import Container from '../display/Container';
import RenderTexture from '../textures/RenderTexture';
import Texture from '../textures/Texture';
import GraphicsData from './GraphicsData';
import Sprite from '../sprites/Sprite';
import { Matrix, Point, Rectangle, RoundedRectangle, Ellipse, Polygon, Circle } from '../math';
import { hex2rgb, rgb2hex, PI_2 } from '../../../utils';
import { SHAPES, BLEND_MODES } from '../const';
import Bounds from '../display/Bounds';
import bezierCurveTo from './utils/bezierCurveTo';
import CanvasRenderer from '../renderers/canvas/CanvasRenderer';
let canvasRenderer;
const tempMatrix = new Matrix();
const tempPoint = new Point();
const tempColor1 = new Float32Array(4);
const tempColor2 = new Float32Array(4);
/**
* The Graphics class contains methods used to draw primitive shapes such as lines, circles and rectangles to the display, and to color and fill them.
*
* @class
* @extends Tiny.Container
* @memberof Tiny
*/
export default class Graphics extends Container {
/**
* @param {boolean} [nativeLines=false] - If true the lines will be draw using LINES instead of TRIANGLE_STRIP
*/
constructor(nativeLines = false) {
super();
/**
* The alpha value used when filling the Graphics object.
*
* @member {number}
* @default 1
*/
this.fillAlpha = 1;
/**
* The width (thickness) of any lines drawn.
*
* @member {number}
* @default 0
*/
this.lineWidth = 0;
/**
* If true the lines will be draw using LINES instead of TRIANGLE_STRIP
*
* @member {boolean}
*/
this.nativeLines = nativeLines;
/**
* The color of any lines drawn.
*
* @member {string}
* @default 0
*/
this.lineColor = 0;
/**
* The alignment of any lines drawn (0.5 = middle, 1 = outter, 0 = inner).
*
* @member {number}
* @default 0.5
*/
this.lineAlignment = 0.5;
/**
* Graphics data
*
* @member {Tiny.GraphicsData[]}
* @private
*/
this.graphicsData = [];
/**
* The tint applied to the graphic shape. This is a hex value. Apply a value of 0xFFFFFF to reset the tint.
*
* @member {number}
* @default 0xFFFFFF
*/
this.tint = 0xFFFFFF;
/**
* The previous tint applied to the graphic shape. Used to compare to the current tint and check if theres change.
*
* @member {number}
* @private
* @default 0xFFFFFF
*/
this._prevTint = 0xFFFFFF;
/**
* The blend mode to be applied to the graphic shape. Apply a value of `Tiny.BLEND_MODES.NORMAL` to reset the blend mode.
*
* @member {number}
* @default Tiny.BLEND_MODES.NORMAL;
* @see Tiny.BLEND_MODES
*/
this.blendMode = BLEND_MODES.NORMAL;
/**
* Current path
*
* @member {Tiny.GraphicsData}
* @private
*/
this.currentPath = null;
/**
* Array containing some WebGL-related properties used by the WebGL renderer.
*
* @member {object<number, object>}
* @private
*/
// TODO - _webgl should use a prototype object, not a random undocumented object...
this._webGL = {};
/**
* Whether this shape is being used as a mask.
*
* @member {boolean}
*/
this.isMask = false;
/**
* The bounds' padding used for bounds calculation.
*
* @member {number}
*/
this.boundsPadding = 0;
/**
* A cache of the local bounds to prevent recalculation.
*
* @member {Tiny.Rectangle}
* @private
*/
this._localBounds = new Bounds();
/**
* Used to detect if the graphics object has changed. If this is set to true then the graphics object will be recalculated.
*
* @member {boolean}
* @private
*/
this.dirty = 0;
/**
* Used to detect if we need to do a fast rect check using the id compare method
*
* @type {number}
*/
this.fastRectDirty = -1;
/**
* Used to detect if we clear the graphics webGL data
*
* @type {number}
*/
this.clearDirty = 0;
/**
* Used to detect if we we need to recalculate local bounds
*
* @type {number}
*/
this.boundsDirty = -1;
/**
* Used to detect if the cached sprite object needs to be updated.
*
* @member {boolean}
* @private
*/
this.cachedSpriteDirty = false;
this._spriteRect = null;
this._fastRect = false;
this._prevRectTint = null;
this._prevRectFillColor = null;
}
/**
* Creates a new Graphics object with the same values as this one.
