import { MeshGeometry } from '@pixi/mesh';
/**
* RopeGeometry allows you to draw a geometry across several points and then manipulate these points.
*
* ```js
* for (let i = 0; i < 20; i++) {
* points.push(new PIXI.Point(i * 50, 0));
* };
* const rope = new PIXI.RopeGeometry(100, points);
* ```
*
* @class
* @extends PIXI.MeshGeometry
* @memberof PIXI
*
*/
export default class RopeGeometry extends MeshGeometry
{
/**
* @param {number} [width=200] - The width (i.e., thickness) of the rope.
* @param {PIXI.Point[]} [points] - An array of {@link PIXI.Point} objects to construct this rope.
*/
constructor(width = 200, points)
{
super(new Float32Array(points.length * 4),
new Float32Array(points.length * 4),
new Uint16Array((points.length - 1) * 6));
/**
* An array of points that determine the rope
* @member {PIXI.Point[]}
*/
this.points = points;
/**
* The width (i.e., thickness) of the rope.
* @member {number}
* @readOnly
*/
this.width = width;
this.build();
}
/**
* Refreshes Rope indices and uvs
* @private
*/
build()
{
const points = this.points;
if (!points) return;
const vertexBuffer = this.getBuffer('aVertexPosition');
const uvBuffer = this.getBuffer('aTextureCoord');
const indexBuffer = this.getIndex();
// if too little points, or texture hasn't got UVs set yet just move on.
if (points.length < 1)
{
return;
}
// if the number of points has changed we will need to recreate the arraybuffers
if (vertexBuffer.data.length / 4 !== points.length)
{
vertexBuffer.data = new Float32Array(points.length * 4);
uvBuffer.data = new Float32Array(points.length * 4);
indexBuffer.data = new Uint16Array((points.length - 1) * 6);
}
const uvs = uvBuffer.data;
const indices = indexBuffer.data;
uvs[0] = 0;
uvs[1] = 0;
uvs[2] = 0;
uvs[3] = 1;
// indices[0] = 0;
// indices[1] = 1;
const total = points.length; // - 1;
for (let i = 0; i < total; i++)
{
// time to do some smart drawing!
const index = i * 4;
const amount = i / (total - 1);
uvs[index] = amount;
uvs[index + 1] = 0;
uvs[index + 2] = amount;
uvs[index + 3] = 1;
}
let indexCount = 0;
for (let i = 0; i < total - 1; i++)
{
const index = i * 2;
indices[indexCount++] = index;
indices[indexCount++] = index + 1;
indices[indexCount++] = index + 2;
indices[indexCount++] = index + 2;
indices[indexCount++] = index + 1;
indices[indexCount++] = index + 3;
}
// ensure that the changes are uploaded
uvBuffer.update();
indexBuffer.update();
this.updateVertices();
}
/**
* refreshes vertices of Rope mesh
*/
updateVertices()
{
const points = this.points;
if (points.length < 1)
{
return;
}
let lastPoint = points[0];
let nextPoint;
let perpX = 0;
let perpY = 0;
// this.count -= 0.2;
const vertices = this.buffers[0].data;
const total = points.length;
for (let i = 0; i < total; i++)
{
const point = points[i];
const 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;
let ratio = (1 - (i / (total - 1))) * 10;
if (ratio > 1)
{
ratio = 1;
}
const perpLength = Math.sqrt((perpX * perpX) + (perpY * perpY));
const num = this.width / 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.buffers[0].update();
}
update()
{
this.updateVertices();
}
}