Source: \core\sprites\Sprite.js
import { Point, ObservablePoint, Rectangle } from '../math';
import { sign, TextureCache } from '../utils';
import { BLEND_MODES } from '../const';
import Texture from '../textures/Texture';
import Container from '../display/Container';
const tempPoint = new Point();
/**
* The Sprite object is the base for all textured objects that are rendered to the screen
*
* A sprite can be created directly from an image like this:
*
* ```js
* let sprite = new PIXI.Sprite.fromImage('assets/image.png');
* ```
*
* @class
* @extends PIXI.Container
* @memberof PIXI
*/
export default class Sprite extends Container
{
/**
* @param {PIXI.Texture} texture - The texture for this sprite
*/
constructor(texture)
{
super();
/**
* The anchor sets the origin point of the texture.
* The default is 0,0 this means the texture's origin is the top left
* Setting the anchor to 0.5,0.5 means the texture's origin is centered
* Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner
*
* @member {PIXI.ObservablePoint}
* @private
*/
this._anchor = new ObservablePoint(this._onAnchorUpdate, this);
/**
* The texture that the sprite is using
*
* @private
* @member {PIXI.Texture}
*/
this._texture = null;
/**
* The width of the sprite (this is initially set by the texture)
*
* @private
* @member {number}
*/
this._width = 0;
/**
* The height of the sprite (this is initially set by the texture)
*
* @private
* @member {number}
*/
this._height = 0;
/**
* The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
*
* @private
* @member {number}
* @default 0xFFFFFF
*/
this._tint = null;
this._tintRGB = null;
this.tint = 0xFFFFFF;
/**
* The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL` to reset the blend mode.
*
* @member {number}
* @default PIXI.BLEND_MODES.NORMAL
* @see PIXI.BLEND_MODES
*/
this.blendMode = BLEND_MODES.NORMAL;
/**
* The shader that will be used to render the sprite. Set to null to remove a current shader.
*
* @member {PIXI.Filter|PIXI.Shader}
*/
this.shader = null;
/**
* An internal cached value of the tint.
*
* @private
* @member {number}
* @default 0xFFFFFF
*/
this.cachedTint = 0xFFFFFF;
// call texture setter
this.texture = texture || Texture.EMPTY;
/**
* this is used to store the vertex data of the sprite (basically a quad)
*
* @private
* @member {Float32Array}
*/
this.vertexData = new Float32Array(8);
/**
* This is used to calculate the bounds of the object IF it is a trimmed sprite
*
* @private
* @member {Float32Array}
*/
this.vertexTrimmedData = null;
this._transformID = -1;
this._textureID = -1;
this._transformTrimmedID = -1;
this._textureTrimmedID = -1;
/**
* Plugin that is responsible for rendering this element.
* Allows to customize the rendering process without overriding '_renderWebGL' & '_renderCanvas' methods.
*
* @member {string}
* @default 'sprite'
*/
this.pluginName = 'sprite';
}
/**
* When the texture is updated, this event will fire to update the scale and frame
*
* @private
*/
_onTextureUpdate()
{
this._textureID = -1;
this._textureTrimmedID = -1;
// so if _width is 0 then width was not set..
if (this._width)
{
this.scale.x = sign(this.scale.x) * this._width / this._texture.orig.width;
}
if (this._height)
{
this.scale.y = sign(this.scale.y) * this._height / this._texture.orig.height;
}
}
/**
* Called when the anchor position updates.
*
* @private
*/
_onAnchorUpdate()
{
this._transformID = -1;
this._transformTrimmedID = -1;
}
/**
* calculates worldTransform * vertices, store it in vertexData
*/
calculateVertices()
{
if (this._transformID === this.transform._worldID && this._textureID === this._texture._updateID)
{
return;
}
this._transformID = this.transform._worldID;
this._textureID = this._texture._updateID;
// set the vertex data
const texture = this._texture;
const wt = this.transform.worldTransform;
const a = wt.a;
const b = wt.b;
const c = wt.c;
const d = wt.d;
const tx = wt.tx;
const ty = wt.ty;
const vertexData = this.vertexData;
const trim = texture.trim;
const orig = texture.orig;
const anchor = this._anchor;
let w0 = 0;
let w1 = 0;
let h0 = 0;
let h1 = 0;
if (trim)
{
// if the sprite is trimmed and is not a tilingsprite then we need to add the extra
// space before transforming the sprite coords.