* Note that the only the properties of the object are cloned, not its transform (position,scale,etc)
*
* @return {Tiny.Graphics} A clone of the graphics object
*/
clone() {
const clone = new Graphics();
clone.renderable = this.renderable;
clone.fillAlpha = this.fillAlpha;
clone.lineWidth = this.lineWidth;
clone.lineColor = this.lineColor;
clone.lineAlignment = this.lineAlignment;
clone.tint = this.tint;
clone.blendMode = this.blendMode;
clone.isMask = this.isMask;
clone.boundsPadding = this.boundsPadding;
clone.dirty = 0;
clone.cachedSpriteDirty = this.cachedSpriteDirty;
// copy graphics data
for (let i = 0; i < this.graphicsData.length; ++i) {
clone.graphicsData.push(this.graphicsData[i].clone());
}
clone.currentPath = clone.graphicsData[clone.graphicsData.length - 1];
clone.updateLocalBounds();
return clone;
}
/**
* Calculate length of quadratic curve @see {@link http://www.malczak.linuxpl.com/blog/quadratic-bezier-curve-length/} for the detailed explanation of math behind this.
*
* @private
* @version 1.2.0
* @param {number} fromX - x-coordinate of curve start point
* @param {number} fromY - y-coordinate of curve start point
* @param {number} cpX - x-coordinate of curve control point
* @param {number} cpY - y-coordinate of curve control point
* @param {number} toX - x-coordinate of curve end point
* @param {number} toY - y-coordinate of curve end point
* @return {number} Length of quadratic curve
*/
_quadraticCurveLength(fromX, fromY, cpX, cpY, toX, toY) {
const ax = fromX - (2.0 * cpX) + toX;
const ay = fromY - (2.0 * cpY) + toY;
const bx = (2.0 * cpX) - (2.0 * fromX);
const by = (2.0 * cpY) - (2.0 * fromY);
const a = 4.0 * ((ax * ax) + (ay * ay));
const b = 4.0 * ((ax * bx) + (ay * by));
const c = (bx * bx) + (by * by);
const s = 2.0 * Math.sqrt(a + b + c);
const a2 = Math.sqrt(a);
const a32 = 2.0 * a * a2;
const c2 = 2.0 * Math.sqrt(c);
const ba = b / a2;
return ((a32 * s) +
(a2 * b * (s - c2)) +
(
((4.0 * c * a) - (b * b)) *
Math.log(((2.0 * a2) + ba + s) / (ba + c2))
)) /
(4.0 * a32);
}
/**
* Calculate length of bezier curve.
* Analytical solution is impossible, since it involves an integral that does not integrate in general.
* Therefore numerical solution is used.
*
* @private
* @version 1.2.0
* @param {number} fromX - Starting point x
* @param {number} fromY - Starting point y
* @param {number} cpX - Control point x
* @param {number} cpY - Control point y
* @param {number} cpX2 - Second Control point x
* @param {number} cpY2 - Second Control point y
* @param {number} toX - Destination point x
* @param {number} toY - Destination point y
* @return {number} Length of bezier curve
*/
_bezierCurveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY) {
const n = 10;
let result = 0.0;
let t = 0.0;
let t2 = 0.0;
let t3 = 0.0;
let nt = 0.0;
let nt2 = 0.0;
let nt3 = 0.0;
let x = 0.0;
let y = 0.0;
let dx = 0.0;
let dy = 0.0;
let prevX = fromX;
let prevY = fromY;
for (let i = 1; i <= n; ++i) {
t = i / n;
t2 = t * t;
t3 = t2 * t;
nt = (1.0 - t);
nt2 = nt * nt;
nt3 = nt2 * nt;
x = (nt3 * fromX) + (3.0 * nt2 * t * cpX) + (3.0 * nt * t2 * cpX2) + (t3 * toX);
y = (nt3 * fromY) + (3.0 * nt2 * t * cpY) + (3 * nt * t2 * cpY2) + (t3 * toY);
dx = prevX - x;
dy = prevY - y;
prevX = x;
prevY = y;
result += Math.sqrt((dx * dx) + (dy * dy));
}
return result;
}
/**
* Calculate number of segments for the curve based on its length to ensure its smoothness.
