"use strict"; var core = require("@pixi/core"), display = require("@pixi/display"), GraphicsData = require("./GraphicsData.js"), index = require("./utils/index.js"), BatchPart = require("./utils/BatchPart.js"), buildPoly = require("./utils/buildPoly.js"), buildLine = require("./utils/buildLine.js"); const tmpPoint = new core.Point(), _GraphicsGeometry = class _GraphicsGeometry2 extends core.BatchGeometry { // eslint-disable-next-line @typescript-eslint/no-useless-constructor constructor() { super(), this.closePointEps = 1e-4, this.boundsPadding = 0, this.uvsFloat32 = null, this.indicesUint16 = null, this.batchable = !1, this.points = [], this.colors = [], this.uvs = [], this.indices = [], this.textureIds = [], this.graphicsData = [], this.drawCalls = [], this.batchDirty = -1, this.batches = [], this.dirty = 0, this.cacheDirty = -1, this.clearDirty = 0, this.shapeIndex = 0, this._bounds = new display.Bounds(), this.boundsDirty = -1; } /** * Get the current bounds of the graphic geometry. * * Since 6.5.0, bounds of the graphics geometry are calculated based on the vertices of generated geometry. * Since shapes or strokes with full transparency (`alpha: 0`) will not generate geometry, they are not considered * when calculating bounds for the graphics geometry. See PR [#8343]{@link https://github.com/pixijs/pixijs/pull/8343} * and issue [#8623]{@link https://github.com/pixijs/pixijs/pull/8623}. * @readonly */ get bounds() { return this.updateBatches(), this.boundsDirty !== this.dirty && (this.boundsDirty = this.dirty, this.calculateBounds()), this._bounds; } /** Call if you changed graphicsData manually. Empties all batch buffers. */ invalidate() { this.boundsDirty = -1, this.dirty++, this.batchDirty++, this.shapeIndex = 0, this.points.length = 0, this.colors.length = 0, this.uvs.length = 0, this.indices.length = 0, this.textureIds.length = 0; for (let i = 0; i < this.drawCalls.length; i++) this.drawCalls[i].texArray.clear(), index.DRAW_CALL_POOL.push(this.drawCalls[i]); this.drawCalls.length = 0; for (let i = 0; i < this.batches.length; i++) { const batchPart = this.batches[i]; batchPart.reset(), index.BATCH_POOL.push(batchPart); } this.batches.length = 0; } /** * Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings. * @returns - This GraphicsGeometry object. Good for chaining method calls */ clear() { return this.graphicsData.length > 0 && (this.invalidate(), this.clearDirty++, this.graphicsData.length = 0), this; } /** * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. * @param fillStyle - Defines style of the fill. * @param lineStyle - Defines style of the lines. * @param matrix - Transform applied to the points of the shape. * @returns - Returns geometry for chaining. */ drawShape(shape, fillStyle = null, lineStyle = null, matrix = null) { const data = new GraphicsData.GraphicsData(shape, fillStyle, lineStyle, matrix); return this.graphicsData.push(data), this.dirty++, this; } /** * Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon. * @param {PIXI.Circle|PIXI.Ellipse|PIXI.Polygon|PIXI.Rectangle|PIXI.RoundedRectangle} shape - The shape object to draw. * @param matrix - Transform applied to the points of the shape. * @returns - Returns geometry for chaining. */ drawHole(shape, matrix = null) { if (!this.graphicsData.length) return null; const data = new GraphicsData.GraphicsData(shape, null, null, matrix), lastShape = this.graphicsData[this.graphicsData.length - 1]; return data.lineStyle = lastShape.lineStyle, lastShape.holes.push(data), this.dirty++, this; } /** Destroys the GraphicsGeometry object. */ destroy() { super.destroy(); for (let i = 0; i < this.graphicsData.length; ++i) this.graphicsData[i].destroy(); this.points.length = 0, this.points = null, this.colors.length = 0, this.colors = null, this.uvs.length = 