Class: RopeGeometry

PIXI.RopeGeometry

RopeGeometry allows you to draw a geometry across several points and then manipulate these points.

for (let i = 0; i < 20; i++) {
    points.push(new PIXI.Point(i * 50, 0));
};
const rope = new PIXI.RopeGeometry(100, points);

new PIXI.RopeGeometry (width, points, textureScale)

Name Type Default Description
width number 200 optional

The width (i.e., thickness) of the rope.

points Array.<PIXI.Point> optional

An array of PIXI.Point objects to construct this rope.

textureScale number 0 optional

By default the rope texture will be stretched to match rope length. If textureScale is positive this value will be treated as a scaling factor and the texture will preserve its aspect ratio instead. To create a tiling rope set baseTexture.wrapMode to PIXI.WRAP_MODES.REPEAT and use a power of two texture, then set textureScale=1 to keep the original texture pixel size. In order to reduce alpha channel artifacts provide a larger texture and downsample - i.e. set textureScale=0.5 to scale it down twice.

Extends

Members

glVertexArrayObjects object protected inherited

A map of renderer IDs to webgl VAOs

instanceCount number inherited

Number of instances in this geometry, pass it to GeometrySystem.draw()

Default Value:
  • 1

points Array.<PIXI.Point>

An array of points that determine the rope

refCount number inherited

Count of existing (not destroyed) meshes that reference this geometry

textureScale number readonly

Rope texture scale, if zero then the rope texture is stretched.

width number readonly

The width (i.e., thickness) of the rope.

Methods

addAttribute (id, buffer, size, normalized, type, stride, start)PIXI.Geometry inherited

Adds an attribute to the geometry

Name Type Default Description
id String

the name of the attribute (matching up to a shader)

buffer PIXI.Buffer | Array.<number> optional

the buffer that holds the data of the attribute . You can also provide an Array and a buffer will be created from it.

size Number 0 optional

the size of the attribute. If you have 2 floats per vertex (eg position x and y) this would be 2

normalized Boolean false optional

should the data be normalized.

type Number PIXI.TYPES.FLOAT optional

what type of number is the attribute. Check {PIXI.TYPES} to see the ones available

stride Number 0 optional

How far apart (in floats) the start of each value is. (used for interleaving data)

start Number 0 optional

How far into the array to start reading values (used for interleaving data)

Returns:
Type Description
PIXI.Geometry returns self, useful for chaining.

Adds an index buffer to the geometry The index buffer contains integers, three for each triangle in the geometry, which reference the various attribute buffers (position, colour, UV coordinates, other UV coordinates, normal, …). There is only ONE index buffer.

Name Type Description
buffer PIXI.Buffer | Array.<number> optional

the buffer that holds the data of the index buffer. You can also provide an Array and a buffer will be created from it.

Returns:
Type Description
PIXI.Geometry returns self, useful for chaining.

returns a clone of the geometry

Returns:
Type Description
PIXI.Geometry a new clone of this geometry

Destroys the geometry.

disposes WebGL resources that are connected to this geometry

returns the requested attribute

Name Type Description
id String

the name of the attribute required

Returns:
Type Description
PIXI.Attribute the attribute requested.

returns the requested buffer

Name Type Description
id String

the name of the buffer required

Returns:
Type Description
PIXI.Buffer the buffer requested.

returns the index buffer

Returns:
Type Description
PIXI.Buffer the index buffer.

this function modifies the structure so that all current attributes become interleaved into a single buffer This can be useful if your model remains static as it offers a little performance boost

Returns:
Type Description
PIXI.Geometry returns self, useful for chaining.

updateVertices ()

refreshes vertices of Rope mesh