'use strict';
exports.__esModule = true;
var _Mesh2 = require('./Mesh');
var _Mesh3 = _interopRequireDefault(_Mesh2);
var _core = require('../core');
var core = _interopRequireWildcard(_core);
function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } }
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; }
/**
* The rope 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 rope = new PIXI.Rope(PIXI.Texture.fromImage("snake.png"), points);
* ```
*
* @class
* @extends PIXI.mesh.Mesh
* @memberof PIXI.mesh
*
*/
var Rope = function (_Mesh) {
_inherits(Rope, _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) {
_classCallCheck(this, Rope);
/*
* @member {PIXI.Point[]} An array of points that determine the rope
*/
var _this = _possibleConstructorReturn(this, _Mesh.call(this, texture));
_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();
return _this;
}
/**
* Refreshes
*
*/
Rope.prototype.refresh = function refresh() {
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;
}
// if the number of points has changed we will need to recreate the arraybuffers
if (this.vertices.length / 4 !== points.length) {
this.vertices = new Float32Array(points.length * 4);
this.uvs = new Float32Array(points.length * 4);
this.colors = new Float32Array(points.length * 2);
this.indices = new Uint16Array(points.length * 2);
}
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] = Number(factor.y) + offset.y;
colors[0] = 1;
colors[1] = 1;
indices[0] = 0;
indices[1] = 1;
var total = points.length;
for (var i = 1; i < total; i++) {
// time to do some smart drawing!
var index = i * 4;
var 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] = Number(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;
}
// ensure that the changes are uploaded
this.dirty++;
this.indexDirty++;
};
/**
* Clear texture UVs when new texture is set
*
* @private
*/
Rope.prototype._onTextureUpdate = function _onTextureUpdate() {
_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 updateTransform() {
var points = this.points;
if (points.length < 1) {
return;
}
var lastPoint = points[0];
var nextPoint = void 0;
var perpX = 0;
var perpY = 0;
// this.count -= 0.2;
var vertices = this.vertices;
var total = points.length;
for (var i = 0; i < total; i++) {
var point = points[i];
var 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;
var ratio = (1 - i / (total - 1)) * 10;
if (ratio > 1) {
ratio = 1;
}
var perpLength = Math.sqrt(perpX * perpX + perpY * perpY);
var 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();
};
return Rope;
}(_Mesh3.default);
exports.default = Rope;
//# sourceMappingURL=Rope.js.map