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();
};