*
* @private
* @version 1.2.0
* @param {number} length - length of curve
* @return {number} Number of segments
*/
_segmentsCount(length) {
let result = Math.ceil(length / Graphics.CURVES.maxLength);
if (result < Graphics.CURVES.minSegments) {
result = Graphics.CURVES.minSegments;
} else if (result > Graphics.CURVES.maxSegments) {
result = Graphics.CURVES.maxSegments;
}
return result;
}
/**
* Specifies the line style used for subsequent calls to Graphics methods such as the lineTo() method or the drawCircle() method.
*
* @param {number} [lineWidth=0] - width of the line to draw, will update the objects stored style
* @param {number} [color=0] - color of the line to draw, will update the objects stored style
* @param {number} [alpha=1] - alpha of the line to draw, will update the objects stored style
* @param {number} [alignment=0.5] - alignment of the line to draw, (0 = inner, 0.5 = middle, 1 = outter)
* @return {Tiny.Graphics} This Graphics object. Good for chaining method calls
*/
lineStyle(lineWidth = 0, color = 0, alpha = 1, alignment = 0.5) {
this.lineWidth = lineWidth;
this.lineColor = color;
this.lineAlpha = alpha;
this.lineAlignment = alignment;
if (this.currentPath) {
if (this.currentPath.shape.points.length) {
// halfway through a line? start a new one!
const shape = new Polygon(this.currentPath.shape.points.slice(-2));
shape.closed = false;
this.drawShape(shape);
} else {
// otherwise its empty so lets just set the line properties
this.currentPath.lineWidth = this.lineWidth;
this.currentPath.lineColor = this.lineColor;
this.currentPath.lineAlpha = this.lineAlpha;
this.currentPath.lineAlignment = this.lineAlignment;
}
}
return this;
}
/**
* Moves the current drawing position to x, y.
*
* @param {number} x - the X coordinate to move to
* @param {number} y - the Y coordinate to move to
* @return {Tiny.Graphics} This Graphics object. Good for chaining method calls
*/
moveTo(x, y) {
const shape = new Polygon([x, y]);
shape.closed = false;
this.drawShape(shape);
return this;
}
/**
* Draws a line using the current line style from the current drawing position to (x, y);
* The current drawing position is then set to (x, y).
*
* @param {number} x - the X coordinate to draw to
* @param {number} y - the Y coordinate to draw to
* @return {Tiny.Graphics} This Graphics object. Good for chaining method calls
*/
lineTo(x, y) {
const points = this.currentPath.shape.points;
const fromX = points[points.length - 2];
const fromY = points[points.length - 1];
if (fromX !== x || fromY !== y) {
points.push(x, y);
this.dirty++;
}
return this;
}
/**
* Calculate the points for a quadratic bezier curve and then draws it.
* Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c
*
* @param {number} cpX - Control point x
* @param {number} cpY - Control point y
* @param {number} toX - Destination point x
* @param {number} toY - Destination point y
* @return {Tiny.Graphics} This Graphics object. Good for chaining method calls
*/
quadraticCurveTo(cpX, cpY, toX, toY) {
if (this.currentPath) {
if (this.currentPath.shape.points.length === 0) {
this.currentPath.shape.points = [0, 0];
}
} else {
this.moveTo(0, 0);
}
const points = this.currentPath.shape.points;
let xa = 0;
let ya = 0;
if (points.length === 0) {
this.moveTo(0, 0);
}
const fromX = points[points.length - 2];
const fromY = points[points.length - 1];
const n = Graphics.CURVES.adaptive ? this._segmentsCount(this._quadraticCurveLength(fromX, fromY, cpX, cpY, toX, toY)) : 20;
for (let i = 1; i <= n; ++i) {
const j = i / n;
xa = fromX + ((cpX - fromX) * j);
ya = fromY + ((cpY - fromY) * j);
points.push(xa + (((cpX + ((toX - cpX) * j)) - xa) * j),
ya + (((cpY + ((toY - cpY) * j)) - ya) * j));
}
this.dirty++;
return this;
}
/**
* Calculate the points for a bezier curve and then draws it.
*
* @param {number} cpX - Control point x
* @param {number} cpY - Control point y
* @param {number} cpX2 - Second Control point x
* @param {number} cpY2 - Second Control point y
* @param {number} toX - Destination point x
* @param {number} toY - Destination point y
* @return {Tiny.Graphics} This Graphics object. Good for chaining method calls
*/
bezierCurveTo(cpX, cpY, cpX2, cpY2, toX, toY) {
if (this.currentPath) {
if (this.currentPath.shape.points.length === 0) {
this.currentPath.shape.points = [0, 0];
}
} else {
this.moveTo(0, 0);
}
const points = this.currentPath.shape.points;
const fromX = points[points.length - 2];
const fromY = points[points.length - 1];
points.length -= 2;
const n = Graphics.CURVES.adaptive ? this._segmentsCount(this._bezierCurveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY)) : 20;
bezierCurveTo(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY, n, points);
this.dirty++;
return this;
}
/**
* The arcTo() method creates an arc/curve between two tangents on the canvas.
