import { Point, ObservablePoint, Rectangle } from '@pixi/math'; import { sign } from '@pixi/utils'; import { Texture } from '@pixi/core'; import { BLEND_MODES } from '@pixi/constants'; import { Container } from '@pixi/display'; import { settings } from '@pixi/settings'; const tempPoint = new Point(); const indices = new Uint16Array([0, 1, 2, 0, 2, 3]); /** * 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 = PIXI.Sprite.from('assets/image.png'); * ``` * * The more efficient way to create sprites is using a {@link PIXI.Spritesheet}, * as swapping base textures when rendering to the screen is inefficient. * * ```js * PIXI.Loader.shared.add("assets/spritesheet.json").load(setup); * * function setup() { * let sheet = PIXI.Loader.shared.resources["assets/spritesheet.json"].spritesheet; * let sprite = new PIXI.Sprite(sheet.textures["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 point defines the normalized coordinates * in the texture that map to the position of this * sprite. * * By default, this is `(0,0)` (or `texture.defaultAnchor` * if you have modified that), which means the position * `(x,y)` of this `Sprite` will be the top-left corner. * * Note: Updating `texture.defaultAnchor` after * constructing a `Sprite` does _not_ update its anchor. * * {@link https://docs.cocos2d-x.org/cocos2d-x/en/sprites/manipulation.html} * * @default `texture.defaultAnchor` * @member {PIXI.ObservablePoint} * @private */ this._anchor = new ObservablePoint( this._onAnchorUpdate, this, (texture ? texture.defaultAnchor.x : 0), (texture ? texture.defaultAnchor.y : 0) ); /** * 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; /** * Cached tint value so we can tell when the tint is changed. * Value is used for 2d CanvasRenderer. * * @protected * @member {number} * @default 0xFFFFFF */ this._cachedTint = 0xFFFFFF; this.uvs = null; // 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; this._transformTrimmedID = -1; this._textureTrimmedID = -1; // Batchable stuff.. // TODO could make this a mixin? this.indices = indices; this.size = 4; this.start = 0; /** * Plugin that is responsible for rendering this element. * Allows to customize the rendering process without overriding '_render' & '_renderCanvas' methods. * * @member {string} * @default 'batch' */ this.pluginName = 'batch'; /** * used to fast check if a sprite is.. a sprite! * @member {boolean} */ this.isSprite = true; /** * Internal roundPixels field * * @member {boolean} * @private */ this._roundPixels = settings.ROUND_PIXELS; } /** * When the texture is updated, this event will fire to update the scale and frame * * @private */ _onTextureUpdate() { this._textureID = -1; this._textureTrimmedID = -1; this._cachedTint = 0xFFFFFF; this.uvs = this._texture._uvs.uvsFloat32; // 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; this._transformTrimmedID = -1; } /** * calculates worldTransform * vertices, store it in vertexData */ calculateVertices() { const texture = this._texture; if (this._transformID === this.transform._worldID && this._textureID === texture._updateID) { return; } this._transformID = this.transform._worldID; this._textureID = texture._updateID; // set the vertex data 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 { w1 = -anchor._x * orig.width; w0 = w1 + orig.width; h1 = -anchor._y * orig.height; h0 = h1 + orig.height; } // 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; if (this._roundPixels) { for (let i = 0; i < 8; i++) { vertexData[i] = Math.round(vertexData[i]); } } } /** * 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); } else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) { return; } this._transformTrimmedID = this.transform._worldID; this._textureTrimmedID = this._texture._updateID; // 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 w1 = -anchor._x * orig.width; const w0 = w1 + orig.width; const h1 = -anchor._y * orig.height; const h0 = h1 + orig.height; // 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 * * @protected * @param {PIXI.Renderer} renderer - The webgl renderer to use. */ _render(renderer) { this.calculateVertices(); renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]); renderer.plugins[this.pluginName].render(this); } /** * Updates the bounds of the sprite. * * @protected */ _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 {PIXI.Rectangle} [rect] - The output rectangle. * @return {PIXI.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._y); 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._texture.off('update', this._onTextureUpdate, this); 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.Texture|HTMLCanvasElement|HTMLVideoElement} source Source to create texture from * @param {object} [options] See {@link PIXI.BaseTexture}'s constructor for options. * @return {PIXI.Sprite} The newly created sprite */ static from(source, options) { const texture = (source instanceof Texture) ? source : Texture.from(source, options); return new Sprite(texture); } /** * If true PixiJS will Math.floor() x/y values when rendering, stopping pixel interpolation. * Advantages can include sharper image quality (like text) and faster rendering on canvas. * The main disadvantage is movement of objects may appear less smooth. * To set the global default, change {@link PIXI.settings.ROUND_PIXELS} * * @member {boolean} * @default false */ set roundPixels(value) { if (this._roundPixels !== value) { this._transformID = -1; } this._roundPixels = value; } get roundPixels() { return this._roundPixels; } /** * The width of the sprite, setting this will actually modify the scale to achieve the value set * * @member {number} */ get width() { return Math.abs(this.scale.x) * this._texture.orig.width; } set width(value) // eslint-disable-line require-jsdoc { 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} */ get height() { return Math.abs(this.scale.y) * this._texture.orig.height; } set height(value) // eslint-disable-line require-jsdoc { 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 text. The default value is taken from the {@link PIXI.Texture|Texture} * and passed to the constructor. * * The default is `(0,0)`, this means the text's origin is the top left. * * Setting the anchor to `(0.5,0.5)` means the text's origin is centered. * * Setting the anchor to `(1,1)` would mean the text's origin point will be the bottom right corner. * * If you pass only single parameter, it will set both x and y to the same value as shown in the example below. * * @example * const sprite = new PIXI.Sprite(texture); * sprite.anchor.set(0.5); // This will set the origin to center. (0.5) is same as (0.5, 0.5). * * @member {PIXI.ObservablePoint} */ get anchor() { return this._anchor; } set anchor(value) // eslint-disable-line require-jsdoc { this._anchor.copyFrom(value); } /** * The tint applied to the sprite. This is a hex value. * A value of 0xFFFFFF will remove any tint effect. * * @member {number} * @default 0xFFFFFF */ get tint() { return this._tint; } set tint(value) // eslint-disable-line require-jsdoc { this._tint = value; this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16); } /** * The texture that the sprite is using * * @member {PIXI.Texture} */ get texture() { return this._texture; } set texture(value) // eslint-disable-line require-jsdoc { if (this._texture === value) { return; } this._texture = value || Texture.EMPTY; this._cachedTint = 0xFFFFFF; this._textureID = -1; this._textureTrimmedID = -1; if (value) { // wait for the texture to load if (value.baseTexture.valid) { this._onTextureUpdate(); } else { value.once('update', this._onTextureUpdate, this); } } } }