var core = require('../core'),
tempPoint = new core.Point(),
tempPolygon = new core.Polygon();
/**
* Base mesh class
* @class
* @extends PIXI.Container
* @memberof PIXI.mesh
* @param texture {PIXI.Texture} The texture to use
* @param [vertices] {Float32Array} if you want to specify the vertices
* @param [uvs] {Float32Array} if you want to specify the uvs
* @param [indices] {Uint16Array} if you want to specify the indices
* @param [drawMode] {number} the drawMode, can be any of the Mesh.DRAW_MODES consts
*/
function Mesh(texture, vertices, uvs, indices, drawMode)
{
core.Container.call(this);
/**
* The texture of the Mesh
*
* @member {PIXI.Texture}
* @private
*/
this._texture = null;
/**
* The Uvs of the Mesh
*
* @member {Float32Array}
*/
this.uvs = uvs || new Float32Array([0, 0,
1, 0,
1, 1,
0, 1]);
/**
* An array of vertices
*
* @member {Float32Array}
*/
this.vertices = vertices || new Float32Array([0, 0,
100, 0,
100, 100,
0, 100]);
/*
* @member {Uint16Array} An array containing the indices of the vertices
*/
// TODO auto generate this based on draw mode!
this.indices = indices || new Uint16Array([0, 1, 3, 2]);
/**
* Whether the Mesh is dirty or not
*
* @member {boolean}
*/
this.dirty = true;
/**
* The blend mode to be applied to the sprite. Set to `PIXI.BLEND_MODES.NORMAL` to remove any blend mode.
*
* @member {number}
* @default PIXI.BLEND_MODES.NORMAL
* @see PIXI.BLEND_MODES
*/
this.blendMode = core.BLEND_MODES.NORMAL;
/**
* Triangles in canvas mode are automatically antialiased, use this value to force triangles to overlap a bit with each other.
*
* @member {number}
*/
this.canvasPadding = 0;
/**
* The way the Mesh should be drawn, can be any of the {@link PIXI.mesh.Mesh.DRAW_MODES} consts
*
* @member {number}
* @see PIXI.mesh.Mesh.DRAW_MODES
*/
this.drawMode = drawMode || Mesh.DRAW_MODES.TRIANGLE_MESH;
// run texture setter;
this.texture = texture;
/**
* The default shader that is used if a mesh doesn't have a more specific one.
*
* @member {PIXI.Shader}
*/
this.shader = null;
}
// constructor
Mesh.prototype = Object.create(core.Container.prototype);
Mesh.prototype.constructor = Mesh;
module.exports = Mesh;
Object.defineProperties(Mesh.prototype, {
/**
* The texture that the sprite is using
*
* @member {PIXI.Texture}
* @memberof PIXI.mesh.Mesh#
*/
texture: {
get: function ()
{
return this._texture;
},
set: function (value)
{
if (this._texture === value)
{
return;
}
this._texture = value;
if (value)
{
// wait for the texture to load
if (value.baseTexture.hasLoaded)
{
this._onTextureUpdate();
}
else
{
value.once('update', this._onTextureUpdate, this);
}
}
}
}
});
/**
* Renders the object using the WebGL renderer
*
* @param renderer {PIXI.WebGLRenderer} a reference to the WebGL renderer
* @private
*/
Mesh.prototype._renderWebGL = function (renderer)
{
renderer.setObjectRenderer(renderer.plugins.mesh);
renderer.plugins.mesh.render(this);
};
/**
* Renders the object using the Canvas renderer
*
* @param renderer {PIXI.CanvasRenderer}
* @private
*/
Mesh.prototype._renderCanvas = function (renderer)
{
var context = renderer.context;
var transform = this.worldTransform;
var res = renderer.resolution;
if (renderer.roundPixels)
{
context.setTransform(transform.a * res, transform.b * res, transform.c * res, transform.d * res, (transform.tx * res) | 0, (transform.ty * res) | 0);
}
else
{
context.setTransform(transform.a * res, transform.b * res, transform.c * res, transform.d * res, transform.tx * res, transform.ty * res);
}
if (this.drawMode === Mesh.DRAW_MODES.TRIANGLE_MESH)
{
this._renderCanvasTriangleMesh(context);
}
else
{
this._renderCanvasTriangles(context);
}
};
/**
* Draws the object in Triangle Mesh mode using canvas
*
* @param context {CanvasRenderingContext2D} the current drawing context
* @private
*/
Mesh.prototype._renderCanvasTriangleMesh = function (context)
{
// draw triangles!!
