import { Texture } from '@pixi/core';
import { Mesh, MeshMaterial } from '@pixi/mesh';
import { PlaneGeometry } from './geometry/PlaneGeometry';
import type{ Renderer } from '@pixi/core';
import type { IDestroyOptions } from '@pixi/display';
/**
* The SimplePlane allows you to draw a texture across several points and then manipulate these points
*
*```js
* for (let i = 0; i < 20; i++) {
* points.push(new PIXI.Point(i * 50, 0));
* };
* let SimplePlane = new PIXI.SimplePlane(PIXI.Texture.from("snake.png"), points);
* ```
*
* @class
* @extends PIXI.Mesh
* @memberof PIXI
*
*/
export class SimplePlane extends Mesh
{
protected _textureID: number;
/**
* @param {PIXI.Texture} texture - The texture to use on the SimplePlane.
* @param {number} verticesX - The number of vertices in the x-axis
* @param {number} verticesY - The number of vertices in the y-axis
*/
constructor(texture: Texture, verticesX: number, verticesY: number)
{
const planeGeometry = new PlaneGeometry(texture.width, texture.height, verticesX, verticesY);
const meshMaterial = new MeshMaterial(Texture.WHITE);
super(planeGeometry, meshMaterial);
// lets call the setter to ensure all necessary updates are performed
this.texture = texture;
}
/**
* Method used for overrides, to do something in case texture frame was changed.
* Meshes based on plane can override it and change more details based on texture.
*/
public textureUpdated(): void
{
this._textureID = this.shader.texture._updateID;
const geometry: PlaneGeometry = this.geometry as any;
geometry.width = this.shader.texture.width;
geometry.height = this.shader.texture.height;
geometry.build();
}
set texture(value: Texture)
{
// Track texture same way sprite does.
// For generated meshes like NineSlicePlane it can change the geometry.
// Unfortunately, this method might not work if you directly change texture in material.
if (this.shader.texture === value)
{
return;
}
this.shader.texture = value;
this._textureID = -1;
if (value.baseTexture.valid)
{
this.textureUpdated();
}
else
{
value.once('update', this.textureUpdated, this);
}
}
get texture(): Texture
{
return this.shader.texture;
}
_render(renderer: Renderer): void
{
if (this._textureID !== this.shader.texture._updateID)
{
this.textureUpdated();
}
super._render(renderer);
}
public destroy(options: IDestroyOptions|boolean): void
{
this.shader.texture.off('update', this.textureUpdated, this);
super.destroy(options);
}
}