Source: \mesh\Rope.js
import Mesh from './Mesh';
/**
* The rope allows you to draw a texture across several points and them manipulate these points
*
*```js
* for (let i = 0; i < 20; i++) {
* points.push(new PIXI.Point(i * 50, 0));
* };
* let rope = new PIXI.Rope(PIXI.Texture.fromImage("snake.png"), points);
* ```
*
* @class
* @extends PIXI.mesh.Mesh
* @memberof PIXI.mesh
*
*/
export default class Rope extends 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.
*/
constructor(texture, points)
{
super(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);
/**
* refreshes vertices on every updateTransform
* @member {boolean}
* @default true
*/
this.autoUpdate = true;
this.refresh();
}
/**
* Refreshes
*
*/
_refresh()
{
const 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;
}
// if the number of points has changed we will need to recreate the arraybuffers
if (this.vertices.length / 4 !== points.length)
{
this.vertices = new Float32Array(points.length * 4);
this.uvs = new Float32Array(points.length * 4);
this.colors = new Float32Array(points.length * 2);
this.indices = new Uint16Array(points.length * 2);
}
const uvs = this.uvs;
const indices = this.indices;
const colors = this.colors;
uvs[0] = 0;
uvs[1] = 0;
uvs[2] = 0;
uvs[3] = 1;
colors[0] = 1;
colors[1] = 1;
indices[0] = 0;
indices[1] = 1;
const total = points.length;
for (let i = 1; i < total; i++)
{
// time to do some smart drawing!
let index = i * 4;
const amount = i / (total - 1);
uvs[index] = amount;
uvs[index + 1] = 0;
uvs[index + 2] = amount;
uvs[index + 3] = 1;
index = i * 2;
colors[index] = 1;
colors[index + 1] = 1;
index = i * 2;
indices[index] = index;
indices[index + 1] = index + 1;
}
// ensure that the changes are uploaded
this.dirty++;
this.indexDirty++;
this.multiplyUvs();
this.refreshVertices();
}
/**
* refreshes vertices of Rope mesh
*/
refreshVertices()
{
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.vertices;
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._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;
}
}
/**
* Updates the object transform for rendering
*
* @private
*/
updateTransform()
{
if (this.autoUpdate)
{
this.refreshVertices();
}
this.containerUpdateTransform();
}
}