var Mesh = require('./Mesh'); var core = require('../core'); /** * The rope allows you to draw a texture across several points and them manipulate these points * *```js * for (var i = 0; i < 20; i++) { * points.push(new PIXI.Point(i * 50, 0)); * }; * var rope = new PIXI.Rope(PIXI.Texture.fromImage("snake.png"), points); * ``` * * @class * @extends PIXI.mesh.Mesh * @memberof PIXI.mesh * @param {PIXI.Texture} texture - The texture to use on the rope. * @param {PIXI.Point[]} points - An array of {@link PIXI.Point} objects to construct this rope. * */ function Rope(texture, points) { Mesh.call(this, texture); /* * @member {PIXI.Point[]} An array of points that determine the rope */ this.points = points; /* * @member {Float32Array} An array of vertices used to construct this rope. */ this.vertices = new Float32Array(points.length * 4); /* * @member {Float32Array} The WebGL Uvs of the rope. */ this.uvs = new Float32Array(points.length * 4); /* * @member {Float32Array} An array containing the color components */ this.colors = new Float32Array(points.length * 2); /* * @member {Uint16Array} An array containing the indices of the vertices */ this.indices = new Uint16Array(points.length * 2); /** * Tracker for if the rope 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.refresh(); } // constructor Rope.prototype = Object.create(Mesh.prototype); Rope.prototype.constructor = Rope; module.exports = Rope; /** * Refreshes * */ Rope.prototype.refresh = function () { var points = this.points; // if too little points, or texture hasn't got UVs set yet just move on. if (points.length < 1 || !this._texture._uvs) { return; } var uvs = this.uvs; var indices = this.indices; var colors = this.colors; var textureUvs = this._texture._uvs; var offset = new core.Point(textureUvs.x0, textureUvs.y0); var factor = new core.Point(textureUvs.x2 - textureUvs.x0, textureUvs.y2 - textureUvs.y0); uvs[0] = 0 + offset.x; uvs[1] = 0 + offset.y; uvs[2] = 0 + offset.x; uvs[3] = 1 * factor.y + offset.y; colors[0] = 1; colors[1] = 1; indices[0] = 0; indices[1] = 1; var total = points.length, point, index, amount; for (var i = 1; i < total; i++) { point = points[i]; index = i * 4; // time to do some smart drawing! amount = i / (total-1); uvs[index] = amount * factor.x + offset.x; uvs[index+1] = 0 + offset.y; uvs[index+2] = amount * factor.x + offset.x; uvs[index+3] = 1 * factor.y + offset.y; index = i * 2; colors[index] = 1; colors[index+1] = 1; index = i * 2; indices[index] = index; indices[index + 1] = index + 1; } this.dirty = true; }; /** * Clear texture UVs when new texture is set * * @private */ Rope.prototype._onTextureUpdate = function () { Mesh.prototype._onTextureUpdate.call(this); // wait for the Rope ctor to finish before calling refresh if (this._ready) { this.refresh(); } }; /** * Updates the object transform for rendering * * @private */ Rope.prototype.updateTransform = function () { var points = this.points; if (points.length < 1) { return; } var lastPoint = points[0]; var nextPoint; var perpX = 0; var perpY = 0; // this.count -= 0.2; var vertices = this.vertices; var total = points.length, point, index, ratio, perpLength, num; for (var i = 0; i < total; i++) { point = points[i]; index = i * 4; if (i < points.length-1) { nextPoint = points[i+1]; } else { nextPoint = point; } perpY = -(nextPoint.x - lastPoint.x); perpX = nextPoint.y - lastPoint.y; ratio = (1 - (i / (total-1))) * 10; if (ratio > 1) { ratio = 1; } perpLength = Math.sqrt(perpX * perpX + perpY * perpY); num = this._texture.height / 2; //(20 + Math.abs(Math.sin((i + this.count) * 0.3) * 50) )* ratio; perpX /= perpLength; perpY /= perpLength; perpX *= num; perpY *= num; vertices[index] = point.x + perpX; vertices[index+1] = point.y + perpY; vertices[index+2] = point.x - perpX; vertices[index+3] = point.y - perpY; lastPoint = point; } this.containerUpdateTransform(); };