*
* "borrowed" from https://code.google.com/p/fxcanvas/ - thanks google!
*
* @param {number} x1 - The x-coordinate of the beginning of the arc
* @param {number} y1 - The y-coordinate of the beginning of the arc
* @param {number} x2 - The x-coordinate of the end of the arc
* @param {number} y2 - The y-coordinate of the end of the arc
* @param {number} radius - The radius of the arc
* @return {Tiny.Graphics} This Graphics object. Good for chaining method calls
*/
arcTo(x1, y1, x2, y2, radius) {
if (this.currentPath) {
if (this.currentPath.shape.points.length === 0) {
this.currentPath.shape.points.push(x1, y1);
}
} else {
this.moveTo(x1, y1);
}
const points = this.currentPath.shape.points;
const fromX = points[points.length - 2];
const fromY = points[points.length - 1];
const a1 = fromY - y1;
const b1 = fromX - x1;
const a2 = y2 - y1;
const b2 = x2 - x1;
const mm = Math.abs((a1 * b2) - (b1 * a2));
if (mm < 1.0e-8 || radius === 0) {
if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1) {
points.push(x1, y1);
}
} else {
const dd = (a1 * a1) + (b1 * b1);
const cc = (a2 * a2) + (b2 * b2);
const tt = (a1 * a2) + (b1 * b2);
const k1 = radius * Math.sqrt(dd) / mm;
const k2 = radius * Math.sqrt(cc) / mm;
const j1 = k1 * tt / dd;
const j2 = k2 * tt / cc;
const cx = (k1 * b2) + (k2 * b1);
const cy = (k1 * a2) + (k2 * a1);
const px = b1 * (k2 + j1);
const py = a1 * (k2 + j1);
const qx = b2 * (k1 + j2);
const qy = a2 * (k1 + j2);
const startAngle = Math.atan2(py - cy, px - cx);
const endAngle = Math.atan2(qy - cy, qx - cx);
this.arc(cx + x1, cy + y1, radius, startAngle, endAngle, b1 * a2 > b2 * a1);
}
this.dirty++;
return this;
}
/**
* The arc method creates an arc/curve (used to create circles, or parts of circles).
*
* @param {number} cx - The x-coordinate of the center of the circle
* @param {number} cy - The y-coordinate of the center of the circle
* @param {number} radius - The radius of the circle
* @param {number} startAngle - The starting angle, in radians (0 is at the 3 o'clock position of the arc's circle)
* @param {number} endAngle - The ending angle, in radians
* @param {boolean} [anticlockwise=false] - Specifies whether the drawing should be counter-clockwise or clockwise. False is default, and indicates clockwise, while true indicates counter-clockwise.
* @return {Tiny.Graphics} This Graphics object. Good for chaining method calls
*/
arc(cx, cy, radius, startAngle, endAngle, anticlockwise = false) {
if (startAngle === endAngle) {
return this;
}
if (!anticlockwise && endAngle <= startAngle) {
endAngle += PI_2;
} else if (anticlockwise && startAngle <= endAngle) {
startAngle += PI_2;
}
const sweep = endAngle - startAngle;
const segs = Graphics.CURVES.adaptive ? this._segmentsCount(Math.abs(sweep) * radius) : Math.ceil(Math.abs(sweep) / PI_2) * 40;
if (sweep === 0) {
return this;
}
const startX = cx + (Math.cos(startAngle) * radius);
const startY = cy + (Math.sin(startAngle) * radius);
// If the currentPath exists, take its points. Otherwise call `moveTo` to start a path.
let points = this.currentPath ? this.currentPath.shape.points : null;
if (points) {
// We check how far our start is from the last existing point
const xDiff = Math.abs(points[points.length - 2] - startX);
const yDiff = Math.abs(points[points.length - 1] - startY);
if (xDiff < 0.001 && yDiff < 0.001) {
// If the point is very close, we don't add it, since this would lead to artifacts
// during tesselation due to floating point imprecision.
