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pixi.js / lib / core / graphics / Graphics.js
@Matt Karl Matt Karl on 12 Apr 2017 35 KB 4.5.0
'use strict';

exports.__esModule = true;

var _Container2 = require('../display/Container');

var _Container3 = _interopRequireDefault(_Container2);

var _RenderTexture = require('../textures/RenderTexture');

var _RenderTexture2 = _interopRequireDefault(_RenderTexture);

var _Texture = require('../textures/Texture');

var _Texture2 = _interopRequireDefault(_Texture);

var _GraphicsData = require('./GraphicsData');

var _GraphicsData2 = _interopRequireDefault(_GraphicsData);

var _Sprite = require('../sprites/Sprite');

var _Sprite2 = _interopRequireDefault(_Sprite);

var _math = require('../math');

var _utils = require('../utils');

var _const = require('../const');

var _Bounds = require('../display/Bounds');

var _Bounds2 = _interopRequireDefault(_Bounds);

var _bezierCurveTo2 = require('./utils/bezierCurveTo');

var _bezierCurveTo3 = _interopRequireDefault(_bezierCurveTo2);

var _CanvasRenderer = require('../renderers/canvas/CanvasRenderer');

var _CanvasRenderer2 = _interopRequireDefault(_CanvasRenderer);

function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }

function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }

function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; }

function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }

var canvasRenderer = void 0;
var tempMatrix = new _math.Matrix();
var tempPoint = new _math.Point();
var tempColor1 = new Float32Array(4);
var tempColor2 = new Float32Array(4);

/**
 * The Graphics class contains methods used to draw primitive shapes such as lines, circles and
 * rectangles to the display, and to color and fill them.
 *
 * @class
 * @extends PIXI.Container
 * @memberof PIXI
 */

var Graphics = function (_Container) {
    _inherits(Graphics, _Container);

    /**
     *
     * @param {boolean} [nativeLines=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP
     */
    function Graphics() {
        var nativeLines = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : false;

        _classCallCheck(this, Graphics);

        /**
         * The alpha value used when filling the Graphics object.
         *
         * @member {number}
         * @default 1
         */
        var _this = _possibleConstructorReturn(this, _Container.call(this));

        _this.fillAlpha = 1;

        /**
         * The width (thickness) of any lines drawn.
         *
         * @member {number}
         * @default 0
         */
        _this.lineWidth = 0;

        /**
         * If true the lines will be draw using LINES instead of TRIANGLE_STRIP
         *
         * @member {boolean}
         */
        _this.nativeLines = nativeLines;

        /**
         * The color of any lines drawn.
         *
         * @member {string}
         * @default 0
         */
        _this.lineColor = 0;

        /**
         * Graphics data
         *
         * @member {PIXI.GraphicsData[]}
         * @private
         */
        _this.graphicsData = [];

        /**
         * The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to
         * reset the tint.
         *
         * @member {number}
         * @default 0xFFFFFF
         */
        _this.tint = 0xFFFFFF;

        /**
         * The previous tint applied to the graphic shape. Used to compare to the current tint and
         * check if theres change.
         *
         * @member {number}
         * @private
         * @default 0xFFFFFF
         */
        _this._prevTint = 0xFFFFFF;

        /**
         * The blend mode to be applied to the graphic shape. 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;

        /**
         * Current path
         *
         * @member {PIXI.GraphicsData}
         * @private
         */
        _this.currentPath = null;

        /**
         * Array containing some WebGL-related properties used by the WebGL renderer.
         *
         * @member {object<number, object>}
         * @private
         */
        // TODO - _webgl should use a prototype object, not a random undocumented object...
        _this._webGL = {};

        /**
         * Whether this shape is being used as a mask.
         *
         * @member {boolean}
         */
        _this.isMask = false;

        /**
         * The bounds' padding used for bounds calculation.
         *
         * @member {number}
         */
        _this.boundsPadding = 0;

        /**
         * A cache of the local bounds to prevent recalculation.
         *
         * @member {PIXI.Rectangle}
         * @private
         */
        _this._localBounds = new _Bounds2.default();

        /**
         * Used to detect if the graphics object has changed. If this is set to true then the graphics
         * object will be recalculated.
         *
         * @member {boolean}
         * @private
         */
        _this.dirty = 0;

        /**
         * Used to detect if we need to do a fast rect check using the id compare method
         * @type {Number}
         */
        _this.fastRectDirty = -1;

