import { Point, ObservablePoint, Rectangle } from '../math'; import { sign, TextureCache } from '../utils'; import { BLEND_MODES } from '../const'; import Texture from '../textures/Texture'; import Container from '../display/Container'; const tempPoint = new Point(); /** * The Sprite object is the base for all textured objects that are rendered to the screen * * A sprite can be created directly from an image like this: * * ```js * let sprite = new PIXI.Sprite.fromImage('assets/image.png'); * ``` * * @class * @extends PIXI.Container * @memberof PIXI */ export default class Sprite extends Container { /** * @param {PIXI.Texture} texture - The texture for this sprite */ constructor(texture) { super(); /** * The anchor sets the origin point of the texture. * The default is 0,0 this means the texture's origin is the top left * Setting the anchor to 0.5,0.5 means the texture's origin is centered * Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner * * @member {PIXI.ObservablePoint} * @private */ this._anchor = new ObservablePoint(this._onAnchorUpdate, this); /** * The texture that the sprite is using * * @private * @member {PIXI.Texture} */ this._texture = null; /** * The width of the sprite (this is initially set by the texture) * * @private * @member {number} */ this._width = 0; /** * The height of the sprite (this is initially set by the texture) * * @private * @member {number} */ this._height = 0; /** * The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect. * * @private * @member {number} * @default 0xFFFFFF */ this._tint = null; this._tintRGB = null; this.tint = 0xFFFFFF; /** * The blend mode to be applied to the sprite. 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 = BLEND_MODES.NORMAL; /** * The shader that will be used to render the sprite. Set to null to remove a current shader. * * @member {PIXI.Filter|PIXI.Shader} */ this.shader = null; /** * An internal cached value of the tint. * * @private * @member {number} * @default 0xFFFFFF */ this.cachedTint = 0xFFFFFF; // call texture setter this.texture = texture || Texture.EMPTY; /** * this is used to store the vertex data of the sprite (basically a quad) * * @private * @member {Float32Array} */ this.vertexData = new Float32Array(8); /** * This is used to calculate the bounds of the object IF it is a trimmed sprite * * @private * @member {Float32Array} */ this.vertexTrimmedData = null; this._transformID = -1; this._textureID = -1; } /** * When the texture is updated, this event will fire to update the scale and frame * * @private */ _onTextureUpdate() { this._textureID = -1; // so if _width is 0 then width was not set.. if (this._width) { this.scale.x = sign(this.scale.x) * this._width / this.texture.orig.width; } if (this._height) { this.scale.y = sign(this.scale.y) * this._height / this.texture.orig.height; } } /** * Called when the anchor position updates. * * @private */ _onAnchorUpdate() { this._transformID = -1; } /** * calculates worldTransform * vertices, store it in vertexData */ calculateVertices() { if (this._transformID === this.transform._worldID && this._textureID === this._texture._updateID) { return; } this._transformID = this.transform._worldID; this._textureID = this._texture._updateID; // set the vertex data const texture = this._texture; const wt = this.transform.worldTransform; const a = wt.a; const b = wt.b; const c = wt.c; const d = wt.d; const tx = wt.tx; const ty = wt.ty; const vertexData = this.vertexData; const trim = texture.trim; const orig = texture.orig; const anchor = this._anchor; let w0 = 0; let w1 = 0; let h0 = 0; let h1 = 0; if (trim) { // if the sprite is trimmed and is not a tilingsprite then we need to add the extra // space before transforming the sprite coords. w1 = trim.x - (anchor._x * orig.width); w0 = w1 + trim.width; h1 = trim.y - (anchor._y * orig.height); h0 = h1 + trim.height; } else { w0 = orig.width * (1 - anchor._x); w1 = orig.width * -anchor._x; h0 = orig.height * (1 - anchor._y); h1 = orig.height * -anchor._y; } // xy vertexData[0] = (a * w1) + (c * h1) + tx; vertexData[1] = (d * h1) + (b * w1) + ty; // xy vertexData[2] = (a * w0) + (c * h1) + tx; vertexData[3] = (d * h1) + (b * w0) + ty; // xy vertexData[4] = (a * w0) + (c * h0) + tx; vertexData[5] = (d * h0) + (b * w0) + ty; // xy vertexData[6] = (a * w1) + (c * h0) + tx; vertexData[7] = (d * h0) + (b * w1) + ty; } /** * calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData * This is used to ensure that the true width and height of a trimmed texture is respected */ calculateTrimmedVertices() { if (!this.vertexTrimmedData) { this.vertexTrimmedData = new Float32Array(8); } // lets do some special trim code! const texture = this._texture; const vertexData = this.vertexTrimmedData; const orig = texture.orig; const anchor = this._anchor; // lets calculate the new untrimmed bounds.. const wt = this.transform.worldTransform; const a = wt.a; const b = wt.b; const c = wt.c; const d = wt.d; const tx = wt.tx; const ty = wt.ty; const w0 = (orig.width) * (1 - anchor._x); const w1 = (orig.width) * -anchor._x; const h0 = orig.height * (1 - anchor._y); const h1 = orig.height * -anchor._y; // xy vertexData[0] = (a * w1) + (c * h1) + tx; vertexData[1] = (d * h1) + (b * w1) + ty; // xy vertexData[2] = (a * w0) + (c * h1) + tx; vertexData[3] = (d * h1) + (b * w0) + ty; // xy vertexData[4] = (a * w0) + (c * h0) + tx; vertexData[5] = (d * h0) + (b * w0) + ty; // xy vertexData[6] = (a * w1) + (c * h0) + tx; vertexData[7] = (d * h0) + (b * w1) + ty; } /** * * Renders the object using the WebGL renderer * * @private * @param {PIXI.WebGLRenderer} renderer - The webgl renderer to use. */ _renderWebGL(renderer) { this.calculateVertices(); renderer.setObjectRenderer(renderer.plugins.sprite); renderer.plugins.sprite.render(this); } /** * Renders the object using the Canvas renderer * * @private * @param {PIXI.CanvasRenderer} renderer - The renderer */ _renderCanvas(renderer) { renderer.plugins.sprite.render(this); } /** * Updates the bounds of the sprite. * * @private */ _calculateBounds() { const trim = this._texture.trim; const orig = this._texture.orig; // First lets check to see if the current texture has a trim.. if (!trim || (trim.width === orig.width && trim.height === orig.height)) { // no trim! lets use the usual calculations.. this.calculateVertices(); this._bounds.addQuad(this.vertexData); } else { // lets calculate a special trimmed bounds... this.calculateTrimmedVertices(); this._bounds.addQuad(this.vertexTrimmedData); } } /** * Gets the local bounds of the sprite object. * * @param {Rectangle} rect - The output rectangle. * @return {Rectangle} The bounds. */ getLocalBounds(rect) { // we can do a fast local bounds if the sprite has no children! if (this.children.length === 0) { this._bounds.minX = this._texture.orig.width * -this._anchor._x; this._bounds.minY = this._texture.orig.height * -this._anchor._y; this._bounds.maxX = this._texture.orig.width * (1 - this._anchor._x); this._bounds.maxY = this._texture.orig.height * (1 - this._anchor._x); if (!rect) { if (!this._localBoundsRect) { this._localBoundsRect = new Rectangle(); } rect = this._localBoundsRect; } return this._bounds.getRectangle(rect); } return super.getLocalBounds.call(this, rect); } /** * Tests if a point is inside this sprite * * @param {PIXI.Point} point - the point to test * @return {boolean} the result of the test */ containsPoint(point) { this.worldTransform.applyInverse(point, tempPoint); const width = this._texture.orig.width; const height = this._texture.orig.height; const x1 = -width * this.anchor.x; let y1 = 0; if (tempPoint.x > x1 && tempPoint.x < x1 + width) { y1 = -height * this.anchor.y; if (tempPoint.y > y1 && tempPoint.y < y1 + height) { return true; } } return false; } /** * Destroys this sprite and optionally its texture and children * * @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] - Should it destroy the current texture of the sprite as well * @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well */ destroy(options) { super.destroy(options); this._anchor = null; const destroyTexture = typeof options === 'boolean' ? options : options && options.texture; if (destroyTexture) { const destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture; this._texture.destroy(!!destroyBaseTexture); } this._texture = null; this.shader = null; } // some helper functions.. /** * Helper function that creates a new sprite based on the source you provide. * The source can be - frame id, image url, video url, canvas element, video element, base texture * * @static * @param {number|string|PIXI.BaseTexture|HTMLCanvasElement|HTMLVideoElement} source Source to create texture from * @return {PIXI.Texture} The newly created texture */ static from(source) { return new Sprite(Texture.from(source)); } /** * Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId * The frame ids are created when a Texture packer file has been loaded * * @static * @param {string} frameId - The frame Id of the texture in the cache * @return {PIXI.Sprite} A new Sprite using a texture from the texture cache matching the frameId */ static fromFrame(frameId) { const texture = TextureCache[frameId]; if (!texture) { throw new Error(`The frameId "${frameId}" does not exist in the texture cache`); } return new Sprite(texture); } /** * Helper function that creates a sprite that will contain a texture based on an image url * If the image is not in the texture cache it will be loaded * * @static * @param {string} imageId - The image url of the texture * @param {boolean} [crossorigin=(auto)] - if you want to specify the cross-origin parameter * @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - if you want to specify the scale mode, * see {@link PIXI.SCALE_MODES} for possible values * @return {PIXI.Sprite} A new Sprite using a texture from the texture cache matching the image id */ static fromImage(imageId, crossorigin, scaleMode) { return new Sprite(Texture.fromImage(imageId, crossorigin, scaleMode)); } /** * The width of the sprite, setting this will actually modify the scale to achieve the value set * * @member {number} * @memberof PIXI.Sprite# */ get width() { return Math.abs(this.scale.x) * this.texture.orig.width; } /** * Sets the width of the sprite by modifying the scale. * * @param {number} value - The value to set to. */ set width(value) { const s = sign(this.scale.x) || 1; this.scale.x = s * value / this.texture.orig.width; this._width = value; } /** * The height of the sprite, setting this will actually modify the scale to achieve the value set * * @member {number} * @memberof PIXI.Sprite# */ get height() { return Math.abs(this.scale.y) * this.texture.orig.height; } /** * Sets the height of the sprite by modifying the scale. * * @param {number} value - The value to set to. */ set height(value) { const s = sign(this.scale.y) || 1; this.scale.y = s * value / this.texture.orig.height; this._height = value; } /** * The anchor sets the origin point of the texture. * The default is 0,0 this means the texture's origin is the top left * Setting the anchor to 0.5,0.5 means the texture's origin is centered * Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner * * @member {PIXI.ObservablePoint} * @memberof PIXI.Sprite# */ get anchor() { return this._anchor; } /** * Copies the anchor to the sprite. * * @param {number} value - The value to set to. */ set anchor(value) { this._anchor.copy(value); } /** * The tint applied to the sprite. This is a hex value. A value of * 0xFFFFFF will remove any tint effect. * * @member {number} * @memberof PIXI.Sprite# * @default 0xFFFFFF */ get tint() { return this._tint; } /** * Sets the tint of the sprite. * * @param {number} value - The value to set to. */ set tint(value) { this._tint = value; this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16); } /** * The texture that the sprite is using * * @member {PIXI.Texture} * @memberof PIXI.Sprite# */ get texture() { return this._texture; } /** * Sets the texture of the sprite. * * @param {PIXI.Texture} value - The value to set to. */ set texture(value) { if (this._texture === value) { return; } this._texture = value; this.cachedTint = 0xFFFFFF; this._textureID = -1; if (value) { // wait for the texture to load if (value.baseTexture.hasLoaded) { this._onTextureUpdate(); } else { value.once('update', this._onTextureUpdate, this); } } } }