} else {
points.push(startX, startY);
}
} else {
this.moveTo(startX, startY);
points = this.currentPath.shape.points;
}
const theta = sweep / (segs * 2);
const theta2 = theta * 2;
const cTheta = Math.cos(theta);
const sTheta = Math.sin(theta);
const segMinus = segs - 1;
const remainder = (segMinus % 1) / segMinus;
for (let i = 0; i <= segMinus; ++i) {
const real = i + (remainder * i);
const angle = ((theta) + startAngle + (theta2 * real));
const c = Math.cos(angle);
const s = -Math.sin(angle);
points.push(
(((cTheta * c) + (sTheta * s)) * radius) + cx,
(((cTheta * -s) + (sTheta * c)) * radius) + cy
);
}
this.dirty++;
return this;
}
/**
* Specifies a simple one-color fill that subsequent calls to other Graphics methods (such as lineTo() or drawCircle()) use when drawing.
*
* @param {number} [color=0] - the color of the fill
* @param {number} [alpha=1] - the alpha of the fill
* @return {Tiny.Graphics} This Graphics object. Good for chaining method calls
*/
beginFill(color = 0, alpha = 1) {
this.filling = true;
this.fillColor = color;
this.fillAlpha = alpha;
if (this.currentPath) {
if (this.currentPath.shape.points.length <= 2) {
this.currentPath.fill = this.filling;
this.currentPath.fillColor = this.fillColor;
this.currentPath.fillAlpha = this.fillAlpha;
}
}
return this;
}
/**
* Applies a fill to the lines and shapes that were added since the last call to the beginFill() method.
*
* @return {Tiny.Graphics} This Graphics object. Good for chaining method calls
*/
endFill() {
this.filling = false;
this.fillColor = null;
this.fillAlpha = 1;
return this;
}
/**
*
* @param {number} x - The X coord of the top-left of the rectangle
* @param {number} y - The Y coord of the top-left of the rectangle
* @param {number} width - The width of the rectangle
* @param {number} height - The height of the rectangle
* @return {Tiny.Graphics} This Graphics object. Good for chaining method calls
*/
drawRect(x, y, width, height) {
this.drawShape(new Rectangle(x, y, width, height));
return this;
}
/**
*
* @param {number} x - The X coord of the top-left of the rectangle
* @param {number} y - The Y coord of the top-left of the rectangle
* @param {number} width - The width of the rectangle
* @param {number} height - The height of the rectangle
* @param {number} radius - Radius of the rectangle corners
* @return {Tiny.Graphics} This Graphics object. Good for chaining method calls
*/
drawRoundedRect(x, y, width, height, radius) {
this.drawShape(new RoundedRectangle(x, y, width, height, radius));
return this;
}
/**
* Draws a circle.
*
* @param {number} x - The X coordinate of the center of the circle
* @param {number} y - The Y coordinate of the center of the circle
* @param {number} radius - The radius of the circle
* @return {Tiny.Graphics} This Graphics object. Good for chaining method calls
*/
drawCircle(x, y, radius) {
this.drawShape(new Circle(x, y, radius));
return this;
}
/**
* Draws an ellipse.
*
* @param {number} x - The X coordinate of the center of the ellipse
* @param {number} y - The Y coordinate of the center of the ellipse
* @param {number} width - The half width of the ellipse
* @param {number} height - The half height of the ellipse
* @return {Tiny.Graphics} This Graphics object. Good for chaining method calls
*/
drawEllipse(x, y, width, height) {
this.drawShape(new Ellipse(x, y, width, height));
return this;
}
/**
* Draws a polygon using the given path.
*
* @param {array<number>|array<Tiny.Point>|array<Tiny.Polygon>} path - The path data used to construct the polygon.
* @return {Tiny.Graphics} This Graphics object. Good for chaining method calls
*/
drawPolygon(path) {
// prevents an argument assignment deopt
// see section 3.1: https://github.com/petkaantonov/bluebird/wiki/Optimization-killers#3-managing-arguments
let points = path;
let closed = true;
if (points instanceof Polygon) {
closed = points.closed;
points = points.points;
}
if (!Array.isArray(points)) {
// prevents an argument leak deopt
// see section 3.2: https://github.com/petkaantonov/bluebird/wiki/Optimization-killers#3-managing-arguments
points = new Array(arguments.length);
for (let i = 0; i < points.length; ++i) {
points[i] = arguments[i]; // eslint-disable-line prefer-rest-params
}
}
const shape = new Polygon(points);
shape.closed = closed;
this.drawShape(shape);
return this;
}
/**
* Draw a star shape with an abitrary number of points.