0, this.uvs = null, this.indices.length = 0, this.indices = null, this.indexBuffer.destroy(), this.indexBuffer = null, this.graphicsData.length = 0, this.graphicsData = null, this.drawCalls.length = 0, this.drawCalls = null, this.batches.length = 0, this.batches = null, this._bounds = null; } /** * Check to see if a point is contained within this geometry. * @param point - Point to check if it's contained. * @returns {boolean} `true` if the point is contained within geometry. */ containsPoint(point) { const graphicsData = this.graphicsData; for (let i = 0; i < graphicsData.length; ++i) { const data = graphicsData[i]; if (data.fillStyle.visible && data.shape && (data.matrix ? data.matrix.applyInverse(point, tmpPoint) : tmpPoint.copyFrom(point), data.shape.contains(tmpPoint.x, tmpPoint.y))) { let hitHole = !1; if (data.holes) { for (let i2 = 0; i2 < data.holes.length; i2++) if (data.holes[i2].shape.contains(tmpPoint.x, tmpPoint.y)) { hitHole = !0; break; } } if (!hitHole) return !0; } } return !1; } /** * Generates intermediate batch data. Either gets converted to drawCalls * or used to convert to batch objects directly by the Graphics object. */ updateBatches() { if (!this.graphicsData.length) { this.batchable = !0; return; } if (!this.validateBatching()) return; this.cacheDirty = this.dirty; const uvs = this.uvs, graphicsData = this.graphicsData; let batchPart = null, currentStyle = null; this.batches.length > 0 && (batchPart = this.batches[this.batches.length - 1], currentStyle = batchPart.style); for (let i = this.shapeIndex; i < graphicsData.length; i++) { this.shapeIndex++; const data = graphicsData[i], fillStyle = data.fillStyle, lineStyle = data.lineStyle; index.FILL_COMMANDS[data.type].build(data), data.matrix && this.transformPoints(data.points, data.matrix), (fillStyle.visible || lineStyle.visible) && this.processHoles(data.holes); for (let j = 0; j < 2; j++) { const style = j === 0 ? fillStyle : lineStyle; if (!style.visible) continue; const nextTexture = style.texture.baseTexture, index2 = this.indices.length, attribIndex = this.points.length / 2; nextTexture.wrapMode = core.WRAP_MODES.REPEAT, j === 0 ? this.processFill(data) : this.processLine(data); const size = this.points.length / 2 - attribIndex; size !== 0 && (batchPart && !this._compareStyles(currentStyle, style) && (batchPart.end(index2, attribIndex), batchPart = null), batchPart || (batchPart = index.BATCH_POOL.pop() || new BatchPart.BatchPart(), batchPart.begin(style, index2, attribIndex), this.batches.push(batchPart), currentStyle = style), this.addUvs(this.points, uvs, style.texture, attribIndex, size, style.matrix)); } } const index$1 = this.indices.length, attrib = this.points.length / 2; if (batchPart && batchPart.end(index$1, attrib), this.batches.length === 0) { this.batchable = !0; return; } const need32 = attrib > 65535; this.indicesUint16 && this.indices.length === this.indicesUint16.length && need32 === this.indicesUint16.BYTES_PER_ELEMENT > 2 ? this.indicesUint16.set(this.indices) : this.indicesUint16 = need32 ? new Uint32Array(this.indices) : new Uint16Array(this.indices), this.batchable = this.isBatchable(), this.batchable ? this.packBatches() : this.buildDrawCalls(); } /** * Affinity check * @param styleA * @param styleB */ _compareStyles(styleA, styleB) { return !(!styleA || !styleB || styleA.texture.baseTexture !== styleB.texture.baseTexture || styleA.color + styleA.alpha !