Files
Foundry-VTT-Docker/resources/app/node_modules/@pixi/graphics/lib/GraphicsGeometry.js
2025-01-04 00:34:03 +01:00

313 lines
16 KiB
JavaScript

"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