        /**
         * Used to detect if we clear the graphics webGL data
         * @type {Number}
         */
        _this.clearDirty = 0;

        /**
         * Used to detect if we we need to recalculate local bounds
         * @type {Number}
         */
        _this.boundsDirty = -1;

        /**
         * Used to detect if the cached sprite object needs to be updated.
         *
         * @member {boolean}
         * @private
         */
        _this.cachedSpriteDirty = false;

        _this._spriteRect = null;
        _this._fastRect = false;

        /**
         * When cacheAsBitmap is set to true the graphics object will be rendered as if it was a sprite.
         * This is useful if your graphics element does not change often, as it will speed up the rendering
         * of the object in exchange for taking up texture memory. It is also useful if you need the graphics
         * object to be anti-aliased, because it will be rendered using canvas. This is not recommended if
         * you are constantly redrawing the graphics element.
         *
         * @name cacheAsBitmap
         * @member {boolean}
         * @memberof PIXI.Graphics#
         * @default false
         */
        return _this;
    }

    /**
     * Creates a new Graphics object with the same values as this one.
     * Note that the only the properties of the object are cloned, not its transform (position,scale,etc)
     *
     * @return {PIXI.Graphics} A clone of the graphics object
     */


    Graphics.prototype.clone = function clone() {
        var clone = new Graphics();

        clone.renderable = this.renderable;
        clone.fillAlpha = this.fillAlpha;
        clone.lineWidth = this.lineWidth;
        clone.lineColor = this.lineColor;
        clone.tint = this.tint;
        clone.blendMode = this.blendMode;
        clone.isMask = this.isMask;
        clone.boundsPadding = this.boundsPadding;
        clone.dirty = 0;
        clone.cachedSpriteDirty = this.cachedSpriteDirty;

        // copy graphics data
        for (var i = 0; i < this.graphicsData.length; ++i) {
            clone.graphicsData.push(this.graphicsData[i].clone());
        }

        clone.currentPath = clone.graphicsData[clone.graphicsData.length - 1];

        clone.updateLocalBounds();

        return clone;
    };

    /**
     * Specifies the line style used for subsequent calls to Graphics methods such as the lineTo()
     * method or the drawCircle() method.
     *
     * @param {number} [lineWidth=0] - width of the line to draw, will update the objects stored style
     * @param {number} [color=0] - color of the line to draw, will update the objects stored style
     * @param {number} [alpha=1] - alpha of the line to draw, will update the objects stored style
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */


    Graphics.prototype.lineStyle = function lineStyle() {
        var lineWidth = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;
        var color = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;
        var alpha = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 1;

        this.lineWidth = lineWidth;
        this.lineColor = color;
        this.lineAlpha = alpha;

        if (this.currentPath) {
            if (this.currentPath.shape.points.length) {
                // halfway through a line? start a new one!
                var shape = new _math.Polygon(this.currentPath.shape.points.slice(-2));

                shape.closed = false;

                this.drawShape(shape);
            } else {
                // otherwise its empty so lets just set the line properties
                this.currentPath.lineWidth = this.lineWidth;
                this.currentPath.lineColor = this.lineColor;
                this.currentPath.lineAlpha = this.lineAlpha;
            }
        }

        return this;
    };

    /**
     * Moves the current drawing position to x, y.
     *
     * @param {number} x - the X coordinate to move to
     * @param {number} y - the Y coordinate to move to
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */


    Graphics.prototype.moveTo = function moveTo(x, y) {
        var shape = new _math.Polygon([x, y]);

        shape.closed = false;
        this.drawShape(shape);

        return this;
    };

    /**
     * Draws a line using the current line style from the current drawing position to (x, y);
     * The current drawing position is then set to (x, y).
     *
     * @param {number} x - the X coordinate to draw to
     * @param {number} y - the Y coordinate to draw to
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */


    Graphics.prototype.lineTo = function lineTo(x, y) {
        this.currentPath.shape.points.push(x, y);
        this.dirty++;

        return this;
    };

    /**
     * Calculate the points for a quadratic bezier curve and then draws it.
     * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c
     *
     * @param {number} cpX - Control point x
     * @param {number} cpY - Control point y
     * @param {number} toX - Destination point x
     * @param {number} toY - Destination point y
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */


    Graphics.prototype.quadraticCurveTo = function quadraticCurveTo(cpX, cpY, toX, toY) {
        if (this.currentPath) {
            if (this.currentPath.shape.points.length === 0) {
                this.currentPath.shape.points = [0, 0];
            }
        } else {
            this.moveTo(0, 0);
        }

        var n = 20;
        var points = this.currentPath.shape.points;
        var xa = 0;
        var ya = 0;

        if (points.length === 0) {
            this.moveTo(0, 0);
        }

        var fromX = points[points.length - 2];
        var fromY = points[points.length - 1];

        for (var i = 1; i <= n; ++i) {
            var j = i / n;

            xa = fromX + (cpX - fromX) * j;
            ya = fromY + (cpY - fromY) * j;

            points.push(xa + (cpX + (toX - cpX) * j - xa) * j, ya + (cpY + (toY - cpY) * j - ya) * j);
        }

        this.dirty++;

        return this;
    };

    /**
     * Calculate the points for a bezier curve and then draws it.
     *
     * @param {number} cpX - Control point x
     * @param {number} cpY - Control point y
     * @param {number} cpX2 - Second Control point x
     * @param {number} cpY2 - Second Control point y
     * @param {number} toX - Destination point x
     * @param {number} toY - Destination point y
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */


    Graphics.prototype.bezierCurveTo = function bezierCurveTo(cpX, cpY, cpX2, cpY2, toX, toY) {
        if (this.currentPath) {
            if (this.currentPath.shape.points.length === 0) {
                this.currentPath.shape.points = [0, 0];
            }
        } else {
            this.moveTo(0, 0);
        }

        var points = this.currentPath.shape.points;

        var fromX = points[points.length - 2];
        var fromY = points[points.length - 1];

        points.length -= 2;

        (0, _bezierCurveTo3.default)(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY, points);

        this.dirty++;

        return this;
    };

    /**
     * The arcTo() method creates an arc/curve between two tangents on the canvas.
     *
     * "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google!
     *
     * @param {number} x1 - The x-coordinate of the beginning of the arc
     * @param {number} y1 - The y-coordinate of the beginning of the arc
     * @param {number} x2 - The x-coordinate of the end of the arc
     * @param {number} y2 - The y-coordinate of the end of the arc
     * @param {number} radius - The radius of the arc
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */


    Graphics.prototype.arcTo = function arcTo(x1, y1, x2, y2, radius) {
        if (this.currentPath) {
            if (this.currentPath.shape.points.length === 0) {
                this.currentPath.shape.points.push(x1, y1);
            }
        } else {
            this.moveTo(x1, y1);
        }

        var points = this.currentPath.shape.points;
        var fromX = points[points.length - 2];
        var fromY = points[points.length - 1];
        var a1 = fromY - y1;
        var b1 = fromX - x1;
        var a2 = y2 - y1;
        var b2 = x2 - x1;
        var mm = Math.abs(a1 * b2 - b1 * a2);

        if (mm < 1.0e-8 || radius === 0) {
            if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1) {
                points.push(x1, y1);
            }
        } else {
            var dd = a1 * a1 + b1 * b1;
            var cc = a2 * a2 + b2 * b2;
            var tt = a1 * a2 + b1 * b2;
            var k1 = radius * Math.sqrt(dd) / mm;
            var k2 = radius * Math.sqrt(cc) / mm;
            var j1 = k1 * tt / dd;
            var j2 = k2 * tt / cc;
            var cx = k1 * b2 + k2 * b1;
            var cy = k1 * a2 + k2 * a1;
            var px = b1 * (k2 + j1);
            var py = a1 * (k2 + j1);
            var qx = b2 * (k1 + j2);
            var qy = a2 * (k1 + j2);
            var startAngle = Math.atan2(py - cy, px - cx);
            var endAngle = Math.atan2(qy - cy, qx - cx);

            this.arc(cx + x1, cy + y1, radius, startAngle, endAngle, b1 * a2 > b2 * a1);
        }

        this.dirty++;

        return this;
    };

    /**
     * The arc method creates an arc/curve (used to create circles, or parts of circles).
     *
     * @param {number} cx - The x-coordinate of the center of the circle
     * @param {number} cy - The y-coordinate of the center of the circle
     * @param {number} radius - The radius of the circle
     * @param {number} startAngle - The starting angle, in radians (0 is at the 3 o'clock position
     *  of the arc's circle)
     * @param {number} endAngle - The ending angle, in radians
     * @param {boolean} [anticlockwise=false] - Specifies whether the drawing should be
     *  counter-clockwise or clockwise. False is default, and indicates clockwise, while true
     *  indicates counter-clockwise.
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */


    Graphics.prototype.arc = function arc(cx, cy, radius, startAngle, endAngle) {
        var anticlockwise = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : false;

        if (startAngle === endAngle) {
            return this;
        }

        if (!anticlockwise && endAngle <= startAngle) {
            endAngle += Math.PI * 2;
        } else if (anticlockwise && startAngle <= endAngle) {
            startAngle += Math.PI * 2;
        }

        var sweep = endAngle - startAngle;
        var segs = Math.ceil(Math.abs(sweep) / (Math.PI * 2)) * 40;

        if (sweep === 0) {
            return this;
        }

        var startX = cx + Math.cos(startAngle) * radius;
        var startY = cy + Math.sin(startAngle) * radius;

        // If the currentPath exists, take its points. Otherwise call `moveTo` to start a path.
        var points = this.currentPath ? this.currentPath.shape.points : null;

        if (points) {
            if (points[points.length - 2] !== startX || points[points.length - 1] !== startY) {
                points.push(startX, startY);
            }
        } else {
            this.moveTo(startX, startY);
            points = this.currentPath.shape.points;
        }

        var theta = sweep / (segs * 2);
        var theta2 = theta * 2;

        var cTheta = Math.cos(theta);
        var sTheta = Math.sin(theta);

        var segMinus = segs - 1;

        var remainder = segMinus % 1 / segMinus;

        for (var i = 0; i <= segMinus; ++i) {
            var real = i + remainder * i;

            var angle = theta + startAngle + theta2 * real;

            var c = Math.cos(angle);
            var s = -Math.sin(angle);

            points.push((cTheta * c + sTheta * s) * radius + cx, (cTheta * -s + sTheta * c) * radius + cy);
        }

        this.dirty++;

        return this;
    };

    /**
     * Specifies a simple one-color fill that subsequent calls to other Graphics methods
     * (such as lineTo() or drawCircle()) use when drawing.
     *
     * @param {number} [color=0] - the color of the fill
     * @param {number} [alpha=1] - the alpha of the fill
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */


    Graphics.prototype.beginFill = function beginFill() {
        var color = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;
        var alpha = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1;

        this.filling = true;
        this.fillColor = color;
        this.fillAlpha = alpha;

        if (this.currentPath) {
            if (this.currentPath.shape.points.length <= 2) {
                this.currentPath.fill = this.filling;
                this.currentPath.fillColor = this.fillColor;
                this.currentPath.fillAlpha = this.fillAlpha;
            }
        }

        return this;
    };

    /**
     * Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.
     *
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */


    Graphics.prototype.endFill = function endFill() {
        this.filling = false;
        this.fillColor = null;
        this.fillAlpha = 1;

        return this;
    };

    /**
     *
     * @param {number} x - The X coord of the top-left of the rectangle
     * @param {number} y - The Y coord of the top-left of the rectangle
     * @param {number} width - The width of the rectangle
     * @param {number} height - The height of the rectangle
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */


    Graphics.prototype.drawRect = function drawRect(x, y, width, height) {
        this.drawShape(new _math.Rectangle(x, y, width, height));

        return this;
    };

    /**
     *
     * @param {number} x - The X coord of the top-left of the rectangle
     * @param {number} y - The Y coord of the top-left of the rectangle
     * @param {number} width - The width of the rectangle
     * @param {number} height - The height of the rectangle
     * @param {number} radius - Radius of the rectangle corners
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */


    Graphics.prototype.drawRoundedRect = function drawRoundedRect(x, y, width, height, radius) {
        this.drawShape(new _math.RoundedRectangle(x, y, width, height, radius));

        return this;
    };

    /**
     * Draws a circle.
     *
     * @param {number} x - The X coordinate of the center of the circle
     * @param {number} y - The Y coordinate of the center of the circle
     * @param {number} radius - The radius of the circle
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */


    Graphics.prototype.drawCircle = function drawCircle(x, y, radius) {
        this.drawShape(new _math.Circle(x, y, radius));

        return this;
    };

    /**
     * Draws an ellipse.
     *
     * @param {number} x - The X coordinate of the center of the ellipse
     * @param {number} y - The Y coordinate of the center of the ellipse
     * @param {number} width - The half width of the ellipse
     * @param {number} height - The half height of the ellipse
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */


    Graphics.prototype.drawEllipse = function drawEllipse(x, y, width, height) {
        this.drawShape(new _math.Ellipse(x, y, width, height));

        return this;
    };

    /**
     * Draws a polygon using the given path.
     *
     * @param {number[]|PIXI.Point[]} path - The path data used to construct the polygon.
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */


    Graphics.prototype.drawPolygon = function drawPolygon(path) {
        // prevents an argument assignment deopt
        // see section 3.1: https://github.com/petkaantonov/bluebird/wiki/Optimization-killers#3-managing-arguments
        var points = path;

        var closed = true;

        if (points instanceof _math.Polygon) {
            closed = points.closed;
            points = points.points;
        }

        if (!Array.isArray(points)) {
            // prevents an argument leak deopt
            // see section 3.2: https://github.com/petkaantonov/bluebird/wiki/Optimization-killers#3-managing-arguments
            points = new Array(arguments.length);

            for (var i = 0; i < points.length; ++i) {
                points[i] = arguments[i]; // eslint-disable-line prefer-rest-params
            }
        }

        var shape = new _math.Polygon(points);

        shape.closed = closed;

        this.drawShape(shape);

        return this;
    };

    /**
     * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.
     *
     * @return {PIXI.Graphics} This Graphics object. Good for chaining method calls
     */


    Graphics.prototype.clear = function clear() {
        if (this.lineWidth || this.filling || this.graphicsData.length > 0) {
            this.lineWidth = 0;
            this.filling = false;

            this.boundsDirty = -1;
            this.dirty++;
            this.clearDirty++;
            this.graphicsData.length = 0;
        }

        this.currentPath = null;
        this._spriteRect = null;

        return this;
    };

    /**
     * True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and
     * masked with gl.scissor.
     *
     * @returns {boolean} True if only 1 rect.
     */


    Graphics.prototype.isFastRect = function isFastRect() {
        return this.graphicsData.length === 1 && this.graphicsData[0].shape.type === _const.SHAPES.RECT && !this.graphicsData[0].lineWidth;
    };

    /**
     * Renders the object using the WebGL renderer
     *
     * @private
     * @param {PIXI.WebGLRenderer} renderer - The renderer
     */


    Graphics.prototype._renderWebGL = function _renderWebGL(renderer) {
        // if the sprite is not visible or the alpha is 0 then no need to render this element
        if (this.dirty !== this.fastRectDirty) {
            this.fastRectDirty = this.dirty;
            this._fastRect = this.isFastRect();
        }

        // TODO this check can be moved to dirty?
        if (this._fastRect) {
            this._renderSpriteRect(renderer);
        } else {
            renderer.setObjectRenderer(renderer.plugins.graphics);
            renderer.plugins.graphics.render(this);
        }
    };

    /**
     * Renders a sprite rectangle.
     *
     * @private
     * @param {PIXI.WebGLRenderer} renderer - The renderer
     */


    Graphics.prototype._renderSpriteRect = function _renderSpriteRect(renderer) {
        var rect = this.graphicsData[0].shape;

        if (!this._spriteRect) {
            this._spriteRect = new _Sprite2.default(new _Texture2.default(_Texture2.default.WHITE));
        }

        var sprite = this._spriteRect;

        if (this.tint === 0xffffff) {
            sprite.tint = this.graphicsData[0].fillColor;
        } else {
            var t1 = tempColor1;
            var t2 = tempColor2;

            (0, _utils.hex2rgb)(this.graphicsData[0].fillColor, t1);
            (0, _utils.hex2rgb)(this.tint, t2);

            t1[0] *= t2[0];
            t1[1] *= t2[1];
            t1[2] *= t2[2];

            sprite.tint = (0, _utils.rgb2hex)(t1);
        }
        sprite.alpha = this.graphicsData[0].fillAlpha;
        sprite.worldAlpha = this.worldAlpha * sprite.alpha;
        sprite.blendMode = this.blendMode;

        sprite._texture._frame.width = rect.width;
        sprite._texture._frame.height = rect.height;

        sprite.transform.worldTransform = this.transform.worldTransform;

        sprite.anchor.set(-rect.x / rect.width, -rect.y / rect.height);
        sprite._onAnchorUpdate();

        sprite._renderWebGL(renderer);
    };

    /**
     * Renders the object using the Canvas renderer
     *
     * @private
     * @param {PIXI.CanvasRenderer} renderer - The renderer
     */


