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https://github.com/photonstorm/phaser
synced 2024-11-22 12:43:26 +00:00
Rope can now draw vertex debug to a Graphics instance
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2 changed files with 139 additions and 0 deletions
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@ -230,6 +230,39 @@ var Rope = new Class({
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*/
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*/
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this._perp = new Vector2();
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this._perp = new Vector2();
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/**
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* You can optionally choose to render the vertices of this Rope to a Graphics instance.
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*
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* Achieve this by setting the `debugCallback` and the `debugGraphic` properties.
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*
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* You can do this in a single call via the `Rope.setDebug` method, which will use the
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* built-in debug function. You can also set it to your own callback. The callback
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* will be invoked _once per render_ and sent the following parameters:
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*
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* `debugCallback(src, meshLength, verts)`
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*
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* `src` is the Rope instance being debugged.
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* `meshLength` is the number of mesh vertices in total.
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* `verts` is an array of the translated vertex coordinates.
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*
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* To disable rendering, set this property back to `null`.
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*
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* @name Phaser.GameObjects.Rope#debugCallback
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* @type {function}
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* @since 3.23.0
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*/
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this.debugCallback = null;
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/**
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* The Graphics instance that the debug vertices will be drawn to, if `setDebug` has
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* been called.
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*
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* @name Phaser.GameObjects.Rope#debugGraphic
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* @type {Phaser.GameObjects.Graphics}
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* @since 3.23.0
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*/
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this.debugGraphic = null;
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this.setTexture(texture, frame);
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this.setTexture(texture, frame);
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this.setPosition(x, y);
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this.setPosition(x, y);
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this.setSizeToFrame();
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this.setSizeToFrame();
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@ -890,6 +923,95 @@ var Rope = new Class({
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return this;
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return this;
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},
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},
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/**
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* This method enables rendering of the Rope vertices to the given Graphics instance.
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*
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* If you enable this feature, you must call `Graphics.clear()` in your Scene `update`,
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* otherwise the Graphics instance will fill-in with draw calls. This is not done automatically
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* to allow for you to debug render multiple Rope objects to a single Graphics instance.
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*
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* The Rope class has a built-in debug rendering callback `Rope.renderDebugVerts`, however
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* you can also provide your own callback to be used instead. Do this by setting the `callback` parameter.
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*
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* The callback is invoked _once per render_ and sent the following parameters:
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*
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* `callback(src, meshLength, verts)`
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*
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* `src` is the Rope instance being debugged.
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* `meshLength` is the number of mesh vertices in total.
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* `verts` is an array of the translated vertex coordinates.
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*
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* If using your own callback you do not have to provide a Graphics instance to this method.
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*
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* To disable debug rendering, to either your own callback or the built-in one, call this method
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* with no arguments.
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*
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* @method Phaser.GameObjects.Rope#setDebug
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* @since 3.23.0
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*
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* @param {Phaser.GameObjects.Graphics} [graphic] - The Graphic instance to render to if using the built-in callback.
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* @param {function} [callback] - The callback to invoke during debug render. Leave as undefined to use the built-in callback.
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*
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* @return {this} This Game Object instance.
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*/
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setDebug: function (graphic, callback)
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{
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this.debugGraphic = graphic;
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if (!graphic && !callback)
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{
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this.debugCallback = null;
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}
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else if (callback)
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{
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this.debugCallback = this.renderDebugVerts;
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}
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return this;
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},
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/**
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* The built-in Rope vertices debug rendering method.
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*
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* See `Rope.setDebug` for more details.
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*
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* @method Phaser.GameObjects.Rope#renderDebugVerts
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* @since 3.23.0
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*
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* @param {Phaser.GameObjects.Rope} src - The Rope object being rendered.
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* @param {integer} meshLength - The number of vertices in the mesh.
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* @param {number[]} verts - An array of translated vertex coordinates.
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*/
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renderDebugVerts: function (src, meshLength, verts)
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{
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var graphic = src.debugGraphic;
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var px0 = verts[0];
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var py0 = verts[1];
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var px1 = verts[2];
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var py1 = verts[3];
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graphic.lineBetween(px0, py0, px1, py1);
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for (var i = 4; i < meshLength; i += 4)
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{
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var x0 = verts[i + 0];
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var y0 = verts[i + 1];
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var x1 = verts[i + 2];
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var y1 = verts[i + 3];
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graphic.lineBetween(px0, py0, x0, y0);
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graphic.lineBetween(px1, py1, x1, y1);
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graphic.lineBetween(px1, py1, x0, y0);
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graphic.lineBetween(x0, y0, x1, y1);
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px0 = x0;
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py0 = y0;
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px1 = x1;
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py1 = y1;
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}
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},
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/**
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/**
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* Handles the pre-destroy step for the Rope, which removes the Animation component and typed arrays.
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* Handles the pre-destroy step for the Rope, which removes the Animation component and typed arrays.
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*
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*
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@ -908,6 +1030,9 @@ var Rope = new Class({
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this.uv = null;
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this.uv = null;
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this.colors = null;
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this.colors = null;
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this.alphas = null;
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this.alphas = null;
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this.debugCallback = null;
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this.debugGraphic = null;
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},
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},
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/**
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/**
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@ -89,6 +89,9 @@ var RopeWebGLRenderer = function (renderer, src, interpolationPercentage, camera
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src.updateVertices();
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src.updateVertices();
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}
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}
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var debugCallback = src.debugCallback;
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var debugVerts = [];
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for (var i = 0; i < meshVerticesLength; i += 2)
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for (var i = 0; i < meshVerticesLength; i += 2)
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{
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{
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var x = vertices[i + 0];
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var x = vertices[i + 0];
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@ -111,6 +114,17 @@ var RopeWebGLRenderer = function (renderer, src, interpolationPercentage, camera
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vertexViewU32[++vertexOffset] = getTint(colors[colorIndex], camera.alpha * (alphas[colorIndex] * alpha));
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vertexViewU32[++vertexOffset] = getTint(colors[colorIndex], camera.alpha * (alphas[colorIndex] * alpha));
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colorIndex++;
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colorIndex++;
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if (debugCallback)
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{
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debugVerts[i + 0] = tx;
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debugVerts[i + 1] = ty;
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}
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}
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if (debugCallback)
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{
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debugCallback.call(src, src, meshVerticesLength, debugVerts);
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}
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}
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pipeline.vertexCount += vertexCount;
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pipeline.vertexCount += vertexCount;
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