== styleB.color + styleB.alpha || !!styleA.native != !!styleB.native); } /** Test geometry for batching process. */ validateBatching() { if (this.dirty === this.cacheDirty || !this.graphicsData.length) return !1; for (let i = 0, l = this.graphicsData.length; i < l; i++) { const data = this.graphicsData[i], fill = data.fillStyle, line = data.lineStyle; if (fill && !fill.texture.baseTexture.valid || line && !line.texture.baseTexture.valid) return !1; } return !0; } /** Offset the indices so that it works with the batcher. */ packBatches() { this.batchDirty++, this.uvsFloat32 = new Float32Array(this.uvs); const batches = this.batches; for (let i = 0, l = batches.length; i < l; i++) { const batch = batches[i]; for (let j = 0; j < batch.size; j++) { const index2 = batch.start + j; this.indicesUint16[index2] = this.indicesUint16[index2] - batch.attribStart; } } } /** * Checks to see if this graphics geometry can be batched. * Currently it needs to be small enough and not contain any native lines. */ isBatchable() { if (this.points.length > 65535 * 2) return !1; const batches = this.batches; for (let i = 0; i < batches.length; i++) if (batches[i].style.native) return !1; return this.points.length < _GraphicsGeometry2.BATCHABLE_SIZE * 2; } /** Converts intermediate batches data to drawCalls. */ buildDrawCalls() { let TICK = ++core.BaseTexture._globalBatch; for (let i = 0; i < this.drawCalls.length; i++) this.drawCalls[i].texArray.clear(), index.DRAW_CALL_POOL.push(this.drawCalls[i]); this.drawCalls.length = 0; const colors = this.colors, textureIds = this.textureIds; let currentGroup = index.DRAW_CALL_POOL.pop(); currentGroup || (currentGroup = new core.BatchDrawCall(), currentGroup.texArray = new core.BatchTextureArray()), currentGroup.texArray.count = 0, currentGroup.start = 0, currentGroup.size = 0, currentGroup.type = core.DRAW_MODES.TRIANGLES; let textureCount = 0, currentTexture = null, textureId = 0, native = !1, drawMode = core.DRAW_MODES.TRIANGLES, index$1 = 0; this.drawCalls.push(currentGroup); for (let i = 0; i < this.batches.length; i++) { const data = this.batches[i], maxTextures = 8, style = data.style, nextTexture = style.texture.baseTexture; native !== !!style.native && (native = !!style.native, drawMode = native ? core.DRAW_MODES.LINES : core.DRAW_MODES.TRIANGLES, currentTexture = null, textureCount = maxTextures, TICK++), currentTexture !== nextTexture && (currentTexture = nextTexture, nextTexture._batchEnabled !== TICK && (textureCount === maxTextures && (TICK++, textureCount = 0, currentGroup.size > 0 && (currentGroup = index.DRAW_CALL_POOL.pop(), currentGroup || (currentGroup = new core.BatchDrawCall(), currentGroup.texArray = new core.BatchTextureArray()), this.drawCalls.push(currentGroup)), currentGroup.start = index$1, currentGroup.size = 0, currentGroup.texArray.count = 0, currentGroup.type = drawMode), nextTexture.touched = 1, nextTexture._batchEnabled = TICK, nextTexture._batchLocation = textureCount, nextTexture.wrapMode = core.WRAP_MODES.REPEAT, currentGroup.texArray.elements[currentGroup.texArray.count++] = nextTexture, textureCount++)), currentGroup.size += data.size, index$1 += data.size, textureId = nextTexture._batchLocation, this.addColors(colors, style.color, style.alpha, data.attribSize, data.attribStart), this.addTextureIds(textureIds, textureId, data.attribSize, data.attribStart); } core.BaseTexture._globalBatch = TICK, this.packAttributes(); } /** Packs attributes to single buffer. */ packAttributes() { const verts = this.points, uvs = this.uvs, colors = this.colors, textureIds = this.textureIds, glPoints = new ArrayBuffer(verts.length * 3 * 4), f32 = new Float32Array(glPoints), u32 = new Uint32Array(glPoints); let p = 0; for (let i = 0; i < verts.length / 2; i++) f32[p++] = verts[i * 2], f32[p++] = verts[i * 2 + 1], f32[p++] = uvs[i * 2], f32[p++] = uvs[i * 2 + 1], u32[p++] = colors[i], f32[p++] = textureIds[i]; this._buffer.update(glPoints), this._indexBuffer.update(this.indicesUint16); } /** * Process fill part of Graphics. * @param data */ processFill(data) { data.holes.length ? buildPoly.buildPoly.triangulate(data, this) : index.FILL_COMMANDS[data.type].triangulate(data, this); } /** * Process