shadow-function
Version:
ioing lib - shadow Function, worker Function
425 lines (372 loc) • 10.8 kB
JavaScript
/**
* Matter.js 渲染器在 LayaAir 的实现。
*/
(function()
{
var LayaRender = {};
var Common = Matter.Common;
var Composite = Matter.Composite;
var Bounds = Matter.Bounds;
var Events = Matter.Events;
var Grid = Matter.Grid;
var Vector = Matter.Vector;
/**
* 创建新的渲染器。
* @param {object} options 所有属性都有默认值,options中的属性会覆盖默认属性。
* @return {render} 返回创建的旋绕器
*/
LayaRender.create = function(options)
{
var defaults = {
controller: LayaRender,
engine: null,
element: null,
canvas: null,
mouse: null,
frameRequestId: null,
options:
{
width: 800,
height: 600,
pixelRatio: 1,
background: '#fafafa',
wireframeBackground: '#222222',
hasBounds: !!options.bounds,
enabled: true,
wireframes: true,
showSleeping: true,
showDebug: false,
showBroadphase: false,
showBounds: false,
showVelocity: false,
showCollisions: false,
showSeparations: false,
showAxes: false,
showPositions: false,
showAngleIndicator: false,
showIds: false,
showShadows: false,
showVertexNumbers: false,
showConvexHulls: false,
showInternalEdges: false,
showMousePosition: false
}
};
var render = Common.extend(defaults, options);
render.mouse = options.mouse;
render.engine = options.engine;
// 如果用户没有指定contaienr,默认使用stage
render.container = render.container || Laya.stage;
render.bounds = render.bounds ||
{
min:
{
x: 0,
y: 0
},
max:
{
x: render.width,
y: render.height
}
};
return render;
}
/**
* 运行渲染器。
* @param {render} render 渲染的目标是LayaRender.create()返回的对象
* @return {void}
*/
LayaRender.run = function(render)
{
Laya.timer.frameLoop(1, this, LayaRender.world, [render]);
Events.on(render.engine.world, 'afterRemove', LayaRender.onRemoveSprite);
};
/**
* 停止渲染器。
* @param {render} LayaRender.create()返回的对象
* @return {void}
*/
LayaRender.stop = function(render)
{
Laya.timer.clear(this, LayaRender.world);
Events.off(render.engine.world, 'afterRemove', LayaRender.onRemoveSprite);
}
LayaRender.onRemoveSprite = function(args)
{
var sprite = args.object.layaSprite;
if (sprite && sprite.parent)
sprite.parent.removeChild(sprite);
}
/**
* 渲染给定的 engine 的 Matter.World 对象。
* 这是渲染的入口,每次场景改变时都应该被调用。
* @param {render} render
* @return {void}
*/
LayaRender.world = function(render)
{
var engine = render.engine,
world = engine.world,
renderer = render.renderer,
container = render.container,
options = render.options,
bodies = Composite.allBodies(world),
allConstraints = Composite.allConstraints(world),
constraints = [],
i;
if (options.wireframes)
{
LayaRender.setBackground(render, options.wireframeBackground);
}
else
{
LayaRender.setBackground(render, options.background);
}
// 处理 bounds
var boundsWidth = render.bounds.max.x - render.bounds.min.x,
boundsHeight = render.bounds.max.y - render.bounds.min.y,
boundsScaleX = boundsWidth / render.options.width,
boundsScaleY = boundsHeight / render.options.height;
if (options.hasBounds)
{
// 隐藏不在视口内的bodies
for (i = 0; i < bodies.length; i++)
{
var body = bodies[i];
body.render.sprite.visible = Bounds.overlaps(body.bounds, render.bounds);
}
// 过滤掉不在视口内的 constraints
for (i = 0; i < allConstraints.length; i++)
{
var constraint = allConstraints[i],
bodyA = constraint.bodyA,
bodyB = constraint.bodyB,
pointAWorld = constraint.pointA,
pointBWorld = constraint.pointB;
if (bodyA) pointAWorld = Vector.add(bodyA.position, constraint.pointA);
if (bodyB) pointBWorld = Vector.add(bodyB.position, constraint.pointB);
if (!pointAWorld || !pointBWorld)
continue;
if (Bounds.contains(render.bounds, pointAWorld) || Bounds.contains(render.bounds, pointBWorld))
constraints.push(constraint);
}
// 改变视口
container.scale(1 / boundsScaleX, 1 / boundsScaleY);
container.pos(-render.bounds.min.x * (1 / boundsScaleX), -render.bounds.min.y * (1 / boundsScaleY));
}
else
{
constraints = allConstraints;
}
for (i = 0; i < bodies.length; i++)
LayaRender.body(render, bodies[i]);
for (i = 0; i < constraints.length; i++)
LayaRender.constraint(render, constraints[i]);
};
/**
* 设置背景色或者背景图片。
* @param {render} render
* @param {string} background 16进制颜色字符串或者图片路径
*/
LayaRender.setBackground = function(render, background)
{
if (render.currentBackground !== background)
{
var isColor = background.indexOf && background.indexOf('#') !== -1;
render.container.graphics.clear();
if (isColor)
{
// 使用纯色背景
render.container.bgColor = background;
}
else
{
render.container.loadImage(background);
// 使用背景图片时把背景色设置为白色
render.container.bgColor = "#FFFFFF";