var vertices = this.vertices;
var uvs = this.uvs;
var length = vertices.length / 2;
// this.count++;
for (var i = 0; i < length - 2; i++)
{
// draw some triangles!
var index = i * 2;
this._renderCanvasDrawTriangle(context, vertices, uvs, index, (index + 2), (index + 4));
}
};
/**
* Draws the object in triangle mode using canvas
*
* @param context {CanvasRenderingContext2D} the current drawing context
* @private
*/
Mesh.prototype._renderCanvasTriangles = function (context)
{
// draw triangles!!
var vertices = this.vertices;
var uvs = this.uvs;
var indices = this.indices;
var length = indices.length;
// this.count++;
for (var i = 0; i < length; i += 3)
{
// draw some triangles!
var index0 = indices[i] * 2, index1 = indices[i + 1] * 2, index2 = indices[i + 2] * 2;
this._renderCanvasDrawTriangle(context, vertices, uvs, index0, index1, index2);
}
};
/**
* Draws one of the triangles that form this Mesh
*
* @param context {CanvasRenderingContext2D} the current drawing context
* @param vertices {Float32Array} a reference to the vertices of the Mesh
* @param uvs {Float32Array} a reference to the uvs of the Mesh
* @param index0 {number} the index of the first vertex
* @param index1 {number} the index of the second vertex
* @param index2 {number} the index of the third vertex
* @private
*/
Mesh.prototype._renderCanvasDrawTriangle = function (context, vertices, uvs, index0, index1, index2)
{
var base = this._texture.baseTexture;
var textureSource = base.source;
var textureWidth = base.width;
var textureHeight = base.height;
var x0 = vertices[index0], x1 = vertices[index1], x2 = vertices[index2];
var y0 = vertices[index0 + 1], y1 = vertices[index1 + 1], y2 = vertices[index2 + 1];
var u0 = uvs[index0] * base.width, u1 = uvs[index1] * base.width, u2 = uvs[index2] * base.width;
var v0 = uvs[index0 + 1] * base.height, v1 = uvs[index1 + 1] * base.height, v2 = uvs[index2 + 1] * base.height;
if (this.canvasPadding > 0)
{
var paddingX = this.canvasPadding / this.worldTransform.a;
var paddingY = this.canvasPadding / this.worldTransform.d;
var centerX = (x0 + x1 + x2) / 3;
var centerY = (y0 + y1 + y2) / 3;
var normX = x0 - centerX;
var normY = y0 - centerY;
var dist = Math.sqrt(normX * normX + normY * normY);
x0 = centerX + (normX / dist) * (dist + paddingX);
y0 = centerY + (normY / dist) * (dist + paddingY);
//
normX = x1 - centerX;
normY = y1 - centerY;
dist = Math.sqrt(normX * normX + normY * normY);
x1 = centerX + (normX / dist) * (dist + paddingX);
y1 = centerY + (normY / dist) * (dist + paddingY);
normX = x2 - centerX;
normY = y2 - centerY;
dist = Math.sqrt(normX * normX + normY * normY);
x2 = centerX + (normX / dist) * (dist + paddingX);
y2 = centerY + (normY / dist) * (dist + paddingY);
}
context.save();
context.beginPath();
context.moveTo(x0, y0);
context.lineTo(x1, y1);
context.lineTo(x2, y2);
context.closePath();
context.clip();
// Compute matrix transform
var delta = (u0 * v1) + (v0 * u2) + (u1 * v2) - (v1 * u2) - (v0 * u1) - (u0 * v2);
var deltaA = (x0 * v1) + (v0 * x2) + (x1 * v2) - (v1 * x2) - (v0 * x1) - (x0 * v2);
var deltaB = (u0 * x1) + (x0 * u2) + (u1 * x2) - (x1 * u2) - (x0 * u1) - (u0 * x2);
var deltaC = (u0 * v1 * x2) + (v0 * x1 * u2) + (x0 * u1 * v2) - (x0 * v1 * u2) - (v0 * u1 * x2) - (u0 * x1 * v2);
var deltaD = (y0 * v1) + (v0 * y2) + (y1 * v2) - (v1 * y2) - (v0 * y1) - (y0 * v2);
var deltaE = (u0 * y1) + (y0 * u2) + (u1 * y2) - (y1 * u2) - (y0 * u1) - (u0 * y2);
var deltaF = (u0 * v1 * y2) + (v0 * y1 * u2) + (y0 * u1 * v2) - (y0 * v1 * u2) - (v0 * u1 * y2) - (u0 * y1 * v2);
context.transform(deltaA / delta, deltaD / delta,
deltaB / delta, deltaE / delta,
deltaC / delta, deltaF / delta);
context.drawImage(textureSource, 0, 0, textureWidth * base.resolution, textureHeight * base.resolution, 0, 0, textureWidth, textureHeight);
context.restore();
};
/**
* Renders a flat Mesh
*
* @param Mesh {PIXI.mesh.Mesh} The Mesh to render
* @private
*/
Mesh.prototype.renderMeshFlat = function (Mesh)
{
var context = this.context;
var vertices = Mesh.vertices;
var length = vertices.length/2;
// this.count++;
context.beginPath();
for (var i=1; i < length-2; i++)
{
// draw some triangles!