line part of Graphics. * @param data */ processLine(data) { buildLine.buildLine(data, this); for (let i = 0; i < data.holes.length; i++) buildLine.buildLine(data.holes[i], this); } /** * Process the holes data. * @param holes */ processHoles(holes) { for (let i = 0; i < holes.length; i++) { const hole = holes[i]; index.FILL_COMMANDS[hole.type].build(hole), hole.matrix && this.transformPoints(hole.points, hole.matrix); } } /** Update the local bounds of the object. Expensive to use performance-wise. */ calculateBounds() { const bounds = this._bounds; bounds.clear(), bounds.addVertexData(this.points, 0, this.points.length), bounds.pad(this.boundsPadding, this.boundsPadding); } /** * Transform points using matrix. * @param points - Points to transform * @param matrix - Transform matrix */ transformPoints(points, matrix) { for (let i = 0; i < points.length / 2; i++) { const x = points[i * 2], y = points[i * 2 + 1]; points[i * 2] = matrix.a * x + matrix.c * y + matrix.tx, points[i * 2 + 1] = matrix.b * x + matrix.d * y + matrix.ty; } } /** * Add colors. * @param colors - List of colors to add to * @param color - Color to add * @param alpha - Alpha to use * @param size - Number of colors to add * @param offset */ addColors(colors, color, alpha, size, offset = 0) { const bgr = core.Color.shared.setValue(color).toLittleEndianNumber(), result = core.Color.shared.setValue(bgr).toPremultiplied(alpha); colors.length = Math.max(colors.length, offset + size); for (let i = 0; i < size; i++) colors[offset + i] = result; } /** * Add texture id that the shader/fragment wants to use. * @param textureIds * @param id * @param size * @param offset */ addTextureIds(textureIds, id, size, offset = 0) { textureIds.length = Math.max(textureIds.length, offset + size); for (let i = 0; i < size; i++) textureIds[offset + i] = id; } /** * Generates the UVs for a shape. * @param verts - Vertices * @param uvs - UVs * @param texture - Reference to Texture * @param start - Index buffer start index. * @param size - The size/length for index buffer. * @param matrix - Optional transform for all points. */ addUvs(verts, uvs, texture, start, size, matrix = null) { let index2 = 0; const uvsStart = uvs.length, frame = texture.frame; for (; index2 < size; ) { let x = verts[(start + index2) * 2], y = verts[(start + index2) * 2 + 1]; if (matrix) { const nx = matrix.a * x + matrix.c * y + matrix.tx; y = matrix.b * x + matrix.d * y + matrix.ty, x = nx; } index2++, uvs.push(x / frame.width, y / frame.height); } const baseTexture = texture.baseTexture; (frame.width < baseTexture.width || frame.height < baseTexture.height) && this.adjustUvs(uvs, texture, uvsStart, size); } /** * Modify uvs array according to position of texture region * Does not work with rotated or trimmed textures * @param uvs - array * @param texture - region * @param start - starting index for uvs * @param size - how many points to adjust */ adjustUvs(uvs, texture, start, size) { const baseTexture = texture.baseTexture, eps = 1e-6, finish = start + size * 2, frame = texture.frame, scaleX = frame.width / baseTexture.width, scaleY = frame.height / baseTexture.height; let offsetX = frame.x / frame.width, offsetY = frame.y / frame.height, minX = Math.floor(uvs[start] + eps), minY = Math.floor(uvs[start + 1] + eps); for (let i = start + 2; i < finish; i += 2) minX = Math.min(minX, Math.floor(uvs[i] + eps)), minY = Math.min(minY, Math.floor(uvs[i + 1] + eps)); offsetX -= minX, offsetY -= minY; for (let i = start; i < finish; i += 2) uvs[i] = (uvs[i] + offsetX) * scaleX, uvs[i + 1] = (uvs[i + 1] + offsetY) * scaleY; } }; _GraphicsGeometry.BATCHABLE_SIZE = 100; let GraphicsGeometry = _GraphicsGeometry; exports.GraphicsGeometry = GraphicsGeometry; //# sourceMappingURL=GraphicsGeometry.js.map