}
render.currentBackground = background;
}
}
/**
* 渲染 body
* @param {render} render
* @param {body} body
* @return {void}
*/
LayaRender.body = function(render, body)
{
var engine = render.engine,
bodyRender = body.render;
if (!bodyRender.visible)
return;
// 有纹理的body
if (bodyRender.sprite && bodyRender.sprite.texture)
{
var spriteId = 'b-' + body.id,
sprite = body.layaSprite,
container = render.container;
// 如果sprite不存在,则初始化一个
if (!sprite)
sprite = body.layaSprite = _createBodySprite(render, body);
// 如果sprite未在显示列表,则添加至显示列表
if (!container.contains(sprite))
container.addChild(sprite);
// 更新sprite位置
sprite.x = body.position.x;
sprite.y = body.position.y;
sprite.rotation = body.angle * 180 / Math.PI;
sprite.scaleX = bodyRender.sprite.xScale || 1;
sprite.scaleY = bodyRender.sprite.yScale || 1;
}
else // 没有纹理的body
{
var primitiveId = 'b-' + body.id,
sprite = body.layaSprite,
container = render.container;
// 如果sprite不存在,则初始化一个
if (!sprite)
{
sprite = body.layaSprite = _createBodyPrimitive(render, body);
sprite.initialAngle = body.angle;
}
// 如果sprite未在显示列表,则添加至显示列表
if (!container.contains(sprite))
container.addChild(sprite);
// 更新sprite位置
sprite.x = body.position.x;
sprite.y = body.position.y;
sprite.rotation = (body.angle - sprite.initialAngle) * 180 / Math.PI;
}
};
/**
* 创建使用纹理的Sprite对象。
* @param {render} render
* @param {body} body
* @return {void}
*/
var _createBodySprite = function(render, body)
{
var bodyRender = body.render,
texturePath = bodyRender.sprite.texture,
sprite = new Laya.Sprite();
sprite.loadImage(texturePath);
sprite.pivotX = body.render.sprite.xOffset;
sprite.pivotY = body.render.sprite.yOffset;
return sprite;
};
/**
* 创建使用矢量绘图的Sprite对象。
* @param {render} render
* @param {body} body
* @return {void}
*/
var _createBodyPrimitive = function(render, body)
{
var bodyRender = body.render,
options = render.options,
sprite = new Laya.Sprite(),
fillStyle, strokeStyle, lineWidth,
part, points = [];
var primitive = sprite.graphics;
primitive.clear();
// 处理 compound parts
for (var k = body.parts.length > 1 ? 1 : 0; k < body.parts.length; k++)
{
part = body.parts[k];
if (!options.wireframes)
{
fillStyle = bodyRender.fillStyle;
strokeStyle = bodyRender.strokeStyle;
lineWidth = bodyRender.lineWidth;
}
else
{
fillStyle = null;
strokeStyle = '#bbbbbb';
lineWidth = 1;
}
points.push(part.vertices[0].x - body.position.x, part.vertices[0].y - body.position.y);
for (var j = 1; j < part.vertices.length; j++)
{
points.push(part.vertices[j].x - body.position.x, part.vertices[j].y - body.position.y);
}
points.push(part.vertices[0].x - body.position.x, part.vertices[0].y - body.position.y);
primitive.drawPoly(0, 0, points, fillStyle, strokeStyle, lineWidth);
// 角度指示器
if (options.showAngleIndicator || options.showAxes)
{
lineWidth = 1;
if (options.wireframes)
{
strokeStyle = '#CD5C5C';
}
else
{
strokeStyle = bodyRender.strokeStyle;
}
primitive.drawLine(part.position.x - body.position.x, part.position.y - body.position.y,
((part.vertices[0].x + part.vertices[part.vertices.length - 1].x) / 2 - body.position.x),
((part.vertices[0].y + part.vertices[part.vertices.length - 1].y) / 2 - body.position.y));
}
}
return sprite;
};
/**
* 绘制 constraint。
* @param {render} render
* @param {constraint} constraint
* @return {void}
*/
LayaRender.constraint = function(render, constraint)
{
var engine = render.engine,
bodyA = constraint.bodyA,
bodyB = constraint.bodyB,
pointA = constraint.pointA,
pointB = constraint.pointB,
container = render.container,
constraintRender = constraint.render,
primitiveId = 'c-' + constraint.id,
sprite = constraint.layaSprite;
// 如果sprite不存在,则初始化一个
if (!sprite)
sprite = constraint.layaSprite = new Laya.Sprite();
var primitive = sprite.graphics;
// constraint 没有两个终点时不渲染
if (!constraintRender.visible || !constraint.pointA || !constraint.pointB)
{
primitive.clear();
return;
}
// 如果sprite未在显示列表,则添加至显示列表
if (!container.contains(sprite))
container.addChild(sprite);
// 渲染 constraint
primitive.clear();
var fromX, fromY, toX, toY;
if (bodyA)
{
fromX = bodyA.position.x + pointA.x;
fromY = bodyA.position.y + pointA.y;
}
else
{
fromX = pointA.x;
fromY = pointA.y;
}
if (bodyB)
{
toX = bodyB.position.x + pointB.x;
toY = bodyB.position.y + pointB.y;
}
else
{
toX = pointB.x;
toY = pointB.y;
}
primitive.drawLine(fromX, fromY, toX, toY, constraintRender.strokeStyle, constraintRender.lineWidth);
};
window.LayaRender = LayaRender;
})();