    Graphics.prototype._renderCanvas = function _renderCanvas(renderer) {
        if (this.isMask === true) {
            return;
        }

        renderer.plugins.graphics.render(this);
    };

    /**
     * Retrieves the bounds of the graphic shape as a rectangle object
     *
     * @private
     */


    Graphics.prototype._calculateBounds = function _calculateBounds() {
        if (this.boundsDirty !== this.dirty) {
            this.boundsDirty = this.dirty;
            this.updateLocalBounds();

            this.cachedSpriteDirty = true;
        }

        var lb = this._localBounds;

        this._bounds.addFrame(this.transform, lb.minX, lb.minY, lb.maxX, lb.maxY);
    };

    /**
     * Tests if a point is inside this graphics object
     *
     * @param {PIXI.Point} point - the point to test
     * @return {boolean} the result of the test
     */


    Graphics.prototype.containsPoint = function containsPoint(point) {
        this.worldTransform.applyInverse(point, tempPoint);

        var graphicsData = this.graphicsData;

        for (var i = 0; i < graphicsData.length; ++i) {
            var data = graphicsData[i];

            if (!data.fill) {
                continue;
            }

            // only deal with fills..
            if (data.shape) {
                if (data.shape.contains(tempPoint.x, tempPoint.y)) {
                    return true;
                }
            }
        }

        return false;
    };

    /**
     * Update the bounds of the object
     *
     */


    Graphics.prototype.updateLocalBounds = function updateLocalBounds() {
        var minX = Infinity;
        var maxX = -Infinity;

        var minY = Infinity;
        var maxY = -Infinity;

        if (this.graphicsData.length) {
            var shape = 0;
            var x = 0;
            var y = 0;
            var w = 0;
            var h = 0;

            for (var i = 0; i < this.graphicsData.length; i++) {
                var data = this.graphicsData[i];
                var type = data.type;
                var lineWidth = data.lineWidth;

                shape = data.shape;

                if (type === _const.SHAPES.RECT || type === _const.SHAPES.RREC) {
                    x = shape.x - lineWidth / 2;
                    y = shape.y - lineWidth / 2;
                    w = shape.width + lineWidth;
                    h = shape.height + lineWidth;

                    minX = x < minX ? x : minX;
                    maxX = x + w > maxX ? x + w : maxX;

                    minY = y < minY ? y : minY;
                    maxY = y + h > maxY ? y + h : maxY;
                } else if (type === _const.SHAPES.CIRC) {
                    x = shape.x;
                    y = shape.y;
                    w = shape.radius + lineWidth / 2;
                    h = shape.radius + lineWidth / 2;

                    minX = x - w < minX ? x - w : minX;
                    maxX = x + w > maxX ? x + w : maxX;

                    minY = y - h < minY ? y - h : minY;
                    maxY = y + h > maxY ? y + h : maxY;
                } else if (type === _const.SHAPES.ELIP) {
                    x = shape.x;
                    y = shape.y;
                    w = shape.width + lineWidth / 2;
                    h = shape.height + lineWidth / 2;

                    minX = x - w < minX ? x - w : minX;
                    maxX = x + w > maxX ? x + w : maxX;

                    minY = y - h < minY ? y - h : minY;
                    maxY = y + h > maxY ? y + h : maxY;
                } else {
                    // POLY
                    var points = shape.points;
                    var x2 = 0;
                    var y2 = 0;
                    var dx = 0;
                    var dy = 0;
                    var rw = 0;
                    var rh = 0;
                    var cx = 0;
                    var cy = 0;

                    for (var j = 0; j + 2 < points.length; j += 2) {
                        x = points[j];
                        y = points[j + 1];
                        x2 = points[j + 2];
                        y2 = points[j + 3];
                        dx = Math.abs(x2 - x);
                        dy = Math.abs(y2 - y);
                        h = lineWidth;
                        w = Math.sqrt(dx * dx + dy * dy);

                        if (w < 1e-9) {
                            continue;
                        }

                        rw = (h / w * dy + dx) / 2;
                        rh = (h / w * dx + dy) / 2;
                        cx = (x2 + x) / 2;
                        cy = (y2 + y) / 2;

                        minX = cx - rw < minX ? cx - rw : minX;
                        maxX = cx + rw > maxX ? cx + rw : maxX;