var index = i*2;
var x0 = vertices[index], x1 = vertices[index+2], x2 = vertices[index+4];
var y0 = vertices[index+1], y1 = vertices[index+3], y2 = vertices[index+5];
context.moveTo(x0, y0);
context.lineTo(x1, y1);
context.lineTo(x2, y2);
}
context.fillStyle = '#FF0000';
context.fill();
context.closePath();
};
/**
* When the texture is updated, this event will fire to update the scale and frame
*
* @param event
* @private
*/
Mesh.prototype._onTextureUpdate = function ()
{
this.updateFrame = true;
};
/**
* Returns the bounds of the mesh as a rectangle. The bounds calculation takes the worldTransform into account.
*
* @param matrix {PIXI.Matrix} the transformation matrix of the sprite
* @return {PIXI.Rectangle} the framing rectangle
*/
Mesh.prototype.getBounds = function (matrix)
{
if (!this._currentBounds) {
var worldTransform = matrix || this.worldTransform;
var a = worldTransform.a;
var b = worldTransform.b;
var c = worldTransform.c;
var d = worldTransform.d;
var tx = worldTransform.tx;
var ty = worldTransform.ty;
var maxX = -Infinity;
var maxY = -Infinity;
var minX = Infinity;
var minY = Infinity;
var vertices = this.vertices;
for (var i = 0, n = vertices.length; i < n; i += 2) {
var rawX = vertices[i], rawY = vertices[i + 1];
var x = (a * rawX) + (c * rawY) + tx;
var y = (d * rawY) + (b * rawX) + ty;
minX = x < minX ? x : minX;
minY = y < minY ? y : minY;
maxX = x > maxX ? x : maxX;
maxY = y > maxY ? y : maxY;
}
if (minX === -Infinity || maxY === Infinity) {
return core.Rectangle.EMPTY;
}
var bounds = this._bounds;
bounds.x = minX;
bounds.width = maxX - minX;
bounds.y = minY;
bounds.height = maxY - minY;
// store a reference so that if this function gets called again in the render cycle we do not have to recalculate
this._currentBounds = bounds;
}
return this._currentBounds;
};
/**
* Tests if a point is inside this mesh. Works only for TRIANGLE_MESH
*
* @param point {PIXI.Point} the point to test
* @return {boolean} the result of the test
*/
Mesh.prototype.containsPoint = function( point ) {
if (!this.getBounds().contains(point.x, point.y)) {
return false;
}
this.worldTransform.applyInverse(point, tempPoint);
var vertices = this.vertices;
var points = tempPolygon.points;
var i, len;
if (this.drawMode === Mesh.DRAW_MODES.TRIANGLES) {
var indices = this.indices;
len = this.indices.length;
//TODO: inline this.
for (i=0;i<len;i+=3) {
var ind0 = indices[i]*2, ind1 = indices[i+1]*2, ind2 = indices[i+2]*2;
points[0] = vertices[ind0];
points[1] = vertices[ind0+1];
points[2] = vertices[ind1];
points[3] = vertices[ind1+1];
points[4] = vertices[ind2];
points[5] = vertices[ind2+1];
if (tempPolygon.contains(tempPoint.x, tempPoint.y)) {
return true;
}
}
} else {
len = vertices.length;
for (i=0;i<len;i+=6) {
points[0] = vertices[i];
points[1] = vertices[i+1];
points[2] = vertices[i+2];
points[3] = vertices[i+3];
points[4] = vertices[i+4];
points[5] = vertices[i+5];
if (tempPolygon.contains(tempPoint.x, tempPoint.y)) {
return true;
}
}
}
return false;
};
/**
* Different drawing buffer modes supported
*
* @static
* @constant
* @property {object} DRAW_MODES
* @property {number} DRAW_MODES.TRIANGLE_MESH
* @property {number} DRAW_MODES.TRIANGLES
*/
Mesh.DRAW_MODES = {
TRIANGLE_MESH: 0,
TRIANGLES: 1
};