w1 = trim.x - (anchor._x * orig.width);
w0 = w1 + trim.width;
h1 = trim.y - (anchor._y * orig.height);
h0 = h1 + trim.height;
}
else
{
w1 = -anchor._x * orig.width;
w0 = w1 + orig.width;
h1 = -anchor._y * orig.height;
h0 = h1 + orig.height;
}
// xy
vertexData[0] = (a * w1) + (c * h1) + tx;
vertexData[1] = (d * h1) + (b * w1) + ty;
// xy
vertexData[2] = (a * w0) + (c * h1) + tx;
vertexData[3] = (d * h1) + (b * w0) + ty;
// xy
vertexData[4] = (a * w0) + (c * h0) + tx;
vertexData[5] = (d * h0) + (b * w0) + ty;
// xy
vertexData[6] = (a * w1) + (c * h0) + tx;
vertexData[7] = (d * h0) + (b * w1) + ty;
}
/**
* calculates worldTransform * vertices for a non texture with a trim. store it in vertexTrimmedData
* This is used to ensure that the true width and height of a trimmed texture is respected
*/
calculateTrimmedVertices()
{
if (!this.vertexTrimmedData)
{
this.vertexTrimmedData = new Float32Array(8);
}
else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID)
{
return;
}
this._transformTrimmedID = this.transform._worldID;
this._textureTrimmedID = this._texture._updateID;
// lets do some special trim code!
const texture = this._texture;
const vertexData = this.vertexTrimmedData;
const orig = texture.orig;
const anchor = this._anchor;
// lets calculate the new untrimmed bounds..
const wt = this.transform.worldTransform;
const a = wt.a;
const b = wt.b;
const c = wt.c;
const d = wt.d;
const tx = wt.tx;
const ty = wt.ty;
const w1 = -anchor._x * orig.width;
const w0 = w1 + orig.width;
const h1 = -anchor._y * orig.height;
const h0 = h1 + orig.height;
// xy
vertexData[0] = (a * w1) + (c * h1) + tx;
vertexData[1] = (d * h1) + (b * w1) + ty;
// xy
vertexData[2] = (a * w0) + (c * h1) + tx;
vertexData[3] = (d * h1) + (b * w0) + ty;
// xy
vertexData[4] = (a * w0) + (c * h0) + tx;
vertexData[5] = (d * h0) + (b * w0) + ty;
// xy
vertexData[6] = (a * w1) + (c * h0) + tx;
vertexData[7] = (d * h0) + (b * w1) + ty;
}
/**
*
* Renders the object using the WebGL renderer
*
* @private
* @param {PIXI.WebGLRenderer} renderer - The webgl renderer to use.
*/
_renderWebGL(renderer)
{
this.calculateVertices();
renderer.setObjectRenderer(renderer.plugins[this.pluginName]);
renderer.plugins[this.pluginName].render(this);
}
/**
* Renders the object using the Canvas renderer
*
* @private
* @param {PIXI.CanvasRenderer} renderer - The renderer
*/
_renderCanvas(renderer)
{
renderer.plugins[this.pluginName].render(this);
}
/**
* Updates the bounds of the sprite.
*
* @private
*/
_calculateBounds()
{
const trim = this._texture.trim;
const orig = this._texture.orig;
// First lets check to see if the current texture has a trim..
if (!trim || (trim.width === orig.width && trim.height === orig.height))
{
// no trim! lets use the usual calculations..
this.calculateVertices();
this._bounds.addQuad(this.vertexData);
}
else
{
// lets calculate a special trimmed bounds...
this.calculateTrimmedVertices();
this._bounds.addQuad(this.vertexTrimmedData);
}
}
/**
* Gets the local bounds of the sprite object.
*
* @param {PIXI.Rectangle} rect - The output rectangle.
* @return {PIXI.Rectangle} The bounds.
*/
getLocalBounds(rect)
{
// we can do a fast local bounds if the sprite has no children!
if (this.children.length === 0)
{
this._bounds.minX = this._texture.orig.width * -this._anchor._x;
this._bounds.minY = this._texture.orig.height * -this._anchor._y;
this._bounds.maxX = this._texture.orig.width * (1 - this._anchor._x);
this._bounds.maxY = this._texture.orig.height * (1 - this._anchor._x);
if (!rect)
{
if (!this._localBoundsRect)
{
this._localBoundsRect = new Rectangle();
}
rect = this._localBoundsRect;
}
return this._bounds.getRectangle(rect);
}
return super.getLocalBounds.call(this, rect);
}
/**
* Tests if a point is inside this sprite
*
* @param {PIXI.Point} point - the point to test
* @return {boolean} the result of the test
*/
containsPoint(point)
{
this.worldTransform.applyInverse(point, tempPoint);
const width = this._texture.orig.width;
const height = this._texture.orig.height;
const x1 = -width * this.anchor.x;
let y1 = 0;
if (tempPoint.x > x1 && tempPoint.x < x1 + width)
{
y1 = -height * this.anchor.y;
if (tempPoint.y > y1 && tempPoint.y < y1 + height)
{
return true;
}
}
return false;
}
/**
* Destroys this sprite and optionally its texture and children
*
* @param {object|boolean} [options] - Options parameter. A boolean will act as if all options
* have been set to that value
* @param {boolean} [options.children=false] - if set to true, all the children will have their destroy
* method called as well. 'options' will be passed on to those calls.