                        minY = cy - rh < minY ? cy - rh : minY;
                        maxY = cy + rh > maxY ? cy + rh : maxY;
                    }
                }
            }
        } else {
            minX = 0;
            maxX = 0;
            minY = 0;
            maxY = 0;
        }

        var padding = this.boundsPadding;

        this._localBounds.minX = minX - padding;
        this._localBounds.maxX = maxX + padding * 2;

        this._localBounds.minY = minY - padding;
        this._localBounds.maxY = maxY + padding * 2;
    };

    /**
     * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.
     *
     * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw.
     * @return {PIXI.GraphicsData} The generated GraphicsData object.
     */


    Graphics.prototype.drawShape = function drawShape(shape) {
        if (this.currentPath) {
            // check current path!
            if (this.currentPath.shape.points.length <= 2) {
                this.graphicsData.pop();
            }
        }

        this.currentPath = null;

        var data = new _GraphicsData2.default(this.lineWidth, this.lineColor, this.lineAlpha, this.fillColor, this.fillAlpha, this.filling, this.nativeLines, shape);

        this.graphicsData.push(data);

        if (data.type === _const.SHAPES.POLY) {
            data.shape.closed = data.shape.closed || this.filling;
            this.currentPath = data;
        }

        this.dirty++;

        return data;
    };

    /**
     * Generates a canvas texture.
     *
     * @param {number} scaleMode - The scale mode of the texture.
     * @param {number} resolution - The resolution of the texture.
     * @return {PIXI.Texture} The new texture.
     */


    Graphics.prototype.generateCanvasTexture = function generateCanvasTexture(scaleMode) {
        var resolution = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1;

        var bounds = this.getLocalBounds();

        var canvasBuffer = _RenderTexture2.default.create(bounds.width, bounds.height, scaleMode, resolution);

        if (!canvasRenderer) {
            canvasRenderer = new _CanvasRenderer2.default();
        }

        this.transform.updateLocalTransform();
        this.transform.localTransform.copy(tempMatrix);

        tempMatrix.invert();

        tempMatrix.tx -= bounds.x;
        tempMatrix.ty -= bounds.y;

        canvasRenderer.render(this, canvasBuffer, true, tempMatrix);

        var texture = _Texture2.default.fromCanvas(canvasBuffer.baseTexture._canvasRenderTarget.canvas, scaleMode, 'graphics');

        texture.baseTexture.resolution = resolution;
        texture.baseTexture.update();

        return texture;
    };

    /**
     * Closes the current path.
     *
     * @return {PIXI.Graphics} Returns itself.
     */


    Graphics.prototype.closePath = function closePath() {
        // ok so close path assumes next one is a hole!
        var currentPath = this.currentPath;

        if (currentPath && currentPath.shape) {
            currentPath.shape.close();
        }

        return this;
    };

    /**
     * Adds a hole in the current path.
     *
     * @return {PIXI.Graphics} Returns itself.
     */


    Graphics.prototype.addHole = function addHole() {
        // this is a hole!
        var hole = this.graphicsData.pop();

        this.currentPath = this.graphicsData[this.graphicsData.length - 1];

        this.currentPath.addHole(hole.shape);
        this.currentPath = null;

        return this;
    };

    /**
     * Destroys the Graphics object.
     *
     * @param {object|boolean} [options] - Options parameter. A boolean will act as if all
     *  options have been set to that value
     * @param {boolean} [options.children=false] - if set to true, all the children will have
     *  their destroy method called as well. 'options' will be passed on to those calls.
     * @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true
     *  Should it destroy the texture of the child sprite
     * @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true
     *  Should it destroy the base texture of the child sprite
     */


    Graphics.prototype.destroy = function destroy(options) {
        _Container.prototype.destroy.call(this, options);

        // destroy each of the GraphicsData objects
        for (var i = 0; i < this.graphicsData.length; ++i) {
            this.graphicsData[i].destroy();
        }

        // for each webgl data entry, destroy the WebGLGraphicsData
        for (var id in this._webgl) {
            for (var j = 0; j < this._webgl[id].data.length; ++j) {
                this._webgl[id].data[j].destroy();
            }
        }

        if (this._spriteRect) {
            this._spriteRect.destroy();
        }

        this.graphicsData = null;

        this.currentPath = null;
        this._webgl = null;
        this._localBounds = null;
    };

    return Graphics;
}(_Container3.default);

exports.default = Graphics;


Graphics._SPRITE_TEXTURE = null;
//# sourceMappingURL=Graphics.js.map