*
* @version 1.2.0
* @param {number} x - Center X position of the star
* @param {number} y - Center Y position of the star
* @param {number} points - The number of points of the star, must be > 1
* @param {number} radius - The outer radius of the star
* @param {number} [innerRadius] - The inner radius between points, default half `radius`
* @param {number} [rotation=0] - The rotation of the star in radians, where 0 is vertical
* @return {Tiny.Graphics} This Graphics object. Good for chaining method calls
*/
drawStar(x, y, points, radius, innerRadius, rotation = 0) {
innerRadius = innerRadius || radius / 2;
const startAngle = (-1 * Math.PI / 2) + rotation;
const len = points * 2;
const delta = PI_2 / len;
const polygon = [];
for (let i = 0; i < len; i++) {
const r = i % 2 ? innerRadius : radius;
const angle = (i * delta) + startAngle;
polygon.push(
x + (r * Math.cos(angle)),
y + (r * Math.sin(angle))
);
}
return this.drawPolygon(polygon);
}
/**
* Clears the graphics that were drawn to this Graphics object, and resets fill and line style settings.
*
* @return {Tiny.Graphics} This Graphics object. Good for chaining method calls
*/
clear() {
if (this.lineWidth || this.filling || this.graphicsData.length > 0) {
this.lineWidth = 0;
this.lineAlignment = 0.5;
this.filling = false;
this.boundsDirty = -1;
this.canvasTintDirty = -1;
this.dirty++;
this.clearDirty++;
this.graphicsData.length = 0;
}
this.currentPath = null;
this._spriteRect = null;
this._boundsID++;
return this;
}
/**
* True if graphics consists of one rectangle, and thus, can be drawn like a Sprite and masked with gl.scissor.
*
* @return {boolean} True if only 1 rect.
*/
isFastRect() {
return this.graphicsData.length === 1 &&
this.graphicsData[0].shape.type === SHAPES.RECT && !this.graphicsData[0].lineWidth;
}
/**
* Renders the object using the WebGL renderer
*
* @private
* @param {Tiny.WebGLRenderer} renderer - The renderer
*/
_renderWebGL(renderer) {
// if the sprite is not visible or the alpha is 0 then no need to render this element
if (this.dirty !== this.fastRectDirty) {
this.fastRectDirty = this.dirty;
this._fastRect = this.isFastRect();
}
// TODO this check can be moved to dirty?
if (this._fastRect) {
this._renderSpriteRect(renderer);
} else {
renderer.setObjectRenderer(renderer.plugins.graphics);
renderer.plugins.graphics.render(this);
}
}
/**
* Renders a sprite rectangle.
*
* @private
* @param {Tiny.WebGLRenderer} renderer - The renderer
*/
_renderSpriteRect(renderer) {
const rect = this.graphicsData[0].shape;
if (!this._spriteRect) {
this._spriteRect = new Sprite(new Texture(Texture.WHITE));
}
const sprite = this._spriteRect;
const fillColor = this.graphicsData[0].fillColor;
if (this.tint === 0xffffff) {
sprite.tint = fillColor;
} else if (this.tint !== this._prevRectTint || fillColor !== this._prevRectFillColor) {
const t1 = tempColor1;
const t2 = tempColor2;
hex2rgb(fillColor, t1);
hex2rgb(this.tint, t2);
t1[0] *= t2[0];
t1[1] *= t2[1];
t1[2] *= t2[2];
sprite.tint = rgb2hex(t1);
this._prevRectTint = this.tint;
this._prevRectFillColor = fillColor;
}
sprite.alpha = this.graphicsData[0].fillAlpha;
sprite.worldAlpha = this.worldAlpha * sprite.alpha;
sprite.blendMode = this.blendMode;
sprite._texture._frame.width = rect.width;
sprite._texture._frame.height = rect.height;
sprite.transform.worldTransform = this.transform.worldTransform;
sprite.anchor.set(-rect.x / rect.width, -rect.y / rect.height);
sprite._onAnchorUpdate();
sprite._renderWebGL(renderer);
}
/**
* Renders the object using the Canvas renderer
*
* @private
* @param {Tiny.CanvasRenderer} renderer - The renderer
*/
_renderCanvas(renderer) {
if (this.isMask === true) {
return;
}
renderer.plugins.graphics.render(this);
}
/**
* Retrieves the bounds of the graphic shape as a rectangle object
*
* @private
*/
_calculateBounds() {
if (this.boundsDirty !== this.dirty) {
this.boundsDirty = this.dirty;
this.updateLocalBounds();
this.cachedSpriteDirty = true;
}
const lb = this._localBounds;
this._bounds.addFrame(this.transform, lb.minX, lb.minY, lb.maxX, lb.maxY);
}
/**
* Tests if a point is inside this graphics object
*
* @param {Tiny.Point} point - the point to test
* @return {boolean} the result of the test
*/
containsPoint(point) {
this.worldTransform.applyInverse(point, tempPoint);
const graphicsData = this.graphicsData;
for (let i = 0; i < graphicsData.length; ++i) {
const data = graphicsData[i];
if (!data.fill) {
continue;
}
// only deal with fills..
