import { Bounds, Container } from '@pixi/display';
import { BLEND_MODES, Texture, settings, utils, ObservablePoint, Point, Rectangle } from '@pixi/core';
import type { IPointData, IBaseTextureOptions, Renderer, TextureSource } from '@pixi/core';
import type { IDestroyOptions } from '@pixi/display';
const tempPoint = new Point();
const indices = new Uint16Array([0, 1, 2, 0, 2, 3]);
export type SpriteSource = TextureSource | Texture;
export interface Sprite extends GlobalMixins.Sprite, Container {}
/**
* 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 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"]);
* ...
* }
* ```
* @memberof PIXI
*/
export class Sprite extends Container
{
/**
* The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.
* @default PIXI.BLEND_MODES.NORMAL
*/
public blendMode: BLEND_MODES;
public indices: Uint16Array;
/**
* Plugin that is responsible for rendering this element.
* Allows to customize the rendering process without overriding '_render' & '_renderCanvas' methods.
* @default 'batch'
*/
public pluginName: string;
/**
* The width of the sprite (this is initially set by the texture).
* @protected
*/
_width: number;
/**
* The height of the sprite (this is initially set by the texture)
* @protected
*/
_height: number;
/**
* The texture that the sprite is using.
* @private
*/
_texture: Texture;
_textureID: number;
/**
* Cached tint value so we can tell when the tint is changed.
* Value is used for 2d CanvasRenderer.
* @protected
* @default 0xFFFFFF
*/
_cachedTint: number;
protected _textureTrimmedID: number;
/**
* This is used to store the uvs data of the sprite, assigned at the same time
* as the vertexData in calculateVertices().
* @member {Float32Array}
*/
protected uvs: Float32Array;
/**
* 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.
*
* https://docs.cocos2d-x.org/cocos2d-x/en/sprites/manipulation.html
* @default `this.texture.defaultAnchor`
*/
protected _anchor: ObservablePoint;
/**
* This is used to store the vertex data of the sprite (basically a quad).
* @member {Float32Array}
*/
protected vertexData: Float32Array;
/**
* This is used to calculate the bounds of the object IF it is a trimmed sprite.
* @member {Float32Array}
*/
private vertexTrimmedData: Float32Array;
/**
* Internal roundPixels field
* @private
*/
private _roundPixels: boolean;
private _transformID: number;
private _transformTrimmedID: number;
/**
* The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
* @default 0xFFFFFF
*/
private _tint: number;
// Internal-only properties
/**
* The tint applied to the sprite. This is a RGB value. A value of 0xFFFFFF will remove any tint effect.
* @private
* @default 16777215
*/
_tintRGB: number;
/** @param texture - The texture for this sprite. */
constructor(texture?: Texture)
{
super();
this._anchor = new ObservablePoint(
this._onAnchorUpdate,
this,
(texture ? texture.defaultAnchor.x : 0),
(texture ? texture.defaultAnchor.y : 0)
);
this._texture = null;
this._width = 0;
this._height = 0;
this._tint = null;
this._tintRGB = null;
this.tint = 0xFFFFFF;
this.blendMode = BLEND_MODES.NORMAL;
this._cachedTint = 0xFFFFFF;
this.uvs = null;
// call texture setter
this.texture = texture || Texture.EMPTY;
this.vertexData = new Float32Array(8);
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.pluginName = 'batch';
/**
* Used to fast check if a sprite is.. a sprite!
* @member {boolean}
*/
this.isSprite = true;
this._roundPixels = settings.ROUND_PIXELS;
}
/** When the texture is updated, this event will fire to update the scale and frame. */
protected _onTextureUpdate(): void
{
this._textureID = -1;
this._textureTrimmedID = -1;
this._cachedTint = 0xFFFFFF;
// so if _width is 0 then width was not set..
if (this._width)
{
this.scale.x = utils.sign(this.scale.x) * this._width / this._texture.orig.width;
}
if (this._height)
{
this.scale.y = utils.sign(this.scale.y) * this._height / this._texture.orig.height;
}
}
/** Called when the anchor position updates. */
private _onAnchorUpdate(): void
{
this._transformID = -1;
this._transformTrimmedID = -1;
}
/** Calculates worldTransform * vertices, store it in vertexData. */
public calculateVertices(): void
{
const texture = this._texture;
if (this._transformID === this.transform._worldID && this._textureID === texture._updateID)
{
return;
}
// update texture UV here, because base texture can be changed without calling `_onTextureUpdate`
if (this._textureID !== texture._updateID)
{
this.uvs = this._texture._uvs.uvsFloat32;
}
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)
{
const resolution = settings.RESOLUTION;
for (let i = 0; i < vertexData.length; ++i)
{
vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution);
}
}
}
/**
* 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.
