import Mesh from './Mesh'; /** * The Plane 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 Plane = new PIXI.Plane(PIXI.Texture.fromImage("snake.png"), points); * ``` * * @class * @extends PIXI.mesh.Mesh * @memberof PIXI.mesh * */ export default class Plane extends Mesh { /** * @param {PIXI.Texture} texture - The texture to use on the Plane. * @param {number} verticesX - The number of vertices in the x-axis * @param {number} verticesY - The number of vertices in the y-axis */ constructor(texture, verticesX, verticesY) { super(texture); /** * Tracker for if the Plane is ready to be drawn. Needed because Mesh ctor can * call _onTextureUpdated which could call refresh too early. * * @member {boolean} * @private */ this._ready = true; this.verticesX = verticesX || 10; this.verticesY = verticesY || 10; this.drawMode = Mesh.DRAW_MODES.TRIANGLES; this.refresh(); } /** * Refreshes plane coordinates * */ _refresh() { const texture = this._texture; const total = this.verticesX * this.verticesY; const verts = []; const colors = []; const uvs = []; const indices = []; const segmentsX = this.verticesX - 1; const segmentsY = this.verticesY - 1; const sizeX = texture.width / segmentsX; const sizeY = texture.height / segmentsY; for (let i = 0; i < total; i++) { const x = (i % this.verticesX); const y = ((i / this.verticesX) | 0); verts.push(x * sizeX, y * sizeY); uvs.push(x / segmentsX, y / segmentsY); } // cons const totalSub = segmentsX * segmentsY; for (let i = 0; i < totalSub; i++) { const xpos = i % segmentsX; const ypos = (i / segmentsX) | 0; const value = (ypos * this.verticesX) + xpos; const value2 = (ypos * this.verticesX) + xpos + 1; const value3 = ((ypos + 1) * this.verticesX) + xpos; const value4 = ((ypos + 1) * this.verticesX) + xpos + 1; indices.push(value, value2, value3); indices.push(value2, value4, value3); } // console.log(indices) this.vertices = new Float32Array(verts); this.uvs = new Float32Array(uvs); this.colors = new Float32Array(colors); this.indices = new Uint16Array(indices); this.indexDirty = true; this.multiplyUvs(); } /** * Clear texture UVs when new texture is set * * @private */ _onTextureUpdate() { Mesh.prototype._onTextureUpdate.call(this); // wait for the Plane ctor to finish before calling refresh if (this._ready) { this.refresh(); } } }