if (data.shape) {
if (data.shape.contains(tempPoint.x, tempPoint.y)) {
let hitHole = false;
if (data.holes) {
for (let i = 0; i < data.holes.length; i++) {
const hole = data.holes[i];
if (hole.contains(tempPoint.x, tempPoint.y)) {
hitHole = true;
break;
}
}
}
if (!hitHole) {
return true;
}
}
}
}
return false;
}
/**
* Update the bounds of the object
*
*/
updateLocalBounds() {
let minX = Infinity;
let maxX = -Infinity;
let minY = Infinity;
let maxY = -Infinity;
if (this.graphicsData.length) {
let shape = 0;
let x = 0;
let y = 0;
let w = 0;
let h = 0;
for (let i = 0; i < this.graphicsData.length; i++) {
const data = this.graphicsData[i];
const type = data.type;
const lineWidth = data.lineWidth;
const lineAlignment = data.lineAlignment;
const lineOffset = lineWidth * lineAlignment;
shape = data.shape;
if (type === SHAPES.RECT || type === SHAPES.RREC) {
x = shape.x - lineOffset;
y = shape.y - lineOffset;
w = shape.width + (lineOffset * 2);
h = shape.height + (lineOffset * 2);
minX = x < minX ? x : minX;
maxX = x + w > maxX ? x + w : maxX;
minY = y < minY ? y : minY;
maxY = y + h > maxY ? y + h : maxY;
} else if (type === SHAPES.CIRC) {
x = shape.x;
y = shape.y;
w = shape.radius + lineOffset;
h = shape.radius + lineOffset;
minX = x - w < minX ? x - w : minX;
maxX = x + w > maxX ? x + w : maxX;
minY = y - h < minY ? y - h : minY;
maxY = y + h > maxY ? y + h : maxY;
} else if (type === SHAPES.ELIP) {
x = shape.x;
y = shape.y;
w = shape.width + lineOffset;
h = shape.height + lineOffset;
minX = x - w < minX ? x - w : minX;
maxX = x + w > maxX ? x + w : maxX;
minY = y - h < minY ? y - h : minY;
maxY = y + h > maxY ? y + h : maxY;
} else {
// POLY
const points = shape.points;
let x2 = 0;
let y2 = 0;
let dx = 0;
let dy = 0;
let rw = 0;
let rh = 0;
let cx = 0;
let cy = 0;
for (let j = 0; j + 2 < points.length; j += 2) {
x = points[j];
y = points[j + 1];
x2 = points[j + 2];
y2 = points[j + 3];
dx = Math.abs(x2 - x);
dy = Math.abs(y2 - y);
h = lineOffset * 2;
w = Math.sqrt((dx * dx) + (dy * dy));
if (w < 1e-9) {
continue;
}
rw = ((h / w * dy) + dx) / 2;
rh = ((h / w * dx) + dy) / 2;
cx = (x2 + x) / 2;
cy = (y2 + y) / 2;
minX = cx - rw < minX ? cx - rw : minX;
maxX = cx + rw > maxX ? cx + rw : maxX;
minY = cy - rh < minY ? cy - rh : minY;
maxY = cy + rh > maxY ? cy + rh : maxY;
}
}
}
} else {
minX = 0;
maxX = 0;
minY = 0;
maxY = 0;
}
const padding = this.boundsPadding;
this._localBounds.minX = minX - padding;
this._localBounds.maxX = maxX + padding;
this._localBounds.minY = minY - padding;
this._localBounds.maxY = maxY + padding;
}
/**
* Draws the given shape to this Graphics object. Can be any of Circle, Rectangle, Ellipse, Line or Polygon.