*/
public calculateTrimmedVertices(): void
{
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
* @param renderer - The webgl renderer to use.
*/
protected _render(renderer: Renderer): void
{
this.calculateVertices();
renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);
renderer.plugins[this.pluginName].render(this);
}
/** Updates the bounds of the sprite. */
protected _calculateBounds(): void
{
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 rect - Optional output rectangle.
* @returns The bounds.
*/
public getLocalBounds(rect?: Rectangle): Rectangle
{
// we can do a fast local bounds if the sprite has no children!
if (this.children.length === 0)
{
if (!this._localBounds)
{
this._localBounds = new Bounds();
}
this._localBounds.minX = this._texture.orig.width * -this._anchor._x;
this._localBounds.minY = this._texture.orig.height * -this._anchor._y;
this._localBounds.maxX = this._texture.orig.width * (1 - this._anchor._x);
this._localBounds.maxY = this._texture.orig.height * (1 - this._anchor._y);
if (!rect)
{
if (!this._localBoundsRect)
{
this._localBoundsRect = new Rectangle();
}
rect = this._localBoundsRect;
}
return this._localBounds.getRectangle(rect);
}
return super.getLocalBounds.call(this, rect);
}
/**
* Tests if a point is inside this sprite
* @param point - the point to test
* @returns The result of the test
*/
public containsPoint(point: IPointData): boolean
{
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 options - Options parameter. A boolean will act as if all options
* have been set to that value
* @param [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 [options.texture=false] - Should it destroy the current texture of the sprite as well
* @param [options.baseTexture=false] - Should it destroy the base texture of the sprite as well
*/
public destroy(options?: IDestroyOptions | boolean): void
{
super.destroy(options);
this._texture.off('update', this._onTextureUpdate, this);
this._anchor = null;
const destroyTexture = typeof options === 'boolean' ? options : options?.texture;
if (destroyTexture)
{
const destroyBaseTexture = typeof options === 'boolean' ? options : options?.baseTexture;
this._texture.destroy(!!destroyBaseTexture);
}
this._texture = 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
* @param {string|PIXI.Texture|HTMLCanvasElement|HTMLVideoElement} source - Source to create texture from
* @param {object} [options] - See PIXI.BaseTexture's constructor for options.
* @returns The newly created sprite
*/
static from(source: SpriteSource, options?: IBaseTextureOptions): Sprite
{
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 PIXI.settings.ROUND_PIXELS.
* @default false
*/
set roundPixels(value: boolean)
{
if (this._roundPixels !== value)
{
this._transformID = -1;
}
this._roundPixels = value;
}
get roundPixels(): boolean
{
return this._roundPixels;
}
/** The width of the sprite, setting this will actually modify the scale to achieve the value set. */
get width(): number
{
return Math.abs(this.scale.x) * this._texture.orig.width;
}
set width(value: number)
{
const s = utils.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. */
get height(): number
{
return Math.abs(this.scale.y) * this._texture.orig.height;
}
set height(value: number)
{
const s = utils.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 sprite. The default value is taken from the Texture
* and passed to the constructor.
*
* The default is `(0,0)`, this means the sprite's origin is the top left.
*
* Setting the anchor to `(0.5,0.5)` means the sprite's origin is centered.
*
* Setting the anchor to `(1,1)` would mean the sprite'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).
*/
get anchor(): ObservablePoint
{
return this._anchor;
}
set anchor(value: ObservablePoint)
{
this._anchor.copyFrom(value);
}
/**
* The tint applied to the sprite. This is a hex value.
*
* A value of 0xFFFFFF will remove any tint effect.
* @default 0xFFFFFF
*/
get tint(): number
{
return this._tint;
}
set tint(value: number)
{
this._tint = value;
this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);
}
/** The texture that the sprite is using. */
get texture(): Texture
{
return this._texture;
}
set texture(value: Texture)
{
if (this._texture === value)
{
return;
}
if (this._texture)
{
this._texture.off('update', this._onTextureUpdate, this);
}
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);
}
}
}
}