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@equinor/esv-intersection

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Intersection component package with testing and automatic documentation.

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import { IPoint, MeshGeometry } from 'pixi.js'; export class FixedWidthSimpleRopeGeometry extends MeshGeometry { public points: IPoint[]; _width: number; /** * @param {number} [width=200] - The width (i.e., thickness) of the rope. * @param {PIXI.Point[]} [points] - An array of PIXI.Point objects to construct this rope. */ constructor(points: IPoint[], width = 200) { super(new Float32Array(points.length * 4), new Float32Array(points.length * 4), new Uint16Array((points.length - 1) * 6)); /** * An array of points that determine the rope * @member {PIXI.Point[]} */ this.points = points; /** * The width (i.e., thickness) of the rope. * @member {number} * @readOnly */ this._width = width; /** * Rope texture scale, if zero then the rope texture is stretched. * @member {number} * @readOnly */ this.build(); } /** * The width (i.e., thickness) of the rope. * @member {number} * @readOnly */ get width(): number { return this._width; } /** * Refreshes Rope indices and uvs * @private */ private build(): void { const points = this.points; if (!points) { return; } const vertexBuffer = this.getBuffer('aVertexPosition'); const uvBuffer = this.getBuffer('aTextureCoord'); const indexBuffer = this.getIndex(); // if too little points, or texture hasn't got UVs set yet just move on. if (points.length < 1) { return; } // if the number of points has changed we will need to recreate the arraybuffers if (vertexBuffer.data.length / 4 !== points.length) { vertexBuffer.data = new Float32Array(points.length * 4); uvBuffer.data = new Float32Array(points.length * 4); // eslint-disable-next-line no-magic-numbers indexBuffer.data = new Uint16Array((points.length - 1) * 6); } const uvs = uvBuffer.data; const indices = indexBuffer.data; uvs[0] = 0; uvs[1] = 0; uvs[2] = 0; uvs[3] = 1; let amount = 0; let prev = points[0]!; const total = points.length; // - 1; for (let i = 0; i < total; i++) { // time to do some smart drawing! const index = i * 4; // calculate pixel distance from previous point const dx = prev.x - points[i]?.x!; const dy = prev.y - points[i]?.y!; const distance = Math.sqrt(dx * dx + dy * dy); prev = points[i]!; amount += distance / this._width; uvs[index] = amount; uvs[index + 1] = 0; uvs[index + 2] = amount; uvs[index + 3] = 1; } let indexCount = 0; for (let i = 0; i < total - 1; i++) { const index = i * 2; indices[indexCount++] = index; indices[indexCount++] = index + 1; indices[indexCount++] = index + 2; indices[indexCount++] = index + 2; indices[indexCount++] = index + 1; indices[indexCount++] = index + 3; } // ensure that the changes are uploaded uvBuffer.update(); indexBuffer.update(); this.updateVertices(); } /** * refreshes vertices of Rope mesh */ public updateVertices(): void { const points = this.points; if (points.length < 1) { return; } let lastPoint = points[0]!; let nextPoint; let perpX = 0; let perpY = 0; const vertices = this.buffers[0]?.data!; 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; // eslint-disable-next-line no-magic-numbers let ratio = (1 - i / (total - 1)) * 10; if (ratio > 1) { ratio = 1; } const perpLength = Math.sqrt(perpX * perpX + perpY * perpY); const num = this._width / 2; 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; } this.buffers[0]?.update(); } public update(): void { this.build(); } }