*
* @param {Tiny.Circle|Tiny.Ellipse|Tiny.Polygon|Tiny.Rectangle|Tiny.RoundedRectangle} shape - The shape object to draw.
* @return {Tiny.GraphicsData} The generated GraphicsData object.
*/
drawShape(shape) {
if (this.currentPath) {
// check current path!
if (this.currentPath.shape.points.length <= 2) {
this.graphicsData.pop();
}
}
this.currentPath = null;
const data = new GraphicsData(
this.lineWidth,
this.lineColor,
this.lineAlpha,
this.fillColor,
this.fillAlpha,
this.filling,
this.nativeLines,
shape,
this.lineAlignment
);
this.graphicsData.push(data);
if (data.type === SHAPES.POLY) {
data.shape.closed = data.shape.closed || this.filling; // eslint-disable-line
this.currentPath = data;
}
this.dirty++;
return data;
}
/**
* Generates a canvas texture.
*
* @param {number} scaleMode - The scale mode of the texture.
* @param {number} resolution - The resolution of the texture.
* @return {Tiny.Texture} The new texture.
*/
generateCanvasTexture(scaleMode, resolution = 1) {
const bounds = this.getLocalBounds();
const canvasBuffer = RenderTexture.create(bounds.width, bounds.height, scaleMode, resolution);
if (!canvasRenderer) {
canvasRenderer = new CanvasRenderer();
}
this.transform.updateLocalTransform();
this.transform.localTransform.copy(tempMatrix);
tempMatrix.invert();
tempMatrix.tx -= bounds.x;
tempMatrix.ty -= bounds.y;
canvasRenderer.render(this, canvasBuffer, true, tempMatrix);
const texture = Texture.fromCanvas(canvasBuffer.baseTexture._canvasRenderTarget.canvas, scaleMode, 'graphics');
texture.baseTexture.resolution = resolution;
texture.baseTexture.update();
return texture;
}
/**
* Closes the current path.
*
* @return {Tiny.Graphics} Returns itself.
*/
closePath() {
// ok so close path assumes next one is a hole!
const currentPath = this.currentPath;
if (currentPath && currentPath.shape) {
currentPath.shape.close();
}
return this;
}
/**
* Adds a hole in the current path.
*
* @return {Tiny.Graphics} Returns itself.
*/
addHole() {
// this is a hole!
const hole = this.graphicsData.pop();
this.currentPath = this.graphicsData[this.graphicsData.length - 1];
this.currentPath.addHole(hole.shape);
this.currentPath = null;
return this;
}
/**
* Destroys the Graphics object.
*
* @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] - Only used for child Sprites if options.children is set to true. Should it destroy the texture of the child sprite
* @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true. Should it destroy the base texture of the child sprite
*/
destroy(options) {
super.destroy(options);
// destroy each of the GraphicsData objects
for (let i = 0; i < this.graphicsData.length; ++i) {
this.graphicsData[i].destroy();
}
// for each webgl data entry, destroy the WebGLGraphicsData
for (const id in this._webGL) {
for (let j = 0; j < this._webGL[id].data.length; ++j) {
this._webGL[id].data[j].destroy();
}
}
if (this._spriteRect) {
this._spriteRect.destroy();
}
this.graphicsData = null;
this.currentPath = null;
this._webGL = null;
this._localBounds = null;
}
}
Graphics._SPRITE_TEXTURE = null;
/**
* Graphics curves resolution settings. If `adaptive` flag is set to `true`, the resolution is calculated based on the curve's length to ensure better visual quality.
* Adaptive draw works with `bezierCurveTo` and `quadraticCurveTo`.
*
* @static
* @constant
* @version 1.2.0
* @memberof Tiny.Graphics
* @name CURVES
* @type {object}
* @property {boolean} adaptive=false flag indicating if the resolution should be adaptive
* @property {number} maxLength=10 maximal length of a single segment of the curve (if adaptive = false, ignored)
* @property {number} minSegments=8 minimal number of segments in the curve (if adaptive = false, ignored)
* @property {number} maxSegments=2048 maximal number of segments in the curve (if adaptive = false, ignored)
*/
Graphics.CURVES = {
adaptive: false,
maxLength: 10,
minSegments: 8,
maxSegments: 2048,
};