@equinor/esv-intersection
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Intersection component package with testing and automatic documentation.
178 lines (134 loc) • 4.37 kB
text/typescript
import { MeshGeometry } from 'pixi.js';
import type { Point } from 'pixi.js';
/**
* UniformTextureStretchRopeGeometry allows you to draw a geometry across several points and then manipulate these points.
*/
export class UniformTextureStretchRopeGeometry extends MeshGeometry {
/** An array of points that determine the rope. */
public points: Point[];
/**
* The width (i.e., thickness) of the rope.
* @readonly
*/
_width: number;
/**
* @param width - The width (i.e., thickness) of the rope.
* @param points - An array of Point objects to construct this rope.
*/
constructor(points: Point[], width = 200) {
super({
positions: new Float32Array(points.length * 4),
uvs: new Float32Array(points.length * 4),
indices: new Uint32Array((points.length - 1) * 6),
});
this.points = points;
this._width = width;
this.build();
}
/** Refreshes Rope indices and uvs */
private build(): void {
const points = this.points;
if (!points) {
return;
}
const vertexBuffer = this.getBuffer('aPosition');
const uvBuffer = this.getBuffer('aUV');
const indexBuffer = this.getIndex();
// if too few 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);
indexBuffer.data = new Uint16Array((points.length - 1) * 6);
}
const total = points.length; // - 1;
let totalLength = 0;
let prevPoint = points[0]!;
for (let i = 0; i < total; i++) {
const dx = prevPoint.x - points[i]?.x!;
const dy = prevPoint.y - points[i]?.y!;
const distance = Math.sqrt(dx * dx + dy * dy);
prevPoint = points[i]!;
totalLength += distance;
}
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]!;
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]!;
// strech texture on distance/length instead of point/points.length to get a more correct strech
amount += distance / totalLength;
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;
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.updateVertices();
}
}