* @param {boolean} [options.texture=false] - Should it destroy the current texture of the sprite as well
* @param {boolean} [options.baseTexture=false] - Should it destroy the base texture of the sprite as well
*/
destroy(options)
{
super.destroy(options);
this._anchor = null;
const destroyTexture = typeof options === 'boolean' ? options : options && options.texture;
if (destroyTexture)
{
const destroyBaseTexture = typeof options === 'boolean' ? options : options && options.baseTexture;
this._texture.destroy(!!destroyBaseTexture);
}
this._texture = null;
this.shader = null;
}
// some helper functions..
/**
* Helper function that creates a new sprite based on the source you provide.
* The source can be - frame id, image url, video url, canvas element, video element, base texture
*
* @static
* @param {number|string|PIXI.BaseTexture|HTMLCanvasElement|HTMLVideoElement} source Source to create texture from
* @return {PIXI.Sprite} The newly created sprite
*/
static from(source)
{
return new Sprite(Texture.from(source));
}
/**
* Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId
* The frame ids are created when a Texture packer file has been loaded
*
* @static
* @param {string} frameId - The frame Id of the texture in the cache
* @return {PIXI.Sprite} A new Sprite using a texture from the texture cache matching the frameId
*/
static fromFrame(frameId)
{
const texture = TextureCache[frameId];
if (!texture)
{
throw new Error(`The frameId "${frameId}" does not exist in the texture cache`);
}
return new Sprite(texture);
}
/**
* Helper function that creates a sprite that will contain a texture based on an image url
* If the image is not in the texture cache it will be loaded
*
* @static
* @param {string} imageId - The image url of the texture
* @param {boolean} [crossorigin=(auto)] - if you want to specify the cross-origin parameter
* @param {number} [scaleMode=PIXI.settings.SCALE_MODE] - if you want to specify the scale mode,
* see {@link PIXI.SCALE_MODES} for possible values
* @return {PIXI.Sprite} A new Sprite using a texture from the texture cache matching the image id
*/
static fromImage(imageId, crossorigin, scaleMode)
{
return new Sprite(Texture.fromImage(imageId, crossorigin, scaleMode));
}
/**
* The width of the sprite, setting this will actually modify the scale to achieve the value set
*
* @member {number}
*/
get width()
{
return Math.abs(this.scale.x) * this._texture.orig.width;
}
set width(value) // eslint-disable-line require-jsdoc
{
const s = sign(this.scale.x) || 1;
this.scale.x = s * value / this._texture.orig.width;
this._width = value;
}
/**
* The height of the sprite, setting this will actually modify the scale to achieve the value set
*
* @member {number}
*/
get height()
{
return Math.abs(this.scale.y) * this._texture.orig.height;
}
set height(value) // eslint-disable-line require-jsdoc
{
const s = sign(this.scale.y) || 1;
this.scale.y = s * value / this._texture.orig.height;
this._height = value;
}
/**
* The anchor sets the origin point of the texture.
* The default is 0,0 this means the texture's origin is the top left
* Setting the anchor to 0.5,0.5 means the texture's origin is centered
* Setting the anchor to 1,1 would mean the texture's origin point will be the bottom right corner
*
* @member {PIXI.ObservablePoint}
*/
get anchor()
{
return this._anchor;
}
set anchor(value) // eslint-disable-line require-jsdoc
{
this._anchor.copy(value);
}
/**
* The tint applied to the sprite. This is a hex value.
* A value of 0xFFFFFF will remove any tint effect.
*
* @member {number}
* @default 0xFFFFFF
*/
get tint()
{
return this._tint;
}
set tint(value) // eslint-disable-line require-jsdoc
{
this._tint = value;
this._tintRGB = (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);
}
/**
* The texture that the sprite is using
*
* @member {PIXI.Texture}
*/
get texture()
{
return this._texture;
}
set texture(value) // eslint-disable-line require-jsdoc
{
if (this._texture === value)
{
return;
}
this._texture = value;
this.cachedTint = 0xFFFFFF;
this._textureID = -1;
this._textureTrimmedID = -1;
if (value)
{
// wait for the texture to load
if (value.baseTexture.hasLoaded)
{
this._onTextureUpdate();
}
else
{
value.once('update', this._onTextureUpdate, this);
}
}
}
}