticleContainer.prototype.addChildAt = function (child, index) { // prevent adding self as child if (child === this) { return child; } if (index >= 0 && index <= this.children.length) { if (child.parent) { child.parent.removeChild(child); } child.parent = this; this.children.splice(index, 0, child); this._updateStatic = true; return child; } else { throw new Error(child + 'addChildAt: The index '+ index +' supplied is out of bounds ' + this.children.length); } }; /** * Removes a child from the specified index position. * * @param index {Number} The index to get the child from * @return {DisplayObject} The child that was removed. */ ParticleContainer.prototype.removeChildAt = function (index) { var child = this.getChildAt(index); child.parent = null; this.children.splice(index, 1); this._updateStatic = true; return child; }; /** * Renders the object using the Canvas renderer * * @param renderer {CanvasRenderer} The canvas renderer * @private */ ParticleContainer.prototype.renderCanvas = function (renderer) { if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) { return; } var context = renderer.context; var transform = this.worldTransform; var isRotated = true; context.globalAlpha = this.worldAlpha; this.displayObjectUpdateTransform(); for (var i = 0; i < this.children.length; ++i) { var child = this.children[i]; if (!child.visible) { continue; } var frame = child.texture.frame; context.globalAlpha = this.worldAlpha * child.alpha; if (child.rotation % (Math.PI * 2) === 0) { // this is the fastest way to optimise! - if rotation is 0 then we can avoid any kind of setTransform call if (isRotated) { context.setTransform( transform.a, transform.b, transform.c, transform.d, transform.tx, transform.ty ); isRotated = false; } context.drawImage( child.texture.baseTexture.source, frame.x, frame.y, frame.width, frame.height, ((child.anchor.x) * (-frame.width * child.scale.x) + child.position.x + 0.5) | 0, ((child.anchor.y) * (-frame.height * child.scale.y) + child.position.y + 0.5) | 0, frame.width * child.scale.x, frame.height * child.scale.y ); } else { if (!isRotated) { isRotated = true; } child.displayObjectUpdateTransform(); var childTransform = child.worldTransform; if (renderer.roundPixels) { context.setTransform( childTransform.a, childTransform.b, childTransform.c, childTransform.d, childTransform.tx | 0, childTransform.ty | 0 ); } else { context.setTransform( childTransform.a, childTransform.b, childTransform.c, childTransform.d, childTransform.tx, childTransform.ty ); } context.drawImage( child.texture.baseTexture.source, frame.x, frame.y, frame.width, frame.height, ((child.anchor.x) * (-frame.width) + 0.5) | 0, ((child.anchor.y) * (-frame.height) + 0.5) | 0, frame.width, frame.height ); } } };