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sprite.ts
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sprite.ts
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import { Renderer, Texture, Resource } from "@pixi/core"
import { IDestroyOptions } from "@pixi/display"
import { BLEND_MODES } from "@pixi/constants"
import { ObservablePoint } from "@pixi/math"
import { Camera } from "../camera/camera"
import { Mat4 } from "../math/mat4"
import { Vec3 } from "../math/vec3"
import { SpriteBillboardType } from "./sprite-billboard-type"
import { Container3D } from "../container"
import { ProjectionSprite } from "./projection-sprite"
const vec3 = new Float32Array(3)
/**
* Represents a sprite in 3D space.
*/
export class Sprite3D extends Container3D {
private _sprite: ProjectionSprite
private _modelView = new Float32Array(16)
private _cameraTransformId?: number
private _billboardType?: SpriteBillboardType
private _parentID?: number
/**
* The camera used when rendering the sprite. Uses main camera by default.
*/
camera?: Camera
/**
* Creates a new sprite using the specified texture.
* @param texture The texture to use.
*/
constructor(texture?: Texture<Resource>) {
super()
this._sprite = new ProjectionSprite(texture)
this._sprite.anchor.set(0.5)
}
/**
* The billboard type to use when rendering the sprite. Used for making the
* sprite always face the viewer.
*/
get billboardType() {
return this._billboardType
}
set billboardType(value: SpriteBillboardType | undefined) {
if (value !== this._billboardType) {
this._billboardType = value
this._cameraTransformId = undefined
}
}
/** Defines the size of the sprite relative to a unit in world space. */
get pixelsPerUnit() {
return this._sprite.pixelsPerUnit
}
set pixelsPerUnit(value: number) {
this._sprite.pixelsPerUnit = value
}
/** Used for sorting the sprite before render. */
get renderSortOrder() {
return this._sprite.zIndex
}
set renderSortOrder(value: number) {
this._sprite.zIndex = value
}
/**
* The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF
* will remove any tint effect.
*/
get tint() {
return this._sprite.tint
}
set tint(value: number) {
this._sprite.tint = value
}
/**
* Destroys this sprite and optionally its texture and children.
*/
destroy(options?: boolean | IDestroyOptions) {
super.destroy(options)
this._sprite.destroy(options)
}
/**
* Renders the sprite.
* @param renderer The renderer to use.
*/
_render(renderer: Renderer) {
const camera = this.camera || Camera.main
const update = camera.transformId !== this._cameraTransformId ||
this._parentID !== this.transform._worldID
if (update) {
const scaling = this.worldTransform.scaling
Mat4.multiply(camera.view.array, this.worldTransform.array, this._modelView)
switch (this._billboardType) {
case SpriteBillboardType.spherical: {
this._modelView[0] = scaling.x
this._modelView[1] = 0
this._modelView[2] = 0
this._modelView[3] = 0
this._modelView[4] = 0
this._modelView[5] = scaling.y
this._modelView[6] = 0
this._modelView[7] = 0
break
}
case SpriteBillboardType.cylindrical: {
this._modelView[0] = scaling.x
this._modelView[1] = 0
this._modelView[2] = 0
this._modelView[3] = 0
this._modelView[8] = 0
this._modelView[9] = 0
this._modelView[10] = 1
this._modelView[11] = 0
break
}
}
Mat4.multiply(camera.projection.array,
this._modelView, this._sprite.modelViewProjection.array)
this._parentID = this.transform._worldID
this._cameraTransformId = camera.transformId
const dir = Vec3.subtract(camera.worldTransform.position.array,
this.worldTransform.position.array, vec3)
const projection = Vec3.scale(camera.worldTransform.forward.array,
Vec3.dot(dir, camera.worldTransform.forward.array), vec3)
this._sprite.distanceFromCamera = Vec3.squaredMagnitude(projection)
}
this._sprite.worldAlpha = this.worldAlpha
this._sprite.render(renderer)
}
/**
* The anchor sets the origin point of the sprite.
*/
get anchor() {
return this._sprite.anchor
}
set anchor(value: ObservablePoint) {
this._sprite.anchor = value
}
/** The texture used when rendering the sprite. */
get texture() {
return this._sprite.texture
}
set texture(value: Texture<Resource>) {
this._sprite.texture = value
}
/** The blend used when rendering the sprite. */
get blendMode() {
return this._sprite.blendMode
}
set blendMode(value: BLEND_MODES) {
this._sprite.blendMode = value
}
}